Project Old Gen Hackmons Megathread

Ransei

Garde Mystik
is a Forum Moderatoris a Community Contributoris a Battle Simulator Moderatoris a Battle Simulator Admin Alumnusis a Community Leader Alumnus
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I'm not necessarily leaving but I've been needing people to take over my Pure Hackmons leadership roles for some time. Delegating these leadership positions has been difficult since there weren't people willing to lead at the time, all for various reasons. I recently found some people I trust to take over Generation 6 Pure Hackmons and will be aiming to find people to take over other generations, including BDSP. I think the metagame and its old gens are in a good spot right now for a smaller OM. I've set up all the major things that'll help move the metagame forward, including official viability rankings, viability rankings for Wonder Guards/Wonder Guard weakness severity, articles about Pure Hackmons, RMTs explaining solid teams, a Gen 6 Pure Hackmons permaladder, a room for Old Gen Pure Hackmons, and many highly detailed posts involving how things work in the metagame.

There's not a high need for generations outside six and current to be taken care of. They can be worked anytime someone else carries an interest for them and I'll be willing to assist in letting them carry on resources for those generations.

With that being said, I plan to make a couple changes with this thread. Alexgrizz, BahamutLagoon, and Mbouchon have been appointed Gen 6 Pure Hackmons leadership to handle resources for that format, I'm stepping out of all the generations, at least for a while, and instead of having all the generations' resources in the second post, individual posts for each gen of Pure Hackmons being worked on will be made soon. The second post will contain a hub where each generation's post can be found.

I will still be around for Pure Hackmons to host the Old Shark subroom, run maintenance, look over this thread, look over the thread where BDSP Pure Hackmons will be located, and guide people running/interested in running format resources to make sure everything stays fine. I'll also still play occasionally and provide more thoughts on topics for the metagame when I find the opportunity. :blobwizard:

Thanks for understanding.​
 

aerobee

Pure Hackmons
is a Community Contributoris a Contributor to Smogon
Deer Squad Redux


:xy/xerneas: :xy/xerneas: :xy/xerneas: :xy/xerneas: :xy/giratina: :xy/arceus:

You all know Xerneas spam and I'm not going to explain everything here. The idea was to confuse the opponent by using multiple of the same Pokemon on the same team, all having different sets. Xerneas in particular has a great typing (making it an effective Wonder Guard user), good bulk (giving it the ability to switch into a multitude of Pokemon), great offensive stats (enabling me to use Pixilate/Mold Breaker/Huge Power sets if need be), and good synergy with some of the metagame's best Pokemon in Giratina and Arceus. It also gets nice STABs in Moonblast and Play Rough, so it can threaten opposing Pokemon both physically and specially.

Despite going quite far with the original Deer Squad team, I felt that the team could still be improved somehow. It felt too oriented for ladder players, and didn't seem to do as well against competent ones, who would abuse the likes of Primal Groudon and Chansey to scout and deal with the Xerneas. Additionally, I felt my coverage on some Xerneas sets was unnecessary; I changed every set in some fashion. Special thanks to BahamutLagoon and others who suggested changes, some of which I implemented.

_____________________________________________________________________________________________


Xerneas @ Iron Plate
Ability: Wonder Guard
EVs: 252 SpA / 172 SpD / 84 Spe
Modest Nature
- Shell Smash
- Lava Plume
- Freeze-Dry
- Judgment

This is a standard offensive Wonder Guard Xerneas set. Shell Smash is the metagame's best boosting move, complementing Xerneas' relatively high base 131 SpA to create an offensive menace that can only really be dealt with with ample offensive pressure, Wonder Guard Pokemon that wall this set, or a well-timed Prankster Pokemon switch-in. Lava Plume hits otherwise problematic Steel-types, including Mega Scizor, Registeel, and Genesect, while also threatening burns in longer games. Freeze-Dry is a godsend coverage move, dealing with Mega Swampert, Gyarados, Primal Kyogre when boosted, and a myriad of Dragon-types in the tier. Iron Plate + Judgment hits two of the best Wonder Guards in Mega Audino and opposing Xerneas, while also Imposter-proofing Xerneas. It doesn't need Fairy STAB because the three other Xerneas have it. The chosen EV spread allows Xerneas to hit as hard as possible while outspeeding Deoxys-S and Pokemon creeping for it at +2; I chose to invest in special bulk for special Mold Breakers and to 1v1 opposing Xerneas more easily.

Moonblast --> Freeze-Dry
252 SpA / 64 SpD / 192 Spe --> 252 SpA / 172 SpD / 84 Spe



Xerneas @ Pixie Plate
Ability: Pixilate
EVs: 252 Atk / 244 Def / 12 Spe
Adamant Nature
- Fake Out
- Extreme Speed
- V-create
- Spikes​


Pixilate Xerneas may be outclassed by Mega Diancie, but on a spam team it still functions seamlessly; with STAB and Pixie Plate it can easily deal with every Mold Breaker user bar Primal Groudon. Fake Out + Extreme Speed deals with a wide range of Pokemon, including offensive monsters in Mega Rayquaza and Mega Mewtwo X, and very likely the best Pokemon in the metagame in Giratina. V-Create is amazing coverage that heavily damages most Pokemon Xerneas' first two moves do not, like Registeel and Mega Venusaur. Hazards are essential on this team, as otherwise there's no limit to how many times offensive Primal Groudon (and other threats) can come in; this is done with impeccable quality as -ate users are adept at forcing Wonder Guards in. The EV spread maximizes Attack investment while speed-creeping for safety (as none of Xerneas' moves demand substantial Speed investment), and investing in Defense to more easily switch in when needed, such as against unboosted Primal Groudon with V-Create (which actually saved me once).

Freeze-Dry --> Spikes
252 Atk / 172 Def / 84 Spe --> 252 Atk / 244 Def / 12 Spe



Xerneas @ Pixie Plate
Ability: Mold Breaker
EVs: 72 Def / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Shell Smash
- Judgment
- Earth Power

This is the most innovative set on this team. Spore gives Xerneas opportunities to set up with Shell Smash against most defensive Pokemon. Shell Smash, again, is the most effective way of setting up. Pixie Plate + Judgment is an innovation that I used to Imposter-proof Xerneas much more easily with Giratina, while not having its offensive power hindered; even at +4 Giratina can switch into Imposter Chansey safely if no hazards are on the field and it's completely healthy. Fortunately most Wonder Guards don't resist Fairy and the most common Prankster user in the metagame's weak to it, so this set applies offensive pressure in nearly every game. Earth Power complements Fairy STAB extremely well, heavily damaging most Fairy resists like Primal Groudon and Registeel. The spread used outspeeds base-90s with maximum Speed investment (Primal Groudon in particular), while hitting as hard as possible and with a little bit of extra bulk.

Safety Goggles --> Pixie Plate
68 Def / 252 SpA / 188 Spe --> 72 Def / 252 SpA / 184 Spe
Modest Nature --> Timid Nature
Moonblast --> Judgment



Xerneas @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 20 Def / 236 Spe
Adamant Nature
- Play Rough
- Close Combat
- Thousand Arrows
- Pursuit​


Huge Power is the greatest Ability any spammed Pokemon could run, simply because it prevents safe scouting without an Imposter user. Play Rough is valuable STAB that nearly OHKOes physically defensive Giratina and OHKOes everything else that's weak to it. Close Combat hits Steel-types and Arceus, OHKOing the majority of sets weak to it. Thousand Arrows damages Air Balloon Electric- and Poison-Dark type Wonder Guards, as well as Primal Groudon; now the latter has to watch out when I lead with Xerneas, due to the possibility of getting nearly OHKOed with this move. Pursuit is an oddball but it has its merits; now really scary frailer Mold Breakers, like Mega Mewtwo Y and Deoxys-A, are much more easily threatened. Choice Scarf lets Xerneas outspeed every viable Pokemon bar some Choice Scarf users and Deoxys-S in conjunction with its EV spread; Xerneas hits as strong as possible and gets minimally more bulk out of this spread than otherwise.

Knock Off --> Pursuit



Giratina @ Safety Goggles
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Destiny Bond
- Encore
- Curse
- Roost​


Giratina deals with physical attackers quite well due to its titanic bulk and Ghost typing. Destiny Bond's a really recent change done because, due to the nature of the team, I'd have ample opportunity to use the move against the likes of Yveltal, Primal Groudon, and Mega Mewtwo X when necessary. Encore allows a well-timed Giratina switch-in to stop sweepers from boosting to sky-high levels and screwing the team over. Curse offers a way to damage passive Pokemon and Baton Pass users, which is valuable when against Magic Bounce Pokemon and cheesy strategies. And Roost is necessary recovery. Safety Goggles lets Giratina Imposter-proof Mold Breaker Xerneas seamlessly; its EV spread maximizes physical bulk while outspeeding most opposing Prankster Giratina to use Encore on them.

Will-O-Wisp --> Destiny Bond



Arceus @ Shed Shell
Ability: Wonder Guard
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Defog
- Wish
- Aromatherapy
- Whirlwind​


I needed a second Wonder Guard at this point for Gastro Acid-using No Guards, and I made it a supportive set to better deal with hazard-stacking Wonder Guards. Defog deals with the latter, there's not much to say about it. Wish supports Arceus' partners in longer games, especially when the opponent has multiple Pokemon with hazards. Aromatherapy prevents burns from crippling the two physical Xerneas, chip from status in general, and with Defog provides a way to deal with Toxic Spikes. Whirlwind helps to scout the opponent's potential switch-ins for Arceus, letting the user formulate a strategy to safely bring a Xerneas in. The EV spread used offers the highest overall bulk while being as fast as possible for opposing Pokemon with Taunt. Shed Shell prevents Shadow Tag Mega Aerodactyl from removing Arceus.

Stealth Rock --> Whirlwind

_____________________________________________________________________________________________


The team's checks and counters should be the same as that of the original. Primal Groudon is crazy, nothing to say about it; Ho-Oh's a hard counter to the team but is barely ever seen. Tauntspam + Hazard stacking is also an annoyance, though I can bring in an Xerneas if I predict correctly. Mega Rayquaza isn't as threatening as it was to the original version, but it's still very much a threat; special sets can annoy the team if used well. And status spam can wear down Xerneas if Arceus is offensively pressured. Imposter Chansey's much easier to deal with now, as each Pokemon on the team can be stopped somehow. Spore spam is still extremely annoying, but is manageable by switching in Giratina and forcing the opposing Pokemon out with Encore. Surprise sets like Iron Plate Imposter Chansey can make progress and potentially allow a teammate to win.

_____________________________________________________________________________________________


Importable: https://pokepast.es/956836e65fbbb6de

Have fun.
 
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I am now Officially a Co-Leader of gen 6 purehackmons alongside Mbouchon and AlexGrizz. This means that We now officially have more control of the metagame. As such we now have more control directly over the VR. Here is my first post as a co-leader I wanted to do some quick minor VR changes myself as I believe these were small oversights.:

No guard rank:
Removed A+
added random no guards to S-
Random no guard description:
"
Random No guards can be any mon that exists. Keeping in mind that any mon in this meta can have any ability means the surprise factor in this metagame is nearly unmatched when compared to others. More specifically this means that many mons that would not be your first pick for a no guard or are unexpected can end up being amazing no guards and get some KOs on unexpecting foes. These are just a couple of examples but just about any mon can be one of these. Keep In mind however due to both some usage stats and actual pokemon stats some may excel better than others and these are just a few examples that can work nicely.

Audino-Mega: Usually is a Wonder guard
Giratina: Almost always is a magic bounce or prankster
Shuckle: Usually is a magic bounce, prankster, or wonder guard
"
This might seem drastic however Ransei already set up the groundwork for it by adding Giratina and shuckle. I mostly am just adding more definition to what random no guards are and making it more clear. As before shuckle and gira really where there just randomly by adding a proper definition i believe its more clear why these are here.

WG rank:

added :Armaldo: armaldo to C (works like crustle offensive shuckle)

removed :Spiritomb: spiritomb/moved to ??? rank (sab does everything this mon wants to do better except for attack stats so show me a calc where it matters and it can be moved back somewhere)

moved :darkrai: darkrai C to D (works as an offensive version of I suppose sableye and actually has some significant special attack differences then sableye)


:durant: Durant C+ to C+ (I joked about moving this down when I topped the ladder with it cuz there's no way it's on par with big dino boy groudon-primal right? well, actually it is as good. the ability to outpace deo-s and utilize a trick start set is way easier than trying to use a mon that has some funky weakness as a wg including fissure) Keep in mind this is wg ranking and I am extremely serious durant is actually that good after topping the ladder with it. )

added :dusclops: dusclops to B+ (extremely similar bulk to cress, pure ghost wg, untrapable another semi-big change but really its actually not that massive cuz again being similar bulk to cress or nearly exact bulk makes it at least to me nearly as good as cress and hey your not weak to u-turn. you give up the item slot but again compare it to cress similar weaknesses and bulk and hey cress really REALLY loves shed shell lol. So this is not that drastic either. Look at alexgrizz teams for some good team examples)

added
Lopunny-Mega to D (It has more weakness then a regular normal type however it has a high amount of speed and power that may make it niche in a pinch)

Regular VR:
re-added :blissey: blissey to C (Blissey is not being added back for imposter as blissey has nothing over chansey in terms of imposter. Chansey is better due to how it can use evolite but not just this both can use scarf,plates,shed shell, lefties lol no don't use lefties, any other item. Because chansey can use evolite it makes it instantly easier to hide the item rather than blissey. Also there are no damage rolls that I know of that blissey has over chansey while in imposter form that it can live. Therefore Chansey>Blissey for imposter. If this is the case then why is bliss being added at all? Well blissey still works in also the same regular roles outside of imposter that chansey does but can carry a shed shell. such as a magic bounce or prankster with a shed shell vs evolite. You also can use final gambit scarf sets lol. Generally, it has more niches in regular roles with shed than most of the other stuff in C rank anyway in my opinion)

Mostly small changes really. I hope you guys like them. Also If anyone disagrees, wants clarity, or wants to make nominations about the viability rankings please make a post here with nominations ask in discord and in old shark room for discussion and questions. Also, I am not the only leader here I stated before and now in my signature, I am a CO-leader. Alexgrizz and Mbouchon are the other main leaders and even if Ransei is not as active he still going to be once in a while checking things. I would ask Me (Bahamut), Alex or Mbouchon (The spam man) first though.

On a really different note we have all been talking a lot about gen 6 however we also are going to be overlooking and making some minor changes to at lest gen 7. Myself personally am gonna leave someone else to deal with gen 4 and 5 lol. But I am all over gen 6 and gonna be overlooking gen 7 VR and samples as well soon enough. Good wishes to everything with Pure hackmons and I hope you welcome me Alexgrizz and Mbouchon as new leaders.
 
ORAS Pure Hackmons

Leader(s): Bahamut, NToTheN

Council: Bahamut, Mbouchon, NToTheN

Resources:
Solving ORAS Hackmons by berry
Introduction to Gen 6 Pure Hackmons by CHORUME
Mechanical Differences in between Generations by Jellicent
ORAS Hackmons: Metagame Trends Part 1 and Part 2 by Mbouchon
Arceus Guide by Ransei

Sample Teams:

Deer Squad Redux Spam by Mbouchon

:Giratina: :Groudon-Primal: :Zekrom: :Kyogre-Primal: :Gengar-Mega: :Gyarados_Mega:
Dual Mold + Gengar-Mega WonderGuard by Shays Fate


Dual MMX Offense by Bahamut and Mbouchon


Protean + STAG PDon Offense by NToTheN

1662959827705.png
HUGE POWER SPAM by Bahamut and Mbouchon


:Mewtwo-Mega-X: :Giratina: :Rayquaza-Mega: :Gengar-Mega: :Blissey: :Abomasnow-Mega:
Cotton Guard Rayquaza + WG Gengar + Abomasnow Bulky Offense by Mbouchon

:Mewtwo-Mega-Y::Mewtwo-Mega-Y::Rotom-Fan::Giratina::Regigigas::Gyarados-Mega:
Triple Wonder Guard Offense with Rotom-Fan by Bahamut


Mold Breaker Diancie Bulky Offense by Mbouchon

:Aerodactyl-Mega: :Mewtwo-Mega-X: :Arceus-dark: :Scizor-Mega: :Cresselia: :Giratina:
Scarf No Guard Aerodactyl-Mega and Dread Plate Arceus Balance by NToTheN

:Beedrill-Mega: :Groudon-Primal: :Gengar-Mega: :Kyogre-Primal: :Diancie-Mega: :Giratina:
Bulky Beedrill Offense by NToTheN

:Groudon-Primal: :Xerneas: :Xerneas: :Slaking: :Gyarados-Mega: :Mewtwo-Mega-X:
Dual Xerneas Hyper Offense by WrathoftheLeopard

:Chansey: :Giratina: :Mewtwo-Mega-X: :Kyogre-Primal: :Mewtwo-Mega-X: :Diancie-Mega:
Wonderguard MMX + Huge power MMX + Imposter offense by Mbouchon

Other Resources:

Viability Rankings
Ability Viability Rankings
Setpedia
Wonder Guard Setpedia
Speed Tiers
Threatlist
Wonder Guard Weakness Severity Rankings
/tour new gen6purehackmons, elim
/tour setautostart 7
/tour autodq 3

FAQ:
Q:
Why is there an EV limit?
A: In Generation 6, it's impossible to play in local matches with other players if the total amount of EVs on one of your Pokémon is above 510, regardless of whether it's legal or not.

Q: Are sample submissions open? How do I submit a sample team?
A: Yes just submit submissions by posting them with a description in this forum.[/user]
 
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Ransei

Garde Mystik
is a Forum Moderatoris a Community Contributoris a Battle Simulator Moderatoris a Battle Simulator Admin Alumnusis a Community Leader Alumnus
Moderator
This is a filler post. I'm just keeping these here until they are used.

Metagames:
Leader(s):

Council:

Resources:

Thread(s):

Gen 7 OM Mashups Megathread
Introduction to Gen 7 Pure Hackmons Article

Sample Sets:
None yet.

Sample Teams:

Dual Innards Dual MMX Offense by BahamutLagoon

Ultra Necrozma Balance by Ransei

Pdon Balance by manu 11

Psychic Terrain Offense by manu 11

Poison Spam Balance by manu 11

Leppa WG + Magic Guard Balance by cscl

Sablenite Stall by cscl

Other Resources:

Viability Rankings
Introduction Guide
/tour new gen7customgame, elim
/tour autostart 7
/tour autodq 3
/tour rules -Nonexistent
/tour name [Gen 7] Pure Hackmons

FAQ:
Q:
Can I use Crystal Free Z moves (CFZs) in my movesets?
A: Yes! But keep in mind that CFZs with variable base power (all of the one's associated with a type e.g. Bloom Doom) will have a base power of 1. Moves like Clangorous Soulblaze and Genesis Supernova have their full base power however.
Leader:

Council
:


Resources:
Thread(s):

Pure Hackmons (Gen V)
Role Compendium

Sample Sets:
None yet.

Sample Teams:

Hazard Stack Balance by Funbot28


Dual Belly Drum BO by WrathoftheLeopard


Dual WG and Chansey Balance by WrathoftheLeopard


Deoxys-S Spikestack by manu 11 and WrathoftheLeopard


Rhyperior Sand Balance by manu 11


Storm of the Gods by WrathoftheLeopard


Hail Semistall by Cold Shower

Other Resources:

Viability Rankings
Setpedia
/tour new gen5customgame, elim
/tour rules -Nonexistent
/tour setautostart 7
/tour autodq 3
/tour name [Gen 5] Pure Hackmons
Leader:

Council
:

Resources:
Sample Sets:

None yet.

Sample Teams:

Vicious Sun Balance by Tmi489


Rain Balance by Tmi489


The Dragons and The Knights Sand by Monsareeasy

Other Resources:

Viability Rankings
/tour new gen4customgame, elim
/tour rules -Nonexistent
/tour setautostart 7
/tour autodq 3
/tour name [Gen 4] Pure Hackmons
 
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ORAS Hackmons Setpedia


Welcome to the ORAS Hackmons Setpedia. Sets that are considered viable on each Pokemon are listed. As I haven't consulted anyone when adding or editing listed sets, feel free to request set additions/removals. "Other Options" was a side project that I abandoned a while ago that aimed to list viable Pokemon's commonly run EV spreads, and because I didn't want the work I put into it to go to waste I left what progress I made in the setpedia.

Note that EV spreads are max max (optimal EV spreads are not listed directly on the sets) due to the metagame not being developed enough, though I've started using specific EV spreads that accomplish something significant for sets that use them well. Sets are ordered from most to least viable.

S Rank

S+ Rank

:audino-mega:


S Rank
:giratina:
Giratina @ Safety Goggles / Leftovers / Griseous Orb / Colbur Berry / Flame Orb / Lagging Tail
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold / Impish Nature
IVs: 0 Atk OR 31 Atk
- Will-O-Wisp / Spore / Glare / Destiny Bond / Substitute / Toxic / Dragon Tail / Psycho Shift / Trick
- Curse / Will-O-Wisp
- Encore / Haze
- Recover

Giratina @ Leftovers / Safety Goggles / Griseous Orb
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Substitute
- Baton Pass
- Curse
- Recover

Giratina @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald / Steam Eruption / Magma Storm / Zap Cannon
- King's Shield / Spiky Shield
- Curse
- Recover

Giratina @ Griseous Orb / Leftovers
Ability: Fur Coat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp / Scald / Steam Eruption
- Curse
- King's Shield
- Recover

:groudon-primal:
Groudon-Primal @ Lum Berry / Leftovers / Safety Goggles / Mental Herb
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Spore / Dark Void / Taunt / Stealth Rock
- Shell Smash
- V-create
- Thousand Arrows

Groudon-Primal @ Leftovers / Safety Goggles
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Spore / Dark Void / Taunt
- King's Shield
- Shell Smash
- Thousand Arrows

Groudon-Primal @ Leftovers
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Nuzzle
- Substitute
- Shell Smash
- Thousand Arrows

Groudon-Primal @ Lum Berry / Leftovers / Safety Goggles
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Dark Void / Spore
- Shell Smash
- Thousand Arrows
- Sheer Cold

Groudon-Primal @ Leftovers / Mental Herb / Lum Berry
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- King's Shield / Spore / Dark Void / Taunt
- Shell Smash
- Precipice Blades
- Diamond Storm

Groudon-Primal @ Leftovers / Lum Berry / Mental Herb
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock / Spikes / Toxic Spikes
- King's Shield
- Shell Smash
- Thousand Arrows

Groudon-Primal @ Leftovers / Mental Herb / Lum Berry
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- King's Shield
- Recover
- Shell Smash
- Thousand Arrows

Groudon-Primal @ Leftovers / Mental Herb
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Substitute
- King's Shield
- Shell Smash
- Thousand Arrows

Groudon-Primal @ Mental Herb
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock / Spikes / Toxic Spikes
- Shell Smash
- V-create
- Thousand Arrows

Groudon-Primal @ Leftovers
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock / Spikes / Toxic Spikes
- Dark Void / Spore / Taunt / Glare
- Shell Smash
- Thousand Arrows

Groudon-Primal @ Earth Plate
Ability: Mold Breaker
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Dark Void / Spore / Taunt / Glare / Sheer Cold
- Shell Smash
- Judgment
- Ice Beam / Freeze-Dry

Groudon-Primal @ Draco Plate
Ability: Mold Breaker
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Spore / Dark Void / Taunt / Glare / Stealth Rock / Spikes / Toxic Spikes
- Shell Smash
- Judgment
- Blue Flare


Groudon-Primal @ Choice Band
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- V-Create
- Thousand Arrows
- Beat Up / Knock Off / Sacred Fire / Play Rough / Precipice Blades / Trick
- U-Turn

Groudon-Primal @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- V-Create
- Thousand Arrows
- Knock Off / Precipice Blades / Beat Up / Icicle Crash / Trick
- U-Turn

Groudon-Primal @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Extreme Speed
- Pursuit
- Precipice Blades / Thousand Arrows / V-Create / Water Shuriken
- Bullet Punch / Shadow Sneak / Stealth Rock / Trick

Groudon-Primal @ Choice Scarf / Choice Band
Ability: Shadow Tag
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- V-Create
- Thousand Arrows / Gunk Shot
- Fusion Bolt / Bolt Strike / Petal Blizzard
- Trick

Groudon-Primal @ Leftovers / Safety Goggles
Ability: Shadow Tag
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- V-Create
- Thousand Arrows
- Recover

Groudon-Primal @ Lum Berry / Expert Belt / Safety Goggles / Choice Band / Choice Scarf / Life Orb / Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def OR 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Sacred Fire / Heat Crash / V-Create
- Thousand Arrows / Precipice Blades / Close Combat / Petal Blizzard / Fusion Bolt / Horn Leech
- Heavy Slam / Gunk Shot
- Knock Off / Beat Up / Play Rough / Diamond Storm / Gastro Acid / Extreme Speed / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

Groudon-Primal @ Shed Shell
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Thousand Arrows / Sacred Fire
- Aromatherapy
- Perish Song / King’s Shield / Spiky Shield
- Recover / Wish

Groudon-Primal @ Shed Shell / Safety Goggles / Lum Berry / Leftovers
Ability: Desolate Land
EVs: 248 HP / 252 Def / 8 SpD OR 248 HP / 8 Def / 252 SpD
Relaxed OR Sassy Nature
- Stealth Rock / Toxic / Will-O-Wisp
- Thousand Arrows / V-Create
- Freeze-Dry / Bolt Strike / Fusion Bolt / Thunder Punch
- Morning Sun

108 HP / 252 Atk / 148 Spe with an Adamant nature on Shell Smash sets to creep Deoxys-S after one Shell Smash
232 HP / 252 Atk / 8 SpD / 16 Spe with an Adamant nature on Shell Smash sets to creep Mega Aerodactyl after one Shell Smash
100 HP / 252 Atk / 156 Spe with a Jolly nature to creep opposing Adamant Primal Groudon
64 HP / 252 Atk / 192 Spe with an Adamant nature on Shell Smash sets to creep Mega Mewtwo X and Mega Gengar after one Shell Smash and one V-Create
248 HP / 240 Atk / 20 Def with an Adamant nature on Choice Band Mold Breaker and Huge Power sets to survive Huge Power Mega Mewtwo X's Thousand Arrows and Close Combat
248 HP / 92 Atk / 168 Def with an Adamant Nature on Gunk Shot or Heavy Slam Huge Power sets to maximize physical bulk while OHKOing Mega Audino
248 HP / 92 Atk / 20 Def / 148 SpD with an Adamant nature on Huge Power sets to maximize special bulk while OHKOing Mega Audino with Heavy Slam or Gunk Shot and surviving Huge Power Mega Mewtwo X's Thousand Arrows and Close Combat

:chansey: :blissey: :pikachu:
:chansey:
Chansey @ Choice Scarf / Eviolite / Spooky Plate / Iron Plate / Toxic Plate
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Wish / Recover
- Final Gambit / King's Shield / Magic Coat / Perish Song / Fake Out
- Whirlwind
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Skill Swap / Chatter / Aromatherapy / Trick / Perish Song / Fake Out

:blissey:
Blissey @ Choice Scarf / Spooky Plate / Iron Plate / Toxic Plate
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Wish / Recover
- Final Gambit / King's Shield / Magic Coat / Perish Song / Fake Out
- Whirlwind
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Skill Swap / Chatter / Aromatherapy / Trick / Perish Song / Fake Out

:pikachu:
Pikachu @ Light Ball
Ability: Imposter
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk OR 31 Atk
- Recover / Perish Song / Fake Out
- Final Gambit / Spiky Shield / Magic Coat / Perish Song / Fake Out
- Whirlwind
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Skill Swap / Chatter / Aromatherapy / Perish Song / Fake Out


S- Rank
:lopunny-mega:
:mewtwo-mega-y:
Mewtwo-Mega-Y @ Choice Scarf
Ability: No Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Naive Nature
- Sheer Cold / Fissure
- Trick / Sludge Wave / Sludge Bomb / Freeze-Dry / Blue Flare / Searing Shot / Seed Flare / Focus Blast / Dynamic Punch / Moonblast / Bug Buzz / Steam Eruption
- Zap Cannon / Inferno / Freeze-Dry
- Gastro Acid / Dynamic Punch / Focus Blast / Sing / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

Mewtwo-Mega-Y @ Focus Sash
Ability: No Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Naive Nature
- Sheer Cold / Fissure
- Sing / Inferno / Zap Cannon / Freeze-Dry / Seed Flare / Steam Eruption
- Gastro Acid / Sludge Wave / Sludge Bomb / Freeze-Dry / Blue Flare / Searing Shot / Seed Flare / Focus Blast / Dynamic Punch / Moonblast / Bug Buzz
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Inferno / Zap Cannon / Freeze-Dry / Dynamic Punch / Focus Blast

80 Def / 252 SpA / 176 Spe with a Timid nature on Focus Sash set to creep Mega Mewtwo X and Mega Gengar
32 Def / 252 SpA / 224 Spe with a Timid nature on Choice Scarf set to creep Jolly Primal Groudon at +2

:deoxys-speed:
Deoxys-Speed @ Focus Sash
Ability: No Guard
EVs: 248 HP / 8 Def / 252 Spe OR 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold / Fissure
- Sing
- Gastro Acid
- Stealth Rock / Spikes / Inferno / Zap Cannon

Deoxys-Speed @ Choice Scarf
Ability: No Guard
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold / Fissure
- Trick
- Sing
- Gastro Acid / Stealth Rock / Spikes / Toxic Spikes

248 HP / 88 Def / 172 Spe with a Bold nature OR 84 Def / 252 SpA / 172 Spe with a Modest nature on Focus Sash set to creep Mega Aerodactyl

:aerodactyl-mega:
Aerodactyl-Mega @ Focus Sash
Ability: No Guard
EVs: 248 HP / 4 Def / 252 Spe OR 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sheer Cold / Fissure
- Sing
- Gastro Acid
- Stealth Rock / Spikes / Stone Edge / Dynamic Punch / Toxic Spikes

:mewtwo-mega-x:
Mewtwo-Mega-X @ Choice Scarf
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Naive Nature
- Sheer Cold
- Trick / Bolt Strike / Freeze-Dry
- Stealth Rock / Spikes / Toxic Spikes
- Gastro Acid / Close Combat / Low Kick / Dynamic Punch / Gunk Shot

Mewtwo-Mega-X @ Focus Sash / Lum Berry / Life Orb
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sheer Cold
- Sing / Bolt Strike / Fusion Bolt / Freeze-Dry
- Gastro Acid
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Close Combat / Low Kick / Dynamic Punch / Gunk Shot

:manectric-mega:
Manectric-Mega @ Air Balloon / Shed Shell
Ability: No Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold / Fissure
- Sing / Baton Pass / Volt Switch
- Gastro Acid
- Zap Cannon / Inferno / Focus Blast / Stealth Rock / Spikes

:alakazam-mega:
Alakazam-Mega @ Focus Sash
Ability: No Guard
EVs: 248 HP / 8 Def / 252 Spe OR 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold / Fissure
- Sing
- Gastro Acid
- Stealth Rock / Spikes / Zap Cannon / Inferno / Focus Blast

:electrode:
Electrode @ Air Balloon / Leftovers
Ability: No Guard
EVs: 248 HP / 8 Def / 252 Spe OR 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold / Fissure
- Sing
- Gastro Acid
- Spikes / Stealth Rock / Zap Cannon / Inferno / Focus Blast / Taunt

:lopunny-mega:
Lopunny-Mega @ Choice Scarf
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sheer Cold / Fissure
- Trick / Close Combat / Extreme Speed / Dynamic Punch
- Gastro Acid / Close Combat / Extreme Speed / Dynamic Punch / Bolt Strike / Gunk Shot / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- Sing

Lopunny-Mega @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sheer Cold / Fissure
- Sing
- Gastro Acid / Close Combat / Extreme Speed / Dynamic Punch / Bolt Strike / Gunk Shot
- Stealth Rock / Dynamic Punch

:mewtwo-mega-x:
Mewtwo-Mega-X @ Lum Berry / Focus Sash / Life Orb / Safety Goggles / Choice Band / Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly / Naughty Nature
- Drain Punch / Close Combat / Low Kick
- Play Rough / Knock Off / Beat Up
- Thousand Arrows / Gunk Shot / Gear Grind / Meteor Mash / Iron Head / Sacred Fire / Extreme Speed
- Petal Blizzard / Fusion Bolt / Horn Leech / Diamond Storm / Freeze-Dry / Gastro Acid / Extreme Speed / Mach Punch / Pursuit / Trick / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

Mewtwo-Mega-X @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Close Combat / Drain Punch
- Knock Off / Beat Up / Play Rough
- Gunk Shot / Meteor Mash / Sacred Fire / Extreme Speed / Trick
- U-Turn

Mewtwo-Mega-X @ Choice Band
Ability: Shadow Tag
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Close Combat / Low Kick / Drain Punch
- Play Rough / Thousand Arrows / Knock Off
- Petal Blizzard / Fusion Bolt
- Trick / Spikes / Stealth Rock / Toxic Spikes / Sticky Web

80 HP / 252 Atk / 176 Spe with a Jolly nature to creep Jolly Arceus
252 Atk / 120 SpA / 136 Spe with a Naive nature on Huge Power Freeze-Dry sets to creep Jolly Mega Rayquaza
36 HP / 252 Atk / 220 Spe with an Adamant nature to creep Timid Mega Latios

:mewtwo-mega-y:
Mewtwo-Mega-Y @ Expert Belt / Life Orb / Focus Sash
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Naive Nature
- Play Rough / Knock Off / Beat Up
- Close Combat / Sacred Fire / Low Kick
- Thousand Arrows / Gunk Shot / Gear Grind / Meteor Mash / Iron Head /
- Freeze-Dry / Petal Blizzard / Fusion Bolt / Horn Leech / Diamond Storm / Gastro Acid / Extreme Speed / Mach Punch / Pursuit / Trick / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

Mewtwo-Mega-Y @ Expert Belt / Life Orb / Fist Plate / Iron Plate
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature
- Searing Shot / Moonblast
- Sludge Wave / Flash Cannon / Judgment
- Secret Sword / Judgment / Aura Sphere
- Grass Knot / Freeze-Dry / Giga Drain / Thunderbolt / Bug Buzz / Dark Pulse / Earth Power / Steam Eruption / Gastro Acid

Mewtwo-Mega-Y @ Choice Specs
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature
- Psystrike / Psycho Boost
- Moonblast
- Volt Switch
- Searing Shot / Secret Sword / Trick / Sludge Wave / Steam Eruption

Mewtwo-Mega-Y @ Choice Specs / Choice Scarf
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature
- Psystrike / Psycho Boost / Sludge Wave / Sludge Bomb / Flash Cannon
- Moonblast
- Searing Shot
- Freeze-Dry / Grass Knot / Giga Drain / Thunderbolt / Secret Sword /Earth Power / Steam Eruption / Trick


A Rank

A+ Rank

:gengar-mega:
Gengar-Mega @ Spooky Plate
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Dark Void / Spore / Secret Sword
- Shell Smash
- Judgment
- Sludge Wave / Sludge Bomb / Secret Sword

Gengar-Mega @ Gengarite / Safety Goggles / Lum Berry
Ability: Shadow Tag
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- King's Shield
- Perish Song
- Recover / Spikes

Gengar-Mega @ Spooky Plate
Ability: Prankster
EVs: 248 HP / 8 Def / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Void / Spore / Copycat / Destiny Bond
- Substitute
- Judgment
- Baton Pass

:diancie-mega:
Diancie-Mega @ Pixie Plate / Safety Goggles / Focus Sash / Lum Berry / Earth Plate / Stone Plate
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Dark Void / Spore / Searing Shot / Blue Flare
- Shell Smash
- Judgment / Moonblast
- Steam Eruption / Earth Power / Judgment

Diancie-Mega @ Pixie Plate / Lum Berry / Safety Goggles / Focus Sash / Life Orb
Ability: Pixilate
EVs: 248 HP / 252 Atk / 8 Def OR 4 HP / 252 Atk / 252 SpA
Adamant / Naughty Nature
- Fake Out
- Extreme Speed
- Boomburst / Sacred Fire / V-Create / Thousand Arrows
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Gastro Acid / Steam Eruption / Water Shuriken

Diancie-Mega @ Focus Sash / Lum Berry / Choice Scarf
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly / Naughty Nature
- Play Rough
- Close Combat / Low Kick / Sacred Fire
- Gunk Shot / Iron Head / Gear Grind / Meteor Mash
- Petal Blizzard / Fusion Bolt / Horn Leech / Diamond Storm / Freeze-Dry / Gastro Acid / Extreme Speed / Mach Punch / Pursuit / Trick / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

Diancie-Mega @ Choice Specs
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Moonblast
- Steam Eruption
- Searing Shot / Blue Flare / Trick
- Volt Switch

Diancie-Mega @ Choice Band
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Play Rough
- Diamond Storm
- Crabhammer / Thousand Arrows / Sacred Fire / Trick
- U-Turn

48 HP / 252 Atk / 208 Spe with a Naughty nature on Pixilate Steam Eruption sets to creep Jolly Primal Groudon
48 HP / 252 SpA / 208 Spe with a Modest nature on Huge Power, Mold Breaker, and Magic Guard sets to creep Jolly Primal Groudon
104 HP / 252 Atk / 4 Def / 148 Spe with an Adamant nature on Huge Power Choice Scarf sets to creep Mega Aerodactyl

:rayquaza-mega:
Rayquaza-Mega @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Dragon Ascent
- Sacred Fire / Close Combat / Thousand Arrows
- Extreme Speed / Crabhammer / Trick / Water Shuriken
- U-Turn

Rayquaza-Mega @ Choice Specs
Ability: Mold Breaker
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
- Spacial Rend / Draco Meteor
- Aeroblast / Oblivion Wing
- Searing Shot / Secret Sword
- Volt Switch / Trick

Rayquaza-Mega @ Sky Plate / Lum Berry / Safety Goggles / Focus Sash
Ability: Aerilate
EVs: 248 HP / 252 Atk / 8 Def OR 252 Atk / 8 Def / 252 SpA
Adamant / Naughty Nature
- Fake Out
- Extreme Speed
- Boomburst / Sacred Fire / V-Create
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Gastro Acid / Baton Pass / Will-O-Wisp / Toxic

Rayquaza-Mega @ Choice Specs
Ability: Gale Wings
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Aeroblast
- Oblivion Wing
- Trick / Mirror Move
- Parting Shot / Baton Pass

Rayquaza-Mega @ Choice Band
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Dragon Ascent
- Gunk Shot
- Sacred Fire / Close Combat / Thousand Arrows
- Fusion Bolt / Petal Blizzard / Knock Off / Beat Up / Play Rough / Trick / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

Rayquaza-Mega @ Choice Scarf
Ability: Mold Breaker
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dragon Ascent / Aeroblast
- Draco Meteor / Spacial Rend
- Searing Shot / Sacred Fire
- U-Turn / Trick / Volt Switch

Rayquaza-Mega @ Choice Scarf
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Draco Meteor
- Aeroblast / Oblivion Wing
- Secret Sword / Searing Shot / Blue Flare
- Volt Switch / Trick

:latios-mega:
Latios-Mega @ Soul Dew
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Freeze-Dry / Seed Flare / Grass Knot / Giga Drain / Thunderbolt
- Flash Cannon / Sludge Bomb / Sludge Wave
- Searing Shot / Secret Sword / Aura Sphere
- Moonblast / Dark Pulse / Bug Buzz / Shadow Ball / Earth Power / Surf / Scald / Gastro Acid

Latios-Mega @ Soul Dew
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Dark Void / Spore / Searing Shot
- Shell Smash
- Psystrike / Stored Power
- Spacial Rend

Latios-Mega @ Soul Dew
Ability: Shadow Tag
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Sludge Wave / Sludge Bomb
- Grass Knot / Freeze-Dry / Giga Drain / Thunderbolt
- Secret Sword / Searing Shot / Aura Sphere
- Moonblast / Bug Buzz / Dark Pulse / Earth Power / Surf / Spikes / Stealth Rock / Toxic Spikes / Sticky Web

Latios-Mega @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Psystrike / Psycho Boost
- Spacial Rend / Draco Meteor
- Searing Shot
- Volt Switch


A Rank
:slaking:
Slaking @ Silk Scarf / Lum Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Fake Out
- Extreme Speed
- Pursuit
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Shadow Sneak / Knock Off / Gastro Acid / Toxic / Sucker Punch / Will-O-Wisp / Baton Pass

Slaking @ Silk Scarf / Leftovers / Lum Berry / Life Orb
Ability: Shadow Tag
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Fake Out
- Extreme Speed
- Sacred Fire / Low Kick / Bullet Punch / Encore / Shadow Sneak / Water Shuriken
- Spikes / Stealth Rock / Toxic Spikes / Sticky Web / Perish Song / Toxic / Will-O-Wisp

Slaking @ Choice Band
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Def
Happiness: 0
Adamant Nature
- Extreme Speed
- Frustration / Sacred Fire / V-Create
- Play Rough / Thousand Arrows / Knock Off / Gunk Shot
- U-Turn / Trick

:regigigas:
Regigigas @ Silk Scarf / Lum Berry
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Fake Out
- Extreme Speed
- Pursuit
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Shadow Sneak / Knock Off / Gastro Acid / Toxic / Sucker Punch / Will-O-Wisp / Baton Pass

Regigigas @ Silk Scarf / Leftovers / Lum Berry / Life Orb
Ability: Shadow Tag
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Fake Out
- Extreme Speed
- Sacred Fire / Low Kick / Bullet Punch / Encore / Shadow Sneak / Water Shuriken
- Spikes / Stealth Rock / Toxic Spikes / Sticky Web / Perish Song / Toxic / Will-O-Wisp

Regigigas @ Choice Band
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 8 Def
Happiness: 0
Adamant Nature
- Extreme Speed
- Frustration / V-Create
- Play Rough / Thousand Arrows / Knock Off / Gunk Shot
- U-Turn / Trick

:gyarados-mega:
Gyarados-Mega @ Lum Berry / Dread Plate / Expert Belt / Life Orb
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Gastro Acid / Trick-Or-Treat / Sucker Punch / Iron Head / Gunk Shot / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- Pursuit
- Knock Off / Sucker Punch
- Water Shuriken

Gyarados-Mega @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 152 Def / 104 SpD
Calm / Careful Nature
IVs: 0 Atk / 31 Atk
- Will-O-Wisp / Psycho Shift / Glare
- Foul Play
- Spiky Shield / King's Shield
- Recover / Pursuit

Gyarados-Mega @ Leftovers / Lum Berry / Safety Goggles
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- King’s Shield / Dark Void / Spore / Taunt / Stealth Rock / Spikes / Toxic Spikes
- Shell Smash
- Beat Up / Knock Off
- Crabhammer / Waterfall / Gunk Shot / Iron Head / Water Shuriken

:arceus:
Arceus @ Spooky Plate
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Timid Nature
- Dark Void / Spore
- Shell Smash
- Boomburst
- Judgment

Arceus @ Shed Shell / Leftovers
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- King's Shield / Perish Song / Knock Off
- Recover / Wish
- Aromatherapy / Defog
- Baton Pass

Arceus @ Spooky Plate
Ability: Multitype
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Boomburst
- Shell Smash
- Judgment
- Gastro Acid / Recover / King's Shield

:kyurem-black:
Kyurem-Black @ Icicle Plate / Lum Berry / Focus Sash
Ability: Refrigerate
EVs: 252 Atk / 252 Def / 4 SpD
Naughty / Adamant Nature
- Fake Out
- Extreme Speed
- Boomburst / Sacred Fire / V-Create / Freeze-Dry / Pursuit
- Spikes / Stealth Rock / Toxic Spikes / Sticky Web / Freeze-Dry / Gastro Acid


A- Rank
:deoxys-attack:
Deoxys-Attack @ Choice Specs
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Def / 0 SpD
- Psystrike / Psycho Boost
- Moonblast
- Searing Shot / Secret Sword / Trick
- Volt Switch

Deoxys-Attack @ Focus Sash
Ability: Huge Power
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty / Lonely Nature
IVs: 0 Def / 0 SpD
- Close Combat
- Knock Off / Beat Up / Play Rough
- Thousand Arrows / Gunk Shot / Gear Grind / Meteor Mash / Iron Head / Sacred Fire / Extreme Speed
- Petal Blizzard / Fusion Bolt / Horn Leech / Diamond Storm / Freeze-Dry / Gastro Acid / Extreme Speed / Mach Punch / Pursuit / Trick / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

Deoxys-Attack @ Focus Sash
Ability: Contrary
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Def / 0 SpD
- V-Create
- Superpower
- Psycho Boost / Draco Meteor
- Baton Pass / Leaf Storm / Fusion Bolt / Thousand Arrows / Gastro Acid

:xerneas:
Xerneas @ Pixie Plate / Leftovers / Safety Goggles
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- King's Shield / Dark Void / Spore / Searing Shot / Taunt / Glare / Nuzzle / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- Shell Smash
- Judgment / Moonblast
- Steam Eruption / Earth Power

Xerneas @ Lum Berry / Safety Goggles / Pixie Plate
Ability: Pixilate
EVs: 4 HP / 252 Atk / 252 Def OR 4 HP / 252 Atk / 252 SpA OR 252 Atk / 4 SpA / 252 Spe
Naughty / Adamant Nature
- Fake Out
- Extreme Speed
- Boomburst / Steam Eruption / Surf / V-Create / Sacred Fire / Thousand Arrows
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Gastro Acid

:tyranitar-mega:
Tyranitar-Mega @ Leftovers / Lum Berry / Safety Goggles
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Spore / Dark Void / Glare / Taunt / Nuzzle
- Shell Smash
- Beat Up / Knock Off / Precipice Blades
- Diamond Storm

Tyranitar-Mega @ Safety Goggles / Dread Plate / Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Gastro Acid / Trick-Or-Treat / Sucker Punch / Iron Head / Gunk Shot / Recover / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- Pursuit
- Knock Off
- Sucker Punch

Tyranitar-Mega @ Choice Band
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off / Beat Up
- Gunk Shot / Gear Grind
- U-Turn / Gunk Shot
- Sacred Fire / Low Kick / Close Combat / Thousand Arrows / Trick / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

:abomasnow-mega:
Abomasnow-Mega @ Icicle Plate / Leftovers
Ability: Refrigerate
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 31 Spe OR 0 Spe
- Fake Out
- Extreme Speed
- Boomburst / Freeze-Dry / V-Create / Sacred Fire
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Parting Shot / Gastro Acid / Toxic / Will-O-Wisp / Glare

:yveltal:
Yveltal @ Shed Shell / Leftovers
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Careful / Sassy Nature
IVs: 31 Spe OR 0 Spe
- Knock Off
- Pursuit / Aromatherapy / Defog / Sucker Punch
- Recover / Wish
- King’s Shield / Baton Pass / Defog

Yveltal @ Safety Goggles / Leftovers / Lum Berry
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Pursuit / Knock Off
- Spore / Haze / Dark Void
- Encore / King's Shield / Gastro Acid
- Recover

Yveltal @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Will-O-Wisp / Psycho Shift / Glare
- Knock Off
- Spiky Shield / King's Shield / Pursuit
- Recover / Wish

Yveltal @ Shed Shell / Safety Goggles / Leftovers
Ability: Mold Breaker
EVs: 248 HP / 8 Def / 252 SpD
Careful / Sassy Nature
- Knock Off
- U-Turn / Pursuit / Final Gambit
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Sucker Punch
- Recover

Yveltal @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Knock Off
- Pursuit
- Lava Plume / Searing Shot / Poison Fang / Nuzzle
- Circle Throw / Sucker Punch

Yveltal @ Dread Plate / Lum Berry / Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Gastro Acid / Trick-Or-Treat / Sucker Punch / Gunk Shot / Gear Grind / Iron Head
- Pursuit
- Knock Off
- Sucker Punch / Recover / Stealth Rock / Spikes / Toxic Spikes / Sticky Web


B Rank

B+ Rank

:dialga:
Dialga @ Draco Plate / Iron Plate / Adamant Orb / Flame Plate / Safety Goggles
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Void / Spore / Flash Cannon
- Shell Smash
- Searing Shot / Flash Cannon / Judgment
- Judgment / Spacial Rend

Dialga @ Choice Specs
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor / Spacial Rend
- Flash Cannon
- Searing Shot / Trick / Blue Flare / Spikes / Stealth Rock / Toxic Spikes
- Volt Switch

:kyogre-primal:
Kyogre-Primal @ Choice Specs
Ability: Mold Breaker
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Freeze-Dry / Ice Beam / Seed Flare
- Volt Switch / Trick
- Secret Sword / Stealth Rock

Kyogre-Primal @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Psycho Shift
- King’s Shield / Spiky Shield / Aromatherapy
- Scald / Steam Eruption
- Magma Storm / Lava Plume / Whirlwind / Perish Song

Kyogre-Primal @ Shed Shell
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish / Recover
- King's Shield
- Defog / Aromatherapy
- Scald / Steam Eruption / Baton Pass / Parting Shot

Kyogre-Primal @ Leftovers / Lum Berry / Pixie Plate / Icicle Plate
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- King’s Shield / Dark Void / Spore / Taunt / Glare / Nuzzle / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- Shell Smash
- Steam Eruption
- Freeze-Dry / Ice Beam / Judgment / Moonblast / Spacial Rend

Kyogre-Primal @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 23 Spe
- Knock Off
- Poison Fang / Metal Burst
- Volt Switch / U-Turn
- Lava Plume / Scald / Circle Throw

:lugia:
Lugia @ Safety Goggles
Ability: Shadow Tag
EVs: 248 HP / 8 Def / 252 Spe OR 248 HP / 252 Def / 8 SpD
Timid / Bold Nature
IVs: 0 Atk
- King's Shield / Recover
- Encore
- Spikes
- Perish Song

Lugia @ Shed Shell / Leftovers
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Recover / Wish
- King's Shield / Knock Off
- Aromatherapy / Defog
- Perish Song / Baton Pass

Lugia @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off / Lava Plume
- Volt Switch / U-Turn
- Circle Throw / Dragon Tail
- Chatter / Poison Fang / Metal Burst


B Rank
:ho-oh:
Ho-Oh @ Toxic Orb / Shed Shell
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Careful / Sassy Nature
- Psycho Shift / Whirlwind / Perish Song
- Flare Blitz
- Light of Ruin / King's Shield / Spiky Shield / Brave Bird
- Recover

Ho-Oh @ Shed Shell / Safety Goggles
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Careful / Sassy Nature
IVs: 31 Spe OR 0 Spe
- Sacred Fire / V-Create
- Aromatherapy
- Perish Song / Baton Pass
- Recover

:registeel:
Registeel @ Shed Shell
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Calm / Careful Nature
IVs: 0 Atk OR 31 Atk
- Baton Pass / Night Shade / Seismic Toss / Iron Head / Flash Cannon
- Aromatherapy / Defog
- Perish Song / King’s Shield / Defog
- Recover

Registeel @ Shed Shell / Safety Goggles / Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Glare / Toxic / Iron Head / Flash Cannon
- Encore / Haze / Topsy-Turvy
- Destiny Bond
- Recover

:sceptile-mega:
Sceptile-Mega @ Draco Plate / Focus Sash
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Spore / Dark Void / Searing Shot / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- Shell Smash
- Seed Flare
- Judgment / Spacial Rend

:steelix-mega:
Steelix-Mega @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish / Relaxed Nature
IVs: 31 Spe OR 0 Spe
- Baton Pass / Iron Head / Gear Grind
- Aromatherapy / Defog
- Perish Song
- Recover

Steelix-Mega @ Shed Shell / Safety Goggles / Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Glare / Will-O-Wisp / Destiny Bond
- Encore / Haze
- Thousand Arrows / Iron Head / Gear Grind
- Recover


B- Rank
:chansey:
Chansey @ Eviolite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Encore
- Haze / Glare / Foul Play / Will-O-Wisp
- U-Turn / Baton Pass
- Recover

Chansey @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Bold / Relaxed Nature
IVs: 0 Atk OR 0 Atk / 0 Spe OR 0 Spe
- Wish / Recover
- Aromatherapy / Defog / Perish Song
- King's Shield
- Baton Pass

:latias-mega:
Latias-Mega @ Soul Dew
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Freeze-Dry / Seed Flare / Grass Knot / Giga Drain / Thunderbolt
- Flash Cannon / Sludge Bomb / Sludge Wave
- Searing Shot / Secret Sword / Aura Sphere
- Moonblast / Dark Pulse / Bug Buzz / Shadow Ball / Earth Power / Surf / Scald / Gastro Acid

Latias-Mega @ Soul Dew
Ability: Mold Breaker
EVs: 248 HP / 64 SpA / 48 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Spacial Rend
- Stored Power / Psystrike
- Quiver Dance
- Recover

With this spread Mega Latias hits as hard as possible while outspeeding every viable Pokemon bar Deoxys-S at +1, and surviving two Spacial Rends from Imposter Pokemon. This allows Mega Latias to stall out the Imposter user's Spacial Rends, KOing an opposing Pokemon when it runs out of PP.

68+ SpA Imposter Chansey Spacial Rend vs. 248 HP / 48 SpD Soul Dew Mega Latias: 152-180 (41.8 - 49.5%) -- guaranteed 3HKO
+6 68+ SpA Imposter Chansey Stored Power (380 BP) vs. +6 248 HP / 48 SpD Soul Dew Mega Latias: 143-168 (39.3 - 46.2%) -- guaranteed 3HKO
64+ SpA Soul Dew Mega Latias Spacial Rend vs. 248 HP / 48 SpD Imposter Chansey: 338-402 (48 - 57.1%) -- 90.6% chance to 2HKO

(Note that Chansey isn't holding Eviolite.)

:slowbro-mega:
Slowbro-Mega @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Bold / Relaxed Nature
IVs: 0 Atk OR 0 Atk / 0 Spe
- Psycho Shift / Whirlwind / Perish Song
- Scald / Steam Eruption
- King’s Shield / Spiky Shield
- Magma Storm / Lava Plume / Searing Shot / Aromatherapy / Baton Pass

Slowbro-Mega @ Shed Shell / Safety Goggles
Ability: Fur Coat
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Will-O-Wisp / Toxic / Haze / Gastro Acid
- Baton Pass / Parting Shot
- Scald / Steam Eruption
- Recover

Slowbro-Mega @ Shed Shell / Safety Goggles / Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald / Steam Eruption
- Aromatherapy / Defog
- Baton Pass / King’s Shield / Perish Song
- Recover


C Rank

C+ Rank

:aerodactyl-mega:
Aerodactyl-Mega @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Ascent
- Crabhammer / Diamond Storm
- Sacred Fire / V-Create / Close Combat / Thousand Arrows
- U-Turn / Trick

Aerodactyl-Mega @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Diamond Storm / Petal Blizzard / Fusion Bolt / Horn Leech
- Gunk Shot / Thousand Arrows / Gear Grind / Precipice Blades
- Close Combat / Sacred Fire / Low Kick
- Beat Up / Knock Off / Play Rough / Gastro Acid / Trick

Aerodactyl-Mega @ Leftovers / Safety Goggles
Ability: Shadow Tag
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Encore
- King’s Shield / Recover
- Perish Song

Aerodactyl-Mega @ Choice Band
Ability: Shadow Tag
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Ascent
- Diamond Storm
- Sacred Fire / Thousand Arrows / Crabhammer
- Trick / Close Combat / Gunk Shot / Petal Blizzard / Fusion Bolt / Gear Grind

:blissey:
Blissey @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Defog / Aromatherapy / Perish Song
- Wish
- King's Shield
- Baton Pass

:kyurem-white:
Kyurem-White @ Choice Specs
Ability: Mold Breaker
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Draco Meteor / Spacial Rend
- Ice Beam / Freeze-Dry
- Searing Shot / Secret Sword / Trick / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- Volt Switch / Grass Knot / Giga Drain / Thunderbolt

:metagross-mega:
Metagross-Mega @ Safety Goggles / Choice Band / Life Orb / Expert Belt
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe OR 248 HP / 252 Atk / 8 SpD
Adamant / Jolly Nature
- Meteor Mash / Iron Head / Gear Grind
- Close Combat / Drain Punch / Sacred Fire
- Petal Blizzard / Fusion Bolt / Horn Leech / Thousand Arrows / Diamond Storm
- Beat Up / Knock Off / Play Rough / Gastro Acid / Pursuit / Trick / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

Metagross-Mega @ Leftovers / Lum Berry / Shed Shell
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Taunt / Dark Void / Spore / Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Diamond Storm / Recover / King’s Shield
- Shell Smash
- Gear Grind / Meteor Mash / Iron Head
- Precipice Blades / Thousand Arrows / Crabhammer

Metagross-Mega @ Choice Scarf / Choice Band
Ability: Shadow Tag
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Gear Grind / Meteor Mash / Iron Head
- Thousand Arrows / Close Combat / Knock Off / Play Rough / Beat Up
- Fusion Bolt / Petal Blizzard / Horn Leech
- Trick / Spikes / Stealth Rock / Toxic Spikes / Sticky Web


C Rank
:garchomp-mega:
Garchomp-Mega @ Choice Band
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Thousand Arrows
- Dragon Claw / Dragon Rush
- Gunk Shot / Gear Grind / Knock Off / Low Kick / Close Combat / Nuzzle / Glare
- U-Turn / Trick

:gardevoir-mega:
Gardevoir-Mega @ Choice Specs
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Psycho Boost / Psystrike
- Moonblast
- Searing Shot / Secret Sword / Trick
- Volt Switch

Gardevoir-Mega @ Pixie Plate / Flame Plate / Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Spore / Dark Void / Searing Shot
- Shell Smash
- Judgment / Moonblast
- Psystrike / Stored Power / Steam Eruption

:palkia:
Palkia @ Leftovers / Lustrous Orb / Lum Berry / Draco Plate
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- King’s Shield / Dark Void / Spore
- Shell Smash
- Steam Eruption / Water Spout
- Spacial Rend / Judgment

Palkia @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Psycho Shift / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- King’s Shield / Spiky Shield
- Steam Eruption / Scald
- Recover / Spacial Rend / Magma Storm

:venusaur-mega:
Venusaur-Mega @ Shed Shell / Black Sludge
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish / Relaxed Nature
IVs: 31 Spe OR 0 Spe
- Grass Knot / Trick
- Haze / Perish Song
- Recover
- Aromatherapy / Defog / Baton Pass

:zekrom:
Zekrom @ Leftovers / Draco Plate / Lum Berry
Ability: Mold Breaker
EVs: 92 HP / 252 Atk / 148 SpA / 16 Spe
Naughty Nature
- King's Shield / Taunt / Dark Void / Spore / Stealth Rock / Spikes / Toxic Spikes
- Shell Smash
- Bolt Strike
- Draco Meteor / Judgment / Spacial Rend


C- Rank
:aegislash:
Aegislash @ Leftovers
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Curse
- Substitute
- Recover
- Baton Pass

Aegislash @ Leftovers / Safety Goggles
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute / Destiny Bond / Glare / Haze
- Curse
- Encore
- Recover

:deoxys-speed:
Deoxys-Speed @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
IVs: 0 Def / 0 SpD
- Dark Void / Spore / Glare / Nuzzle
- Sticky Web
- Spikes / Toxic Spikes / Stealth Rock
- Knock Off / Rapid Spin / Destiny Bond

Deoxys-Speed @ Leftovers / Safety Goggles
Ability: Shadow Tag
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Encore
- King’s Shield / Recover
- Perish Song

:ferrothorn:
Ferrothorn @ Shed Shell / Leftovers
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD OR 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Iron Head
- Aromatherapy / Defog
- Recover
- Perish Song / Baton Pass

:giratina-origin:
Giratina-Origin @ Spooky Plate
Ability: Mold Breaker
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Final Gambit
- Judgment
- Glare / Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Toxic / Will-O-Wisp
- Recover

Giratina-Origin @ Choice Scarf
Ability: Mold Breaker
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Final Gambit
- Draco Meteor / Spacial Rend
- Glare / Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Dark Void / Spore
- Trick / Recover / Destiny Bond

:shedinja:
Shedinja @ Lum Berry / Focus Sash
Ability: Sturdy
EVs: 252 Atk / 252 Spe
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
Hasty / Lonely Nature
IVs:
- Endeavor
- Ice Shard / Extreme Speed / Shadow Sneak / Bullet Punch
- Pursuit / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- Gastro Acid / Recycle / Pain Split / Baton Pass / Parting Shot / Magic Coat / Stealth Rock / Spikes / Toxic Spikes / Sticky Web

Shedinja @ Focus Sash / Lum Berry
Ability: Pixilate
EVs: 252 Atk / 252 Spe
Hasty / Lonely Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Endeavor
- Extreme Speed / Feint
- Pursuit
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Gastro Acid / Baton Pass / Parting Shot / Magic Coat / Toxic

Shedinja @ Focus Sash / Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 252 Spe
Hasty / Lonely Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Endeavor
- Extreme Speed / Ice Shard / Shadow Sneak / Bullet Punch
- Pursuit
- Soak


D Rank
:alakazam-mega:
Alakazam-Mega @ Choice Specs
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psycho Boost / Psystrike
- Moonblast
- Searing Shot / Blue Flare / Trick
- Volt Switch

Alakazam-Mega @ Choice Specs / Choice Scarf
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psycho Boost / Psystrike / Secret Sword / Aura Sphere
- Earth Power / Moonblast / Steam Eruption
- Freeze-Dry / Grass Knot / Giga Drain / Thunderbolt
- Trick / Searing Shot / Blue Flare / Bug Buzz / Dark Pulse

:audino-mega:
Audino-Mega @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Perish Song / King's Shield
- Aromatherapy / Defog
- Wish / Recover
- Baton Pass

:banette-mega:
Banette-Mega @ Leftovers / Life Orb / Expert Belt
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Shadow Sneak
- Extreme Speed
- King’s Shield / Dark Void / Spore / Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Baton Pass

:beedrill-mega:
Beedrill-Mega @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Megahorn / Attack Order / U-Turn
- Gunk Shot / Poison Jab
- Close Combat / Sacred Fire / Low Kick
- Thousand Arrows / Crabhammer / Play Rough / Trick

:chesnaught:
Chesnaught @ Shed Shell
Ability: Primordial Sea
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Steam Eruption / Scald
- Spiky Shield / King’s Shield
- Haze / Whirlwind / Low Kick / Drain Punch
- Recover

:cresselia:
Cresselia (F) @ Shed Shell
Ability: Fur Coat
EVs: 248 HP / 252 Def / 8 SpD
Bold / Relaxed Nature
IVs: 0 Atk OR 0 Atk / 0 Spe
- Will-O-Wisp / Stealth Rock / Spikes / Toxic Spikes / Sticky Web
- Whirlwind / Magic Coat
- Recover / Wish
- King’s Shield / Baton Pass / Parting Shot

Cresselia (F) @ Shed Shell / Leftovers
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Baton Pass
- Aromatherapy / Defog
- King's Shield
- Wish / Recover

:gyarados:
Gyarados @ Gyaradosite
Ability: Illusion
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Taunt / Recover / Magic Coat / Spore / Dark Void
- Shell Smash
- Knock Off
- Waterfall / Substitute

:hoopa-unbound:
Hoopa-Unbound @ Lum Berry / Dread Plate / Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant / Lonely Nature
IVs: 31 Def OR 0 Def
- Hyperspace Fury
- Pursuit
- Sucker Punch
- Gastro Acid / Trick-Or-Treat / Iron Head / Gunk Shot / Gear Grind

:leavanny:
Leavanny @ Shed Shell
Ability: Primordial Sea
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Steam Eruption / Scald
- King’s Shield
- Haze / Whirlwind / Topsy-Turvy / Perish Song
- Recover

:salamence-mega:
Salamence-Mega @ Toxic Orb / Shed Shell
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Psycho Shift / Whirlwind / Perish Song
- Crabhammer
- King’s Shield / Brave Bird / Aromatherapy / Defog
- Recover

:scizor-mega:
Scizor-Mega @ Safety Goggles / Lum Berry / Shed Shell
Ability: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Shell Smash
- Gear Grind / Iron Head
- Attack Order / Megahorn / Play Rough / Close Combat / Sacred Fire / Low Kick
- Petal Blizzard / Fusion Bolt / Power Whip / Gastro Acid

:swampert-mega:
Swampert-Mega @ Choice Band
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Crabhammer
- Thousand Arrows
- Water Shuriken / Aqua Jet
- U-Turn

:tangrowth:
Tangrowth @ Shed Shell
Ability: Primordial Sea
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Steam Eruption / Scald
- King’s Shield
- Haze / Whirlwind / Topsy-Turvy / Grass Knot / Perish Song
- Recover
 
Last edited:

aerobee

Pure Hackmons
is a Community Contributoris a Contributor to Smogon
:xy/yveltal: :xy/diancie-mega: :xy/giratina: :xy/groudon-primal: :xy/kyogre-primal: :xy/slaking:


Hey I wanted to share a team that I won 65 times in a row with on the ladder. The team has a lot of unorthodox sets that I haven't seen anyone else use so far but worked well regardless.

___________________________________________________________________________________________________________


Yveltal @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- Pursuit
- Sacred Fire
- Poison Fang

This is an unusual but effective set, dealing with menacing special attackers like special Mega Rayquaza, Mega Gengar, Mega Latios, and MMY. Knock Off + Pursuit threatens Ghost- and Psychic-type special attackers, while also removing items and chipping Giratina. Sacred Fire hits Mega Scizor and Genesect specifically, but can also be used to fish for burns against physical switch-ins and passive Pokemon. I chose it over something like Searing Shot because Yveltal is now a purely physical attacker (and can now run a Careful nature without any hindrances, outspeeding uninvested base-90s like Magic Bounce Giratina), at the cost of not OHKOing Scizor. Poison Fang hits Mega Audino and Xerneas; the former's too passive to prevent a teammate switching in, and the latter usually isn't a cleric (though recovery is a thing on it). On this team specifically Yveltal is a secondary improof to Diancie (you won't be hearing that again!).


Diancie @ Pixie Plate
Ability: Mold Breaker
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Spore
- Shell Smash
- Judgment
- Steam Eruption

Enter the most unorthodox set on the team! Diancie's actually quite threatening as a Mold Breaker setup sweeper, as it threatens Giratina, outspeeds fully invested base-90s, and can run good coverage to threaten a host of Fairy-type resists. And on this team it's easy to improof! Spore lets me more easily setup, as I get free turns from sleep. Shell Smash is the best way of setting up, making Diancie instantly threatening. Pixie Plate + Judgment is monstrously strong, 2HKOing the majority of non-resists, including relatively bulky ones like Arceus; on an Imposter user Judgment is Normal-type, letting me switch Giratina in without trouble, even when boosted. I changed the last move several times, from Earth Power to Thousand Arrows to Blue Flare, but Steam Eruption seemed like the best option available, as it OHKOed opposing Primal Groudon in a 1v1, threatened most Fairy-type resists, and dealt with most sets designed to counterteam me. The EV spread reaches 310 Speed, outspeeding base-90s and Landorus-T (I thought fully investing in Speed didn't provide any benefits due to the team's structure).


Giratina @ Safety Goggles
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Encore
- Curse
- Roost

This is the standard physically defensive Prankster Giratina set. Will-O-Wisp is the only really customizable moveslot on this set. I opted to use it because burning an opposing Pokemon is valuable no matter what; offensive Pokemon have their Attack halved, and defensive Pokemon get slowly chipped. Using Encore against a setup sweeper at the right time effectively forces it out (as the sweeper's locked into a setup move like Shell Smash), Curse provides passive damage against Substitute users and Fire-types, which Will-O-Wisp cannot touch, and Roost provides reliable recovery. A physically defensive spread is run to better handle Primal Groudon and Huge Power users, and Safety Goggles is standard but even more important on this team, as Giratina is a rock-hard improof for Diancie with the item.


Groudon-Primal @ Choice Band
Ability: Mold Breaker
EVs: 232 HP / 252 Atk / 12 SpD / 12 Spe
Adamant Nature
- V-Create
- Thousand Arrows
- U-Turn
- Beat Up

There's no other way to say this; Primal Groudon is broken. Most players choose to use its Shell Smash set, but I find it relies too much on luck to break past the likes of Giratina and Mega Slowbro. I chose to run a Choice Band set, as it makes Groudon ridiculously threatening right off the bat (it now OHKOes nearly every Primal Groudon set with Thousand Arrows), and works well with a bulky offensive EV spread that lets Primal Groudon survive Huge Power MMX's Thousand Arrows. V-Create does frankly stupendous damage, doing 40~45 to physically defensive Giratina of all things (it also usually OHKOes physically defensive Arceus). Thousand Arrows gives Primal Groudon a spammable STAB that synergizes well with Choice Band; Groudon now has a way to threaten non-Eviolite Imposter Chansey, as Thousand Arrows 2HKOes. U-Turn provides valuable pivoting that allows the user to retain momentum by switching in an advantageous Pokemon. For the fourth moveslot I wanted something that could threaten Giratina or otherwise support the team, and so I changed the move at least a dozen times, from Stealth Rock to Spikes to Knock Off to Play Rough. I eventually settled on Beat Up, as Primal Groudon's teammates have very high Attack stats, and so Groudon could hit Giratina as hard as possible, nearly OHKOing it initially. Giratina still manages to improof this set. I'll even go as far to say Beat Up should be standard on Choice Band Primal Groudon. The EV spread limits damage from Curse, hazards, poison, and other residual damage, while being as bulky and powerful as possible and outspeeding Giratinas running 8 Speed EVs.


Kyogre-Primal @ Shed Shell
Ability: Wonder Guard
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Whirlwind
- Aromatherapy
- Defog
- Stealth Rock

Primal Kyogre is an amazing Wonder Guard user due to its excellent stats and good typing. I changed the first moveslot a bajillion times, trying moves ranging from Toxic and Magic Coat to Scald and Volt Switch. At the end I started using Whirlwind, as I lost to Simple + Minimize shenanigans it synergizes well with Stealth Rock and lets Kyogre deal with Baton Pass users like Wonder Guard Arceus and Xerneas. Aromatherapy and Defog give Kyogre ways to support its teammates, as the team lacks a Magic Bounce user to ease the hazard stack matchup. And Stealth Rock punishes the opponent for switching. I chose a physically defensive spread over the more common specially defensive one to better deal with Primal Groudon and act as a one-time switch-in against Mold Breaker Mega Rayquaza; Shed Shell prevents Shadow Tag users from removing Kyogre.


Slaking @ Shed Shell
Ability: Wonder Guard
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Fake Out
- Extreme Speed
- Pursuit
- Wish

Slaking's another useful Wonder Guard, as it possesses the combination of a high 150 base HP, 160 base Attack, and a good Normal typing. Fake Out + Extreme Speed is a good STAB priority combination that compresses the roles of Wonder Guard and -ate user, which, although it doesn't hit Ghost-types (which are easily taken care of by Yveltal), is very potent against frailer setup sweepers. Pursuit hits frailer Pokemon that have trouble hitting Slaking, like standard No Guard Deoxys-S and Pokemon like MMY, which anticipate priority and switch out in response. Wish takes advantage of Slaking's HP to heal a good portion of a teammate's HP, notably healing 63% of Primal Groudon's health. The EV spread used lets Slaking hit as hard as possible, while maximizing the HP healed with Wish.


___________________________________________________________________________________________________________


No team's without weaknesses - here are a few Pokemon/sets that gave me a lot of trouble.

:mewtwo-mega-x: Mold Breaker and Shadow Tag variants both give this team trouble. Mold Breaker MMX threatens everything except for a healthy Giratina, which isn't very difficult to overwhelm with a good team structure. Shadow Tag MMX often use Waterfall or Crabhammer, threatening the team's no-setup attacker in Primal Groudon.

:deoxys-speed: :beedrill-mega: :electrode: Taunt is another big annoyance, as the team lacks a Magic Bounce user and has a Taunt-weak Defogger. Luckily unscouted Primal Kyogre can scare a lot of potential Taunters out, but Wonder Guard Taunt users, like Mega Beedrill and Electrode, still give the team trouble.

:groudon-primal: :rayquaza-mega: :mewtwo-mega-x: Choiced Mold Breaker sets are also annoying. Primal Groudon, Mega Rayquaza, and MMX are the big ones here; Groudon can switch in multiple times per battle due to its bulk and immediate power, Rayquaza is unpredictable due to the prevalence of both physical and special sets, and Choice Band MMX, with support, can break through Giratina and weaken Primal Groudon enough to KO it.


___________________________________________________________________________________________________________


Here's the importable. Again a couple sets are unorthodox but this team worked well for me, so I hope they find more use in the future.
 
This is going to be the last VR update of the year, Some Major Changes here however there are quite a few so just some short reasonings for most mons.

No guard rank:
:Lopunny-Mega: Lopunny-Mega from S- to random (this mons niches just are not worth it for most cases once in a while a trick scarf set a nice stab extreme speed or dynamic punch is nice but it’s not really worth it in most situations. Sad day for my waifu)

WG rank:
:Kyogre-Primal: Kyogre-Primal A+ to S- (This mon lately has been shining a lot and while it has extra weakness in electric moves compared to swampert is not a massive issue as there usually rare and also with amazing special def and decent hp it actually can eat freeze drys from quite a few mons, unlike swampert.)
:Cresselia: Cresselia B+ to A- (Cress is slightly better than dusclops due to better wish passing lesser punishment from knock off and is not just locked into 1 item choice. )
:Skuntank: Skuntank UR to A- (does everything drapion does pretty much. A little slower barely any differences in actual def)
:Mewtwo-Mega-Y: B+ to A- (this mon has proven itself to be A tier due to is many powerful offensive wg sets, fast gastro acid sets, extremely power volt switches, and general utility)
:Mewtwo: Regular mewtwo B to C- (its entire niche is extra def over mmy and well it’s just not living a lot more than mmy. This barely gets out of the outclassed category.)
:Slowbro-Mega: Slowbro-Mega UR to B (Bulky water wg amazing defense slow pivot overall good stats. Great primal groudon check. However its combined weaknesses from water and psychic still hold it back from really high ranks. )
:Ludicolo: Ludicolo C to C+ (its typing more recently has been better due to Primal Groudon’s prevalence and it frequently walling Huge Power sets and has been more generally useful than C)
:Skarmory: Skarmory C to C+ (Similarly more useful then C electric moves are still rare and while fire is semi-common its bulk makes it quite nice, added immunity to spikes and sticky webs helping out its flying type niches.)
:Alakazam-Mega: Alakazam-Mega C+ to outclassed/??? (its a worse deo-a and other psychic types also can outclass)
:Banette-Mega: Banette-Mega UR to C (pure ghost type wg not many of those and also has the niche of being a very offensive pure ghost wg also while faking out huge power sets)
:Ho-Oh: Ho-Oh UR to C (While being 4x weak to stealth rocks really hurts this not many mons run other rock moves or electric move, some water moves mainly for don however.. This also is strong vs huge power mons. )
:Lopunny-Mega: Lopunny-Mega D to C- ( Having fighting and normal stab on a wg considering its high speed and attack power. it can act as a pretty decent offensive wg in niche situations)
:Escavlier: Escavlier C- to ???/outclassed (its never really done much besides be slower and really scizor is already kinda slow that this don’t matter much at all)
:banette: banette @ banettite UR to D (some kind of niche from wg to prankster)


Regular VR (after No guard and WG ranks)

:Groudon-Primal: Groudon-Primal A+ to S- (This is Groudon-Primal. This mon is just absurd. It's far above A tier for its extreme strength in the metagame. With its powerful and a lot of times game-ending shell smash sets with mold breaker, as well as great Choice band mold breaker and shadow tag choice band sets make this mon very dominating presence in the meta game and also hard to prepare for. This mon is so absolutely strong we are keeping it on radar for flat S tier.)

:Arceus: Arceus A to A+ (With its amazing 120's across the board its bulk makes it a wonderful shell smash user and good enough power in 120 spa and stab boomburst and can also run good mixed sets with 120 attack,. When paired with a ghost like Giratina its very easy to Improof. Also Can fake out typing by even running mutitype and a plate usually spooky and ghost type. Overall a top tier mon.)
:Regigigas: Regigigas A- to A
:Slaking: Slaking A- to A
(both slaking and Regigigas are very close in stats and well the reason for them rising is the realization of how strong they are and how they have proven themselves so far with powerful stab extreme speeds and normal stabs. Powerful stag extreme speeds for revenge killing many threats and killing potential threats. After a shell smash these mons reasonably become at least as dangerous as most other molds as well. Overall a smallrise to A seemed fair.
emed fair) :Slowbro-Mega: Slowbro-Mega A- to B+ (it lacks the splashability of A tier mons and also struggles heavily with knock off and its other weaknesses)
:Registeel: Registeel B to B+ (Overall a small rise to B+ as in reality this is probably the best steel along side aegislash as far as magic bouncers and pranksters go)
:Beedrill-Mega: Beedrill-mega B+ to B- (Its other sets outside of wg are usually not that great and its been struggling a bit lately. Its still decent as a fast mon and maybe a bug type pure power or mold mon with stab u-turn but its not been as great lately.
:Ferrothorn: Ferrothorn B- to B (Another 1 sub rank jump reasoning here is its about as good in terms of bulk as mega venusaur and while it don’t eat toxic spikes its still poison immune and the difference in typing can help sometimes where venusaurs typing is not as ideal)
:Sceptile-Mega: Sceptile-Mega B- to B+ (. Immune to spore, 145 speed tier outspeeding everything from MMY and under assuming no scarf, 145 spa is amazing, can somewhat improof with draco plate and either a bulky steel or giratina when paired with grass stab, while threatening opposing Giratina. Overall this thing is really scary after a shell smash and has good base power even before shell smash. Perhaps not quite A tier in terms of being a sweeper and does lack some other utility but its quite fast and powerful.)
:Alakazam-Mega: B to D (this really had no reason to be in B rank its almost fully outclassed by deo-a and other psychic types)
:Skuntank: Skuntank UR to C+ (acts as a magic bouncer absorbs toxic spikes immunity to toxic, stab knock off, overall decent bulk)
:Drapion: Drapion UR to C+ (same exact things as Skuntank)
:Shedinja: Shedinja C+ to D (this thing is just so situational and requires either heavy surprise with a ate set maybe can get a lucky toxic off but it’s so situational requires extreme support and difficult to play well. Can only work on specific teams usually requiring a bouncer and faces tough competition against other mons that can deal with huge powers)
:Ho-Oh: ho-oh C- to C+ (this bird is really good actually as a magic bouncer or a regen vest user, can deal with many Mold Breakers that give giratina a hard time)
:banette: Banette @ banetite UR to D (illusion into prankster dbond into niche surprise trade or sleep user)
:Garchomp-Mega: garchomp-mega C to UR
:Ditto: ditto C- to UR
:Charizard-Mega-Y: D to UR
:Groudon: Groudon regular D to UR
:Pidgeot-Mega: D to UR
:dusclops: D to UR
(Most of these mons have no real notable niche and are usually a useless niche. If s
omeone can show decent reasoning or decent team for them to come back I might add them or others to D rank as its a very low bar to be in D rank it just has to have some “usable” niche in a real game.)
However, we have a couple of new mons to D
Tangrowth UR to D (It’s about as good as a swadloon primordial sea user; it’s slightly less of a hard counter against Primal Groudon, but can deal with other physical Pokemon, like Gyarados and weaker Huge Powers, more easily)
Avalugg UR to D (Its a THICC magic bouncer Its typing, while not great, can deal with most hazard-setting Wonder Guards and -ate users without Boomburst)
 
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aerobee

Pure Hackmons
is a Community Contributoris a Contributor to Smogon
Hey! We decided to give the samples a small update as the metagame has changed quite a bit since September. We've increased the number of samples from five to six.

Here are the added samples:


Sailor Moon's Quest Offense by BahamutLagoon


Mold Breaker Diancie Balance by Mbouchon

The Dual Rabbit Balance sample was the only one that was removed. Enjoy!
 
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unknown.png

Summary

1. Introduction

2. Who am I - relationship with the PS / smogon

3.Purpose of this post

4.Video Introduction

5. Building of the video

6. Post tier changes after the creation of video

7. Shout outs




1. Introduction

Hello, I hope you’re having a good day! This introduction of this long text is just meant to say that everything that was done was carefully thought out a long time before it was posted. I did all this carefully and whimsy, because it's something I love to be a part of. What can I say about this work? I can say is if you read and see everything that will be displayed with calm and attention and pay attention to details, you will calmly enjoy everything that stands here, because I'm sure it will be something that will be worth spending your precious time and attention, because without a doubt it can be a good addition to you.

2. Who am I - relationship with PS/Smogon

I'm a Brazilian Showdown player and I’m here since 2013. I went through several times and several different platforms, since when we had other sites that we needed to level up the pokemon lv's from the beginning, or even have to download programs to play the game with other people. My main username is "CHORUME", the same as this Smogon account.

I met the showdown platform thanks to a youtuber (Dlinkvideos) which I followed at the time, and everything was very different at that time. The main game modes were around XY, with things at the testing phase, with almost everything released! I remember that we could use the strongest megas at that time (in OU), because Kangaskhan, Gengar and Lucario mega weren't banned! It was really fun to play. Since then I started wandering around several other servers to try to make friends or just to discover the different things they had. I went through old servers like Hispano, Pandora, Indigo and among many others. I made many friends and met different types of people. I even keep in touch with many of them nowadays via Discord! I’m more close with some of them than other people I know in real life, including.

My first contact with other metas/hackmons was at that time, when I didn't know what it was, I saw some people playing custom battles, and right away I fell in love with it, which were pretty dumb things at the time, like the famous "invincible" Magikarp ( with Wonder Guard). I just started thinking about the infinite possibilities of teams, Pokémon, movesets, strategies and that made me crazy. I played Classic hackmons, and at that time it didn't even have team preview, infinite ev's and ladder, which limited who we could play with, as we could only play if someone had a team (very rare) and wanted to play (even rarer). I had no problem losing battles as I was always able to discover something new with my opponent, which further increased my creativity and passion for the game mode.

The years went by and I had to stop playing a little bit because of some personal issues and priorities changes (because here in Brazil after we finished high school it's a very difficult time because we have to focus a lot on college entrance exams), so I stayed kinda off the showdown. Occasionally I would go in to play and chat with friends but it wasn't as intense as before, because I played since I was a kid and then I started to have a lot more responsibilities than before.

The time I was more active was from 2013 to 2017. Afterwards I graduated, got a job and ended up taking a technical course, which took up a lot of my time and made me tired to get on the platform. So, it all came to light in early 2020, due to the arrival of Covid-19 in my country, I spent several months without leaving home and because of that I had more free time, with that I remembered the PS and went back to playing and having more willingness to add and learn new things. I don't remember exactly when PH gen 6 became a ladder game, but I know it took a long time to happen, and when I found out my head exploded, it was my biggest wish inside the PS since 2013/2014, to be able to play a normal game without having to look for hours and challenge someone, earning points. I started to play, created teams, talked to people until I was introduced to a room that focused on the same game mode, met amazing people (even though they were few) and learned a lot from them. I started laddering and after a while I started to have the fear that I think everyone has, of losing games (and points) hahaha. So I started using a secondary account (0 rei delas, as they know me now) to teambuild and play. It worked so well that I ended up surpassing my score with the main account. Maybe losing the fear of losing was the only thing I needed. So since I was fine with that account, I decided to stay on it myself, but I still like my previous account.

jessiejames-gen1.png


And now we are in the present, 2021. I was working and about to start my college. But I ended up being fired from the company, so I had a little free time as my college was adapting to the online teaching patterns. So with that I got even more active and had this whole idea of everything that is involved in this post.

3. Purpose of this post

The purpose of this post is clearly to help and ENCOURAGE new players in this game mode so wonderful and little known. It can also be useful for other experienced players to relearn some things or come up with new ideas. All are included. This can also serve to be an easy way for you to share with a friend/acquaintance who needs more information about the game, or to introduce you to it. Everything was done with care and affection, simple, effective, didactic and, above all, with creative approach.

4. Video Presentation

Without further ado, here's the video I've talked about so much, both in the post and to Gen 6 PH users, to whom I apologize for always saying the video was close to being done but never was hahahaha. The following video was created, edited and scripted by myself, except for the subtitles made by a good friend of mine, Sahki.

The video is long (about 1.5 hours long), containing lots of information, general strategies, tips, tricks, teambuilding and live gameplay at the showdown, about everything important you can have about Gen 6 PH since it was released on ladder until mid 07/06/2021 (I say this because certain trends were created and started after the video was created so they won’t be present in the video, but I will make a topic in this same post about what's new in the meta).

The video is spoken by me in my native language (Portuguese-Brazilian), BUT it is now fully translated with English subtitles for the whole world to see! I also have a future project to put it in Spanish for our Latin American brothers.

Here’s the video aforementioned:


So, did you like the video? Thank you in advance for the patience of listening to me talk for so long, hahahaha. I don't ask for likes, comments or anything else, I’m just wondering if it helped you with something! If you've learned something, even if it's just a detail, I'm already satisfied!

5. Video building

Now, for those who would like to know how the idea was from the beginning of the video, here we are. I always wanted to create something, content, anything, but I couldn't do it. So I started to realize that I could focus this energy on being able to explain (which is something I love, as I intend to be a teacher) something that I was good at, so I would have lots of explanations and the will to do it.

Ok, I got the idea, we were at the end of 2020, I was very exhausted from studying and taking two exams for the most difficult exam from the state, so I wanted to do something to relax. But now it remained to know what I would have to explain, and how it would be done. I liked some things like Yugioh, Clash Royale, Soccer, Pokémon, Geography, Music, Star Wars and among millions of other things. But in addition to liking it, I needed to know what I was talking about, as we cannot put false information or information that we would like it to be real, as this does not build credibility in the content. So I had this thought that hung in me for months. So I had the idea, while I played and won some Hackmons games, because I always had the same habit of wanting to help whoever I beat and explain some things to improve their teams and gameplay. So I thought, if I do something about it, I won’t have to repeat the same information to people as always, plus the fact that if I do something harder, it's going to be much better than just throwing the information in person or remaking the team without explaining some extra details. That's when I got the idea, it had to be about my passion for Hackmons.

I had everything separated in my mind, everything you are seeing now was already in my head for a long time, but I lacked the willpower to start, because I knew it would take a lot of effort, time and creativity. As I don't live of it, I was doing it little by little because if I was going to do it all in one day it would be bad and lack details, probably discouraging me.

I always put myself in the place of other people who view the content, as I am demanding in what I see, I knew I had to do something very well designed, that drew attention and that was inviting to people. Because it's no use having a lot of knowledge about something but not wanting to dive into how such knowledge will be passed on, because every single detail counts.

So I was inspired by a channel that I really like in creating videos, one about 1v1, which is @Elobandit (I'm your fan man). I feel I’m always stuck to the styles of slide videos he makes, and I challenged myself to do something similar, because I think in this way I hold the viewer's attention and I can convey all possible information to him through voice, text, examples and images. I even kept waiting one day for him to come online just to ask about the ways he used to create it and where he found the gifs, he answered everything, so thanks for the help. It was simply google docs, a simple but powerful platform if used correctly.

I already had everything in hand, now I needed to put together a script and get my hands dirty in creating the slides. It had to be something beautiful, attention-grabbing, and with a very good visual, because I, like any content consumer, know that it grabs the viewer's attention.

All the script came from my head after so many years playing. I decided not to write because then I would lose a lot of time and they were already spending a few weeks in this process. It would be exactly the way I thought it would be if a big, decent youtuber did it. Introduction, presentation of the speaker, explaining where such a game mode is played, what the game mode is, what happens in it, what is good and bad in it, how it works, strategies, tips, how to build an efficient team, what processes involve them, gameplay and shoutouts. And that's exactly what was done. The idea is to explain in a simple and patient way, as I will never meet everyone who will watch the video, so by teaching from the beginning I am able to establish a win-win relationship, because those who do not know learn many things and that they already knows how to relearn and review your concepts of everything.

Regarding the slides, it was definitely the most work. Everything had to be perfect so it took me months to create it from start to finish, I had to find the correct gifs, change sizes, change fonts, search and write down summary forms of skill explanations, put images of Pokemon types and of other things. And of course, all this in a flashy, didactic and effective way.

After all, I started thinking about the oratory for the video. I didn't have to record so many times, as it would be something long, I would build my reasoning throughout the video, but obviously the slides would have to be ready before the voice was recorded. There were few recordings, I'd say I stopped at most 3/4 times to get my voice and some wrong and repetitive said phrases, but when I got the momentum, it was all at once.

Before going to the editor I had the idea of making a live gameplay on ps, which I had never done before, but I knew this was inevitable in the video because the concepts of theory and practice always have to go together for something to be concrete. And it was excellent, I set it up to record and did everything on the spot. I got a decent opponent, with points similar to mine, I managed to win the match and several things that I explained in the video appeared in the match. It was excellent because that way I would confirm all my thesis throughout the video. I'm even happy to have made a mistake during the game, because all this shows that it was something natural and that each and every player/metagame is susceptible to mistakes, because everything that is human is imperfect.

The editing part was very smooth, I love editing and I always did everything myself. Since the slides and overhead recording was literally 80% of the work, I just had to add it to the editor, put in background music, cut out the wrong voice parts and add some effects and thanks.

I had to render and export the video, obviously it took a while because it was a very long video. I was very happy at that moment but I knew there was something missing. When I realized something. The language. Even though I was speaking well and explaining everything carefully, it was in Portuguese (nothing against that, I would love to see speakers of that language watching this video), but this is a very specific language, I needed to expand it so that anyone could see and understand it. It was at this point that I realized I needed the English subtitles. I panicked. I could do it, I have some knowledge of English, but I don't think it would be enough to effectively translate an hour and a half video. So I thought a lot about calling someone to help, but I was scared because it was a very big project and I needed someone I could trust. Then I remembered that I had a friend who speaks good English and who would understand the magnitude of the project, which is Sahki . He was wonderful, said he would help me, and for me to send the video when it was ready). I was very happy when I found out that someone would help me in my biggest project as a player on this platform and this game mode. It was the month 8/9 of 2021. Obviously the subtitle took a while because it was something complicated and a long video. But everything went well, he sent me the subtitle, the way we agreed and I made very few adjustments at the time of making the correction, to make sure it would be something good for the public.

And here we are, the final details were just the description, which I'm always proud to do something organized because I know how horrible it is to go after extra content and the person who creates content doesn't have the luxury of helping you with that. And that's it, all done, I just needed to post on Smogon.

About Smogon's post, I would also like it to be something organized, clean, beautiful and effective, as I wanted it to be something very useful to the whole community. I would also like to see something that I would be proud of involving my name, that's why so much focus, detail and energy. I want this publication to stay fixed/''eternalized'' or at least on the front side of the page when researching about this tier, because I know it's something valid for that.

Finally, Sahki helped me with translating the post and editing the text/images. A great friend named @arra helped me with the main art for this post.

And that was it. The video is now public (it was private for a long time as I was analyzing what could be wrong to fix), I am very happy to be able to share all this with you, I hope from the bottom of my heart that you enjoyed it.

6. Tier changes after video creation

Well, as I mentioned earlier, it's impossible for a video to cover EVERYTHING from a tier as specific and extensive as this one. So, I had the brilliant idea to leave in this post the main things that became famous and became a goal since the creation (and not post) of the video. Because in 2/3 months, we had significant changes.

To be done in an organized way, I'll filter changes by sets, like abilities, Pokémon, moves, teams, se's, that kind of stuff. I want to say that there is no way to put them all because the intention is just to show important changes after the video was made.

Spam team’s [new!]











As time went by, some users started to create some different strategies. This one, even though it sounds very strange and bizarre, is one of the most effective. Spam teams consist of teams that have the same Pokémon species over and over again (mostly occupied 3-5 team slots).

As bad as it may seem at first due to weaknesses, it is something that really works. Such a concept is strong and annoying because with your equal limbs, you can use any kind of move set/skill that your opponent won't know (unless it's a mold breaker or something like that), which creates a huge mess for your opponent because he never really knows what he's playing against. Is this one that came in now a magic bounce one? wonder guard? regenerator? wait, he hadn't used that move on another pokemon, or is it the same one i'm facing? (This is something that contributes even more to the spam team as your opponent won't really know which moveset you are using).

The remaining 2 or 1 slots are used to place Wonder guard's Pokemons on the team, in order to minimize the weaknesses of the other Pokemons. Since most of the time one of these Wg's can even be the spam pokemon within the team, creating even more confusion.

How to play against that?

Because this type of team is being one of the most used, it ended up indirectly influencing imposter's pokemons being seen more, because with that, you discover the pokemon's move set/possible ability, it has “infinite” pp on it, you can write down what was seen and still have a Pokémon fatter than its opponent with its own copied moves.

Other ways to check/counter this are: using more offensive teams with varied set moves trying to predict which spam your opponent will use (even so you're still weak against imposter), using more defensive teams (to give more time to understand which ones sets each pokemon can have) and finally writing down every move used by each pokemon in a notepad, along with its name, appearance, status and amount of health, I know it might sound annoying, but it's something that helps a lot.

Hyper offensive





With the arrival of new teams and ideas, Ho teams are being used more because of its high firepower and ending a match quickly. The consistency varies from player to player, but most involve 4 very offensive Pokémon and 2 wg's (and in some cases there isn't even defensive WG, the whole team's role is to pressure the opponent). I know it sounds tempting but I recommend this type of team for more experienced players as it is very difficult to defend against certain things and can be easily swept away in some aspects as well due to its lack of safety.

How to play against that?

Well, as I said, it all depends on the player and not just the team. It is possible to find holes regarding typing/skills on the opposing team because they need to keep pressure on throughout the game. Use Hazards (probably the opposing team may not be able to take them out, or use too much focus sash on the team) / have pokemons to deal with sweepers (prankster/imposter) / have a very strong pokemon offensively (usually Mold Breaker) / good switch for each Opponent Pokémon can serve not to be swept in the first turns.

Abilities

Huge power/pure power [new!]

With the use of certain spam's Hyper Offensive teams/teams, certain Pokémon gained more visibility, such as Deoxys-Attack (new), Rayquaza-Mega, Bannet-mega (new), Groundon-Primal , Regigigas/Slaking, Yveltal and Tyranitar-mega (new) and Mewtwo-X (which was already famous) among others with high physical attack, as this ability doubles your already existing high stat attack.

With that, some users started to use all move slots with full attack moves only (and with moves that would have more chance to affect the other existing Wonder Guard's of the opponent). Even with a strong firepower like this, it's still necessary to keep an eye out, as Imposter's can cause big headaches. To avoid this, it's necessary that your Pokemon with this ability has moves that don't affect their WG's, I know it seems boring because it loses some specificity in the moves, but it's the safest thing to do.

In the case of Yveltal and Tyranitar-mega, the strategy of both is similar, as they take advantage of having the Pursuit stab along with the trick-or-treat move, which makes the Pursuit always work, in a super effective way. It's a devastating combo if used correctly. The rest of the moves are fillers, which can be support, priority (sucker punch) against sweepers or anything else.


Tyranitar-Mega @ Lum Berry [new!]

Ability: Huge Power

EVs: 240 HP / 252 Atk / 16 SpD

Adamant Nature

- Pursuit

- Trick-or-Treat

- Iron Head

- Heal Order/Sucker Punch/ Thousand Arrows




Yveltal @ Lum Berry [new!]

Ability: Dark Aura

EVs: 248 HP / 252 Atk / 8 SpD

Adamant Nature

- Pursuit

- Trick-or-Treat

- Thousand Arrows

- Recover/Sucker Punch/Thousand Arrows




Deoxys-Attack @ Focus Sash [new!]

Ability: Huge Power

EVs: 252 Atk / 4 SpD / 252 Spe

Lonely Nature

IVs: 0 Def

- Close Combat

- Knock Off

- Gunk Shot

- Thousand Arrows

How to play against this?

Well, Pokémon with this ability can be quite annoying, however, as they will have to limit themselves to 4 moves (and if they're done well, their wg's can't take hit with them), so just find out what those moves are and have on team specific wg's, which obviously don't share the same weaknesses and of very varied types. An example to be mentioned, in this topic, is about the increasing use of psychic type Pokémon such as WG's, as most players have been very concerned with fairy, water, fire, ground and normal type Pokémon, which leaves a free slot to use Pokémon of that type. However this does not become a rule, as each team has its different components and can be strong or not against their opponents with this type of ability.

About the trick-or-treat strategy, to deal with this is good to have a Pokémon on your team that naturally resists the dark type and is not weak to secondary types (it's not that urgent, but it helps), such as flying/rock of Yveltal and Tyranitar. Good examples are Audinos and some fighting Pokémon, which can still suffer from Yveltal's flying support hits tho. Carrying Wonder-Guards is also always a positive way to defend yourself, as your Pokémon will only be vulnerable if it has a support move against you or pursuit after successfully using the trick-or-treat move.

Regarding Deoxys-Attack, this Pokemon can devastate your entire team if you're not prepared against it, its move set is very strong and contains moves that are capable of giving super effective damage to WG's and other components of the opposing team. Regarding its move set, Gunk Shot is excellent because it doesn't touch the opponent, being immune to King's Shield/Spiky Shield debuffs. Close Combat is used against steel's and Arceus WG's. Knock against ghosts/psychic's and for getting buffed by taking the opponent's item (when using it against someone who doesn't have WG, for example). Thousand Arrows is also on the list for not touching the opponent, being super effective against Groundon-Primal and rock/steel/fire/electric Pokémon (which is sometimes used as WG), it also takes off the immunity to ground hits and removes air balloon item. I've also lost count of how many teams can be totally invalidated when Deo-Attack takes an offensive position and gains momentum (usually via Substitute). The way to avoid it is to discover its 4 moves and put its WG that is immune to all (sometimes it has no fairy move and nothing against water pokemons, which makes it good to use Sableye/Spiritomb/Kyogre /Swampert-mega be good against him).

It's also worth mentioning that offensive Pokémon can always switch moves in terms of disturbing what they're not able to hit, but if that's done, your team's WG's needs to be swapped too so they don't suffer to imposter.

You need to do your homework, at least one of your WG's needs to be bulky, it's no use having different types if your Pokémon are frail.

Mold Breaker

That's right, Mold Breaker. Now this function has different factors in its use. In the past, the Pokémon with this ability was responsible for getting some momentum, buffing and sweeping the opposing team. Now, there are other ways to use this ability.

Pressure mode without buffs

One of the ways used for now is to put your mold breaker in a safe position, with momentum to pressure the opponent with the same move (due to the choice items), whether physical or special. This has become a very common form of pressure or wallbreaker, and depending on the situation, there are teams that lose 6-0 easily if you don't pay attention to it. The sets/pokemons used in this are as follows:



Rayquaza-Mega @ Choice Specs [new!]

Ability: Teravolt

EVs: 4 Def / 252 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

- Spacial Rend

- Aeroblast

- Fusion Flare

- Trick/Chatter/Filler

The most used currently in the metagame for this function is the Special Ray mega, which is a tremendous new meta thing as it wasn’t common to use it as Special Attacker. With incredible stats (both physical and special), he has become an incredible offensive pressure weapon and wallbreaker. Your moveset consists of STAB moves and a support moves for types that resist/are immune to your attacks. The last slot can be a move of your choice. Trick is a great way to slow down Pokemon that enter safely against Ray's attacks. Chatter is weaker but it can annoy as a matter of luck 50/50 if the Pokemon hits (but the Pokemon can heal from the confusion at any time or even have a free turn if you use Lum berry) and for their damage and effect they can bypass substitutes. Spacial Rend/Aeroblast are ridiculously strong because they are STAB and have a high chance of critical damage, in the other hand, they have few PP's, which can be a problem when your opponent has check's of these attacks on the team, which will make you need to think with calm on which move to use.

Against this Rayquaza, it's very difficult to deal with him without losing some Pokemon along the way. Their choices range from sacrificing someone and attacking them with priority, using Prankster + Destiny Bond, a scary Pokémon (which looks like it's going to have priority) with Pursuit. Regarding checks and safe switches, we only have Regenerator + Assault Vest (which will be discussed later).



Groudon-Primal @ Choice Band [new!]

Ability: Mold Breaker

EVs: 252 HP / 252 Atk / 6 SpD

Adamant Nature

- Thousand Arrows

- U-turn

- V-create/Another fire move

- Trick/Filler

Groundon follows the same line as Ray Mega's reasoning, with the difference that its attacks are physical and have a way to pivot with U-turn. Using sets like this, you should be very careful with the Imposter ability, as it can serve as an entry for Groudon if you use U-turn, making your Pokemon have a free turn to hurt or kill any Pokemon on your team. The biggest problem in trying to counter Imposter is if I copied this Pokémon, is not because of the brute force it will have (because it won't have the Choice Band), but because the Thousand Arrows move doesn't have any immunity, which causes even more problem when it is aligned with the Mold Breaker, causing there to be no effective switches for this (other than Giratina).



Aerodactyl-Mega @ Choice Band

Ability: Teravolt

EVs: 252 HP / 6 Def / 252 Spe

Jolly Nature

- Dragon Ascent

- Diamond Storm

- Crabhammer/Filler

- Trick

I know this isn’t new in the meta, but it's always good to remember. Aerodactyl Mega may not have the same offensive power as the others aforementioned, but it is extremely effective as a late game sweeper, if you keep it and use it correctly. Your moves contain two very strong STABs. Crabhammer would only be dealing with Groundon, so this move can be exchanged for one of your own. About Trick, I don't recommend taking it off because as there are Pokemons that counter it well (aka Giratina), this can be useful to at least avoid them. The big problem is that depending on the situation, when losing the Choice band, the Aero is very weakened, sometimes almost losing all its frightening power. Because of these factors, it is important to think about the correct time to change his item.



Mewtwo-Mega-Y @ Choice Specs/Focus Sash [new!]

Ability: Mold Breaker

EVs: 6 Def / 252 SpA / 252 Spe

Modest Nature

IVs: 0 Atk

- Psychic

- Dark Pulse/Flash Cannon/Filler

- Freeze-Dry

- Fusion Flare/Surf/Moonblast/Filler

This MMY is new meta. Because it has a very high SPA, it can become a serious problem (in the same way that Ray Mega is used). However, we don't see Trick here, because at certain times you can win the match just by clicking the same button if you have momentum, due to the combination of Mold Breaker and Specs. Putting him as a Substitute gives you a huge advantage, as this MMY is super fragile. Focus Sash is fine if you want to press a little harder with the variety of moves and not get stuck in them. But in both cases, be careful against hazards, because with them your pokemon is more vulnerable to super-effective attacks and priority. Its move set is very varied, and may contain several moves that harm and kill other Wonder Guard's first due to offensive power plus Choice Specs.

But the tip here is the following: to not be affected by the imposter, use it behind the sub or put moves that don't hurt so much your team, because this Pokemon can annoy your team a lot.

About his moves, Psychic is for having a huge damage power and being STAB, can only be exchanged for psychock, which I don't recommend doing because psychic has been very effective when I used this set. Freeze-Dry is an excellent move and cannot be changed under any circumstances as it alone can give super-effective damage against Water, Grass, Dragon, Ground and Flying-types. The last two moves are totally free slots, they can have Fusion Flare/Magma Storm for bug pokemons (shedinja in case of magma storm). Dark pulse works against Ghosts/Psychic's in general. Moonblast is useful against the thousands of Dragons in the game and against Giratina/Mewtwos-X's as well. Despite being aggressive, this Pokémon/set is very weak to priority attacks and pivotal pursuit.

I've lost count of games I managed to win just by putting this MMY in an advantage position (when all other opponents are slower than it or doesn't have priority, or when I was behind substitutes) and clicking Psychic (‘neutral’ move because is STAB, therefore the strongest along with Choice Specs, unless the opponent has some resistance or immunity (Dark types). Taking all of this into account is something important when choosing this pokemon's set.

Protean [new!]

Protean had a timid increase since the time of posting the video here, but I can't ignore this ability as it can be very useful and powerful if used correctly.

About your history of use, I report its use in Gen 6 Balanced Hackmons, where it was very common, because in addition to having all moves turned into STAB, you also became the type of move, which can be useful sometimes, an example is using king's shield vs a pokemon with -ate ability, you pivot his move, it turnsSteel-type and even decreases the opponent's physical attack by 2x. Your other moves can vary, usually they are always used in special pokemons like Mega-Mewtwo-Y, but the base remains effective. I particularly like the old set Freeze-dry/MoonBlast/Magma Storm or Earth Power, those moves were enough to annoy the opponent, since in BH it was not allowed to use Wonder Guards.

But back to our tier, things are different as King's Shield won't always be a useful move, just against -ate Pokémon, priorities or Pursuit (which in most cases will still kill MMY when used twice in a row, because of the fragility of MMY). So this makes us believe that it would be viable to use 4 offensive moves, the fact that we now have to deal with Wonder Guards also changes some things. Which leads us to certain changes, resulting in sets like this:



Mewtwo-Mega-Y @ Fist Plate [new!]

Ability: Protean

EVs: 6 HP / 252 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

- Freeze-Dry

- Flash Cannon

- Earth Power/Filler

- Judgment

This is the evolution and changes of the Protean MMY in the Pure hackmons tier. We see that there is no King's Shield here as it is a not so useful move due to the variety of types existing in the game and due to the previously mentioned reason of Mewtwo's fragility.

Freeze-Dry is the fixed and unanimous move in the set, as with it you can give super effective 5 types at once, so the rest of the move set will be focused on what you can't hit. Flash Cannon is to hit fairy types, particularly fat WG's like Audino-Mega (which is usually 2HKO still). I prefer using Steel move than poison because in a hypothetical emergency situation, poison moves don't do any damage to steel types. Earth power is in the set due to the Rock/Steel/Fire/Poison-types, which around may be common in the game (aka Groundon-Primal/Genga-mega), but can be modified. And finally we have the big news, Judgment. A 16 pp's move with 100 base power, which can vary its type for anyone as long as you charge the plate to transform it. This move with the plate is very useful for you to have a specific slot to press a WG pokemon and not be affected harshly against an imposter pokemon (just like the standard Mega Gengar sets).

In the case of this set, we have a Fight-type plate to use against normal types like Arceus, as this is a very bulky Pokémon that is normally used as a WG, but you can change the type to your preference if you are facing specific WG types. I just don't recommend the Fire-type Plate because you can use Fusion Flare or Magma Storm (which despite the low accuracy, holds the Pokemon and deals damage per turn, being perfect against shedinja's that can easily counter this Pokemon).

Regarding other non-damage moves to be used, I believe that Taunt/Gastro Acid/Parting Shot can serve to disrupt the opponent's plans. The bad thing about gastro acid is that if the opponent has 2 WG's that doesn’t take super effective from your moves, you will be spending PP's for nothing on your opponent's switches.

Regenerator [new!]

This ability, which was sometimes also used in Balanced Hackmons with bulky Pokemons, with usually bolt/beam and moves to take out hazards, has been gaining space in pure hackmons, but not for the same reason.

With more and more Pokémon like Special Ray Mega being used, it was becoming impossible to have conventional teams, because there’s no switches for this Pokemon and to kill it you almost always lost 1/2 Pokemon along the way. So using this ability with a Pokémon with good defensive stats + the Assault vest item was a viable solution for many teams out there.

The pokemon only needs to have an average defense, a good SPDF and an average hp. About typing, just don't need to take super effective to Dragon/Flying. About your moves, obviously it needs to be 4 attack moves because otherwise the Assault Vest item doesn't work.

Moves can diversify a lot because you can switch at any time to face specific teams. I just recommend having at least 1 you can pivot so you don't have any Shadow Tag issues. Below I will list some examples of set's with this ability:



Kyogre-Primal @ Assault Vest [new!]

Ability: Regenerator

EVs: 240 HP / 132 Def / 136 SpD

Sassy Nature

IVs: 0 Atk / 0 Spe

- Volt Switch/U-turn

- Freeze-Dry

- Flash Cannon/Aura Sphere/ Moonblast/Filler

- Magma Storm/Earth Power/Dark Pulse/Boomburst/Filler

This set is excellent to play against pokemons with high SPA. Assault Vest greatly increases the SPD, while the Kyogre-Primal's natural stat is already extremely high, making certain blows unable to even tickle him. With these Ev's, you can defend well against special damage and some targeted physical defense (like Gengar-Mega with Secret Power, for example), here are some calculations proving my point:

No buff

252 SpA Choice Specs Rayquaza-Mega Spacial Rend vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 115-136 (28.6 - 33.9%) -- 1.4% chance to 3HKO

252 SpA Choice Specs Rayquaza-Mega Aeroblast vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 115-136 (28.6 - 33.9%) -- 1.4% chance to 3HKO

252 SpA Choice Specs Rayquaza-Mega Draco Meteor vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 150-177 (37.4 - 44.1%) -- guaranteed 3HKO

252 SpA Choice Specs Rayquaza-Mega Spacial Rend vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 115-136 (28.6 - 33.9%) -- 99.5% chance to 3HKO after Stealth Rock

252 SpA Choice Specs Rayquaza-Mega Aeroblast vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 115-136 (28.6 - 33.9%) -- 99.5% chance to 3HKO after Stealth Rock

252 SpA Choice Specs Rayquaza-Mega Draco Meteor vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 150-177 (37.4 - 44.1%) -- 1.2% chance to 2HKO after Stealth Rock

252+ SpA Spooky Plate Mold Breaker Gengar-Mega Judgment vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 97-115 (24.1 - 28.6%) -- 98.6% chance to 4HKO

252+ SpA Mold Breaker Gengar-Mega Secret Sword vs. 240 HP / 132 Def Kyogre-Primal: 119-140 (29.6 - 34.9%) -- 12.9% chance to 3HKO

252+ SpA Spooky Plate Gengar-Mega Judgment vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 97-115 (24.1 - 28.6%) -- guaranteed 4HKO after Stealth Rock

252+ SpA Gengar-Mega Secret Sword vs. 240 HP / 132 Def Kyogre-Primal: 119-140 (29.6 - 34.9%) -- guaranteed 3HKO after Stealth Rock

With buff

+2 252+ SpA Gengar-Mega Secret Sword vs. 240 HP / 132 Def Kyogre-Primal: 236-278 (58.8 - 69.3%) -- guaranteed 2HKO after Stealth Rock

+2 252+ SpA Spooky Plate Gengar-Mega Judgment vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 195-229 (48.6 - 57.1%) -- guaranteed 2HKO after Stealth Rock

HP stays that way to take less damage from hazards.

As for the moves, you can set them to your taste. I would only keep Volt Switch (to not be “shadow tagged”) and Freeze-Dry for hurting several types, as mentioned earlier. In this set above, Flash Cannon works to hurt Xerneas/Audino-mega that are very common in the game. Magma storm is for killing shedinja and harassing Steel-types with WG, but you can literally use any other SPA move that will work. The list of them is already on the side of the move set.



Yveltal @ Assault Vest [new!]

Ability: Regenerator

EVs: 192 HP / 112 Def / 204 SpD

Careful Nature

- Knock Off

- U-turn

- Poison Fang/Filler

- Thousand Arrows/Filler

Another one that joins this list, but works differently is Yvetal. Due to its type, it has the advantage of being immune to Psychic and ground and some hazards. Its overall stats aren't as exorbitant as Kyogre-primal, but they sure are much more balanced. This one works differently because it is a physical set and not a special one. Your move set can be swapped. I've played against Yveltal many times with this ability and for sure he is very annoying, being difficult to break. Your moves serve to have a STAB that takes items, a move to switch to not be shadow tag target and stuck, another to attack fairies and poison Pokemon and another for support. Your stat calculations are here (I don't usually use this set, so I made a standard to expose it):

No buffs

252+ SpA Gengar-Mega Judgment vs. 192 HP / 204 SpD Assault Vest Yveltal: 82-97 (18.5 - 21.9%) -- possible 5HKO

252+ SpA Gengar-Mega Secret Sword vs. 192 HP / 112+ Def Yveltal: 106-125 (24 - 28.3%) -- 96.2% chance to 4HKO

252 SpA Choice Specs Rayquaza-Mega Spacial Rend vs. 192 HP / 204 SpD Assault Vest Yveltal: 175-207 (39.6 - 46.9%) -- guaranteed 3HKO

252 SpA Choice Specs Rayquaza-Mega Aeroblast vs. 192 HP / 204 SpD Assault Vest Yveltal: 175-207 (39.6 - 46.9%) -- guaranteed 3HKO

With buffs

+2 252+ SpA Gengar-Mega Judgment vs. 192 HP / 204 SpD Assault Vest Yveltal: 163-192 (36.9 - 43.5%) -- guaranteed 3HKO

+2 252+ SpA Gengar-Mega Secret Sword vs. 192 HP / 112+ Def Yveltal: 210-248 (47.6 - 56.2%) -- 84% chance to 2HKO

+2 252+ SpA Gengar-Mega Judgment vs. 192 HP / 204 SpD Assault Vest Yveltal: 163-192 (36.9 - 43.5%) -- 97.7% chance to 2HKO after Stealth Rock

+2 252+ SpA Gengar-Mega Secret Sword vs. 192 HP / 112+ Def Yveltal: 210-248 (47.6 - 56.2%) -- guaranteed 2HKO after Stealth Rock

Illusion

Illusion wasn't so used in the old days (other than on gimmick teams), as far as I remember. For those unfamiliar, this ability makes a Pokemon appear with the silhouette of another during the game, but that ends when it takes a hit. Currently, this ability has had its place in the meta, due to its excellent surprise factor that makes it possible to break walls or key Pokémon during matches. You have to be very careful with all of this though, as you will basically lose an ability slot in the team, as a Pokemon will be illusioned for the rest of the game, which is hardly rare to get around even with a proper move set.

Around here I've seen it all, usually Shedinjas or defensive Pokemons are used as bait for Illusion. The Pokémon that are actually the real ones are mostly sweepers or offensive pokemons. Gyarados can fit this slot well, as it will buff and attack next, or often Substitute. It's interesting to think carefully about the Pokémon that will appear as a silhouette, because with only one move used, the opponent can already see that it's Illusion. Hmm so you have a shedinja and substitute. Seriously? Only a lay person will not realize they will be using it. A giratina giving a substitute is even common. A Groudon? No. But Groudon can use Shell Smash, which is also used by Gyarados and still avoid Electric/Grass moves by its natural type. See? It is not so difficult. The real problem is at the time of the game to switch in the Pokémon as it’s a natural moment for your opponent not to realize that he will be tricked.

The plan for moves is always to use shared moves, as in the case of Shell Smash Groudon-P + Gyarados. You can also play with other types of Pokémon or special forms instead of physical ones, or even support (just imagine not being the target of a Fire hit being a Scizor because your opponent sees an Arceus).

By the way, another important detail to recognize Illusion. When you play an Imposter Pokémon head-on against another Pokémon that isn't transformed or without subs and you still don't transform into it, it's a sign that it's a Pokémon with Illusion.

Wonder guard

We all know that Wonder Guard has always been and will be the most used ability in Pure Hackmons. So why is this here? Simple, we had some changes in its usage type. Previously, WG's were used specifically to be clerics by taking momentum of your opponent's zero damage attack free turns, either to restore health or help allies.

But, the game has been evolving and now we have some changes in how to use this ability. For now, I will show a few but known examples of these changes. First of all is a very simple but very effective one. It's not entirely unknown but it's become quite famous recently due to the growing use of Pure Powers on teams out there.


Gimmick pain split WG

/

Sableye-Mega/Spiritomb @ Flame Orb

Ability: Wonder Guard

Level: 2

EVs: 96 HP

IVs: 26 HP / 0 Atk

- Pain Split

- Curse

- Whirlwind/Protect/Magic Coat/Aromatheraphy/Filler

- Psycho Shift

This 'gimmick' set by WG is very good. Here's how it works: by having this ability, the Sableye will only faint if hit by a Fairy-type hit or if hit with indirect hits. The item is flame orb to not take the opponent's stats and to be able to bother them (and cutting their attack in half, which is good against physical Pokémon) with Psycho Shift. It's lv2 for the pain split to suck as much of the opponent's life as possible and restore yours by 100% on every use, remembering that this move doesn't work against Substitutes. Curse is to further avoid the opponent with a fixed damage of 25% damage per round, unless he switches. The last slot you can place something of your choice. Whirlwind is good because it works when they Substitute in front of you, or when they buff themselves too. Magic Coat can be used against Pokemons that want to hinder you indirectly. Protect only for Scout if you are afraid of a Pokémon or moves unknown by the opponent until a due time in the game.

This pokemon is extremely useful and annoying if used correctly. Note that Burn will not take 12% of life, but 7% per turn, which helps a lot. You can literally punish your opponent’s lives little by little, until the opponent finds a way to effectively kill you. Curse + Pain Split is a very strong combo, you take your opponent's health little by little and recover your full health to use curse again. If he keeps switching, Psycho Shift works to undermine and deal 12% extra damage per turn, making your opponent have to think a lot about each move to be performed to counter this WG Pokemon.

HP stats always odd to take less damage from hazards.

Other than that, its type is wonderful. Being dark/ghost this pokémon has only one weakness and still has the natural advantage of never getting stuck by any move/ability (gen 6), which results in a perfect wg to counter Deoxys-Speed with No Guard (of course, only after having managed to use the Flame Orb, becoming immune to sleep status).

An ideal partner for this type of WG gimmick is one that obviously isn't weak to fairy but is also quite bulky, because when you find a mold breaker, it's pretty sure you won't be able to count on Sableye/Spiritomb as both will be at lv2.

Regarding the choice of pokemon, it's just a tiny detail, Sableye-Mega can be chosen to confuse and make your opponent think he has magic bounce or something like that (which rarely happens).

To break this pokemon, it's good to use hazards, Pixilate, mold breaker or have someone with Substitute on your team. What you should not do is keep changing all the time so he can use curse + pain split, taking more than 50% of life per turn. 'Random' Pokémon with fairy moves are also good (like an AV+ Regenerator aforementioned).

Offensive WG

One thing I forgot to mention in the video, which is important, is the classic Gyarados-WG set (which will not be the focus of this topic, it will just be an introduction and note as it will help us understand the intent of the metagame changes). Gyarados WG is one of the best balanced combinations in the tier. Basically, you put Wonder Guard on it and leave it with your mega item. You buff yourself while being immune to opponents attacks, and after that, use the mega and take Mold breaker, an excellent skill for offensive momentum and breaking already sweeps the opposing team.



Gyarados @ Gyaradosite

Ability: Wonder Guard

EVs: 252 Atk / 6 Def / 252 Spe

Jolly Nature

- Shell Smash/Shift Gear

- Taunt/Waterfall/Sucker Punch/Filler

- Substitute/Gear Grind/Filler

- Knock Off

This is the famous set in question. The intent is to get momentum (gyarados is a fragile Pokémon and takes 4x electric and super freeze-dry), buff or use Subs/Taunt and then sweep. There are certain variations, I prefer to have only one attack move and Taunt + Substitute, because with that you are basically immune to status and also prevent the opponent from using Encore/Disable/Haze/Destiny Bond, which can hinder you a lot. Knock Off will always be strong because besides being STAB with the mega you will have the attack bonus when taking the opponent's item. But be careful when evolving to mega, it will lose the WG ability, this I refer mainly to offensive teams that have gyarados as a defensive option.

But there are also sets with 2 attacks with Shell Smash + Taunt or Substitute, which isn't bad, but you lose defensive mechanisms against walls/other WG's.

To counter this monster, you need to either force it to go mega and use Imposter/Haze/Destiny Bond or surprise it with Electric attacks/Freeze-Dry/Diamond Storm with your pokemons. Whirlwind/Encore can also be useful when used in Prankster pokemons. So the idea is to use Subs or Taunt when putting Gyarados, trying to predict things like that. Priority moves like -ate moves are also good calls, as Gyarados will have a lowest defense due to the use of Shell Smash.

When using this strategy on your team, it is recommended that your WG partner be someone bulkier, as gyarados is very fragile. Apart from the fact that if you mega evolve it will lose its past ability, making your team very weak against Deoxys-Speed with no guard.

Bulky Offensive WG [new!]

This was one of the big changes from the meta to the present day. Basically, this consists of a surprise WG (which, because of being so used, is currently no longer a new factor) that instead of being cleric when picking up momentum, would stop being passive, buffing and trying to sweep a large part of the opposing team. See below the set's and pokemons I'm referring to:



Xerneas @ Iron Plate

Ability: Wonder Guard

EVs: 252 SpA / 4 SpD / 252 Spe

Modest Nature

IVs: 0 Atk

- Shell Smash

- Moonblast/Thousand Arrows/Magma Storm/Lava Plume/Filler

- Judgment

- Freeze-Dry

This is one of the most famous sets in question. The strategy is quite simple. You setup and try to sweep the opponent's team with the moves you have, hoping those are enough, as there might still be some WG that is immune to all your moves.

Shell Smash is the basic move to setup your speed and spa/atk, as you are WG, you don't need to care so much about debuffs in defense and spd. The first move can be a STAB move or another one trying to predict what weaknesses the opposing Wonder Guard will have, so there is a wide variety of moves that can be used. Judgment, here's the surprise. Using the same cleverness they use in Mega-Gengar when putting it with Spooky Plate, we do something similar here, to get hit and do super-effective damage against other fairies, but still stay safe against Imposter Pokémon, because their chance have the same plate as you are low, which results in a great synergy mechanism involving attack/defense. Your last move is Freeze-Dry because as said several times before, it's a great move that alone can give super in 5 different types, but can be changed (which I don't recommend), if you want.



Groudon-Primal @ Iron Plate [new!]

Ability: Wonder Guard

EVs: 72 HP / 252 SpA / 6 SpD / 178 Spe

Modest Nature

IVs: 0 Atk

- Shell Smash

- Judgment

- Freeze-Dry

- Aura Sphere/Filler

This was a private set that I created myself. The intent is the same as Xerneas, but with a different Pokémon, Groudon-Primal. At first, your opponents will be confused to see you setup and not being Mold Breaker (if they notice, as many play on automatic against GP, which can give you a slight advantage).

This will be even worse for the opponent when he realizes that you are using a special set and not a physical one. This move set is very good as it is possible to take out of games many existing bulky pokemons, whether they are WG or not. Note that differently from the moves we only have the Aura Sphere, as I think it's worth having something against the Arceus, as they are Pokemons that nullify this kind of bulky-offensive set very well, but this move can also be exchanged for your choice. Judgment is still wonderful against fairies and other types of Pokémon, except that if an Imposter appears, both won't be able to hit each other (and you can scout his move, if you're using Choice Scarf).

About your EV's, I did something to maximize your offensive power (since spa isn't the best Groudon-P stat), make it fast enough to pass several Pokemon after just one Shell Smash and bulky enough to take some physical hits or specials of other Pokemon, taking of course always less damage from hazards.

Betting on the surprise factor when using this Groudon can help you a lot, as it will be both WG and special (two unusual factors). I recommend using this pokemon as a late-game sweeper.


Prankster

This ability was certainly already common in the game, but now it has become much more used and effective, due to some events. The goal is still the same, enter to mess up and save you from the opponent's sweepers/offensive pokemons. But the items, Pokémon and the moves used with it were changed.



Giratina @ Flame Orb [new]

Ability: Prankster

EVs: 216 HP / 252 Def / 8 SpD / 32 Spe

Bold Nature

IVs: 0 Atk

- Encore

- Destiny Bond [new]

- Curse

- Heal Order

Well, let's start with the most usual. Giratina fits perfectly in this role because it can curse against its opponents, be bulky and have good types. The difference here is the move Destiny Bond (which was sometimes used in the past as well) and the Flame Orb item (never used before).

About Destiny Bond, this move started to be more frequently used because it does something that Haze couldn't do, which was literally disappear with the opponent's problem, even if it costs your Pokemon too, leading to that famous 0-0. You ask for a support and defensive piece and your opponent one or if not the main offensive piece, which is a valid exchange. This move is good because with prankster you get priority +1, which makes it not important your opponent's speed status, unless he has priority attacks (which is even better in the case of Giratina, because it is Ghost type it is already immune to the normal top priority attacks in the game).

About Flame Orb, this item started to get famous because all Mold Breakers always put their opponents to sleep before buffing, either with Dark void or Spore. But with that, it's impossible for him to put you to sleep, leaving only the setup (which is not recommended to run in front of a Prankster because you'll repeat the move when being targeted by encore) and the attack, which usually without buffs isn’t enough to hurt Giratina.

Note: you should be careful when using Flame Orb on the Prankster, as you will often be pressed with strong attacks and will recover health and lose 12% damage every round, apart from using Curse together. The worst problem is when you use Destiny Bond, survive the opponent's attack but die from burn, which makes your opponent stay alive and you die, being extremely harmed. Because of this, it would be good calculate the damage and be aware of any situation similar to this one so as not to be taken by surprise.

As for their EV's, 32 Speed is optional, just to outspeed other Giratinas who are also Prankster, as to the reason to give Encore in Curse. The rest is in physical defense to check Mega-Aero Choice Band + Mold Breaker.

As for the rest of the Pokémon that will be listed, the intent is always the same, what changes is just the types to check specific Pokémon or the addition of Psycho Shift to mess up the opponent with an imminent burn (cutting your attack in half if it is a physical offensive Pokémon).



Yveltal @ Flame Orb [new!]

Ability: Prankster

EVs: 216 HP / 180 Def / 112 SpD

Bold Nature

IVs: 0 Atk

- Encore

- Destiny Bond

- Heal Order

- Psycho Shift [new!]

This new set is unique and recommended if your team is weak to Mega-Gengar (Mold Breakers), as Yveltal resists his main STAB and takes neutral damage from his support move. You can annoy him with Encore + Psycho Shift, since Gengar is a very frail Pokémon, every HP lost will hurt him a lot. His mixed EV's are exactly to survive against him, aside from other Mold Breaker's threats. With its type, it is immune to some hazards and ground moves (except Thousand Arrows).

No buff:

252+ SpA Spooky Plate Gengar-Mega Judgment vs. 216 HP / 112 SpD Yveltal: 119-141 (26.6 - 31.5%) -- 39.7% chance to 3HKO after burn damage

252+ SpA Gengar-Mega Secret Sword vs. 216 HP / 180+ Def Yveltal: 99-117 (22.1 - 26.1%) -- guaranteed 4HKO after burn damage

With buff (enough to surprise with Destiny Bond):

+2 252+ SpA Spooky Plate Gengar-Mega Judgment vs. 216 HP / 112 SpD Yveltal: 238-281 (53.2 - 62.8%) -- guaranteed 2HKO after burn damage

+2 252+ SpA Gengar-Mega Secret Sword vs. 216 HP / 180+ Def Yveltal: 197-232 (44 - 51.9%) -- 69.5% chance to 2HKO after burn damage

With buff + stealth rock:

+2 252+ SpA Spooky Plate Gengar-Mega Judgment vs. 216 HP / 112 SpD Yveltal: 238-281 (53.2 - 62.8%) -- guaranteed 2HKO after Stealth Rock and burn damage

+2 252+ SpA Gengar-Mega Secret Sword vs. 216 HP / 180+ Def Yveltal: 197-232 (44 - 51.9%) -- guaranteed 2HKO after Stealth Rock and burn damage



Hitmontop (M) @ Flame Orb [new!]

Ability: Prankster

EVs: 240 HP / 240 Def / 28 SpD

Impish Nature

IVs: 0 Atk

- Encore

- Destiny Bond

- Heal Order

- Psycho Shift/Filler

Simple example of role for Prankster + check of Pursuit Huge Power.


Audino-Mega @ Flame Orb [new!]

Ability: Prankster

EVs: 192 HP / 128 Def / 188 SpD

Calm Nature

IVs: 0 Atk

- Encore

- Destiny Bond

- Slack Off

- Defog/Psycho Shift

Another example of role for Prankster + check of Pursuit Huge Power, note that there are some EV's in spdf to not take as much damage from pokemon SPA with Mold Breaker.

Magic bounce

In relation to Magic Bounce, it is something more particular than general in the meta. I would just like to add that this ability because in my opinion is very useful and can be used to pivot with Substitute + Baton Pass (to move to a sweeper and setup, without needing to have Substitute in your moveset). If the pokemon you will use this ability is a Ghost-type, use Curse as a move to mess if your opponent is going to setup or use Subs. The great new trick is to use Perish Song if you are not a Ghost-type, as he will be forced to switch and lose all his buff. I'll demonstrate below the simple sets that I use, one with Ghost Pokémon and the other without being Ghost.



Giratina @ Leftovers

Ability: Magic Bounce

EVs: 248 HP / 252 Def / 8 SpD

Bold Nature

IVs: 0 Atk

- Curse

- Substitute

- Baton Pass

- Heal Order

Classic set. Max defense to check Mega-Aero Choice Band + Mold Breaker. Odd HP to take less damage from hazards, the rest this pokemon holds up well due to its good typing and well distributed stats.



Audino-Mega @ Leftovers

Ability: Magic Bounce

EVs: 216 HP / 244 Def / 48 SpD

Relaxed Nature

IVs: 0 Atk / 0 Spe

- Perish Song/Haze [new]

- Substitute

- Baton Pass

- Milk Drink

This is a set I mean, without Ghost/Curse pokemon. Perish Song instead to force your opponent to switch, but use it carefully as you will have few PP's for this. Rest of EV's well distributed to be a good mixed wall, which can be changed depending on your need with this Pokemon in your team.

7. Shout outs

Well, after this long post, we're done here. I would like to thank God so much for giving me the patience, availability and willpower to do this project, and also my friends Sahki for subtitling the entire video and @arra for making the amazing post art.

Thanks also to the OldShark friends who were interested in my project and who were looking forward to seeing what it would look like when it was ready.

And of course, thanks to you too for reading this far, thanks for all your time and patience.

I hope this is all useful to you or anyone you show. If I help 1%, that's enough for me. Just remembering that the intention was to help as much as possible, I tried to summarize in a simple way the many things that had changed, but of course they were probably not all addressed or new ones will be created in the near future, but what matters is the intention to leave it here exposed a detailed guide of what to worry about when playing this tier!
 
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Summary

1. Introduction

2. Who am I - relationship with the PS / smogon

3.Purpose of this post

4.Video Introduction

5. Building of the video

6. Post tier changes after the creation of video

7. Shout outs




1. Introduction

Hello, I hope you’re having a good day! This introduction of this long text is just meant to say that everything that was done was carefully thought out a long time before it was posted. I did all this carefully and whimsy, because it's something I love to be a part of. What can I say about this work? I can say is if you read and see everything that will be displayed with calm and attention and pay attention to details, you will calmly enjoy everything that stands here, because I'm sure it will be something that will be worth spending your precious time and attention, because without a doubt it can be a good addition to you.

2. Who am I - relationship with PS/Smogon

I'm a Brazilian Showdown player and I’m here since 2013. I went through several times and several different platforms, since when we had other sites that we needed to level up the pokemon lv's from the beginning, or even have to download programs to play the game with other people. My main username is "CHORUME", the same as this Smogon account.

I met the showdown platform thanks to a youtuber (Dlinkvideos) which I followed at the time, and everything was very different at that time. The main game modes were around XY, with things at the testing phase, with almost everything released! I remember that we could use the strongest megas at that time (in OU), because Kangaskhan, Gengar and Lucario mega weren't banned! It was really fun to play. Since then I started wandering around several other servers to try to make friends or just to discover the different things they had. I went through old servers like Hispano, Pandora, Indigo and among many others. I made many friends and met different types of people. I even keep in touch with many of them nowadays via Discord! I’m more close with some of them than other people I know in real life, including.

My first contact with other metas/hackmons was at that time, when I didn't know what it was, I saw some people playing custom battles, and right away I fell in love with it, which were pretty dumb things at the time, like the famous "invincible" Magikarp ( with Wonder Guard). I just started thinking about the infinite possibilities of teams, Pokémon, movesets, strategies and that made me crazy. I played Classic hackmons, and at that time it didn't even have team preview, infinite ev's and ladder, which limited who we could play with, as we could only play if someone had a team (very rare) and wanted to play (even rarer). I had no problem losing battles as I was always able to discover something new with my opponent, which further increased my creativity and passion for the game mode.

The years went by and I had to stop playing a little bit because of some personal issues and priorities changes (because here in Brazil after we finished high school it's a very difficult time because we have to focus a lot on college entrance exams), so I stayed kinda off the showdown. Occasionally I would go in to play and chat with friends but it wasn't as intense as before, because I played since I was a kid and then I started to have a lot more responsibilities than before.

The time I was more active was from 2013 to 2017. Afterwards I graduated, got a job and ended up taking a technical course, which took up a lot of my time and made me tired to get on the platform. So, it all came to light in early 2020, due to the arrival of Covid-19 in my country, I spent several months without leaving home and because of that I had more free time, with that I remembered the PS and went back to playing and having more willingness to add and learn new things. I don't remember exactly when PH gen 6 became a ladder game, but I know it took a long time to happen, and when I found out my head exploded, it was my biggest wish inside the PS since 2013/2014, to be able to play a normal game without having to look for hours and challenge someone, earning points. I started to play, created teams, talked to people until I was introduced to a room that focused on the same game mode, met amazing people (even though they were few) and learned a lot from them. I started laddering and after a while I started to have the fear that I think everyone has, of losing games (and points) hahaha. So I started using a secondary account (0 rei delas, as they know me now) to teambuild and play. It worked so well that I ended up surpassing my score with the main account. Maybe losing the fear of losing was the only thing I needed. So since I was fine with that account, I decided to stay on it myself, but I still like my previous account.

jessiejames-gen1.png


And now we are in the present, 2021. I was working and about to start my college. But I ended up being fired from the company, so I had a little free time as my college was adapting to the online teaching patterns. So with that I got even more active and had this whole idea of everything that is involved in this post.

3. Purpose of this post

The purpose of this post is clearly to help and ENCOURAGE new players in this game mode so wonderful and little known. It can also be useful for other experienced players to relearn some things or come up with new ideas. All are included. This can also serve to be an easy way for you to share with a friend/acquaintance who needs more information about the game, or to introduce you to it. Everything was done with care and affection, simple, effective, didactic and, above all, with creative approach.

4. Video Presentation

Without further ado, here's the video I've talked about so much, both in the post and to Gen 6 PH users, to whom I apologize for always saying the video was close to being done but never was hahahaha. The following video was created, edited and scripted by myself, except for the subtitles made by a good friend of mine, Sahki.

The video is long (about 1.5 hours long), containing lots of information, general strategies, tips, tricks, teambuilding and live gameplay at the showdown, about everything important you can have about Gen 6 PH since it was released on ladder until mid 07/06/2021 (I say this because certain trends were created and started after the video was created so they won’t be present in the video, but I will make a topic in this same post about what's new in the meta).

The video is spoken by me in my native language (Portuguese-Brazilian), BUT it is now fully translated with English subtitles for the whole world to see! I also have a future project to put it in Spanish for our Latin American brothers.

Here’s the video aforementioned:


So, did you like the video? Thank you in advance for the patience of listening to me talk for so long, hahahaha. I don't ask for likes, comments or anything else, I’m just wondering if it helped you with something! If you've learned something, even if it's just a detail, I'm already satisfied!

5. Video building

Now, for those who would like to know how the idea was from the beginning of the video, here we are. I always wanted to create something, content, anything, but I couldn't do it. So I started to realize that I could focus this energy on being able to explain (which is something I love, as I intend to be a teacher) something that I was good at, so I would have lots of explanations and the will to do it.

Ok, I got the idea, we were at the end of 2020, I was very exhausted from studying and taking two exams for the most difficult exam from the state, so I wanted to do something to relax. But now it remained to know what I would have to explain, and how it would be done. I liked some things like Yugioh, Clash Royale, Soccer, Pokémon, Geography, Music, Star Wars and among millions of other things. But in addition to liking it, I needed to know what I was talking about, as we cannot put false information or information that we would like it to be real, as this does not build credibility in the content. So I had this thought that hung in me for months. So I had the idea, while I played and won some Hackmons games, because I always had the same habit of wanting to help whoever I beat and explain some things to improve their teams and gameplay. So I thought, if I do something about it, I won’t have to repeat the same information to people as always, plus the fact that if I do something harder, it's going to be much better than just throwing the information in person or remaking the team without explaining some extra details. That's when I got the idea, it had to be about my passion for Hackmons.

I had everything separated in my mind, everything you are seeing now was already in my head for a long time, but I lacked the willpower to start, because I knew it would take a lot of effort, time and creativity. As I don't live of it, I was doing it little by little because if I was going to do it all in one day it would be bad and lack details, probably discouraging me.

I always put myself in the place of other people who view the content, as I am demanding in what I see, I knew I had to do something very well designed, that drew attention and that was inviting to people. Because it's no use having a lot of knowledge about something but not wanting to dive into how such knowledge will be passed on, because every single detail counts.

So I was inspired by a channel that I really like in creating videos, one about 1v1, which is @Elobandit (I'm your fan man). I feel I’m always stuck to the styles of slide videos he makes, and I challenged myself to do something similar, because I think in this way I hold the viewer's attention and I can convey all possible information to him through voice, text, examples and images. I even kept waiting one day for him to come online just to ask about the ways he used to create it and where he found the gifs, he answered everything, so thanks for the help. It was simply google docs, a simple but powerful platform if used correctly.

I already had everything in hand, now I needed to put together a script and get my hands dirty in creating the slides. It had to be something beautiful, attention-grabbing, and with a very good visual, because I, like any content consumer, know that it grabs the viewer's attention.

All the script came from my head after so many years playing. I decided not to write because then I would lose a lot of time and they were already spending a few weeks in this process. It would be exactly the way I thought it would be if a big, decent youtuber did it. Introduction, presentation of the speaker, explaining where such a game mode is played, what the game mode is, what happens in it, what is good and bad in it, how it works, strategies, tips, how to build an efficient team, what processes involve them, gameplay and shoutouts. And that's exactly what was done. The idea is to explain in a simple and patient way, as I will never meet everyone who will watch the video, so by teaching from the beginning I am able to establish a win-win relationship, because those who do not know learn many things and that they already knows how to relearn and review your concepts of everything.

Regarding the slides, it was definitely the most work. Everything had to be perfect so it took me months to create it from start to finish, I had to find the correct gifs, change sizes, change fonts, search and write down summary forms of skill explanations, put images of Pokemon types and of other things. And of course, all this in a flashy, didactic and effective way.

After all, I started thinking about the oratory for the video. I didn't have to record so many times, as it would be something long, I would build my reasoning throughout the video, but obviously the slides would have to be ready before the voice was recorded. There were few recordings, I'd say I stopped at most 3/4 times to get my voice and some wrong and repetitive said phrases, but when I got the momentum, it was all at once.

Before going to the editor I had the idea of making a live gameplay on ps, which I had never done before, but I knew this was inevitable in the video because the concepts of theory and practice always have to go together for something to be concrete. And it was excellent, I set it up to record and did everything on the spot. I got a decent opponent, with points similar to mine, I managed to win the match and several things that I explained in the video appeared in the match. It was excellent because that way I would confirm all my thesis throughout the video. I'm even happy to have made a mistake during the game, because all this shows that it was something natural and that each and every player/metagame is susceptible to mistakes, because everything that is human is imperfect.

The editing part was very smooth, I love editing and I always did everything myself. Since the slides and overhead recording was literally 80% of the work, I just had to add it to the editor, put in background music, cut out the wrong voice parts and add some effects and thanks.

I had to render and export the video, obviously it took a while because it was a very long video. I was very happy at that moment but I knew there was something missing. When I realized something. The language. Even though I was speaking well and explaining everything carefully, it was in Portuguese (nothing against that, I would love to see speakers of that language watching this video), but this is a very specific language, I needed to expand it so that anyone could see and understand it. It was at this point that I realized I needed the English subtitles. I panicked. I could do it, I have some knowledge of English, but I don't think it would be enough to effectively translate an hour and a half video. So I thought a lot about calling someone to help, but I was scared because it was a very big project and I needed someone I could trust. Then I remembered that I had a friend who speaks good English and who would understand the magnitude of the project, which is Sahki . He was wonderful, said he would help me, and for me to send the video when it was ready). I was very happy when I found out that someone would help me in my biggest project as a player on this platform and this game mode. It was the month 8/9 of 2021. Obviously the subtitle took a while because it was something complicated and a long video. But everything went well, he sent me the subtitle, the way we agreed and I made very few adjustments at the time of making the correction, to make sure it would be something good for the public.

And here we are, the final details were just the description, which I'm always proud to do something organized because I know how horrible it is to go after extra content and the person who creates content doesn't have the luxury of helping you with that. And that's it, all done, I just needed to post on Smogon.

About Smogon's post, I would also like it to be something organized, clean, beautiful and effective, as I wanted it to be something very useful to the whole community. I would also like to see something that I would be proud of involving my name, that's why so much focus, detail and energy. I want this publication to stay fixed/''eternalized'' or at least on the front side of the page when researching about this tier, because I know it's something valid for that.

Finally, Sahki helped me with translating the post and editing the text/images. A great friend named @arra helped me with the main art for this post.

And that was it. The video is now public (it was private for a long time as I was analyzing what could be wrong to fix), I am very happy to be able to share all this with you, I hope from the bottom of my heart that you enjoyed it.

6. Tier changes after video creation

Well, as I mentioned earlier, it's impossible for a video to cover EVERYTHING from a tier as specific and extensive as this one. So, I had the brilliant idea to leave in this post the main things that became famous and became a goal since the creation (and not post) of the video. Because in 2/3 months, we had significant changes.

To be done in an organized way, I'll filter changes by sets, like abilities, Pokémon, moves, teams, se's, that kind of stuff. I want to say that there is no way to put them all because the intention is just to show important changes after the video was made.

Spam team’s [new!]











As time went by, some users started to create some different strategies. This one, even though it sounds very strange and bizarre, is one of the most effective. Spam teams consist of teams that have the same Pokémon species over and over again (mostly occupied 3-5 team slots).

As bad as it may seem at first due to weaknesses, it is something that really works. Such a concept is strong and annoying because with your equal limbs, you can use any kind of move set/skill that your opponent won't know (unless it's a mold breaker or something like that), which creates a huge mess for your opponent because he never really knows what he's playing against. Is this one that came in now a magic bounce one? wonder guard? regenerator? wait, he hadn't used that move on another pokemon, or is it the same one i'm facing? (This is something that contributes even more to the spam team as your opponent won't really know which moveset you are using).

The remaining 2 or 1 slots are used to place Wonder guard's Pokemons on the team, in order to minimize the weaknesses of the other Pokemons. Since most of the time one of these Wg's can even be the spam pokemon within the team, creating even more confusion.

How to play against that?

Because this type of team is being one of the most used, it ended up indirectly influencing imposter's pokemons being seen more, because with that, you discover the pokemon's move set/possible ability, it has “infinite” pp on it, you can write down what was seen and still have a Pokémon fatter than its opponent with its own copied moves.

Other ways to check/counter this are: using more offensive teams with varied set moves trying to predict which spam your opponent will use (even so you're still weak against imposter), using more defensive teams (to give more time to understand which ones sets each pokemon can have) and finally writing down every move used by each pokemon in a notepad, along with its name, appearance, status and amount of health, I know it might sound annoying, but it's something that helps a lot.

Hyper offensive





With the arrival of new teams and ideas, Ho teams are being used more because of its high firepower and ending a match quickly. The consistency varies from player to player, but most involve 4 very offensive Pokémon and 2 wg's (and in some cases there isn't even defensive WG, the whole team's role is to pressure the opponent). I know it sounds tempting but I recommend this type of team for more experienced players as it is very difficult to defend against certain things and can be easily swept away in some aspects as well due to its lack of safety.

How to play against that?

Well, as I said, it all depends on the player and not just the team. It is possible to find holes regarding typing/skills on the opposing team because they need to keep pressure on throughout the game. Use Hazards (probably the opposing team may not be able to take them out, or use too much focus sash on the team) / have pokemons to deal with sweepers (prankster/imposter) / have a very strong pokemon offensively (usually Mold Breaker) / good switch for each Opponent Pokémon can serve not to be swept in the first turns.

Abilities

Huge power/pure power [new!]

With the use of certain spam's Hyper Offensive teams/teams, certain Pokémon gained more visibility, such as Deoxys-Attack (new), Rayquaza-Mega, Bannet-mega (new), Groundon-Primal , Regigigas/Slaking, Yveltal and Tyranitar-mega (new) and Mewtwo-X (which was already famous) among others with high physical attack, as this ability doubles your already existing high stat attack.

With that, some users started to use all move slots with full attack moves only (and with moves that would have more chance to affect the other existing Wonder Guard's of the opponent). Even with a strong firepower like this, it's still necessary to keep an eye out, as Imposter's can cause big headaches. To avoid this, it's necessary that your Pokemon with this ability has moves that don't affect their WG's, I know it seems boring because it loses some specificity in the moves, but it's the safest thing to do.

In the case of Yveltal and Tyranitar-mega, the strategy of both is similar, as they take advantage of having the Pursuit stab along with the trick-or-treat move, which makes the Pursuit always work, in a super effective way. It's a devastating combo if used correctly. The rest of the moves are fillers, which can be support, priority (sucker punch) against sweepers or anything else.


Tyranitar-Mega @ Lum Berry [new!]

Ability: Huge Power

EVs: 240 HP / 252 Atk / 16 SpD

Adamant Nature

- Pursuit

- Trick-or-Treat

- Iron Head

- Heal Order/Sucker Punch/ Thousand Arrows




Yveltal @ Lum Berry [new!]

Ability: Dark Aura

EVs: 248 HP / 252 Atk / 8 SpD

Adamant Nature

- Pursuit

- Trick-or-Treat

- Thousand Arrows

- Recover/Sucker Punch/Thousand Arrows




Deoxys-Attack @ Focus Sash [new!]

Ability: Huge Power

EVs: 252 Atk / 4 SpD / 252 Spe

Lonely Nature

IVs: 0 Def

- Close Combat

- Knock Off

- Gunk Shot

- Thousand Arrows

How to play against this?

Well, Pokémon with this ability can be quite annoying, however, as they will have to limit themselves to 4 moves (and if they're done well, their wg's can't take hit with them), so just find out what those moves are and have on team specific wg's, which obviously don't share the same weaknesses and of very varied types. An example to be mentioned, in this topic, is about the increasing use of psychic type Pokémon such as WG's, as most players have been very concerned with fairy, water, fire, ground and normal type Pokémon, which leaves a free slot to use Pokémon of that type. However this does not become a rule, as each team has its different components and can be strong or not against their opponents with this type of ability.

About the trick-or-treat strategy, to deal with this is good to have a Pokémon on your team that naturally resists the dark type and is not weak to secondary types (it's not that urgent, but it helps), such as flying/rock of Yveltal and Tyranitar. Good examples are Audinos and some fighting Pokémon, which can still suffer from Yveltal's flying support hits tho. Carrying Wonder-Guards is also always a positive way to defend yourself, as your Pokémon will only be vulnerable if it has a support move against you or pursuit after successfully using the trick-or-treat move.

Regarding Deoxys-Attack, this Pokemon can devastate your entire team if you're not prepared against it, its move set is very strong and contains moves that are capable of giving super effective damage to WG's and other components of the opposing team. Regarding its move set, Gunk Shot is excellent because it doesn't touch the opponent, being immune to King's Shield/Spiky Shield debuffs. Close Combat is used against steel's and Arceus WG's. Knock against ghosts/psychic's and for getting buffed by taking the opponent's item (when using it against someone who doesn't have WG, for example). Thousand Arrows is also on the list for not touching the opponent, being super effective against Groundon-Primal and rock/steel/fire/electric Pokémon (which is sometimes used as WG), it also takes off the immunity to ground hits and removes air balloon item. I've also lost count of how many teams can be totally invalidated when Deo-Attack takes an offensive position and gains momentum (usually via Substitute). The way to avoid it is to discover its 4 moves and put its WG that is immune to all (sometimes it has no fairy move and nothing against water pokemons, which makes it good to use Sableye/Spiritomb/Kyogre /Swampert-mega be good against him).

It's also worth mentioning that offensive Pokémon can always switch moves in terms of disturbing what they're not able to hit, but if that's done, your team's WG's needs to be swapped too so they don't suffer to imposter.

You need to do your homework, at least one of your WG's needs to be bulky, it's no use having different types if your Pokémon are frail.

Mold Breaker

That's right, Mold Breaker. Now this function has different factors in its use. In the past, the Pokémon with this ability was responsible for getting some momentum, buffing and sweeping the opposing team. Now, there are other ways to use this ability.

Pressure mode without buffs

One of the ways used for now is to put your mold breaker in a safe position, with momentum to pressure the opponent with the same move (due to the choice items), whether physical or special. This has become a very common form of pressure or wallbreaker, and depending on the situation, there are teams that lose 6-0 easily if you don't pay attention to it. The sets/pokemons used in this are as follows:



Rayquaza-Mega @ Choice Specs [new!]

Ability: Teravolt

EVs: 4 Def / 252 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

- Spacial Rend

- Aeroblast

- Fusion Flare

- Trick/Chatter/Filler

The most used currently in the metagame for this function is the Special Ray mega, which is a tremendous new meta thing as it wasn’t common to use it as Special Attacker. With incredible stats (both physical and special), he has become an incredible offensive pressure weapon and wallbreaker. Your moveset consists of STAB moves and a support moves for types that resist/are immune to your attacks. The last slot can be a move of your choice. Trick is a great way to slow down Pokemon that enter safely against Ray's attacks. Chatter is weaker but it can annoy as a matter of luck 50/50 if the Pokemon hits (but the Pokemon can heal from the confusion at any time or even have a free turn if you use Lum berry) and for their damage and effect they can bypass substitutes. Spacial Rend/Aeroblast are ridiculously strong because they are STAB and have a high chance of critical damage, in the other hand, they have few PP's, which can be a problem when your opponent has check's of these attacks on the team, which will make you need to think with calm on which move to use.

Against this Rayquaza, it's very difficult to deal with him without losing some Pokemon along the way. Their choices range from sacrificing someone and attacking them with priority, using Prankster + Destiny Bond, a scary Pokémon (which looks like it's going to have priority) with Pursuit. Regarding checks and safe switches, we only have Regenerator + Assault Vest (which will be discussed later).



Groudon-Primal @ Choice Band [new!]

Ability: Mold Breaker

EVs: 252 HP / 252 Atk / 6 SpD

Adamant Nature

- Thousand Arrows

- U-turn

- V-create/Another fire move

- Trick/Filler

Groundon follows the same line as Ray Mega's reasoning, with the difference that its attacks are physical and have a way to pivot with U-turn. Using sets like this, you should be very careful with the Imposter ability, as it can serve as an entry for Groudon if you use U-turn, making your Pokemon have a free turn to hurt or kill any Pokemon on your team. The biggest problem in trying to counter Imposter is if I copied this Pokémon, is not because of the brute force it will have (because it won't have the Choice Band), but because the Thousand Arrows move doesn't have any immunity, which causes even more problem when it is aligned with the Mold Breaker, causing there to be no effective switches for this (other than Giratina).



Aerodactyl-Mega @ Choice Band

Ability: Teravolt

EVs: 252 HP / 6 Def / 252 Spe

Jolly Nature

- Dragon Ascent

- Diamond Storm

- Crabhammer/Filler

- Trick

I know this isn’t new in the meta, but it's always good to remember. Aerodactyl Mega may not have the same offensive power as the others aforementioned, but it is extremely effective as a late game sweeper, if you keep it and use it correctly. Your moves contain two very strong STABs. Crabhammer would only be dealing with Groundon, so this move can be exchanged for one of your own. About Trick, I don't recommend taking it off because as there are Pokemons that counter it well (aka Giratina), this can be useful to at least avoid them. The big problem is that depending on the situation, when losing the Choice band, the Aero is very weakened, sometimes almost losing all its frightening power. Because of these factors, it is important to think about the correct time to change his item.



Mewtwo-Mega-Y @ Choice Specs/Focus Sash [new!]

Ability: Mold Breaker

EVs: 6 Def / 252 SpA / 252 Spe

Modest Nature

IVs: 0 Atk

- Psychic

- Dark Pulse/Flash Cannon/Filler

- Freeze-Dry

- Fusion Flare/Surf/Moonblast/Filler

This MMY is new meta. Because it has a very high SPA, it can become a serious problem (in the same way that Ray Mega is used). However, we don't see Trick here, because at certain times you can win the match just by clicking the same button if you have momentum, due to the combination of Mold Breaker and Specs. Putting him as a Substitute gives you a huge advantage, as this MMY is super fragile. Focus Sash is fine if you want to press a little harder with the variety of moves and not get stuck in them. But in both cases, be careful against hazards, because with them your pokemon is more vulnerable to super-effective attacks and priority. Its move set is very varied, and may contain several moves that harm and kill other Wonder Guard's first due to offensive power plus Choice Specs.

But the tip here is the following: to not be affected by the imposter, use it behind the sub or put moves that don't hurt so much your team, because this Pokemon can annoy your team a lot.

About his moves, Psychic is for having a huge damage power and being STAB, can only be exchanged for psychock, which I don't recommend doing because psychic has been very effective when I used this set. Freeze-Dry is an excellent move and cannot be changed under any circumstances as it alone can give super-effective damage against Water, Grass, Dragon, Ground and Flying-types. The last two moves are totally free slots, they can have Fusion Flare/Magma Storm for bug pokemons (shedinja in case of magma storm). Dark pulse works against Ghosts/Psychic's in general. Moonblast is useful against the thousands of Dragons in the game and against Giratina/Mewtwos-X's as well. Despite being aggressive, this Pokémon/set is very weak to priority attacks and pivotal pursuit.

I've lost count of games I managed to win just by putting this MMY in an advantage position (when all other opponents are slower than it or doesn't have priority, or when I was behind substitutes) and clicking Psychic (‘neutral’ move because is STAB, therefore the strongest along with Choice Specs, unless the opponent has some resistance or immunity (Dark types). Taking all of this into account is something important when choosing this pokemon's set.

Protean [new!]

Protean had a timid increase since the time of posting the video here, but I can't ignore this ability as it can be very useful and powerful if used correctly.

About your history of use, I report its use in Gen 6 Balanced Hackmons, where it was very common, because in addition to having all moves turned into STAB, you also became the type of move, which can be useful sometimes, an example is using king's shield vs a pokemon with -ate ability, you pivot his move, it turnsSteel-type and even decreases the opponent's physical attack by 2x. Your other moves can vary, usually they are always used in special pokemons like Mega-Mewtwo-Y, but the base remains effective. I particularly like the old set Freeze-dry/MoonBlast/Magma Storm or Earth Power, those moves were enough to annoy the opponent, since in BH it was not allowed to use Wonder Guards.

But back to our tier, things are different as King's Shield won't always be a useful move, just against -ate Pokémon, priorities or Pursuit (which in most cases will still kill MMY when used twice in a row, because of the fragility of MMY). So this makes us believe that it would be viable to use 4 offensive moves, the fact that we now have to deal with Wonder Guards also changes some things. Which leads us to certain changes, resulting in sets like this:



Mewtwo-Mega-Y @ Fist Plate [new!]

Ability: Protean

EVs: 6 HP / 252 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

- Freeze-Dry

- Flash Cannon

- Earth Power/Filler

- Judgment

This is the evolution and changes of the Protean MMY in the Pure hackmons tier. We see that there is no King's Shield here as it is a not so useful move due to the variety of types existing in the game and due to the previously mentioned reason of Mewtwo's fragility.

Freeze-Dry is the fixed and unanimous move in the set, as with it you can give super effective 5 types at once, so the rest of the move set will be focused on what you can't hit. Flash Cannon is to hit fairy types, particularly fat WG's like Audino-Mega (which is usually 2HKO still). I prefer using Steel move than poison because in a hypothetical emergency situation, poison moves don't do any damage to steel types. Earth power is in the set due to the Rock/Steel/Fire/Poison-types, which around may be common in the game (aka Groundon-Primal/Genga-mega), but can be modified. And finally we have the big news, Judgment. A 16 pp's move with 100 base power, which can vary its type for anyone as long as you charge the plate to transform it. This move with the plate is very useful for you to have a specific slot to press a WG pokemon and not be affected harshly against an imposter pokemon (just like the standard Mega Gengar sets).

In the case of this set, we have a Fight-type plate to use against normal types like Arceus, as this is a very bulky Pokémon that is normally used as a WG, but you can change the type to your preference if you are facing specific WG types. I just don't recommend the Fire-type Plate because you can use Fusion Flare or Magma Storm (which despite the low accuracy, holds the Pokemon and deals damage per turn, being perfect against shedinja's that can easily counter this Pokemon).

Regarding other non-damage moves to be used, I believe that Taunt/Gastro Acid/Parting Shot can serve to disrupt the opponent's plans. The bad thing about gastro acid is that if the opponent has 2 WG's that doesn’t take super effective from your moves, you will be spending PP's for nothing on your opponent's switches.

Regenerator [new!]

This ability, which was sometimes also used in Balanced Hackmons with bulky Pokemons, with usually bolt/beam and moves to take out hazards, has been gaining space in pure hackmons, but not for the same reason.

With more and more Pokémon like Special Ray Mega being used, it was becoming impossible to have conventional teams, because there’s no switches for this Pokemon and to kill it you almost always lost 1/2 Pokemon along the way. So using this ability with a Pokémon with good defensive stats + the Assault vest item was a viable solution for many teams out there.

The pokemon only needs to have an average defense, a good SPDF and an average hp. About typing, just don't need to take super effective to Dragon/Flying. About your moves, obviously it needs to be 4 attack moves because otherwise the Assault Vest item doesn't work.

Moves can diversify a lot because you can switch at any time to face specific teams. I just recommend having at least 1 you can pivot so you don't have any Shadow Tag issues. Below I will list some examples of set's with this ability:



Kyogre-Primal @ Assault Vest [new!]

Ability: Regenerator

EVs: 240 HP / 132 Def / 136 SpD

Sassy Nature

IVs: 0 Atk / 0 Spe

- Volt Switch/U-turn

- Freeze-Dry

- Flash Cannon/Aura Sphere/ Moonblast/Filler

- Magma Storm/Earth Power/Dark Pulse/Boomburst/Filler

This set is excellent to play against pokemons with high SPA. Assault Vest greatly increases the SPD, while the Kyogre-Primal's natural stat is already extremely high, making certain blows unable to even tickle him. With these Ev's, you can defend well against special damage and some targeted physical defense (like Gengar-Mega with Secret Power, for example), here are some calculations proving my point:

No buff

252 SpA Choice Specs Rayquaza-Mega Spacial Rend vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 115-136 (28.6 - 33.9%) -- 1.4% chance to 3HKO

252 SpA Choice Specs Rayquaza-Mega Aeroblast vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 115-136 (28.6 - 33.9%) -- 1.4% chance to 3HKO

252 SpA Choice Specs Rayquaza-Mega Draco Meteor vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 150-177 (37.4 - 44.1%) -- guaranteed 3HKO

252 SpA Choice Specs Rayquaza-Mega Spacial Rend vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 115-136 (28.6 - 33.9%) -- 99.5% chance to 3HKO after Stealth Rock

252 SpA Choice Specs Rayquaza-Mega Aeroblast vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 115-136 (28.6 - 33.9%) -- 99.5% chance to 3HKO after Stealth Rock

252 SpA Choice Specs Rayquaza-Mega Draco Meteor vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 150-177 (37.4 - 44.1%) -- 1.2% chance to 2HKO after Stealth Rock

252+ SpA Spooky Plate Mold Breaker Gengar-Mega Judgment vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 97-115 (24.1 - 28.6%) -- 98.6% chance to 4HKO

252+ SpA Mold Breaker Gengar-Mega Secret Sword vs. 240 HP / 132 Def Kyogre-Primal: 119-140 (29.6 - 34.9%) -- 12.9% chance to 3HKO

252+ SpA Spooky Plate Gengar-Mega Judgment vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 97-115 (24.1 - 28.6%) -- guaranteed 4HKO after Stealth Rock

252+ SpA Gengar-Mega Secret Sword vs. 240 HP / 132 Def Kyogre-Primal: 119-140 (29.6 - 34.9%) -- guaranteed 3HKO after Stealth Rock
With buff

+2 252+ SpA Gengar-Mega Secret Sword vs. 240 HP / 132 Def Kyogre-Primal: 236-278 (58.8 - 69.3%) -- guaranteed 2HKO after Stealth Rock

+2 252+ SpA Spooky Plate Gengar-Mega Judgment vs. 240 HP / 136+ SpD Assault Vest Kyogre-Primal: 195-229 (48.6 - 57.1%) -- guaranteed 2HKO after Stealth Rock
HP stays that way to take less damage from hazards.

As for the moves, you can set them to your taste. I would only keep Volt Switch (to not be “shadow tagged”) and Freeze-Dry for hurting several types, as mentioned earlier. In this set above, Flash Cannon works to hurt Xerneas/Audino-mega that are very common in the game. Magma storm is for killing shedinja and harassing Steel-types with WG, but you can literally use any other SPA move that will work. The list of them is already on the side of the move set.



Yveltal @ Assault Vest [new!]

Ability: Regenerator

EVs: 192 HP / 112 Def / 204 SpD

Careful Nature

- Knock Off

- U-turn

- Poison Fang/Filler

- Thousand Arrows/Filler

Another one that joins this list, but works differently is Yvetal. Due to its type, it has the advantage of being immune to Psychic and ground and some hazards. Its overall stats aren't as exorbitant as Kyogre-primal, but they sure are much more balanced. This one works differently because it is a physical set and not a special one. Your move set can be swapped. I've played against Yveltal many times with this ability and for sure he is very annoying, being difficult to break. Your moves serve to have a STAB that takes items, a move to switch to not be shadow tag target and stuck, another to attack fairies and poison Pokemon and another for support. Your stat calculations are here (I don't usually use this set, so I made a standard to expose it):

No buffs

252+ SpA Gengar-Mega Judgment vs. 192 HP / 204 SpD Assault Vest Yveltal: 82-97 (18.5 - 21.9%) -- possible 5HKO

252+ SpA Gengar-Mega Secret Sword vs. 192 HP / 112+ Def Yveltal: 106-125 (24 - 28.3%) -- 96.2% chance to 4HKO

252 SpA Choice Specs Rayquaza-Mega Spacial Rend vs. 192 HP / 204 SpD Assault Vest Yveltal: 175-207 (39.6 - 46.9%) -- guaranteed 3HKO

252 SpA Choice Specs Rayquaza-Mega Aeroblast vs. 192 HP / 204 SpD Assault Vest Yveltal: 175-207 (39.6 - 46.9%) -- guaranteed 3HKO
With buffs

+2 252+ SpA Gengar-Mega Judgment vs. 192 HP / 204 SpD Assault Vest Yveltal: 163-192 (36.9 - 43.5%) -- guaranteed 3HKO

+2 252+ SpA Gengar-Mega Secret Sword vs. 192 HP / 112+ Def Yveltal: 210-248 (47.6 - 56.2%) -- 84% chance to 2HKO

+2 252+ SpA Gengar-Mega Judgment vs. 192 HP / 204 SpD Assault Vest Yveltal: 163-192 (36.9 - 43.5%) -- 97.7% chance to 2HKO after Stealth Rock

+2 252+ SpA Gengar-Mega Secret Sword vs. 192 HP / 112+ Def Yveltal: 210-248 (47.6 - 56.2%) -- guaranteed 2HKO after Stealth Rock
Illusion

Illusion wasn't so used in the old days (other than on gimmick teams), as far as I remember. For those unfamiliar, this ability makes a Pokemon appear with the silhouette of another during the game, but that ends when it takes a hit. Currently, this ability has had its place in the meta, due to its excellent surprise factor that makes it possible to break walls or key Pokémon during matches. You have to be very careful with all of this though, as you will basically lose an ability slot in the team, as a Pokemon will be illusioned for the rest of the game, which is hardly rare to get around even with a proper move set.

Around here I've seen it all, usually Shedinjas or defensive Pokemons are used as bait for Illusion. The Pokémon that are actually the real ones are mostly sweepers or offensive pokemons. Gyarados can fit this slot well, as it will buff and attack next, or often Substitute. It's interesting to think carefully about the Pokémon that will appear as a silhouette, because with only one move used, the opponent can already see that it's Illusion. Hmm so you have a shedinja and substitute. Seriously? Only a lay person will not realize they will be using it. A giratina giving a substitute is even common. A Groudon? No. But Groudon can use Shell Smash, which is also used by Gyarados and still avoid Electric/Grass moves by its natural type. See? It is not so difficult. The real problem is at the time of the game to switch in the Pokémon as it’s a natural moment for your opponent not to realize that he will be tricked.

The plan for moves is always to use shared moves, as in the case of Shell Smash Groudon-P + Gyarados. You can also play with other types of Pokémon or special forms instead of physical ones, or even support (just imagine not being the target of a Fire hit being a Scizor because your opponent sees an Arceus).

By the way, another important detail to recognize Illusion. When you play an Imposter Pokémon head-on against another Pokémon that isn't transformed or without subs and you still don't transform into it, it's a sign that it's a Pokémon with Illusion.

Wonder guard

We all know that Wonder Guard has always been and will be the most used ability in Pure Hackmons. So why is this here? Simple, we had some changes in its usage type. Previously, WG's were used specifically to be clerics by taking momentum of your opponent's zero damage attack free turns, either to restore health or help allies.

But, the game has been evolving and now we have some changes in how to use this ability. For now, I will show a few but known examples of these changes. First of all is a very simple but very effective one. It's not entirely unknown but it's become quite famous recently due to the growing use of Pure Powers on teams out there.


Gimmick pain split WG

/

Sableye-Mega/Spiritomb @ Flame Orb

Ability: Wonder Guard

Level: 2

EVs: 96 HP

IVs: 26 HP / 0 Atk

- Pain Split

- Curse

- Whirlwind/Protect/Magic Coat/Aromatheraphy/Filler

- Psycho Shift

This 'gimmick' set by WG is very good. Here's how it works: by having this ability, the Sableye will only faint if hit by a Fairy-type hit or if hit with indirect hits. The item is flame orb to not take the opponent's stats and to be able to bother them (and cutting their attack in half, which is good against physical Pokémon) with Psycho Shift. It's lv2 for the pain split to suck as much of the opponent's life as possible and restore yours by 100% on every use, remembering that this move doesn't work against Substitutes. Curse is to further avoid the opponent with a fixed damage of 25% damage per round, unless he switches. The last slot you can place something of your choice. Whirlwind is good because it works when they Substitute in front of you, or when they buff themselves too. Magic Coat can be used against Pokemons that want to hinder you indirectly. Protect only for Scout if you are afraid of a Pokémon or moves unknown by the opponent until a due time in the game.

This pokemon is extremely useful and annoying if used correctly. Note that Burn will not take 12% of life, but 7% per turn, which helps a lot. You can literally punish your opponent’s lives little by little, until the opponent finds a way to effectively kill you. Curse + Pain Split is a very strong combo, you take your opponent's health little by little and recover your full health to use curse again. If he keeps switching, Psycho Shift works to undermine and deal 12% extra damage per turn, making your opponent have to think a lot about each move to be performed to counter this WG Pokemon.

HP stats always odd to take less damage from hazards.

Other than that, its type is wonderful. Being dark/ghost this pokémon has only one weakness and still has the natural advantage of never getting stuck by any move/ability (gen 6), which results in a perfect wg to counter Deoxys-Speed with No Guard (of course, only after having managed to use the Flame Orb, becoming immune to sleep status).

An ideal partner for this type of WG gimmick is one that obviously isn't weak to fairy but is also quite bulky, because when you find a mold breaker, it's pretty sure you won't be able to count on Sableye/Spiritomb as both will be at lv2.

Regarding the choice of pokemon, it's just a tiny detail, Sableye-Mega can be chosen to confuse and make your opponent think he has magic bounce or something like that (which rarely happens).

To break this pokemon, it's good to use hazards, Pixilate, mold breaker or have someone with Substitute on your team. What you should not do is keep changing all the time so he can use curse + pain split, taking more than 50% of life per turn. 'Random' Pokémon with fairy moves are also good (like an AV+ Regenerator aforementioned).

Offensive WG

One thing I forgot to mention in the video, which is important, is the classic Gyarados-WG set (which will not be the focus of this topic, it will just be an introduction and note as it will help us understand the intent of the metagame changes). Gyarados WG is one of the best balanced combinations in the tier. Basically, you put Wonder Guard on it and leave it with your mega item. You buff yourself while being immune to opponents attacks, and after that, use the mega and take Mold breaker, an excellent skill for offensive momentum and breaking already sweeps the opposing team.



Gyarados @ Gyaradosite

Ability: Wonder Guard

EVs: 252 Atk / 6 Def / 252 Spe

Jolly Nature

- Shell Smash/Shift Gear

- Taunt/Waterfall/Sucker Punch/Filler

- Substitute/Gear Grind/Filler

- Knock Off

This is the famous set in question. The intent is to get momentum (gyarados is a fragile Pokémon and takes 4x electric and super freeze-dry), buff or use Subs/Taunt and then sweep. There are certain variations, I prefer to have only one attack move and Taunt + Substitute, because with that you are basically immune to status and also prevent the opponent from using Encore/Disable/Haze/Destiny Bond, which can hinder you a lot. Knock Off will always be strong because besides being STAB with the mega you will have the attack bonus when taking the opponent's item. But be careful when evolving to mega, it will lose the WG ability, this I refer mainly to offensive teams that have gyarados as a defensive option.

But there are also sets with 2 attacks with Shell Smash + Taunt or Substitute, which isn't bad, but you lose defensive mechanisms against walls/other WG's.

To counter this monster, you need to either force it to go mega and use Imposter/Haze/Destiny Bond or surprise it with Electric attacks/Freeze-Dry/Diamond Storm with your pokemons. Whirlwind/Encore can also be useful when used in Prankster pokemons. So the idea is to use Subs or Taunt when putting Gyarados, trying to predict things like that. Priority moves like -ate moves are also good calls, as Gyarados will have a lowest defense due to the use of Shell Smash.

When using this strategy on your team, it is recommended that your WG partner be someone bulkier, as gyarados is very fragile. Apart from the fact that if you mega evolve it will lose its past ability, making your team very weak against Deoxys-Speed with no guard.

Bulky Offensive WG [new!]

This was one of the big changes from the meta to the present day. Basically, this consists of a surprise WG (which, because of being so used, is currently no longer a new factor) that instead of being cleric when picking up momentum, would stop being passive, buffing and trying to sweep a large part of the opposing team. See below the set's and pokemons I'm referring to:



Xerneas @ Iron Plate

Ability: Wonder Guard

EVs: 252 SpA / 4 SpD / 252 Spe

Modest Nature

IVs: 0 Atk

- Shell Smash

- Moonblast/Thousand Arrows/Magma Storm/Lava Plume/Filler

- Judgment

- Freeze-Dry

This is one of the most famous sets in question. The strategy is quite simple. You setup and try to sweep the opponent's team with the moves you have, hoping those are enough, as there might still be some WG that is immune to all your moves.

Shell Smash is the basic move to setup your speed and spa/atk, as you are WG, you don't need to care so much about debuffs in defense and spd. The first move can be a STAB move or another one trying to predict what weaknesses the opposing Wonder Guard will have, so there is a wide variety of moves that can be used. Judgment, here's the surprise. Using the same cleverness they use in Mega-Gengar when putting it with Spooky Plate, we do something similar here, to get hit and do super-effective damage against other fairies, but still stay safe against Imposter Pokémon, because their chance have the same plate as you are low, which results in a great synergy mechanism involving attack/defense. Your last move is Freeze-Dry because as said several times before, it's a great move that alone can give super in 5 different types, but can be changed (which I don't recommend), if you want.



Groudon-Primal @ Iron Plate [new!]

Ability: Wonder Guard

EVs: 72 HP / 252 SpA / 6 SpD / 178 Spe

Modest Nature

IVs: 0 Atk

- Shell Smash

- Judgment

- Freeze-Dry

- Aura Sphere/Filler

This was a private set that I created myself. The intent is the same as Xerneas, but with a different Pokémon, Groudon-Primal. At first, your opponents will be confused to see you setup and not being Mold Breaker (if they notice, as many play on automatic against GP, which can give you a slight advantage).

This will be even worse for the opponent when he realizes that you are using a special set and not a physical one. This move set is very good as it is possible to take out of games many existing bulky pokemons, whether they are WG or not. Note that differently from the moves we only have the Aura Sphere, as I think it's worth having something against the Arceus, as they are Pokemons that nullify this kind of bulky-offensive set very well, but this move can also be exchanged for your choice. Judgment is still wonderful against fairies and other types of Pokémon, except that if an Imposter appears, both won't be able to hit each other (and you can scout his move, if you're using Choice Scarf).

About your EV's, I did something to maximize your offensive power (since spa isn't the best Groudon-P stat), make it fast enough to pass several Pokemon after just one Shell Smash and bulky enough to take some physical hits or specials of other Pokemon, taking of course always less damage from hazards.

Betting on the surprise factor when using this Groudon can help you a lot, as it will be both WG and special (two unusual factors). I recommend using this pokemon as a late-game sweeper.


Prankster

This ability was certainly already common in the game, but now it has become much more used and effective, due to some events. The goal is still the same, enter to mess up and save you from the opponent's sweepers/offensive pokemons. But the items, Pokémon and the moves used with it were changed.



Giratina @ Flame Orb [new]

Ability: Prankster

EVs: 216 HP / 252 Def / 8 SpD / 32 Spe

Bold Nature

IVs: 0 Atk

- Encore

- Destiny Bond [new]

- Curse

- Heal Order

Well, let's start with the most usual. Giratina fits perfectly in this role because it can curse against its opponents, be bulky and have good types. The difference here is the move Destiny Bond (which was sometimes used in the past as well) and the Flame Orb item (never used before).

About Destiny Bond, this move started to be more frequently used because it does something that Haze couldn't do, which was literally disappear with the opponent's problem, even if it costs your Pokemon too, leading to that famous 0-0. You ask for a support and defensive piece and your opponent one or if not the main offensive piece, which is a valid exchange. This move is good because with prankster you get priority +1, which makes it not important your opponent's speed status, unless he has priority attacks (which is even better in the case of Giratina, because it is Ghost type it is already immune to the normal top priority attacks in the game).

About Flame Orb, this item started to get famous because all Mold Breakers always put their opponents to sleep before buffing, either with Dark void or Spore. But with that, it's impossible for him to put you to sleep, leaving only the setup (which is not recommended to run in front of a Prankster because you'll repeat the move when being targeted by encore) and the attack, which usually without buffs isn’t enough to hurt Giratina.

Note: you should be careful when using Flame Orb on the Prankster, as you will often be pressed with strong attacks and will recover health and lose 12% damage every round, apart from using Curse together. The worst problem is when you use Destiny Bond, survive the opponent's attack but die from burn, which makes your opponent stay alive and you die, being extremely harmed. Because of this, it would be good calculate the damage and be aware of any situation similar to this one so as not to be taken by surprise.

As for their EV's, 32 Speed is optional, just to outspeed other Giratinas who are also Prankster, as to the reason to give Encore in Curse. The rest is in physical defense to check Mega-Aero Choice Band + Mold Breaker.

As for the rest of the Pokémon that will be listed, the intent is always the same, what changes is just the types to check specific Pokémon or the addition of Psycho Shift to mess up the opponent with an imminent burn (cutting your attack in half if it is a physical offensive Pokémon).



Yveltal @ Flame Orb [new!]

Ability: Prankster

EVs: 216 HP / 180 Def / 112 SpD

Bold Nature

IVs: 0 Atk

- Encore

- Destiny Bond

- Heal Order

- Psycho Shift [new!]

This new set is unique and recommended if your team is weak to Mega-Gengar (Mold Breakers), as Yveltal resists his main STAB and takes neutral damage from his support move. You can annoy him with Encore + Psycho Shift, since Gengar is a very frail Pokémon, every HP lost will hurt him a lot. His mixed EV's are exactly to survive against him, aside from other Mold Breaker's threats. With its type, it is immune to some hazards and ground moves (except Thousand Arrows).

No buff:

252+ SpA Spooky Plate Gengar-Mega Judgment vs. 216 HP / 112 SpD Yveltal: 119-141 (26.6 - 31.5%) -- 39.7% chance to 3HKO after burn damage

252+ SpA Gengar-Mega Secret Sword vs. 216 HP / 180+ Def Yveltal: 99-117 (22.1 - 26.1%) -- guaranteed 4HKO after burn damage
With buff (enough to surprise with Destiny Bond):

+2 252+ SpA Spooky Plate Gengar-Mega Judgment vs. 216 HP / 112 SpD Yveltal: 238-281 (53.2 - 62.8%) -- guaranteed 2HKO after burn damage

+2 252+ SpA Gengar-Mega Secret Sword vs. 216 HP / 180+ Def Yveltal: 197-232 (44 - 51.9%) -- 69.5% chance to 2HKO after burn damage
With buff + stealth rock:

+2 252+ SpA Spooky Plate Gengar-Mega Judgment vs. 216 HP / 112 SpD Yveltal: 238-281 (53.2 - 62.8%) -- guaranteed 2HKO after Stealth Rock and burn damage

+2 252+ SpA Gengar-Mega Secret Sword vs. 216 HP / 180+ Def Yveltal: 197-232 (44 - 51.9%) -- guaranteed 2HKO after Stealth Rock and burn damage


Hitmontop (M) @ Flame Orb [new!]

Ability: Prankster

EVs: 240 HP / 240 Def / 28 SpD

Impish Nature

IVs: 0 Atk

- Encore

- Destiny Bond

- Heal Order

- Psycho Shift/Filler

Simple example of role for Prankster + check of Pursuit Huge Power.


Audino-Mega @ Flame Orb [new!]

Ability: Prankster

EVs: 192 HP / 128 Def / 188 SpD

Calm Nature

IVs: 0 Atk

- Encore

- Destiny Bond

- Slack Off

- Defog/Psycho Shift

Another example of role for Prankster + check of Pursuit Huge Power, note that there are some EV's in spdf to not take as much damage from pokemon SPA with Mold Breaker.

Magic bounce

In relation to Magic Bounce, it is something more particular than general in the meta. I would just like to add that this ability because in my opinion is very useful and can be used to pivot with Substitute + Baton Pass (to move to a sweeper and setup, without needing to have Substitute in your moveset). If the pokemon you will use this ability is a Ghost-type, use Curse as a move to mess if your opponent is going to setup or use Subs. The great new trick is to use Perish Song if you are not a Ghost-type, as he will be forced to switch and lose all his buff. I'll demonstrate below the simple sets that I use, one with Ghost Pokémon and the other without being Ghost.



Giratina @ Leftovers

Ability: Magic Bounce

EVs: 248 HP / 252 Def / 8 SpD

Bold Nature

IVs: 0 Atk

- Curse

- Substitute

- Baton Pass

- Heal Order

Classic set. Max defense to check Mega-Aero Choice Band + Mold Breaker. Odd HP to take less damage from hazards, the rest this pokemon holds up well due to its good typing and well distributed stats.



Audino-Mega @ Leftovers

Ability: Magic Bounce

EVs: 216 HP / 244 Def / 48 SpD

Relaxed Nature

IVs: 0 Atk / 0 Spe

- Perish Song/Haze [new]

- Substitute

- Baton Pass

- Milk Drink

This is a set I mean, without Ghost/Curse pokemon. Perish Song instead to force your opponent to switch, but use it carefully as you will have few PP's for this. Rest of EV's well distributed to be a good mixed wall, which can be changed depending on your need with this Pokemon in your team.

7. Shout outs

Well, after this long post, we're done here. I would like to thank God so much for giving me the patience, availability and willpower to do this project, and also my friends Sahki for subtitling the entire video and @arra for making the amazing post art.

Thanks also to the OldShark friends who were interested in my project and who were looking forward to seeing what it would look like when it was ready.

And of course, thanks to you too for reading this far, thanks for all your time and patience.

I hope this is all useful to you or anyone you show. If I help 1%, that's enough for me. Just remembering that the intention was to help as much as possible, I tried to summarize in a simple way the many things that had changed, but of course they were probably not all addressed or new ones will be created in the near future, but what matters is the intention to leave it here exposed a detailed guide of what to worry about when playing this tier!
this guy is the goat :smogduck:
 

aerobee

Pure Hackmons
is a Community Contributoris a Contributor to Smogon
Stall in Gen 6 Hackmons
:sableye-mega: :blissey: :giratina: :audino-mega: :yveltal: :chansey: :shedinja: :leavanny: :registeel: :arceus: :swampert-mega: :swadloon: :slowbro-mega: :aerodactyl-mega:

Gen 6 Hackmons separates itself from other Hackmons generations by being remarkably balanced and enjoyable to play. While every team needs have a number of traits to be successful, multiple playstyles thrive in the metagame, including rather unorthodox ones like hyper offense and spam teams. What about hard stall? Can it work, despite the myriad of offensive threats one might encounter?

_________________________________________________________________________________________________


Due to the sheer number of offensive threats one needs to cover for, creating a stall team as consistent as other teams accredited for their consistency is impossible. However, I've found that specific stall teams can handle the vast majority of teams one may face.

When trying to create a more passive team I'd start by listing all the threats I'd like to cover for. It should look something like this:

- No Guards (MMY/Deoxys-S in particular, those that run coverage are especially threatening)
- Hazards (Stealth Rock in particular)
- Physical Mold Breakers (namely Primal Groudon/MMX/Mega Rayquaza)
- Special Choiced Mold Breakers (MMY/Mega Rayquaza)
- Special Shell Smash Sweepers (Mega Diancie/Mega Sceptile/Arceus/Special Primal Groudon)
- Special Shell Smash Sweepers Targeting Def/SpD (Mega Gengar/Mega Latios)
- Plate Users (Mega Gengar/Mega Diancie/Mega Sceptile/Arceus in particular but many other offensive Pokemon can run Plates to Imposter-proof)
- Huge Powers (MMX/MMY in particular but a ton of Pokemon with higher Attack stats can run this Ability with a degree of effectiveness)
- Offensive Shadow Tags (Mega Aerodactyl/Primal Groudon/MMX/MMY/Mega Rayquaza)
- Supportive Shadow Tags (Mega Aerodactyl/Lugia)
- -Ate Users (Mega Diancie/Mega Rayquaza/Kyurem-B in particular)
- Pursuit Users (Yveltal/Mega Tyranitar/Mega Gyarados in particular, though Huge Powers and -Ates can also run this move)
- Trick Users (Primal Groudon/Mega Rayquaza/MMX/MMY and No Guards like MMY and Deoxys-S)
- Knock Off (Yveltal/Mega Tyranitar/Mega Gyarados/MMX as well as defensive Wonder Guards that the stall user should scout movesets of early)
- Wonder Guards (There are way too many of these to list, check the Viability Rankings)
- Magic Guards (Ho-Oh/Mega Rayquaza/Mega Diancie)
- Protean Users (MMY in particular though other Pokemon with high base stats can conceivably run this Ability)
- Status Spam (Faster Spore users in particular, though Will-O-Wisp/Toxic/Poison Fang/Sacred Fire users are also annoyances)
- Taunt Users (Physical Mold Breakers in particular, as they want to neuter Giratina)
- Imposter (Chansey/Blissey in particular)
- SubPass Users (Giratina/Xerneas/Arceus)

Now, covering for many of these is trivial (slapping Two Wonder Guards on a team, for example, to cover for No Guard users). Others are a little more difficult to take into account (Mold Breakers are a good example, as one needs a network of several Pokemon to adequately deal with them). Imposter's probably the most taxing threat in the builder, as it forces stall teams to seek recovery outside of recovery moves. Another close contender's Mega Latios - along with other special attackers in the metagame it restricts counterplay to special Psychic-types to Regenerator Yveltal. Magic Guards are on the list because of stall Pokemon's passivity - while they're rare, Magic Guard Pokemon severely restrict what progress teams can make, especially with reliable recovery.

It might seem impossible to cover all of these threats so here's a team demonstrating otherwise.

Some of these sets were standard, and others required some innovation.

Registeel deals with -ate users without Fire-type coverage (though it can scout for coverage in the early game) and hazards (which every -ate user should have), synergizing well with Giratina. Aromatherapy was used over Defog because hazards shouldn't be on the field without it being a surprise and as a Steel-type Registeel gets numerous free turns. Audino's moveset is fairly standard except for Chatter, which I used to annoy SubPass shenanigans. Giratina's standard with Will-O-Wisp to minimize the chance of Huge Powers ripping through due to the lack of a Fur Coat user.

Blissey's necessary as a Wonder Guard user to cover purely special attackers lacking Psystrike/Secret Sword, and can use Transform when predicting the opponent switching into an offensive Pokemon; the spread lets it survive two Mold Breaker Pixie Plate Judgments from Mold Breaker Diancie at +2. Slowbro provides a way to make progress against opposing Magic Bounce teams, chipping opposing Pokemon with poison damage, threatening Primal Groudon with Scald, and trapping most Pokemon immune to poison with Magma Storm. The EV spread lets it survive Choice Specs Rayquaza's Aeroblast. Regenerator Yveltal checks Mega Latios, surviving anything it throws at it at +2 while being able to offensively pressure it.

Does this team really cover most threats? Physical Mold Breakers and Huge Powers are dealt with with Giratina, Mega Slowbro, and to an extent Audino; special Mold Breakers can't easily break through Blissey and Yveltal. Registeel takes care of hazards, -ate users, Taunt users, most status spam, and SubPass in conjunction with Yveltal and Giratina. Each Pokemon has some way to deal with Pursuit users - Giratina has Will-O-Wisp, Registeel's bulky enough to force 50-50s, Yveltal resists the move, Slowbro has King's Shield, and Blissey and Audino can make use of Wonder Guard. Protean users can be taken care of, but one has to scout movesets carefully and predict when needed. Shadow Tags have a difficult time removing each Pokemon with support sets, and only Yveltal's vulnerable to offensive Shadow Tags with pivoting support. Knock Off? Check. Plate users? Check. Imposter? Check. Trick users can't click Trick too easily (unless they're obvious No Guard users) due to the risk of the move failing or receiving an Assault Vest or Toxic Orb. Magic Guards can be pressured with Slowbro's Scald. And Knock Off is somewhat mitigated by type resistances and Giratina holding a Griseous Orb. I'd say it does a solid enough job against the vast majority of teams.

Some replays to show how one can play with the team:


So in summary, stall is a usable playstyle in ORAS Hackmons (albeit difficult to build well).

Here's the importable: https://pokepast.es/8ae69d9d758a1652

e: The above team is now a sample, with Mega Steelix over Registeel due to its much better physical bulk.

Thanks for reading!
 
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It has been a Year since the gen 7 hackmons VR has been updated with gen 6 being more popular and more so nowadays with the current perma ladder it has been neglected. However tonight I went ahead and obtained ownership of the VR and with the help fo the oldshark room we are in the progress of figuring out some newer rankings for it. Currently the ENTIRE innards out rankings have been reworked and added random no guard rank. Go ahead and check it out at https://www.smogon.com/forums/threads/old-gen-hackmons-megathread.3649618/page-4#post-8388213. More ranking progress in the near future.
 
Got a few noms.

Rises
:alakazam mega: D to C

:xy/alakazam mega:
D to C

As a specially offensive Psychic-type Pokémon, Mega Mewtwo Y is the best Pokémon in the tier. It's overall better than Mega Alakazam by far, with better defenses and a higher Special Attack stat, which lets it nab a few KO's which Alakazam can't, but Alakazam has a great and very important tool: Speed. Speed is an extremely important stat in a tier infested by Pokémon such as Mega Aerodactyl, Mega Gengar, Mega Mewtwo X Mega Beedrill and the aforementioned Mega Mewtwo Y, and some other Pokémon which are relatively not that common, for example Mega Sceptile. Speed can be called Mega Alakazam's biggest strength -- it outspeeds or ties with every Pokémon mentioned above. Mega Beedrill is one of the best checks to unboosted offensive Psychic-types, as it outspeeds everything bar Alakazam and Deoxys-Attack, and can get free momentum using U-Turn, which can heavily dent or outright OHKO Pokémon like Mega Mewtwo Y. Aerodactyl is another offensive check to the Mega Mewtwo's, and its Shadow Tag + Choice Band set is a big headache for them to face if they aren't Wonder Guard (U-Turn remedies that problem against Mewtwo Y, though), and scarcely, if ever, they run Shed Shell, so unboosted ones can get picked off pretty easily with Aerodactyl. Alakazam, though, outspeeds Beedrill and can KO it with Psystrike or Inferno (No Guard sets), which are pretty common moves for it to have. Mega Alakazam doesn't outspeed Aerodactyl, though, but ties with it, and while this isn't extremely assuring, it's far better than instantly dying.
The main difference between Mega Alakazam and other offensive Pokémon in the tier is that Mega Mewtwo Y struggles against Mega Beedrill and Yveltal; Primal Groudon, Mega Latios and Mega Rayquaza have the fear of Mega Mewtwos, Mega Gengar and Mega Alakazam outspeeding them; Mega Aerodactyl and Mega Mewtwo X have issues against King's Shield Mega Audino and Giratina; Mega Gengar finds itself in an awkward spot against the now-common Assault Vest Yveltal, WG Mega Audino and Dark-types in general; and Mega Gyarados finds itself being extra prepped for. Mega Alakazam outspeeds every Pokémon mentioned above (bar Aerodactyl with which it ties), and can either straightaway KO or severely dent them with its great STAB option and coverage moves.
The Speed isn't everything which it has -- its Special Attack is crazy too. While the 19 stat point difference from Alakazam is a bit saddening, base 175 SpA is nothing to laugh about too. There're a lot of sets which take advantage of the insane Speed and Special Attack, like Shell Smash + Mold Breaker, Choice Specs + Mold Breaker, Choice Specs + Shadow Tag, Fast No Guard and Protean. I'll discuss all the sets over here.
To be honest, I'm not really a big fan of Smash Alakazam and Choice Specs Moldy Alakazam because Mega Mewtwo Y fares better than Alakazam after a boost and with Specs -- the 19 SpA difference really matters over here, especially in the calcs of bulky Wonder Guards such as Slaking and Mega Scizor. But Alakazam's main niche over Mega Mewtwo Y is the speed here, outspeeding Pokémon like Mega Sceptile and Mega Beedrill can be useful in some situations. The Shell Smash set can be very threatening for unprepared teams, too. Shell Smash, being the metagame's best boosting moves, escalates Alakazam's already extremely high Special Attack to stellar levels, instantly making it a minacious force, whose checks and counters are extremely limited. After a Shell Smash boost, it can blow past its usual defensive checks such as Yveltal, Mega Sableye (not really a definite check though, as a lot of sets run Moonblast), Drapion etc. with coverage moves such as Pixie Plate Judgment and a sleep-inducing move. Psystrike is a crazy STAB move which obliterates every Pokémon which doesn't resist it and also hits specially bulky Wonder Guards such as Blissey and Primal Kyogre. Spore and Dark Void are pretty spammable because of Alakazam's high speed and the lack of Sleep Clause.
Choice Specs + Shadow Tag is a broken set. You're outspeeding every unboosted Wonder Guard, and apparently have a fourth slot free for any coverage move, so with the correct Molds and coverage, you're putting a lot of pressure on the opposing Wonder Guards, and on offense this makes Pokémon such as No Guard Deoxys-Speed and your FakeSpeed user extremely deadly. WGs which don't usually run Shed Shell, like Mega Beedrill, Gyarados and other WGs in general are fodder for Shadow tag users, especially Alakazam right here. You also have Trick to cripple Shed Shell WGs and trap them in the end. Offensive Shadow Tag users can easily shred through bulky balances, and Alakazam is no less.
Choice Scarf No Guard Alakazam is pretty heat because it outspeeds even boosted foes such as Primal Groudon and Mega Gyarados after a Shell Smash boost too. As an offensive check to them, it's pretty insane as you're winning in every instance. With Scarf, you're free to run a coverage move of your choice, and Alakazam, with the great Special Attack, has a lot of options to choose from. Wanna blow Scizor and Beedrill? Inferno! Irritated by Gyarados? Zap Cannon! There're also things like Magma Storm and Focus Blast but they're too niche and for extremely limited foes so they're not really recommended. There's also a "surprise factor", as you can blow things like Yveltal, Alakazam's most common check, easily with a well-predicted Sheer Cold if your Alakazam is unscouted. Even without Choice Scarf Alakazam is a great No Guard user because of its super high Speed, and it'd be able to use Gastro Acid or Entrainment without a Scarf set, too. Here's a replay showcasing how Alakazam can be a headache when unscouted. (The single-turn sleep messed it up, otherwise it would have had been a dead Xerneas.)
Protean Alakazam is pretty heat too because of the... yeah you guessed it, speed. Outspeed every unboosted Wonder Guard, and shower them with your Expert Belt boosted super effective moves if you have the correct coverage.

..not done yet.

I feel that the reason for its drop is a bit obscure. I'll quote it here:
:Alakazam-Mega: B to D (this really had no reason to be in B rank its almost fully outclassed by deo-a and other psychic types)
Now, in my opinion it's not outclassed by Deoxys-Attack. Both have the same base Speed, and the minor five Special Attack difference doesn't matter at all; no important calcs are changed in favour of Deoxys-A. The bit extra bulk in the case of Alakazam helps sometimes, especially against bulky WGs which can't KO Alakazam and the latter can 2HKO them because it outspeeds them. Moldy + Specs Deoxys-Attack is kind of overrated (contrary to what I said in my last post, it's not extremely good). Deoxys-Attack's main niche over Mega Alakazam is that it can go with Huge Power sets, which turn the situation totally. Yveltal switchin? Bam, gone. This is why Deoxys-Attack is overall better than Alakazam. You also can't really go ballistic with No Guard Deoxys-Attack, as Huge Power and Mold Breaker are far better sets. Protean Deoxys is also risky, though not downright bad. Other Psychic-types don't straightaway outclass Alakazam too, as I've discussed above. Being "fully outclassed" isn't a correct enough reason to warrant it such a huge drop. While I agree Alakazam isn't good enough for B Rank, it's not that trash to straightaway be dropped to D.

Overall, I feel that D is very low for Mega Alakazam because of the factors discussed above, and so I'm nomming Alakazam from D Rank to C Rank.

__________________________________________________________________________________________________________

Drops
:regigigas: A to A-/B+ (Wonder Guard Rank)

:xy/regigigas:
A to A-/B+ (Wonder Guard Rank)

I personally feel that defensively Regigigas isn't a very good Wonder Guard, because it faces stiff competition from two other Normal-type Wonder Guards which also sport a better overall bulk, Arceus and Slaking (not comparing Blissey over here as it falls a bit on the physical side of the spectrum). Regigigas and Arceus aren't really comparable though; the latter has godly bulk and is one of the best Wonder Guard available, and the best pure Normal-type WG. Against Slaking, which is kind of Regigigas's almost-identical sibling, Regigigas takes a back seat. The latter is clearly more bulky and a better Pokémon for bulky balances which need a Wonder Guard and a priority user (FakeSpeed) compressed in one. The increased special bulk of Regigigas doesn't matter, as Slaking and Regigigas are usually used as physically defensive Wonder Guards, and it's not like they'll be surviving any move after chip from the likes of Mega Latios, Mega Sceptile etc. Also, with most Molds hitting them on the physical side, having a slightly better special bulk doesn't matter. I've usually seen that when people run FakeSpeed on a Wonder Guard, they prefer Regigigas than Slaking. I don't really know why this is so because the latter has better bulk and there's no difference in the base Attack, too. Wish passing with Slaking is also much more effective because of the higher HP stat (150 compared to 110), and works pretty neatly with WGs without recovery, like Mega Swampert and Primal Kyogre. Also, in recent builds, Slaking is being used than Regigigas as a Wonder Guard, and some teams swapped to Slaking later (the OP also swapped between the two). Slaking is also now being used as a FakeSpeed Wonder Guard than Regigigas, thus limiting whatever Regigigas's previous niche was. I've never really found any reason to use Regigigas than Slaking unless it's to check Mega Mewtwo Y (against which it isn't really extremely good too). Regigigas and Slaking are necessarily the same, but Slaking's better bulk merits it to be a rank above Regigigas, in my opinion. It isn't very bad per se, so a big drop won't be nice. Therefore, I'm nomming it from A Rank to A-/B+ Rank in the Wonder Guard Rank. Or raise Slaking to A+ and don't drop this.

:drapion: C+ to C
:skuntank: C+ to C


I'll continue this in a bit.
 
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a fire type arceus with a non multitype ability and a non fire plate item will look like fire arceus but it will act as a normal type

a normal type arceus with a fire plate and multitple will look like a normal type but be a fire type

a normal type arceus with a fire plate but a non multiple ability will still be normal type but its judgement will be fire typed

a arceus with the fire plate but a non multitype ability will look like fire arceus and have fire type judgement but still be normal typed

now if you combine this with wonder guard it leads to some big mindgames, especcialy with ghost type arceus. now the new pokemon comes into play, hisui zoroark is normal ghost which means that you could do this:

hisui zoroark with illusion normal typed arceus with multitype and ghost plate.
ghost typed arceus with the illusion ability and any item.
normal typed arceus with the illusion ability and any item.
wonder guard ghost arceus and any item
hisui zoroark with wonder guard in the last slot.

doing this in oras will result in the opponent never knowing which is the ghost and which is the normal in the 4 arceus and they will know that the zoroark is always not a zoroark because you are just illusioning it, but you can still switch into the real one and eat the hit with wonder guard, i added another hizui zoroark so that they will obviously not attack that with normally effective moves because they think its a wonder guard one

this only works in gen 6 custom game because thats where the arceus thing works while hisui zoroark is allowed, i didnt know where else to post this but i hope someone here can react to this
 

Shay's Fate

formerly La fusión más 7u7
a fire type arceus with a non multitype ability and a non fire plate item will look like fire arceus but it will act as a normal type

a normal type arceus with a fire plate and multitple will look like a normal type but be a fire type

a normal type arceus with a fire plate but a non multiple ability will still be normal type but its judgement will be fire typed

a arceus with the fire plate but a non multitype ability will look like fire arceus and have fire type judgement but still be normal typed

now if you combine this with wonder guard it leads to some big mindgames, especcialy with ghost type arceus. now the new pokemon comes into play, hisui zoroark is normal ghost which means that you could do this:

hisui zoroark with illusion normal typed arceus with multitype and ghost plate.
ghost typed arceus with the illusion ability and any item.
normal typed arceus with the illusion ability and any item.
wonder guard ghost arceus and any item
hisui zoroark with wonder guard in the last slot.

doing this in oras will result in the opponent never knowing which is the ghost and which is the normal in the 4 arceus and they will know that the zoroark is always not a zoroark because you are just illusioning it, but you can still switch into the real one and eat the hit with wonder guard, i added another hizui zoroark so that they will obviously not attack that with normally effective moves because they think its a wonder guard one

this only works in gen 6 custom game because thats where the arceus thing works while hisui zoroark is allowed, i didnt know where else to post this but i hope someone here can react to this
That works until Mold Breaker or a Huge Power mon that has Knock Off and Close Combat or passive damage, or Imposter....
 
Today the council mostly me and Mbouchon have now updated the gen 6 VR but it's not just an update it's an entire OVERHAUL due to many revelations and many different games and tours happening.. So instead of saying where mons moved up or down, I suggest you look at pretty much what is an entirely new list. (Check here for the actual VR: https://www.smogon.com/forums/threads/old-gen-hackmons-megathread.3649618/page-9#post-8756832). We completely overhalled B C and D ranks and now everything in A-S is ordered everything after is alphabetical. Everything in sub ranks of Wonder Guard NO guard and also NEW IMPPOSTER rank is also ordered in this way. Sorta mimics the Ubers VR. We pretty much tried to make an entirely new list to better represent a metagame that's up to date. At a later point, if need be, I might try to explain more on why every single mon is where it is but at the current moment, We wanted to get this new list out there give some time for people to look it over. If there are any questions about the list please feel free to ask.
 

aerobee

Pure Hackmons
is a Community Contributoris a Contributor to Smogon
ORAS Hackmons: Metagame Trends (Part 1)

Hi it's me again, and today I'll be talking about my interpretation current trends in the metagame (metagame trends from around September onwards). For those of you who don't know, I'm actually a newcomer compared to other top Hackmons players, having begun playing around mid-2020, but have had Hackmons experience from previously having played Custom Game on PS since early 2018. Over the past year and half, I've learned the different metagames Hackmons has to offer, in particular the most popular of them, ORAS Hackmons. I've eventually gotten to the point where I could interpret different Pokemon and sets in the metagame without relying on better players' opinions, and started to try innovating in the metagame. There were many opportunities to do so, as EV-limited ORAS Hackmons is relatively unexplored. Currently I'm one of three council members for ORAS Hackmons, and am known for having kickstarted the spam team trend (sorry!) and having created numerous sets that have grown increasingly common with time.

Keep in mind that my interpretation of the metagame may be a little different from what players are used to hearing. I'll be incorporating everything I've written about ORAS Hackmons so far into this post in some way. This will be in a list format, with me talking about my interpretation of changes in the metagame in detail.

This post is divided into four major parts. The first part is about the diversification of what playstyles people use, concerning rising or completely new team archetypes that have come to prominence. The second part talks about recent changes in Pokemon chosen for specific roles. The third part is about how movesets have changed for Pokemon fulfilling certain functions. And the fourth part concerns new sets that could potentially have, or have had, a fairly large impact on the metagame. The first three parts are covered in this post. The fourth part will be covered in Part 2.

MMX and MMY refer to Mega Mewtwo X and Y. Pursuit-trapping refers to bring a Pursuit user in against an opposing Pokemon, forging the opponent to make a predict or risk having their Pokemon significantly damaged, or worse. 50-50s refer to such guessing games, where the punishment of guessing wrong is often severe. Phazing refers to switching an opposing Pokemon out with Whirlwind, Roar, Circle Throw, or Dragon Tail.

This post is best understood if you have a solid grasp on the metagame (i.e. a potential/peak ladder Elo of at least 1500), but I tried to make it understandable to less experienced players as well. If you want a more introductory description of the metagame, consider reading berry's Solving ORAS Pure Hackmons or CHORUME's Introduction to Gen 6 Pure Hackmons. There's a good Viability Rankings post by manu 11 that also talks about changes in the metagame since the switch from Classic Hackmons (with unlimited EVs) to Pure Hackmons here.

_________________________________________________________________________________________________


Table of Contents

1. The Diversification of Playstyles

1a. Spam Teams
1b. Mega Mewtwo Y
1c. Pursuit Offense
1d. Hard Stall
2. Changes in Metagame Favorites
2a. Wonder Guards
i. Defensive Wonder Guards
ii. Offensive Wonder Guards
iii. SubPass Wonder Guards
2b. Mold Breakers
i. Shell Smash Sweepers
ii. Choice Item Users
2c. Shadow Tag Users
i. Offensive Shadow Tags
ii. Support Shadow Tags
2d. Other Offensive Pokemon
i. Huge Power Users
ii. Others
2e. Defensive/Utility Non-Wonder Guards
3. Changes in Preferred Sets
3a. Offensive Pokemon
i. Huge Powers
ii. Mold Breakers
iii. Other Offensive Pokemon
3b. Defensive/Utility Pokemon
i. Defensive/Utility Wonder Guards
ii. Other Defensive Pokemon

_________________________________________________________________________________________________


1. The Diversification of Playstyles

Offense and Balance are two of competitive Pokemon's most common team archetypes, and in ORAS Hackmons that's no different. These two team archetypes have stayed fairly consistent as the metagame has evolved, with the metagame's top players usually running one of either. Balance typically likes having a support Wonder Guard (with Defog and Aromatherapy, and often with Wish or pivoting) and either an offensive or SubPass Wonder Guard. It also heavily values Prankster Giratina (as it's an insanely splashable blanket check to everything), checks to common special Pokemon, such as Wonder Guard Mega Audino or Primal Kyogre, Magic Guard Ho-Oh, Regenerator users like Yveltal, Primal Kyogre, and Lugia, and 1~2 often slow Mold Breakers. I don't have as much experience with offense, so I'll let you read berry's post about offense archetypes here. It's still fairly accurate so don't worry about it having been written almost a year ago. Oh and spam teams are more prevalent now, you can read up on them right below.

1a. Spam Teams

This is definitely the one big playstyle that I've created started to see in the metagame, and it proves to be horrifyingly effective against unprepared teams. For those who don't know, the idea's to use at least 3 (preferably 4, 5 if the Pokemon being spammed can fulfill defensive roles effectively) Pokemon of the same species on the same team, using teammates that synergize well with the spammed Pokemon. The opponent won't know which Pokemon is which, especially in the early game when it's less likely that team members will be statused or chipped. Most teams that follow this structure are limited to matchup-fishing, as the drawbacks of using several of the same Pokemon usually prevent consistency; however, some spam teams have proven to work against a relatively wide range of teams, with one of them notably breaking the record for the longest ORAS Hackmons ladder run.

Good Pokemon to spam often have solid defensive stats, a good typing, a usable Attack stat, or flexible Speed. These traits allow the Pokemon, respectively, to run defensive sets, be a good Wonder Guard user (provided it's not weak to Ice and preferably Ground), run Huge Power sets, and surprise the opponent with abilities such as No Guard. Some examples of Pokemon having most or all of these traits are Xerneas, Giratina, Arceus, Primal Kyogre, Primal Groudon, Mega Rayquaza, and Deoxys-Attack.

While the idea of spamming a diverse range of Pokemon is relatively new, Arceus spam is not - teams consisting of six Arceus date back to 2014, and a few of them did quite well back then. However, examples from such a long time ago don't fare as well anymore in the metagame due to it having changed so drastically.

Some good examples of spam teams can be found here, here, and here.

1b. Mega Mewtwo Y

Yes, I consider MMY to be a playstyle, as consistent teams with the Pokemon usually have to be built around it. The sheer unpredictability of the Pokemon allows it to do almost anything without the opponent being able to guess the set. In otherwords, it has the main advantage of spam teams, without multiple of them being needed on a single team. However, it also has a major downside in common with spam teams in that it's heavily matchup-dependent, with much of its usefulness in-battle being determined by whether its coverage moves hit opposing Wonder Guards or not.

Recently, I've noticed that No Guard MMY has been quite common, as the set can both net a surprise KO or damage against opposing Wonder Guards. Freeze-Dry hits both Mega Swampert and Primal Kyogre, which is invaluable in a metagame dominated by Wonder Guards that can all be hit with 5~6 of the right coverage moves. If MMY can damage even one of an opponent's Wonder Guards, they're in trouble due to just how powerful 194 SpA is. Another really scary set's Huge Power MMY, which is different from MMX in that it lures its traditional check in Yveltal and easily OHKOes it with Play Rough (or heavily chip non-Regenerator variants with Freeze-Dry). A MMY with Expert Belt is as powerful as MMX, allowing for some extremely threatening mixed coverage; in exchange for needing Expert Belt to net certain KOs, such as against Mega Audino with Gunk Shot, Huge Power MMY has a faster speed tier and can damage Primal Kyogre more easily, which is extremely valuable. Even on the viability rankings, I would keep this Pokemon on the radar, as nothing is really safe from it.

With all that aside, it does have one ubiquitous drawback: Pursuit. With some other shifts in the metagame that I'll explain later, this has become even more apparent recently. This move forces 50-50s in the majority of scenarios, as the Pursuit user has to risk MMY heavily chipping and oftentimes KOing it; it forces a guessing game that can turn out either way.

Offensive counterplay may exist in priority and Pursuit trapping, but adequately defensive counterplay is hard to come by amid other potent sets like Protean. This Pokemon's stats make it a uniquely threatening Pokemon not just in the builder, but in the game.

1c. Pursuit Offense

This is another playstyle because builders usually need to build around this concept, instead of adding a Pursuit user midway in making a team. The idea's to lure the best defensive Pokemon in Giratina onto the field, while the user switches to a Pursuit user. Giratina then faces the 50-50 of staying in and risking a powerful Dark-type move OHKOing it (say, Beat Up or Knock Off), or switching out and risking getting severely damaged (or worse) by Pursuit. This strategy is fairly effective because of how limited the ways of dealing with it are. Giratina can only really threaten the Pursuit user with either Will-O-Wisp or Destiny Bond; the former can be circumvented in the early game with Lum Berry, and the latter is usually too situational to run on teams that aren't overly offensive. In addition to Pursuit, Pokemon receiving Dark-type STAB can also run Sucker Punch, Trick-Or-Treat, and Knock Off to great effect, making it threatening not just to Giratina but to nearly every Pokemon without slow pivoting or a Fairy type.

Three good Pursuit users are Mega Tyranitar, Mega Gyarados, and Yveltal. On the first two Pokemon, Pursuit (and Sucker Punch) are powerful enough to threaten a KO against frailer foes like uninvested MMX, MMY, Mega Rayquaza, and Mega Latios. While a little weaker, Yveltal can compete with its impressive typing, which lets it switch in on most Mega Gengar and Mega Latios sets. This post has a thorough explanation on Dark-type Huge Powers' optimal movesets and how they work.

Although Huge Power Dark-types are the most common users of Pursuit, it's gained popularity on other Huge Powers as well - Regigigas and MMX are the best non-Dark-type users of the move. Regigigas threatens opposing offensive Pokemon with Extreme Speed, forcing a 50-50 like Huge Power Dark-types, and MMX forces switches with brute force and coverage that keeps the opponent guessing in tandem with Pursuit.

1d. Hard Stall

This is an archetype that (understandably) hasn't become common but I've had some personal success with. The idea's to use six bulky Pokemon that provide switch-ins to nearly every offensive threat in the metagame, be it Huge Powers, Mold Breakers, -ate users, or No Guards.

Creating a relatively consistent stall team is quite difficult, mainly because of how many threats there are to cover and how limited checks are to some threats. For instance, Mold Breaker Primal Groudon NEEDS at least two hard checks to effectively prevent it from sweeping, as Dark Void or Spore into a 2 or 3 turn sleep can end games very quickly. There are virtually two Pokemon in the metagame that can act as splashable checks, Giratina and Mega Slowbro. For maximum consistency, one of them should have some way to deal with sleep (as it's the single most effective way for Mold Breakers to gain turns to setup with Shell Smash), and there are very few good sets that can do so. This is why in my opinion, every good stall team uses Prankster Giratina, Poison Heal Mega Slowbro, Blissey, Regenerator Yveltal, Mega Audino (Mega Sableye works here too but that leaves the team weaker to -ate users than I would like) and a bulky Magic Bounce Steel-type, like Registeel or Mega Steelix. This combination should win against the vast majority of conventional sets (excluding powerful mixed Mold Breakers like Earth Plate Primal Groudon or Mega Rayquaza).

Because of the matchups that stall teams can cover and the rarity of Pokemon that can just break through, I'll even go as far to say that hard stall, used by a good player, is one of the best playstyles to use. However, I think this good position that stall teams are in may be in danger due to slower, harder-hitting foes (in particular Protean Mega Latios/MMY) are starting to be used more often.

More information on hard stall can be found here, as well as a good stall team.


2. Changes in Metagame Favorites

2a. Wonder Guards

i. Defensive Wonder Guards

Wonder Guards are good at what they're supposed to do: preventing No Guards from sweeping teams. However, the increasing popularity of No Guard MMY makes that job much more difficult for certain Wonder Guard users. Traditional defensive Wonder Guards find themselves in a bind, due to getting heavily damaged by coverage moves such as Sludge Wave, Freeze-Dry, Zap Cannon, and Inferno, with some also being vulnerable to Trick. This makes some Wonder Guards directly worse, as running them has become a matchup fish and hurts team consistency, while other Wonder Guards are indirectly helped as they don't take significant damage from most coverage moves, even if supereffective. The same move evolution can be seen in Huge Powers, which also affects Wonder Guards but doesn't have as large of an effect. Teams with three Wonder Guards have much less of an issue, as they usually have either very solid Huge Power checks or solid switch-ins to No Guard users with coverage moves. In addition to offensive moves, defensive Wonder Guards are pressured by potential Block + Gastro Acid No Guard sets, causing a general shift towards Shed Shell users.

These changes to the metagame have made Mega Swampert and Mega Scizor less dominant, as each of them have a 4x weakness to a common move on No Guard sets (Freeze-Dry in Swampert's case). Gyarados' typing, while still quite solid, renders it impossible to run effectively without two other Wonder Guards on its team. Some Wonder Guards frailer either physically or specially, such as Ditto and Mega Beedrill, have to be careful for No Guard coverage, though some Wonder Guard typings aren't affected as much by this (Psychic-type Wonder Guards such as MMY and Deoxys-A, for instance). Fairy-type Wonder Guards, while weak to Sludge Wave, are generally bulky or offensive enough to threaten the No Guard user somehow, so Mega Audino and Xerneas are still top-tier.

Wish users have started to thrive, as a general offense shift towards Mold Breaker users has given Wonder Guards more turns to use support moves. The best users of the move are generally Normal- or Water-types like Blissey, Arceus, and Primal Kyogre. Each of these Pokemon have relatively high bulk (Blissey especially so on the special side), risking less when staying in against an offensive Pokemon. It also has great synergy with King's Shield, which has also risen in popularity on these Pokemon - not only does it provide protection to stay in after using Wish, but it also deters most Huge Power sets. Defensive Wonder Guards, with these two moves, have started to employ defensive counterplay to offensive Pokemon while still fulfilling a support role for the team.

ii. Offensive Wonder Guards

Offensive Wonder Guards are a lot more limited due to not usually being able to make use of Mold Breaker, meaning they have to rely on coverage moves such as Freeze-Dry and Judgment with a Plate. This limits common conventional offensive Wonder Guards to Xerneas and MMY, with some rarer cases in Deoxys-A, Primal Groudon, Primal Kyogre, and Arceus.

Recently Shell Smash sweeper Wonder Guards have generally become less common, due to a realization that Mold Breaker users are overall more effective at making progress and prove to be more consistent. In particular Arceus has had a steep drop, as Normal + Ghost coverage can be easily taken advantage of with Prankster Giratina once it switches in on a predict. While offensive Xerneas has also dropped in usage, it still proves to be devastating against the right teams; as a high proportion of teams right now use Xerneas or Audino and Primal Kyogre or Mega Swampert, Freeze-Dry + Steel-type Judgment not only Imposter-proofs, but can straight-up sweep teams if Prankster Giratina switches in on Freeze-Drys. Sufficiently powerful Wonder Guards, like MMY, can make use of Expert Belt, allowing for four coverage moves instead of three; this allows it to hit a considerably larger portion of Wonder Guards.

The best Shell Smash users are Wonder Guards that can threaten the metagame's best Prankster user in Giratina, as well as ones that have solid coverage on top of STAB that lets them threaten as many switch-ins as possible.

iii. SubPass Wonder Guards

This may seem a specific kind of Wonder Guard that isn't worth mentioning, but it's experienced a dramatic rise in usage in recent months and I wanted to talk about it. The idea's to use Substitute, often along with a boosting move like Shell Smash, and using Baton Pass to safely bring in a powerful attacker like MMX or Mega Rayquaza. The SubPass user usually also wants an attack, to provide offensive pressure against Prankster switch-ins (though Baton Pass makes such switch-ins easy to take advantage of).

The best example by far is Xerneas. Because the best Magic Bounce users in the metagame are often Dragon- or Dark-type, its typing and offensive stats discourage those Magic Bouncers from switching in. This not only lets it set up Substitute and Shell Smash easily, but also allows it to set hazards without much opposition. Rarer switch-ins, like Registeel and Aegislash, can easily be taken advantage of by Baton Passing to the metagame's most powerful Mold Breaker in Primal Groudon. Xerneas in particular can also run Magic Coat. Due to how Magic Bouncers are discouraged from switching in, Wonder Guards become its most common obstable, potentially setting hazards or using Whirlwind/Roar. Another good SubPass user is Arceus, which can do so well because of its impressive bulk and typing (though its offensive pressure isn't nearly as threatening).

This post showcases a solid team featuring SubPass Xerneas.

2b. Mold Breakers

Mold Breaker users have really taken off. They've been found to be more consistent than most Huge Power sets, being able to hit every Wonder Guard and most non-Wonder Guards considerably hard anyway.

i. Shell Smash Sweepers

Shell Smash users are among the most dangerous Pokemon in the metagame, as they often can have variable coverage and there are limited ways to stop them. In this group lies offensive menaces in Primal Groudon, Mega Diancie, Mega Gengar, Mega Latios, Arceus, and Mega Sceptile. Shell Smash sweepers should be able to break through most of the metagame's counterplay to them, the most dominant of them being Prankster users. This is usually done with either Spore or Dark Void (I've also seen Taunt to prevent Prankster Pokemon from forcing sweepers out), to give the sweeper turns to set up Shell Smash. From there sweepers are ready to click high-powered moves that rip through any defensive counterplay.

Primal Groudon is more common than ever, consistently being the second most used Pokemon on ladder, and not without reason. With STAB on a move with 180 BP and another that's nearly unresisted, its checks are extremely limited, to the point where Bug/Grass types like Leavanny and Swadloon are considered viable. Additionally special and mixed sets can be run, preventing situational checks from being reliable, especially outside of ladder. Mega Gengar and Mega Latios have fallen off quite a bit due to Pursuit trapping being prominent in the metagame, being mostly succeeded by Mega Diancie and Arceus as special sweepers due to them being more resistant to priority in some way. Mega Sceptile, while somewhat uncommon, can still be extremely threatening, ripping through Giratina, defensive Wonder Guards and even some resists with Seed Flare and Dragon-type STAB. Gyarados and Ampharos are unique in that they have Mega evolutions with Mold Breaker, so they can have Wonder Guard as their base Ability, set up with Shell Smash, and Mega when needed; however, the former has fallen off a bit lately and the latter is just barely viable.

Using a Plate + Judgment has become increasingly popular on special Mold Breaker sets, as this eases Imposter-proofing and, in some cases, provides additional power. On Mega Diancie, for instance, using Judgment instead of Moonblast allows for a 120 BP STAB move, which, alongside Shell Smash, can be insanely powerful. On Imposter users, however, Judgment becomes Normal-type, making Imposter-proofing trivial, as all one has to do is switch in Prankster Giratina, Regenerator Yveltal, or some other blanket check. As an added bonus, Diancie resists Knock Off, making it risky for Dark-types to come in and use the move, especially when they run the risk of getting asleep by Spore or Dark Void.

This post features an extremely solid Plate + Judgment Mold Breaker team.

ii. Choice Item Users

Mold Breakers using a Choice Band or Choice Specs, unlike Shell Smash sweepers, don't need a turn of setup to be threatening - they're nukes that obliterate switch-ins if the right move is pressed. The idea here's to click high-powered moves that, with a choice item, rip through or bypass traditional counterplay to Mold Breakers. The most common Pokemon using this strategy are Mega Rayquaza, MMY, Primal Groudon, and Mega Aerodactyl. Because the metagame has been conditioned to dealing with Shell Smash sweepers through means like Prankster Encore, choiced Mold Breakers are on the rise.

Mega Rayquaza is ubiquitous as a Choiced Mold Breaker, as it can run both physical and special sets. Physical ones net insane damage (it can do ~60% to physically defensive Giratina) to even resists; special variants don't hit quite as hard but encounter checks much less often due to having a more powerful Dragon-type STAB. These two sets have wildly different switch-ins, forcing players to think and determine which one it is based on the rest of the team. One could conclude that a hypothetical Mold Breaker set (because Rayquaza could have an Aerilate set) would be physical if it had Mega Latios as a teammate, or that it's a special set if it had Primal Groudon and MMX as teammates. The likes of MMY and Primal Groudon doesn't have this immense advantage, but they have their own positive characteristics: Primal Groudon is extremely bulky and can heavily damage nearly everything with Thousand Arrows, and MMY can OHKO nearly everything with Psycho Boost and coverage moves. Mega Aerodactyl is amazing speed control, outspeeding and OHKOing opposing MMX, MMY, Primal Groudon, and Mega Rayquaza with Choice Band-boosted Dragon Ascent, Crabhammer, or Diamond Storm; it can even run Sheer Cold to deal with switch-ins like Giratina.

There's a solid team with Choice Band Primal Groudon here, and an amazing Choice Band Mega Aerodactyl team by Feebas4ubers here.

2c. Shadow Tag Users

Shadow Tag Pokemon are extremely oppressive in the teambuilder - they force most Wonder Guards to use Shed Shell as their item. Not all Shadow Tag users fit neatly into offense and defense, so I decided to make this a separate section.

i. Offensive Shadow Tags

The idea with offensive Shadow Tags is to remove Wonder Guards and other defensive Pokemon vulnerable to trapping, which is horrifyingly effective against unprepared teams. This even works against slower unboosted offensive Pokemon, as they're frailer and can't attack the Shadow Tag user before getting OHKOed.

Offensive Shadow Tags have seen a nosedive in popularity, because they proved to be matchup-dependent, with the chance of a favorable matchup decreasing due to Shed Shell being run more often on defensive Pokemon. Previously the most prevalent Shadow Tag was Mega Aerodactyl by far, with MMX and Primal Groudon not far behind. Now offensive Mega Aerodactyl and Primal Groudon have had their popularity diminished, perhaps caused not only by Shed Shell Wonder Guards but also by Giratina's status as a blanket check to nearly every physical Pokemon, thus earning it a slot on nearly every team. On the flipside, Shadow Tag MMX has mostly retained its viability (as it's powerful enough to KO most Wonder Guards, doesn't mind opposing moves, like Scald, too much, and doesn't really need speed), and Shadow Tag MMY has become a decently used set because of most defensive Wonder Guards being physically bulkier.

On the ladder these trends haven't really been reflected on the ladder; ladderers tend to follow, rather than discover, the metagame.

ii. Support Shadow Tags

Support Shadow Tags' goal is simple: to set hazards and remove opposing defensive Pokemon without pivoting or a Shed Shell. Because of support Shadow Tags' uncanny ability to remove checks to offensive teammates, counterplay to trapping (namely Shed Shell) has grown increasingly popular, even more so than before the last few months.

But it is this influence in the Teambuilder that are support Shadow Tags' biggest downfall. Though there have been new trends that have had a positive effect on support Shadow Tags' viability (the advent of Magic Guard Ho-Oh, for instance), generally strong preparation against Shadow Tag users ultimately hurts it as it's a matchup fish. Shadow Tag Mega Aerodactyl has mostly retained its viability, as being extremely fast, along with having passable bulk lets it tank hits from less offensive Wonder Guards and take full advantage by setting Spikes. This has also started to be replicated on slower but bulkier Pokemon, like Lugia, as the Speed difference doesn't matter against most Wonder Guards (although Lugia misses out on faster Wonder Guards like max Speed Arceus and support MMY).

2d. Other Offensive Pokemon

i. Huge Power Users

Huge Powers are just as threatening as they have always been (although they've faced a mild drop in usage as Mold Breakers have become more appealing to those looking for an offensive Pokemon); in the builder, this may be even more the case these days. In addition to the omnipresent Huge Power MMX, other Huge Powers have started having their time in the spotlight, such as Huge Power Primal Groudon and those used on spam teams. For those who don't know, the idea's to rip through opposing Wonder Guards and physical walls, like Giratina and Mega Slowbro, with high-powered moves that, with Huge Power, will either deal crazy damage or outright OHKO targets.

In particular Huge Power MMY has begun its heyday as a faster and more mixed counterpart to MMX. MMY's huge SpA stat lets it more effectively run Freeze-Dry as a coverage move, hitting all three of Gyarados, Primal Kyogre, and Mega Swampert. This allows it to hit the all the opposing team's Wonder Guards significantly more often, along with conventional coverage like Close Combat, Play Rough, Thousand Arrows, and Sacred Fire. With an Expert Belt MMY can hit just as hard as a MMX would, so MMY effectively sacrifices an item slot for increased Speed and a better chance to hit opposing Wonder Guards with superior coverage. Huge Power Primal Groudon has also seen some action, but is mostly limited to being a bulkier, slower MMX, or having the same function as -ate users.

Here's a fairly solid Huge Power MMY team that was passed to me.

The coverage that Huge Powers tend to run has also changed, mostly due to change in specific Wonder Guards' popularity. Coverage that was once deemed absolutely necessary, such as Play Rough, Sacred Fire, and Thousand Arrows, have found themselves considered slightly less important than before. This reflects a decrease in the number of Mega Sableye, Mega Scizor, and Air Balloon Electric-types seen in high-level play. Likewise, previously less popular moves such as Gunk Shot and Knock Off have started to be used more frequently, for thriving Fairy- and Psychic-type Wonder Guards. Additionally, there have been changes in preferred moves that weren't affected by changes in Wonder Guard favorites, including a general shift towards Petal Blizzard from Leaf Blade (because the former isn't affected by King's Shield), and from Gear Grind to Gunk Shot (much for the same reason, although the latter's higher base power also allows Huge Power MMX/Expert Belt MMY to OHKO opposing Mega Audino).

ii. Others

Other offensive Pokemon include No Guard users and users of various other Abilities, like Protean.

No Guard users' usage has stayed quite stable, but the same cannot be said about what sets are run as No Guards. Having a OHKO move at one's disposal is extremely valuable to force switches, and it's even better when you don't - sometimes a No Guard is best run as a surprise. Not a surprise, then, that the best No Guard users currently are MMY, Mega Aerodactyl, and Mega Manectric. MMY is the most consistently threatening out of the trio, being able to obliterate numerous Wonder Guards with coverage like Freeze-Dry, Zap Cannon, Inferno, and if needed even physical moves like Dynamic Punch. Mega Aerodactyl can run Stone Edge and Dynamic Punch, and Manectric really likes Zap Cannon and Freeze-Dry. These last two sets, however, have the drawback of being anticipated as No Guards if unscouted by high-level players. No Guard users are matchup fishes, but the metagame has evolved in such a way that they've gotten more and more effective at getting a good matchup and making progress.

Protean is another extremely threatening Ability. Protean MMY is just as effective as it always was, if not more due to recent metagame shifts. Freeze-Dry is amazing as a coverage move due to hitting Gyarados, Primal Kyogre, AND Mega Swampert. Secret Sword hits Arceus, Moonblast hits Mega Sableye (and Giratina a little harder), Searing Shot hits Scizor and bulky non-Wonder Guard Steel-types, and Sludge Wave hits Fairy-type Wonder Guards in Xerneas and Arceus. It also has the perk of being easy to Imposter-proof, making the set one that folds to not much besides constant offensive pressure by priority and Pursuit users.

On offensively oriented teams, priority users continue to thrive; however, there have been changes to commonly seen sets. Kyurem-B and Mega Rayquaza have taken relative backseats as -ate users when compared to Mega Diancie, as their priority moves don't hit many Wonder Guards and they're weak to Stealth Rock. Kyurem-B in particular is also hindered by being slower than other -ate users (which is fairly minor but something to note) and having a terrible defensive typing. Mega Diancie continues to thrive as a priority user because it's powerful enough to scare all Shell Smash Mold Breakers away bar Primal Groudon, and has an amazing offensive type for its priority moves, sometimes forcing a particular Pokemon in. Outside of -ates, Abilities allowing for powerful revenge-killing have proven to be successful, with the best non-ate revenge-killers being Gale Wings Mega Rayquaza and Huge Power Regigigas/Slaking. The former has STAB priority Dragon Ascent as well as coverage to hit Wonder Guards on a predict; the latter has monstrously powerful Fake Outs, Extreme Speeds, and Pursuits.

Offensive Pokemon outside of Mold Breaker, Huge Power, No Guard, Protean, and -ates and the like have generally seen better days, with Abilities like Magic Guard being ditched for better alternatives like Huge Power and Protean.

2e. Defensive/Utility Non-Wonder Guards

This is a decently large group of Pokemon, encompassing Abilities such as Fur Coat, Magic Bounce, Regenerator, and Poison Heal.

Because of Mold Breakers' rising influence in the metagame, Fur Coat users have seen a noticeable drop in usage, with most teams instead opting for offensive pressure with Huge Powers and -ate users or Prankster Giratina to deal with opposing Huge Powers. Magic Bounce users have generally the same importance that they did earlier in the metagame, as it's utility that isn't used as much against offensive Pokemon. Fur Coat Mega Slowbro was, and is still, the best Fur Coat user in the metagame, due to its ability to check nearly any Huge Power MMX set; Magic Bounce Giratina is the most common user of the latter Ability because it can pressure opposing Pokemon with Curse, while passing Substitutes to offensive teammates to great effect.

One previously unused Ability that has blasted off into mainstream use is Regenerator. The idea's that, with an Assault Vest, Regenerator users can come in on powerful special attackers and scout their movesets; this is extremely useful because there really isn't another way to do so without a significant risk of getting OHKOed in the process. Additionally, these Pokemon can spread status, remove items, phaze targets, and even force 50-50s with Pursuit. The best Regenerator user's Yveltal because it can come in on most Psystrike and Secret Sword users, is decently bulky with an Assault Vest (making it the sturdiest check against unscouted Mega Latios), and can force 50-50s against the likes of MMY, Mega Latios, and Mega Gengar with Knock Off and Pursuit. A few other decent RegenVesters are Primal Kyogre, Registeel, and Giratina, but all three have drawbacks: Primal Kyogre struggles against Psystrike users, Registeel tends to be overly passive and is weak to Secret Sword, and Giratina's weak to many special attackers' STABs. Two sample teams use Regenerator Yveltal, and even matchup-dependent archetypes, like spam teams, can make good use of the Ability.

Poison Heal and Magic Guard haven't seen as steep of a rise, but these two Abilities have started to see more usage on teams as well. As Mold Breakers have generally started to prefer Dark Void over Spore, finding ways to prevent sleep outside of Safety Goggles has become tremendously important. Poison Heal Mega Slowbro and Magic Guard Ho-Oh are the best users of each Ability. Mega Slowbro checks the majority of physical attackers with threatening a burn or poison against opposing Huge Powers and Mold Breakers, can use King's Shield to great effect, and can even deter Shadow Tag users and the best Mold Breaker in Primal Groudon with Scald. Ho-Oh has amazing special bulk that lets it switch into the likes of Mega Gengar and Mold Breaker Mega Diancie, and gets Flare Blitz without recoil to nail most Pokemon immune to poison. Aside from these two Pokemon, good Poison Heal users include Primal Kyogre and Giratina, and another good Magic Guard is Yveltal. Here's a good Magic Guard Ho-Oh team, and here's an unpolished, but nevertheless decent, Poison Heal Slowbro team. There's also a sample team featuring Poison Heal Slowbro.

Most other Abilities have stayed around as good as they have always been. Prankster Giratina's the exceptional pick it always was, Sturdy Shedinja's the niche pick that it always was (though it's a bit worse now due to Mold Breakers being even more common than before), and virtually useless Abilities like Soundproof and Desolate Land have stayed useless.


3. Changes in Preferred Sets

3a. Offensive Pokemon

i. Huge Powers


Huge Power users have to choose their moves carefully, according to their teammates, popular Wonder Guards in the metagame, and hitting most of the metagame's best walls for supereffective damage.

Owing to the metagame's best Wonder Guards being subject to change, preferred moves on Huge Power sets has changed quite a bit. Old-time favorites for old-time Wonder Guards, such as Play Rough and Thousand Arrows for Wonder Guard Mega Sableye and Air Balloon Electric-types, have fallen off slightly (although both moves are still very solid options to run). Fusion Bolt, unlike the aforementioned moves, has had a much harder fall due to Gyarados being nowhere near as threatening as it once was. In response to the rise of Primal Kyogre, Mega Audino/Xerneas, MMY/Cresselia, and Slaking/Regigigas/Blissey, the likes of Petal Blizzard/Leaf Blade, Gunk Shot/Gear Grind, Knock Off/Beat Up/Pursuit, and Drain Punch/Close Combat/Low Kick have grown even more popular than before. Other moves, such as Sacred Fire, haven't seen their usage change too much, due to both beneficial and inhibiting factors (e.g. the rise of Mega Beedrill and the fall of Mega Scizor). Either a Fighting-type, Fire-type, or Ground-type move is preferred to break through otherwise troublesome Steel-types; Play Rough or a Dark-type move is usually chosen for physical walls, like Giratina and Mega Slowbro. Freeze-Dry has gained popularity on Huge Power MMY to hit all three of Primal Kyogre, Mega Swampert, and Gyarados. Sometimes giving up on hitting as many Wonder Guards as possible is also wise: Gastro Acid Huge Powers have occasionally been seen recently from top players.

Moveslot selection doesn't just stop at Wonder Guards and bulky walls, though: opposing moveslot selection is also relevant. King's Shield is an insanely good move, as lowering a Huge Power user's Attack by 2 basically forces it out. This means that a general shift from Leaf Blade towards Petal Blizzard, as well as from Gear Grind to Gunk Shot, can be seen. The perks of previously preferred moves (Leaf Blade's "high" critical hit ratio and Gear Grind hitting Mega Diancie) generally aren't worth sacrificing the King's Shield matchup, as well as extra power in Gunk Shot's case that could mean the difference between OHKOing and doing ~85% to Mega Audino. Huge Power Fake Out + Extreme Speed, previously occasionally seen on MMX, has been reduced to being used on Regigigas and Slaking. Pursuit, another previously common move, now has slightly less popularity on conventional Huge Powers, being mostly relegated to Slaking/Regigigas and Dark-types.

Some Huge Power users prefer different speed tiers at this stage in the metagame than they used to, with reaching 394 speed being less important for MMX (though it is still a good Speed for MMX to run). 320 Speed Huge Power users have also earned some merit with the rise of Mold Breaker Mega Diancie and the ever-threatening Mega Latios.

ii. Mold Breakers

Mold Breakers have had less drastic changes with respect to move choices. Being able to bypass most defensive Abilities, like Wonder Guard, Magic Bounce, and Fur Coat, means Mold Breaker users can afford to run less attacks and more setup and utility.


While Primal Groudon is far more common than before, it appears as though diversity didn't follow usage - the vast majority of Shell Smash Primal Groudons had Thousand Arrows and V-Create as their main attacks, Mega Latios most often ran Psystrike and Spacial Rend, and Mega Gengar always ran Ghost-type Judgment and Secret Sword/Sludge Bomb. However, there are three major trends that affect Mold Breakers that I note here: a shift towards Choiced Mold Breakers, a shift towards Dark Void from Spore, and a shift towards Plate + Judgment for most Shell Smash users.

Starting with Choiced Mold Breakers. This strategy tends to be used on high-BST Pokemon like Primal Groudon, MMY, Mega Rayquaza, and MMX. However, many such choiced Pokemon weren't as common earlier on in the metagame, with one notable example being Primal Groudon. People figured out that Choice Band Primal Groudon has zero switch-ins if the player using it could predict at some capacity, with Beat Up dealing ~80% damage against Giratina on optimal teams and U-Turn being amazing pivoting in the rare event that Primal Groudon is truly threatened. Another Mold Breaker profoundly affected by this trend is MMX - Shell Smash used to be more common before, but recently Choice Band Mold Breaker sets have grown more popular. Gyarados has gotten much less common, with players sometimes opting for Choice Band Mega Tyranitar instead, as it OHKOes Giratina with Beat Up on well-oriented teams early in the game. The same thing can be seen with Mega Latios, with many players electing to run Choice Specs MMY in place of it.

There has also been a large shift from Spore to Dark Void on Shell Smash Mold Breakers, as the latter doesn't have to deal with Safety Goggles that can randomly deprive Spore users of turns to set up. Because Safety Goggles is one of the only ways to prevent Spore, it's decently common even with a crazy number of Dark Void users in the metagame. It and other items' prevalence means that odds are one won't encounter a Lum Berry switch-in, and that Dark Void users would get numerous turns each battle to set up with Shell Smash. Oh yeah, Shift Gear used to be seen because the loss in Defense from Shell Smash could cause problems with opposing -ates and Huge Power priority users, but has basically been driven to extinction by Shell Smash. Quiver Dance, again, isn't as common anymore, but can still be seen occasionally on Pokemon like Mega Latios. Free turns to set up with an amazing setup move is a recipe for mayhem, which is why this shift is so significant.

Last but not least is the shift towards Judgment users. This move is a ridiculously powerful tool for special Shell Smash sweepers, because it offers a consistent, and oftentimes devastating, STAB move that eases Imposter-proofing tremendously, and the virtual lack of splashable counterplay allows for a broad range of Plate users; this is made even easier by defensive counterplay being centralized towards Prankster Giratina. However, Plate + Judgment strategies aren't perfect; as Plate users require an item to function, Prankster users like Giratina can use Spore much more freely once Judgment has been revealed. Additionally, this type of Imposter-proofing is limited to special sweepers, meaning behemoths like Primal Groudon generally opt not to run a Plate (though mixed sets do exist). In particular Mold Breakers with amazing offensive typing, such as Mega Diancie and Mega Gengar, like running Judgment with a Plate.

This shift towards Plate users is a great example of how Shell Smash sweepers' item choices have changed drastically. At earlier stages of the metagame Safety Goggles was the preferred item on Mold Breakers due to how prevalent Spore was; it also served to Imposter-proof users of the item quite well by preventing opposing Imposter users from inflicting sleep. However, nowadays it's not nearly as common because of the aforementioned shift towards Dark Void and more reliance on Plates by Judgment users. A few other items that have fallen out of favor are Shed Shell and Mega stones (Gyaradosite and Ampharosite) due to a near total lack of Shadow Tag revenge-killers and a general realization that the two Pokemon with Mold Breaker Mega evolution, Gyarados and Ampharos, are quite mediocre as Shell Smash sweepers. One item that's stayed consistent is Lum Berry, as it helps bulkier Mold Breakers like Primal Groudon switch into unscouted checks like Giratina more effectively.

Mold Breaker users, in particular choiced ones, have seen their preferred speed tiers change. With Primal Groudon usage having risen quite a bit, 307 Speed has become a good benchmark for Mold Breakers in the 100~120 base Speed range, such as Mega Latios, Mega Rayquaza, and Arceus. With the introduction of dangerous sets in Mold Breaker Mega Diancie and Protean Mega Latios, 320 Speed has also become a decent benchmark, though not as significant of one. Primal Groudon, in particular Choice Band variants, have started to run more bulk, often running slower speeds of 253(4) and 220. Outspeeding Pokemon with base 130 Speed continues to be extremely important for MMY, Mega Aerodactyl, and Mega Sceptile.

iii. Other Offensive Pokemon

No Guard users have started to run coverage moves, with MMY being the main Pokemon this trend manifests itself in. Due to its immense SpA stat and amazing Speed it can power through many common Wonder Guards with the right coverage. Freeze-Dry, Inferno, and Zap Cannon are the most common coverage moves on No Guard MMY, but on teams that don't mind as much about matchup issues other coverage, such as Sludge Wave and Dynamic Punch. Offensive Wonder Guards are also affected by this trend, but also with emphasis on Imposter-proofing - Xerneas commonly runs Steel-type Judgment, Freeze-Dry, Moonblast, Thousand Arrows, or Searing Shot. Less common Wonder Guards like Genesect also Imposter-proof, in this case with Fire-type Techno Blast.

-ate users have started to run Fire-type coverage more often, instead of previously ubiquitous moves like Thousand Arrows. On -ate users that can't properly revenge-kill Primal Groudon (namely Mega Diancie), even unorthodox coverage like Water Shuriken has become standard. Hazards are even more common on -ates than they used to be, as players have realized that it's a fool's errand to try and damage as many Wonder Guards as possible through brute coverage - it's more consistent to set hazards because the -ate user knows that the opponent will switch into a Wonder Guard user. Other priority users, such as Huge Power Regigigas and Gale Wings Mega Rayquaza, don't share this trait, instead opting to use Pursuit (in Regigigas' and some Gale Wings users' case) or use coverage or Trick (in Gale Wings Mega Rayquaza's case).

Users of other offensive Abilities, like Protean and Parental Bond, generally followed the pattern that Huge Power users did - a shift towards broader coverage like Freeze-Dry, and towards moves that hit Wonder Guards that are more common nowadays than before, like Sludge Wave.

3b. Defensive/Utility Pokemon

i. Defensive/Utility Wonder Guards

Such Wonder Guards are adept at what they do. Setting hazards, pivoting out, being a cleric and Defogger, passing Substitutes and Shell Smash boosts, you name it. And that's why movesets haven't changed all that much amid the changing metagame.

There have been subtle changes, however, even when ignoring rises and falls in usage of specific sets. SubPass Xerneas, for instance, has started to run more diverse movesets - in addition to Substitute, Baton Pass, Moonblast, and Shell Smash, it can be potent with Stealth Rock or Toxic Spikes, due to Magic Bounce Steel-types being relatively rare. However, this trend is fairly thin and has yet to affect most Wonder Guards significantly. Defog and Aromatherapy on the same defensive Wonder Guard has risen in popularity, as very often a blanket check, such as Mega Audino, Primal Kyogre, or Blissey, can gain opportunities to use these two moves. Wish + Parting Shot is another rising combination, as it offers recovery for the user (although it's not quite as effective as just running Recover) AND for teammates; however, I believe it's a little overrated because of how in practice there aren't too many opportunities to safely pass Wishes to teammates at low health. Pivoting in general (Baton Pass, Parting Shot, U-Turn, and Volt Switch) are more common than they used to be, as well as hazards to make progress, often coupled with phazing like Whirlwind.

ii. Other Defensive Pokemon

This covers a wide range of defensive Pokemon, from Prankster and Magic Bounce to Fur Coat and Regenerator users.

Prankster users, in particular Giratina, have shifted towards status-inflicting sets, with Will-O-Wisp being the most popular way to do so. On more offensive teams, Destiny Bond is preferred as the fourth move. Spore + Haze sets have fallen off quite a bit, mostly because of struggling against Choiced Mold Breaker sets and Lum Berry Huge Power and Mold Breaker users. Likewise, sets using Substitute have fallen out of favor because of it being broken by most Pokemon Prankster users switch into. On Giratina (and much less common Pokemon in Aegislash and Dusclops), Curse is as necessary as ever - dealing 25% damage to the vast majority of opposing Pokemon each turn is far too good to forgo.

Regenerator users run utility used to inflict status, to remove items, to pivot, to confuse opposing Pokemon, and even to phaze opposing Shell Smash or Baton Pass users. Some common moves are Knock Off, Pursuit, Sacred Fire, Poison Fang, U-Turn, Volt Switch, Circle Throw, and Chatter. Poison Heal and Magic Guard users pretty much have to use Psycho Shift, as otherwise they're unable to make progress against many Wonder Guards. On Magic Guard Ho-Oh and Yveltal, Flare Blitz and Brave Bird or Knock Off, respectively, can be run, as the former threatens most Pokemon immune to poison and the latter can break most Substitutes (with Brave Bird taking care of most non-Wonder Guards and Knock Off taking care of one that Brave Bird can't, Giratina).

Due to Fur Coat and Magic Bounce users being generally less common they used to be, their movesets haven't had as much of a chance to diversify. However, one fundamental change can be seen in the increased usage of King's Shield. This move is especially important at this stage in the metagame because of how much more common Pursuit is than before, to scout Huge Power sets, and to potentially neuter some of the scarier Mold Breaker users, like Primal Groudon and Choice Band Mega Rayquaza. Utility Shadow Tag users have also followed this pattern, although King's Shield was already very common on such sets.

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Part 2 right below
 
Last edited:

aerobee

Pure Hackmons
is a Community Contributoris a Contributor to Smogon
Part 1 right above


ORAS Hackmons: Metagame Trends (Part 2)


This is a continuation of Part 1 of this post. This section will talk about hand-picked new sets that have become popular, dominant, or restrictive in the builder.

That's right, new sets. EV Limited ORAS Hackmons has only really been a thing since July 2020 (Smogon focused on Classic Hackmons until then, which was quite different due to Pokemon having full EVs on every stat), when it got a ladder for one month. A permanent ladder hadn't come about until February 2021 (exactly one year ago today!), hindering metagame development until then. This means that ORAS Hackmons hadn't even had a year to develop as a ladder format would, so there were numerous sets to unpack, many of which are shown below.

I tried ordering these sets from most to least relevant, with the Primal Groudon sets being an exception (the diversification of Primal Groudon sets is quite significant). The first six sets are relatively relevant (with each set having been used decently often), and the last three sets are more obscure, as I've only seen people run them a few times. The sets that I've had more experience with (or saw someone else use effectively) will have replays.


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Table of Contents

4. The Emergence of New Sets

4a. Mold Breaker Mega Diancie
4b. Regenerator Yveltal
4c. Magic Guard Ho-Oh
4d. Poison Heal Mega Slowbro
4e. Mold Breaker OHKO Mega Aerodactyl
4f. Protean Mega Latios
4g. Shadow Tag Regigigas
4h. Huge Power Choice Band Primal Groudon
4i. Non-Standard Mold Breaker Primal Groudon
4j. Other Rising Sets


_________________________________________________________________________________________________


4. The Emergence of New Sets

4a. Mold Breaker Mega Diancie


:xy/diancie-mega:

Diancie-Mega @ Pixie Plate
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid / Rash Nature
IVs: 0 Atk OR 31 Atk
- Dark Void / Spore / Diamond Storm
- Shell Smash
- Judgment
- Steam Eruption


Mold Breaker Mega Diancie is an absurdly broken Shell Smash user because it does so well in a wide variety of aspects. Its base 160 offenses, stellar offensive typing (as well as one that resists Extreme Speed and Aerilate users), and ability to run coverage to rip through defensive Pokemon resisting Fairy-type makes for a sweeper near unparalleled in exertion of offensive pressure. Diancie has next to no defensive counterplay, and even the one common defensive check, Blissey, can fall to surprise physical or mixed sets. Its ability to effectively run Pixie Plate + Judgment for additional power and easier Imposter-proofing is also a huge boon. And as icing on the cake, Diancie synergizes well with the metagame's top dogs, with it and Primal Groudon ripping through each other's checks effectively.

Dark Void and Spore give free turns to set up with Shell Smash. Shell Smash itself is a godsend setup move because using it even once can often decide the game. This actually isn't very hard to do either, because Diancie can force switches extremely easily. Pixie Plate + Judgment is frighteningly strong, taking advantage of Diancie's base 160 SpA; it also allows Diancie to Imposter-proof itself. Steam Eruption is surprisingly good coverage, being able to decimate the vast majority of switch-ins to Fairy-type attacks. If a set with 3 attacks is preferred, Diamond Storm can be run over a sleep move, allowing Diancie to break through checks like Ho-Oh, Blissey, and Lugia.

But words won't express how absurdly powerful this set can be. Take a look at these:

+2 252+ SpA Pixie Plate Diancie-Mega Judgment vs. 248 HP / 8 SpD Arceus: 426-502 (96.1 - 113.3%) -- 75% chance to OHKO
+2 252+ SpA Pixie Plate Diancie-Mega Judgment vs. 248 HP / 0 SpD Xerneas: 510-601 (112 - 132%) -- guaranteed OHKO
+2 252+ SpA Pixie Plate Diancie-Mega Judgment vs. 248 HP / 8 SpD Kyogre-Primal: 331-391 (82.1 - 97%) -- guaranteed 2HKO
+2 252+ SpA Pixie Plate Diancie-Mega Judgment vs. 248 HP / 252+ SpD Kyogre-Primal: 258-304 (64 - 75.4%) -- guaranteed 2HKO
+2 252+ SpA Pixie Plate Diancie-Mega Judgment vs. 248 HP / 8 SpD Blissey: 385-454 (53.9 - 63.6%) -- guaranteed 2HKO

252+ SpA Diancie-Mega Steam Eruption vs. 0 HP / 0 SpD Groudon-Primal: 672-792 (197 - 232.2%) -- guaranteed OHKO
+2 252+ SpA Diancie-Mega Steam Eruption vs. 248 HP / 8 SpD Scizor-Mega: 305-359 (88.9 - 104.6%) -- 31.3% chance to OHKO
+2 252+ SpA Diancie-Mega Steam Eruption vs. 248 HP / 252+ SpD Ho-Oh: 326-384 (78.5 - 92.5%) -- guaranteed 2HKO

252+ Atk Huge Power Regigigas Extreme Speed vs. 0 HP / 0 Def Diancie-Mega: 154-182 (63.9 - 75.5%) -- guaranteed 2HKO
252+ SpA Arceus Boomburst vs. 0 HP / 0 SpD Diancie-Mega: 109-129 (45.2 - 53.5%) -- 35.2% chance to 2HKO
252+ Atk Sky Plate Aerilate Rayquaza-Mega Extreme Speed vs. 0 HP / 0 Def Diancie-Mega: 122-144 (50.6 - 59.7%) -- guaranteed 2HKO
252 SpA Sky Plate Aerilate Rayquaza-Mega Boomburst vs. 0 HP / 0 SpD Diancie-Mega: 195-229 (80.9 - 95%) -- guaranteed 2HKO
252+ SpA Choice Specs Rayquaza-Mega Aeroblast vs. 0 HP / 0 SpD Diancie-Mega: 159-187 (65.9 - 77.5%) -- guaranteed 2HKO

And here are some replays!


All in all, this set is extremely threatening and can't be easily dealt with defensively; there's a good team with this set here.

4b. Regenerator Yveltal

:xy/yveltal:

Yveltal @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful / Sassy Nature
EVs: 30 Spe
- Knock Off
- Pursuit
- Poison Fang / Sacred Fire / Lava Plume / Searing Shot
- Circle Throw / U-Turn / Volt Switch / Sucker Punch


I know I overhype this set a bit, but it is nevertheless an extremely effective new set. What sets Regenerator Yveltal apart from other checks to special attackers is that it checks both Mega Latios AND Mega Gengar, something other defensive answers can only dream of. This is accomplished due to its amazing Dark / Flying typing and deceptively impressive bulk, which, when coupled with an Assault Vest, allows for switch-ins to some of the scariest special attackers in the metagame. Additionally, while it is relatively passive, it is still powerful enough to force 50-50s against opposing Mega Gengar and Mega Latios after a Shell Smash. This set is best on more passive teams that need a defensive check to the myriad special attackers in the metagame.

Knock Off and Pursuit are absolutely necessary, because they allow Yveltal to threaten Mega Gengar, Mega Latios, and MMY. Knock Off has the benefit of removing items, which is especially important against opposing Giratina, or against choiced attackers like Mega Rayquaza and MMY. Poison Fang hits Mega Audino and Xerneas, as well as opposing walls that can't be easily damaged otherwise. Sacred Fire or Lava Plume can be ran to damage Wonder Guards weak to Fire like Mega Scizor, but Poison Fang is usually preferred because it has a 50% chance to induce poison, and has the PP for players to use it comfortably in most games. Circle Throw lets Yveltal phaze opposing setup sweepers and one of the most common SubPass users in Arceus. U-Turn or Volt Switch can also be ran as pivoting for opposing Shadow Tag users, as the former hits Psychic-type Wonder Guards like MMY and Cresselia, and the latter hits opposing Primal Kyogre and Gyarados. Sucker Punch is an odd but usable move, as a surprise Sucker Punch OHKOes opposing Mega Gengar and Mega Latios after a Shell Smash, so it's a nice backup tool in a pinch.

While 126 / 98 special bulk doesn't seem like too much, with full investment and an Assault Vest it goes a long way (it can also hit decently hard as well):

252+ SpA Choice Specs Rayquaza-Mega Draco Meteor vs. 248 HP / 252+ SpD Assault Vest Yveltal: 217-256 (47.6 - 56.2%) -- 84.4% chance to 2HKO
252+ SpA Choice Specs Rayquaza-Mega Aeroblast vs. 248 HP / 252+ SpD Assault Vest Yveltal: 168-198 (36.9 - 43.5%) -- guaranteed 3HKO
252 SpA Choice Specs Mewtwo-Mega-Y Moonblast vs. 248 HP / 252+ SpD Assault Vest Yveltal: 204-242 (44.8 - 53.1%) -- 28.9% chance to 2HKO
252 SpA Expert Belt Protean Mewtwo-Mega-Y Moonblast vs. 248 HP / 252+ SpD Assault Vest Yveltal: 245-290 (53.8 - 63.7%) -- guaranteed 2HKO
252 SpA Expert Belt Protean Mewtwo-Mega-Y Freeze-Dry vs. 248 HP / 252+ SpD Assault Vest Yveltal: 182-216 (40 - 47.4%) -- guaranteed 3HKO
252+ SpA Pixie Plate Diancie-Mega Judgment vs. 248 HP / 252+ SpD Assault Vest Yveltal: 246-290 (54 - 63.7%) -- guaranteed 2HKO
+2 252+ SpA Xerneas Moonblast vs. 248 HP / 252+ SpD Assault Vest Yveltal: 336-396 (73.8 - 87%) -- guaranteed 2HKO
+2 252 SpA Spooky Plate Gengar-Mega Judgment vs. 248 HP / 252+ SpD Assault Vest Yveltal: 117-138 (25.7 - 30.3%) -- guaranteed 4HKO
+2 252+ SpA Soul Dew Latios-Mega Spacial Rend vs. 248 HP / 252+ SpD Assault Vest Yveltal: 306-360 (67.2 - 79.1%) -- guaranteed 2HKO

+2 252 SpA Gengar-Mega Secret Sword vs. 248 HP / 8 Def Yveltal: 234-276 (51.4 - 60.6%) -- guaranteed 2HKO

0 Atk Yveltal Knock Off (97.5 BP) vs. -1 0 HP / 0 Def Latios-Mega: 396-468 (131.5 - 155.4%) -- guaranteed OHKO
0 Atk Yveltal switching boosted Pursuit (80 BP) vs. -1 0 HP / 0 Def Latios-Mega: 326-386 (108.3 - 128.2%) -- guaranteed OHKO
0 Atk Yveltal Knock Off (97.5 BP) vs. 4 HP / 0 Def Gengar-Mega: 318-374 (121.3 - 142.7%) -- guaranteed OHKO
0 Atk Yveltal switching boosted Pursuit (80 BP) vs. 4 HP / 0 Def Gengar-Mega: 264-312 (100.7 - 119%) -- guaranteed OHKO
0 Atk Yveltal Sacred Fire vs. 248 HP / 252+ Def Scizor-Mega: 208-248 (60.6 - 72.3%) -- guaranteed 2HKO
0 SpA Yveltal Searing Shot vs. 248 HP / 8 SpD Scizor-Mega: 360-428 (104.9 - 124.7%) -- guaranteed OHKO
0 Atk Yveltal Knock Off (97.5 BP) vs. 0 HP / 0 Def Rayquaza-Mega: 132-156 (37.6 - 44.4%) -- guaranteed 3HKO
0 Atk Yveltal switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Rayquaza-Mega: 109-129 (31 - 36.7%) -- 64.6% chance to 3HKO
0 Atk Yveltal Knock Off (97.5 BP) vs. 0 HP / 4 Def Mewtwo-Mega-Y: 354-416 (100.2 - 117.8%) -- guaranteed OHKO
0 Atk Yveltal switching boosted Pursuit (80 BP) vs. 0 HP / 4 Def Mewtwo-Mega-Y: 290-344 (82.1 - 97.4%) -- guaranteed 2HKO

And here a couple of replays:


Overall, this set is very solid against opposing special attackers, and as a general utility Pokemon. More information on this set can be found here.

4c. Magic Guard Ho-Oh


:xy/ho-oh:

Ho-Oh @ Toxic Orb
Ability: Magic Guard
EVs: 248 HP / 8 Def / 252 SpD
Careful / Sassy Nature
- Psycho Shift
- Flare Blitz
- King's Shield / Wood Hammer / Brave Bird / Light of Ruin / Volt Tackle / Defog / Aromatherapy / Baton Pass / Thousand Arrows
- Recover


With the advent of novel offensive sets like Mold Breaker Mega Diancie and Protean Mega Latios and a general shift towards Mold Breakers, finding ways to defensively check them has become necessary. Magic Guard Ho-Oh is an amazing check against the majority of special attackers, taking a +2 Judgment from the likes Mold Breaker Mega Gengar and Mega Sceptile with ease and OHKOing both with Flare Blitz. Additionally, it has a free moveslot as utility (though some moves I listed I haven't tested yet). The only special attackers Ho-Oh really struggles with are MMY and Mega Latios, and they both need Psystrike (and in Latios' case Stored Power) to be threatening. Trick users, remarkably, are discouraged from using Trick by Toxic Orb. Be careful to not let Ho-Oh's item get Knocked off. Ho-Oh's best used on bulkier teams that often have trouble dealing with most special Mold Breakers without being overly passive.

Psycho Shift provides a way to damage opposing Wonder Guard users, and I consider it absolutely necessary due to this. Flare Blitz heavily damages, and often OHKOes, opposing Pokemon that can't get poisoned, as well as heavily damage some frailer Mold Breakers. Pokemon weak to Fire are quite common in the metagame, which is extremely beneficial. The third moveslot can be whatever's necessary for the team. Ho-Oh can run King's Shield for easier scouting, Wood Hammer to hit opposing Primal Kyogre, Mega Swampert, and Mold Breaker Mega Diancies, Brave Bird to chunk most non-Wonder Guards, Light of Ruin to break Giratina's Substitute, Volt Tackle to punish Primal Kyogre, Mega Aerodactyl, or Gyarados switch-ins, Defog as a countermeasure to hazards, Aromatherapy as a countermeasure to status spam (though due to Ho-Oh's nature I don't think it's particularly useful), Baton Pass for pivoting, or even Thousand Arrows to damage Pokemon that Psycho Shift and Flare Blitz can't make progress against, such as Wonder Guard Drapion. Recovery's essential and I think you know why.

As the calcs below show, Ho-Oh is amazingly bulky and not exactly passive:

+2 252 SpA Spooky Plate Gengar-Mega Judgment vs. 248 HP / 252+ SpD Ho-Oh: 253-298 (60.9 - 71.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Rayquaza-Mega Aeroblast vs. 248 HP / 252+ SpD Ho-Oh: 183-216 (44 - 52%) -- 14.1% chance to 2HKO
252+ SpA Choice Specs Rayquaza-Mega Draco Meteor vs. 248 HP / 252+ SpD Ho-Oh: 237-279 (57.1 - 67.2%) -- guaranteed 2HKO
+2 252+ SpA Diancie-Mega Steam Eruption vs. 248 HP / 252+ SpD Ho-Oh: 326-384 (78.5 - 92.5%) -- guaranteed 2HKO
+2 252 SpA Draco Plate Sceptile-Mega Judgment vs. 248 HP / 252+ SpD Ho-Oh: 225-265 (54.2 - 63.8%) -- guaranteed 2HKO
252 SpA Protean Mewtwo-Mega-Y Sludge Wave vs. 248 HP / 252+ SpD Ho-Oh: 111-132 (26.7 - 31.8%) -- guaranteed 4HKO
252+ SpA Choice Specs Protean Latios-Mega Sludge Wave vs. 248 HP / 252+ SpD Ho-Oh: 159-187 (38.3 - 45%) -- guaranteed 3HKO

0 Atk Ho-Oh Flare Blitz vs. -1 0 HP / 4 Def Gengar-Mega: 291-343 (111.4 - 131.4%) -- guaranteed OHKO
0 Atk Ho-Oh Flare Blitz vs. -1 0 HP / 0 Def Sceptile-Mega: 307-363 (109.2 - 129.1%) -- guaranteed OHKO
0 Atk Ho-Oh Flare Blitz vs. 0 HP / 4 Def Mewtwo-Mega-Y: 216-255 (61.1 - 72.2%) -- guaranteed 2HKO
0 Atk Ho-Oh Flare Blitz vs. 248 HP / 8 Def Registeel: 228-270 (62.8 - 74.3%) -- guaranteed 2HKO
0 SpA Ho-Oh Light of Ruin vs. 248 HP / 8 SpD Giratina: 186-220 (36.9 - 43.7%) -- guaranteed 3HKO
0 Atk Ho-Oh Thousand Arrows vs. 252 HP / 252+ Def Drapion: 110-130 (31.9 - 37.7%) -- 91.6% chance to 3HKO

And here are some replays:


This is a solid Magic Guard Ho-Oh team, for those who want to try the set out.

4d. Poison Heal Mega Slowbro


:xy/slowbro-mega:

Slowbro-Mega @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 64 Def / 192 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psycho Shift
- Scald / Steam Eruption
- King's Shield
- Magma Storm / Lava Plume / Searing Shot


Poison Heal Mega Slowbro's one of the safest checks not only to physical Mold Breakers, in particular Primal Groudon and Mega Rayquaza, but also against most Huge Power sets. Such checks have only grown more in demand due to Mold Breakers' rise in the past few months. Mega Slowbro is the best check to physical Mold Breakers, in my opinion, because it's amazingly bulky, can spread status effectively, can deal with opposing Imposter sets, and pressure most offensive Pokemon with Water-type STAB. Make sure not to let Slowbro's Toxic Orb get removed, as it's its only way to recover health and make progress at the same time. Slowbro does best on more defensive builds because of its inability to enable frailer teammates with hazards or Baton Pass.

Psycho Shift is necessary because Slowbro has no other way to make progress against most Wonder Guards. Water-type STAB lets Slowbro OHKO opposing Primal Groudon and chip most non-Wonder Guard switch-ins; Scald and Steam Eruption can also fish for burns against opposing walls, like Giratina, in longer games. King's Shield is nigh-necessary because it offers scouting, potential neutering of opposing Huge Powers, and free healing from Poison Heal. And Magma Storm can be used to damage and trap most opposing switch-ins to Psycho Shift, including Imposter Chansey. Alternatively Lava Plume or Searing Shot could be used due to higher accuracy and random burns. The EV spread given lets Slowbro survive Choice Specs Mega Rayquaza's Aeroblast or Spacial Rend, but most defensive EV spreads can work.

Once again here are some calcs:

+2 252+ Atk Groudon-Primal Thousand Arrows vs. 252 HP / 64+ Def Slowbro-Mega: 216-255 (54.8 - 64.7%) -- 94.1% chance to 2HKO after Poison Heal
+4 252+ Atk Groudon-Primal Thousand Arrows vs. 252 HP / 64+ Def Slowbro-Mega: 322-381 (81.7 - 96.7%) -- guaranteed 2HKO after Poison Heal
252+ Atk Choice Band Groudon-Primal Thousand Arrows vs. 252 HP / 64+ Def Slowbro-Mega: 162-192 (41.1 - 48.7%) -- 99.8% chance to 3HKO after Poison Heal
252+ Atk Choice Band Groudon-Primal U-turn vs. 252 HP / 64+ Def Slowbro-Mega: 170-200 (43.1 - 50.7%) -- guaranteed 3HKO after Poison Heal
252+ Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 252 HP / 64+ Def Slowbro-Mega: 216-255 (54.8 - 64.7%) -- 94.1% chance to 2HKO after Poison Heal
252+ Atk Choice Band Mewtwo-Mega-X Knock Off (97.5 BP) vs. 252 HP / 64+ Def Slowbro-Mega: 242-286 (61.4 - 72.5%) -- guaranteed 2HKO after Poison Heal
252 Atk Huge Power Mewtwo-Mega-X Petal Blizzard vs. 252 HP / 64+ Def Slowbro-Mega: 272-322 (69 - 81.7%) -- guaranteed 2HKO after Poison Heal
252 Atk Expert Belt Huge Power Mewtwo-Mega-X Petal Blizzard vs. 252 HP / 64+ Def Slowbro-Mega: 326-386 (82.7 - 97.9%) -- guaranteed 2HKO after Poison Heal
-2 252 Atk Expert Belt Huge Power Mewtwo-Mega-X switching boosted Pursuit (80 BP) vs. 252 HP / 64+ Def Slowbro-Mega: 146-173 (37 - 43.9%) -- 15.2% chance to 3HKO after Poison Heal

252+ SpA Choice Specs Rayquaza-Mega Aeroblast vs. 252 HP / 192 SpD Slowbro-Mega: 333-393 (84.5 - 99.7%) -- guaranteed 2HKO after Poison Heal
252+ SpA Earth Plate Groudon-Primal Judgment vs. 252 HP / 192 SpD Slowbro-Mega: 231-273 (58.6 - 69.2%) -- guaranteed 2HKO after Poison Heal
252+ SpA Soul Dew Latios-Mega Spacial Rend vs. 252 HP / 192 SpD Slowbro-Mega: 304-358 (77.1 - 90.8%) -- guaranteed 2HKO after Poison Heal

0 SpA Slowbro-Mega Scald vs. 248 HP / 8 SpD Groudon-Primal: 472-556 (117.1 - 137.9%) -- guaranteed OHKO
0 SpA Slowbro-Mega Scald vs. 4 HP / 0 SpD Mewtwo-Mega-X: 109-129 (30.7 - 36.4%) -- 54.3% chance to 3HKO

0 SpA Slowbro-Mega Magma Storm vs. 248 HP / 8 SpD Scizor-Mega: 360-424 (104.9 - 123.6%) -- guaranteed OHKO
0 SpA Slowbro-Mega Magma Storm vs. 4 HP / 0 SpD Beedrill-Mega: 216-256 (79.4 - 94.1%) -- guaranteed 2HKO after trapping damage
0 SpA Slowbro-Mega Magma Storm vs. 248 HP / 8 SpD Venusaur-Mega: 154-182 (42.4 - 50.1%) -- 92.6% chance to 2HKO after trapping damage

I have quite a few replays with this set:




4e. Mold Breaker OHKO Mega Aerodactyl


:xy/aerodactyl-mega:

Aerodactyl-Mega @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Ascent
- Diamond Storm / U-Turn / Crabhammer / Thousand Arrows / Trick
- Sacred Fire / Close Combat / V-Create
- Sheer Cold


Choice Band Mega Aerodactyl is well-known as one of the most effective physical Mold Breakers out there. With fairly spammable STAB attacks in Dragon Ascent and Diamond Storm, it can rip through common offense and even balance teams if unprepared. However, Giratina SUCKS for it - Aerodactyl can't power through it (even on hypothetical sets that try covering specifically for it) and Giratina often can't get Tricked. However, a loophole was recently found. What if Aerodactyl could just remove Giratina with a OHKO move? It's proven to be very effective, and the math shows why. If Giratina comes in once to a Sheer Cold, it has a 30% chance of fainting; if it comes in twice, the chance increases to 51%. If three times, then ~66%, and if four times, the number increases to ~76%. If (should I say when) Giratina gets removed Aerodactyl has its heyday. The play against Imposter users is to dodge Sheer Colds, but that's okay - Imposter users are surprisingly rare in the current metagame.

Dragon Ascent's Aerodactyl's main STAB move, 2HKOing the majority of the metagame. Diamond Storm's a good secondary STAB that reliably threatens incoming Imposter users and King's Shield users. U-Turn's also a pretty good choice, offering pivoting against switch-ins while sometimes dealing good damage at the same time. Crabhammer hits Primal Groudon specifically (which is a fairly big niche since Groudon is absolutely bonkers), Thousand Arrows hits a fair number of Steel- and Electric-types but, in my opinion, isn't very useful in general, and Trick cripples an incoming switch-in but severely hampers Aerodactyl's firepower after using the move. Sacred Fire, Close Combat, and V-Create hit most Steel-types, but the first move is the best because of how easy it is to spam in battles. Sheer Cold often wins the Aerodactyl user the game, that's all I can say.

Some calcs (excluding Sheer Cold, of course):

252 Atk Choice Band Mold Breaker Aerodactyl-Mega Dragon Ascent vs. 252 HP / 252+ Def Arceus: 192-226 (43.2 - 50.9%) -- 97.7% chance to 2HKO after Stealth Rock
252 Atk Choice Band Mold Breaker Aerodactyl-Mega Dragon Ascent vs. 252 HP / 252+ Def Audino-Mega: 186-219 (45.3 - 53.4%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Mold Breaker Aerodactyl-Mega Dragon Ascent vs. 252 HP / 0 Def Manectric-Mega: 182-215 (52.9 - 62.5%) -- guaranteed 2HKO
252 Atk Choice Band Mold Breaker Aerodactyl-Mega Dragon Ascent vs. 248 HP / 252+ Def Scizor-Mega: 171-202 (49.8 - 58.8%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Mold Breaker Aerodactyl-Mega Dragon Ascent vs. 248 HP / 252+ Def Sableye-Mega: 186-220 (61.3 - 72.6%) -- guaranteed 2HKO
252 Atk Choice Band Mold Breaker Aerodactyl-Mega Dragon Ascent vs. 248 HP / 252+ Def Swampert-Mega: 204-241 (50.6 - 59.8%) -- guaranteed 2HKO

252 Atk Choice Band Aerodactyl-Mega Diamond Storm vs. 248 HP / 4 Def Imposter Chansey: 576-678 (81.9 - 96.4%) -- guaranteed 2HKO
252 Atk Choice Band Aerodactyl-Mega Diamond Storm vs. 248 HP / 4 Def Eviolite Imposter Chansey: 384-452 (54.6 - 64.2%) -- guaranteed 2HKO

252 Atk Choice Band Aerodactyl-Mega Sacred Fire vs. 248 HP / 252+ Def Scizor-Mega: 384-452 (111.9 - 131.7%) -- guaranteed OHKO
252 Atk Choice Band Aerodactyl-Mega Sacred Fire vs. 248 HP / 8 Def Registeel: 236-278 (65 - 76.5%) -- guaranteed 2HKO

252+ Atk Huge Power Regigigas Extreme Speed vs. 0 HP / 4 Def Aerodactyl-Mega: 191-225 (63.4 - 74.7%) -- guaranteed 2HKO
252+ Atk Sky Plate Aerilate Rayquaza-Mega Fake Out vs. 0 HP / 4 Def Aerodactyl-Mega: 81-96 (26.9 - 31.8%) -- guaranteed 4HKO
252+ Atk Sky Plate Aerilate Rayquaza-Mega Extreme Speed vs. 0 HP / 4 Def Aerodactyl-Mega: 163-192 (54.1 - 63.7%) -- guaranteed 2HKO
252+ Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 0 HP / 4 Def Aerodactyl-Mega: 235-277 (78 - 92%) -- guaranteed 2HKO

Here are a couple of replays showing how Aerodactyl can remove Pokemon with OHKO:



4f. Protean Mega Latios


:xy/latios-mega:

Latios-Mega @ Soul Dew
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Freeze-Dry / Grass Knot / Giga Drain / Volt Switch
- Flash Cannon / Sludge Wave
- Secret Sword / Searing Shot
- Moonblast / Dark Pulse / Bug Buzz / Gastro Acid


Protean is a dangerous Ability and we all know it. The ability (no pun intended) to rip through a larger share of Wonder Guards than most Huge Power sets makes Protean relevant and, frankly, horrifyingly threatening. The main Protean user is MMY due to its great Speed and amazing SpA, often with an Expert Belt. What if that just isn't enough? Well, there's one Pokemon that's considerably stronger than MMY, and that's Mega Latios with a Soul Dew equipped. When a slower Wonder Guard is on the field (which happens quite often), Latios usually gets an opportunity to switch in. And due to its pure power, Latios can plainly OHKO most Pokemon and 2HKO switch-ins to Protean users that it can't immediately kill (aside from Ho-Oh and barely usable Pokemon like Shedinja). Latios' type changing can also be beneficial, especially against Pursuit users.

Freeze-Dry hits all three of Primal Kyogre, Mega Swampert, and Gyarados, and on Latios, it's strong enough to severely damage the former and OHKO the other two. Alternatively, Grass Knot can be run to usually OHKO Primal Kyogre at the cost of not hitting Gyarados (if Kyogre is specially defensive it won't always faint but as a Wonder Guard it'll always be chipped), Giga Drain is an option with the same drawback but healing a significant amount, and Volt Switch can be used as pivoting against teams with Primal Kyogre as a Wonder Guard user. Flash Cannon just barely OHKOes standard Mega Audino (and by extension OHKOes every other Fairy-weak target). Sludge Wave does the same except when against Pixilate Diancie with HP investment, but I prefer Flash Cannon due to Steel-type Pokemon resisting all three -ate Abilities (an argument can be made for Poison-type Latios doing better against opposing Mega Gengar, but it isn't worth it in my opinion). Secret Sword hits opposing pure Normal-type Wonder Guards, OHKOing all of them except for physically defensive Arceus and Slaking (it 2HKOes Regenerator Yveltal as well); Searing Shot hits the likes of Mega Scizor, Mega Beedrill, and Genesect. Both moves hit Steel-types, and what Secret Sword hits is generally more common so it's preferred. Moonblast, Dark Pulse, and Bug Buzz are all coverage options. Moonblast OHKOes Giratina and hits Mega Sableye, while Dark Pulse and Bug Buzz hit Psychic-type Wonder Guards; Dark Pulse lets Latios resist Pursuit while Bug Buzz reliably OHKOes Cresselia. Gastro Acid is also a nice option, as Latios can force more switches, and often, sacks. A Modest nature is preferred because Latios is absolutely bonkers with it, but a Timid nature can also work to outspeed opposing Mold Breaker Diancies and Lati@s.

I mean just look at these calcs:

252+ SpA Soul Dew Protean Latios-Mega Freeze-Dry vs. 248 HP / 252+ SpD Kyogre-Primal: 228-270 (56.5 - 66.9%) -- guaranteed 2HKO
252+ SpA Soul Dew Protean Latios-Mega Freeze-Dry vs. 248 HP / 8 SpD Kyogre-Primal: 290-344 (71.9 - 85.3%) -- guaranteed 2HKO
252+ SpA Soul Dew Protean Latios-Mega Freeze-Dry vs. 32 HP / 0 SpD Gyarados-Mega: 354-416 (104.4 - 122.7%) -- guaranteed OHKO
252+ SpA Soul Dew Protean Latios-Mega Grass Knot (120 BP) vs. 248 HP / 252+ SpD Kyogre-Primal: 390-458 (96.7 - 113.6%) -- 75% chance to OHKO
252+ SpA Soul Dew Protean Latios-Mega Grass Knot (120 BP) vs. 248 HP / 8 SpD Kyogre-Primal: 498-588 (123.5 - 145.9%) -- guaranteed OHKO
252+ SpA Soul Dew Protean Latios-Mega Grass Knot (120 BP) vs. 248 HP / 8 SpD Groudon-Primal: 408-481 (101.2 - 119.3%) -- guaranteed OHKO
252+ SpA Soul Dew Protean Latios-Mega Volt Switch vs. 248 HP / 252+ SpD Ho-Oh: 234-276 (56.3 - 66.5%) -- guaranteed 2HKO

252+ SpA Soul Dew Protean Latios-Mega Flash Cannon vs. 252 HP / 4 SpD Audino-Mega: 410-486 (100 - 118.5%) -- guaranteed OHKO
252+ SpA Soul Dew Protean Latios-Mega Flash Cannon vs. 248 HP / 0 SpD Xerneas: 510-602 (112 - 132.3%) -- guaranteed OHKO
252+ SpA Soul Dew Protean Latios-Mega Sludge Wave vs. 248 HP / 0 SpD Diancie-Mega: 276-325 (91 - 107.2%) -- 43.8% chance to OHKO

252+ SpA Soul Dew Protean Latios-Mega Secret Sword vs. 248 HP / 252+ Def Arceus: 338-402 (76.2 - 90.7%) -- guaranteed 2HKO
252+ SpA Soul Dew Protean Latios-Mega Secret Sword vs. 248 HP / 252+ Def Slaking: 386-456 (76.7 - 90.6%) -- guaranteed 2HKO
252+ SpA Soul Dew Protean Latios-Mega Secret Sword vs. 248 HP / 8 Def Registeel: 372-440 (102.4 - 121.2%) -- guaranteed OHKO
252+ SpA Soul Dew Protean Latios-Mega Secret Sword vs. 248 HP / 8 Def Yveltal: 277-327 (60.8 - 71.8%) -- guaranteed 2HKO
252+ SpA Soul Dew Protean Latios-Mega Searing Shot vs. 248 HP / 252+ SpD Registeel: 338-402 (93.1 - 110.7%) -- 56.3% chance to OHKO

252+ SpA Soul Dew Protean Latios-Mega Moonblast vs. 248 HP / 8 SpD Giratina: 510-600 (101.3 - 119.2%) -- guaranteed OHKO
252+ SpA Soul Dew Protean Latios-Mega Moonblast vs. 248 HP / 252+ SpD Assault Vest Yveltal: 290-344 (63.7 - 75.6%) -- guaranteed 2HKO
252+ SpA Soul Dew Protean Latios-Mega Dark Pulse vs. 0 HP / 0 SpD Mewtwo-Mega-Y: 432-510 (122.3 - 144.4%) -- guaranteed OHKO
252+ SpA Soul Dew Protean Latios-Mega Dark Pulse vs. 248 HP / 8 SpD Cresselia: 398-470 (89.8 - 106%) -- 37.5% chance to OHKO
252+ SpA Soul Dew Protean Latios-Mega Bug Buzz vs. 0 HP / 0 SpD Mewtwo-Mega-Y: 486-572 (137.6 - 162%) -- guaranteed OHKO
252+ SpA Soul Dew Protean Latios-Mega Bug Buzz vs. 248 HP / 8 SpD Cresselia: 450-530 (101.5 - 119.6%) -- guaranteed OHKO

252+ Atk Rayquaza-Mega switching boosted Pursuit (80 BP) vs. 4 HP / 0 Def Latios-Mega: 61-72 (20.1 - 23.8%) -- guaranteed 5HKO when resisted
252+ Atk Rayquaza-Mega switching boosted Pursuit (80 BP) vs. 4 HP / 0 Def Latios-Mega: 123-145 (40.7 - 48%) -- guaranteed 3HKO when neutral
252+ Atk Rayquaza-Mega switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Latios-Mega: 246-290 (81.7 - 96.3%) -- guaranteed 2HKO when weak
252+ Atk Rayquaza-Mega switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Latios-Mega: 246-290 (81.7 - 96.3%) -- 56.3% chance to OHKO after Stealth Rock when weak
252+ Atk Huge Power Regigigas switching boosted Pursuit (80 BP) vs. 4 HP / 0 Def Latios-Mega: 111-131 (36.7 - 43.3%) -- guaranteed 3HKO when resisted
252+ Atk Huge Power Tyranitar-Mega switching boosted Pursuit (80 BP) vs. 4 HP / 0 Def Latios-Mega: 171-201 (56.6 - 66.5%) -- guaranteed 2HKO
when resisted

Latios can often delete opposing Wonder Guards and defensive Pokemon with brute force (or can synergize well with Mold Breakers):



4g. Shadow Tag Regigigas


:xy/regigigas:

Regigigas @ Lum Berry / Silk Scarf / Life Orb
Ability: Shadow Tag
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Fake Out
- Extreme Speed
- Aqua Jet / Shadow Sneak / Bullet Punch / Pursuit / Knock Off
- Spikes / Recover / Drain Punch


Recently Shell Smash sweepers have gone on a rampage. With a general shift towards Dark Void over Spore, a previously invaluable item has been left to only being useful against certain (usually older) teams. There are other ways to deal with sleep-inducing sweepers, like Prankster, Poison Heal, and Regenerator users, but what if one can't set aside a teamslot for a user of one of these Abilities? Shadow Tag Regigigas can come in on a Shell Smash or after a KO and heavily damage (and often KO) the opposing sweeper with Fake Out + Extreme Speed. Primal Groudons being plentiful is a bit of a pain for it, but it can be handled if chipped just a little bit. Choice item Mold Breakers and most Huge Power users are also vulnerable after being sufficiently chipped, adding to Regigigas' effectiveness.

Fake Out and Extreme Speed are an amazing combination for almost any revenge-killer, and even more so on Regigigas due to getting STAB on these moves without a designated Ability. Other priority is also greatly useful to hit the likes of Mega Gengar and Mega Diancie more easily, as well as Primal Groudon. Aqua Jet hits Primal Groudon and Mega Diancie slightly harder; it fails to reliably OHKO Primal Groudon but this issue is remedied with a Life Orb. Shadow Sneak OHKOes Mega Gengar after Shell Smashing twice, and can do so at -1 with some hazard or burn chip beforehand (which isn't difficult to do). Bullet Punch OHKOes Mold Breaker Mega Diancie after one Shell Smash and can usually KO after Stealth Rock damage even without a Shell Smash use. Pursuit and Knock Off are also good options to trap Mega Gengar and remove trapped Pokemon's items. Spikes are really nice to set when the opposing Pokemon can't do anything about it. Recover can work if the user's a little worried about switching in on an attack, and Drain Punch hits Wonder Guard Arceus and recovers a bit of health.

Some key calcs to keep in mind:

252+ Atk Regigigas Fake Out vs. 4 HP / 0 Def Latios-Mega: 84-100 (27.8 - 33.1%) -- guaranteed 4HKO
252+ Atk Regigigas Extreme Speed vs. 4 HP / 0 Def Latios-Mega: 168-198 (55.6 - 65.5%) -- guaranteed 2HKO
252+ Atk Regigigas Fake Out vs. -1 4 HP / 0 Def Latios-Mega: 127-150 (42 - 49.6%) -- guaranteed 3HKO
252+ Atk Regigigas Extreme Speed vs. -1 4 HP / 0 Def Latios-Mega: 252-297 (83.4 - 98.3%) -- guaranteed 2HKO
252+ Atk Silk Scarf Regigigas Fake Out vs. 4 HP / 0 Def Latios-Mega: 102-120 (33.7 - 39.7%) -- guaranteed 3HKO
252+ Atk Silk Scarf Regigigas Extreme Speed vs. 4 HP / 0 Def Latios-Mega: 202-238 (66.8 - 78.8%) -- guaranteed 2HKO

252+ Atk Regigigas Fake Out vs. -1 4 HP / 0 Def Groudon-Primal: 84-100 (24.5 - 29.2%) -- 99.9% chance to 4HKO
252+ Atk Regigigas Extreme Speed vs. -1 4 HP / 0 Def Groudon-Primal: 168-198 (49.1 - 57.8%) -- 96.9% chance to 2HKO
252+ Atk Regigigas Aqua Jet vs. -1 4 HP / 0 Def Groudon-Primal: 224-268 (65.4 - 78.3%) -- guaranteed 2HKO
252+ Atk Silk Scarf Regigigas Fake Out vs. -1 4 HP / 0 Def Groudon-Primal: 102-120 (29.8 - 35%) -- 14.1% chance to 3HKO
252+ Atk Silk Scarf Regigigas Extreme Speed vs. -1 4 HP / 0 Def Groudon-Primal: 201-237 (58.7 - 69.2%) -- guaranteed 2HKO
252+ Atk Life Orb Regigigas Fake Out vs. -1 4 HP / 0 Def Groudon-Primal: 109-130 (31.8 - 38%) -- 92.8% chance to 3HKO
252+ Atk Life Orb Regigigas Aqua Jet vs. -1 4 HP / 0 Def Groudon-Primal: 291-348 (85 - 101.7%) -- 12.5% chance to OHKO

252+ Atk Silk Scarf Regigigas Fake Out vs. -1 4 HP / 0 Def Diancie-Mega: 70-83 (28.9 - 34.2%) -- 2.8% chance to 3HKO
252+ Atk Silk Scarf Regigigas Extreme Speed vs. -1 4 HP / 0 Def Diancie-Mega: 140-165 (57.8 - 68.1%) -- guaranteed 2HKO
252+ Atk Regigigas Aqua Jet vs. -1 4 HP / 0 Def Diancie-Mega: 156-184 (64.4 - 76%) -- guaranteed 2HKO
252+ Atk Regigigas Bullet Punch vs. -1 4 HP / 0 Def Diancie-Mega: 312-368 (128.9 - 152%) -- guaranteed OHKO
252+ Atk Life Orb Regigigas Fake Out vs. -1 4 HP / 0 Def Diancie-Mega: 75-90 (30.9 - 37.1%) -- 73.8% chance to 3HKO
252+ Atk Life Orb Regigigas Extreme Speed vs. -1 4 HP / 0 Def Diancie-Mega: 151-178 (62.3 - 73.5%) -- guaranteed 2HKO
252+ Atk Life Orb Regigigas Aqua Jet vs. -1 4 HP / 0 Def Diancie-Mega: 203-239 (83.8 - 98.7%) -- guaranteed 2HKO
252+ Atk Life Orb Regigigas Bullet Punch vs. 4 HP / 0 Def Diancie-Mega: 270-322 (111.5 - 133%) -- guaranteed OHKO

252+ Atk Regigigas Fake Out vs. 0 HP / 4 Def Mewtwo-Mega-Y: 112-133 (31.7 - 37.6%) -- 91.4% chance to 3HKO
252+ Atk Regigigas Extreme Speed vs. 0 HP / 4 Def Mewtwo-Mega-Y: 223-264 (63.1 - 74.7%) -- guaranteed 2HKO
252+ Atk Silk Scarf Regigigas Fake Out vs. 0 HP / 4 Def Mewtwo-Mega-Y: 135-159 (38.2 - 45%) -- guaranteed 3HKO
252+ Atk Silk Scarf Regigigas Extreme Speed vs. 0 HP / 4 Def Mewtwo-Mega-Y: 268-316 (75.9 - 89.5%) -- guaranteed 2HKO

252+ Atk Regigigas Fake Out vs. 4 HP / 0 Def Sceptile-Mega: 108-127 (38.2 - 45%) -- guaranteed 3HKO
252+ Atk Regigigas Extreme Speed vs. 4 HP / 0 Def Sceptile-Mega: 213-252 (75.5 - 89.3%) -- guaranteed 2HKO

252+ Atk Regigigas switching boosted Pursuit (80 BP) vs. 4 HP / 0 Def Gengar-Mega: 270-318 (103 - 121.3%) -- guaranteed OHKO
252+ Atk Life Orb Regigigas Shadow Sneak vs. -1 4 HP / 0 Def Gengar-Mega: 265-312 (101.1 - 119%) -- guaranteed OHKO
252+ Atk Life Orb Regigigas Pursuit (40 BP) vs. -1 4 HP / 0 Def Gengar-Mega: 265-312 (101.1 - 119%) -- guaranteed OHKO


4h. Huge Power Choice Band Primal Groudon


:xy/groudon-primal:

Groudon-Primal @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Extreme Speed
- Pursuit
- Precipice Blades / Thousand Arrows
- Stealth Rock / Aqua Jet / Bullet Punch / Shadow Sneak


Behold the 50-50 machine! A direct improvement over the standard Mega Banette set, Huge Power Primal Groudon can remove the vast majority of non-Wonder Guards, simply by clicking the right move. Even if it doesn't click the right move, it can't be burnt, and has good enough bulk to switch in and go for the 50-50 multiple times each game. If the user doesn't want to risk a 50-50, then they can even set hazards.

Extreme Speed is actually the move the user will click the most, since it OHKOes MMX, MMY, Mega Rayquaza, and Mega Latios regardless of stat changes, and Primal Groudon and Mega Diancie after one Shell Smash. Pursuit hits just as hard as Extreme Speed when the opposing Pokemon switches out, so the same calcs can be referenced for this move; it's also a roll to OHKO Giratina switching out (guaranteed with minimal chip). Precipice Blades OHKOes opposing Giratina, while Thousand Arrows doesn't; however, the latter hits Flying-type switch-ins and Air Balloon Wonder Guards weak to Ground. Stealth Rock can be used to annoy Wonder Guard switch-ins, Aqua Jet OHKOes Mega Diancie and Primal Groudon, as well as Mega Gengar after a Shell Smash, Bullet Punch OHKOes Mega Diancie from full and Xerneas and Mega Gengar after a Shell Smash, and Shadow Sneak OHKOes Mega Gengar from full.

Calcs:
252+ Atk Choice Band Huge Power Groudon-Primal Extreme Speed vs. 0 HP / 4 Def Mewtwo-Mega-X: 365-430 (103.3 - 121.8%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Groudon-Primal Extreme Speed vs. 0 HP / 4 Def Rayquaza-Mega: 365-430 (103.9 - 122.5%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Groudon-Primal Extreme Speed vs. 4 HP / 0 Def Latios-Mega: 367-432 (121.5 - 143%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Groudon-Primal Extreme Speed vs. 0 HP / 0 Def Sceptile-Mega: 465-548 (165.4 - 195%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Groudon-Primal Extreme Speed vs. -1 4 HP / 0 Def Diancie-Mega: 254-299 (104.9 - 123.5%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Groudon-Primal Extreme Speed vs. -1 4 HP / 0 Def Groudon-Primal: 365-430 (106.7 - 125.7%) -- guaranteed OHKO

252+ Atk Choice Band Huge Power Groudon-Primal Pursuit (40 BP) vs. 0 HP / 4 Def Mewtwo-Mega-X: 183-216 (51.8 - 61.1%) -- guaranteed 2HKO
252+ Atk Choice Band Huge Power Groudon-Primal Pursuit (40 BP) vs. 0 HP / 4 Def Rayquaza-Mega: 183-216 (52.1 - 61.5%) -- guaranteed 2HKO
252+ Atk Choice Band Huge Power Groudon-Primal Pursuit (40 BP) vs. 4 HP / 0 Def Latios-Mega: 368-434 (121.8 - 143.7%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Groudon-Primal Pursuit (40 BP) vs. -1 0 HP / 0 Def Sceptile-Mega: 349-411 (124.1 - 146.2%) -- guaranteed OHKO

252+ Atk Choice Band Huge Power Groudon-Primal Precipice Blades vs. 248 HP / 252+ Def Giratina: 523-616 (103.9 - 122.4%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Groudon-Primal Precipice Blades vs. 252 HP / 252+ Def Slowbro-Mega: 387-456 (98.2 - 115.7%) -- 87.5% chance to OHKO

252+ Atk Choice Band Huge Power Groudon-Primal Aqua Jet vs. 0 HP / 4 Def Gengar-Mega: 220-259 (84.2 - 99.2%) -- guaranteed 2HKO
252+ Atk Choice Band Huge Power Groudon-Primal Aqua Jet vs. 4 HP / 0 Def Diancie-Mega: 340-400 (140.4 - 165.2%) -- guaranteed OHKO

252+ Atk Choice Band Huge Power Groudon-Primal Bullet Punch vs. 0 HP / 4 Def Gengar-Mega: 220-259 (84.2 - 99.2%) -- guaranteed 2HKO

252+ Atk Choice Band Huge Power Groudon-Primal Shadow Sneak vs. 0 HP / 4 Def Gengar-Mega: 440-518 (168.5 - 198.4%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Groudon-Primal Shadow Sneak vs. 4 HP / 0 Def Latios-Mega: 368-434 (121.8 - 143.7%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Groudon-Primal Shadow Sneak vs. -1 0 HP / 0 Def Sceptile-Mega: 349-411 (124.1 - 146.2%) -- guaranteed OHKO


4i. Non-Standard Mold Breaker Primal Groudon


:xy/groudon-primal:

Groudon-Primal @ Lum Berry / Safety Goggles / Mental Herb / Leftovers
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Shell Smash / King's Shield
- Thousand Arrows
- Recover

Groudon-Primal @ Mental Herb / Lum Berry / Leftovers
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- King's Shield
- Shell Smash
- Thousand Arrows
- Recover

Groudon-Primal @ Leftovers
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Substitute
- Nuzzle
- Shell Smash
- Thousand Arrows

Groudon-Primal @ Earth Plate
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Void / Spore / Stealth Rock / Taunt
- Shell Smash
- Judgment
- Freeze-Dry / Ice Beam

Groudon-Primal @ Choice Scarf
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- V-Create
- Thousand Arrows
- U-Turn
- Trick / Sacred Fire / Precipice Blades / Knock Off

Groudon-Primal @ Choice Band
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- V-Create
- Thousand Arrows
- U-Turn
- Sheer Cold


Primal Groudon is absurdly broken and there is no way anyone can believe otherwise. It gets a comically powerful STAB in V-Create, easily OHKOing the likes of MMX and MMY without a boosting item and can OHKO physically defensive Arceus, Mega Audino, and even Mega Rayquaza with the move when carrying a Choice Band. Thousand Arrows is an extremely consistent STAB move that 2HKOes nearly the entire metagame with a Choice Band; due to there being virtually no resists to this move in the metagame, Primal Groudon running Thousand Arrows as their only attack can still be devastating. Its amazing physical bulk lets it stay in on Huge Power users in a pinch, stomach physical Mold Breaker hits, and stay in on some -ate users. Its weak points - a 4x Water weakness and lower Speed for an offensive Pokemon - don't inhibit its sweeping ability very much, as Water Shuriken users are limited to Mega Gyarados and Primal Kyogre, and Shell Smash boosts Speed. And as the cherry on top, Primal Groudon has amazing synergy with other metagame titans like Mold Breaker Mega Diancie, Mega Gengar, and Mega Rayquaza. All this means that Primal Groudon is the second best Pokemon in the metagame, just behind Giratina. It is currently at the top of S- on the Viability Rankings.

Its Dark Void / Shell Smash / V-Create / Thousand Arrows set (and the now very popular Choice Band set) have made Primal Groudon the single most devastating offensive Pokemon in the metagame. But are these two sets all it can run? Of course not! Several Mold Breaker Primal Groudon sets have come and gone over the development of the EV-limited metagame. Earlier on in the metagame mixed sets were more common, as well as sets involving Electric-type coverage and ones running now-uncommon items like Shed Shell. However, as the metagame has progressed movesets have diversified, with some newer moves to run being Stealth Rock, King's Shield, Recover, Substitute, Nuzzle, and even Sheer Cold. In an EV-limited metagame, players have also learned to get smart with their EV spreads. In Primal Groudon's case, this involves speedcreeping and occasionally investing for certain moves (for example, a spread of 248 HP / 20 Def will ensure Primal Groudon survives opposing Jolly MMX's Thousand Arrows). Two personal favorites are 232 HP / 252 Atk / 24 Spe and 104 HP / 252 Atk / 152 Spe, which reach 222 and 254 Speed respectively.

Stealth Rock sets work great when no Wonder Guard on the team has room to run the move. It also synergizes well with Mold Breaker; since Magic Bounce Giratina is still very common (though slightly less so than before), running it on Primal Groudon makes switching for the opponent more costly. This matters quite a bit because Giratina, its main check, is often chipped and extra damage from Stealth Rock often matters. King's Shield sets are pretty nice as well, because the move lets Primal Groudon deal with revenge-killers not named Chansey well. Huge Power Regigigas/Slaking, -ate users, and Gale Wings users have their Attack stat halved, letting Primal Groudon consistently nab KOs or remove the opposing revenge-killer. However, King's Shield users struggle with opposing Huge Power Dark-types, especially Mega Gyarados, because the Primal Groudon user must then win 50-50s to prevent getting KO'ed or severely damaged. Recover increases Primal Groudon's longevity due to its amazing bulk, and synergizes well with Stealth Rock and King's Shield. Substitute can work well on Leftovers sets, and, much like King's Shield, stops many revenge-killers if it's preserved after KOing a foe. However, Primal Groudon's most common check is Prankster Giratina, and being locked into the move with Encore drains the user of momentum, so I think it's best on Paralysis spam, especially on Nuzzle sets, to gain free turns to set up with Shell Smash. Nuzzle itself is easily usable because Electric-types are uncommon and opposing Primal Groudon are severely damaged by Thousand Arrows - nearly nothing safely switches in avoiding paralysis. Sheer Cold is a funny pick that can be used to remove opposing Giratinas if they repeatedly switch into Primal Groudon, which then has a much easier time ripping through the opposing team. It's best on Choice Band sets because the immediate damage they can deal forces switches like nothing else, but even then Sheer Cold sets are fringe because they're inconsistent and being locked into a OHKO move relinquishes momentum to the opponent.

These calcs don't further my point, but go to show just how insane Primal Groudon is:

252+ Atk Groudon-Primal V-create vs. 248 HP / 252+ Def Giratina: 131-154 (26 - 30.6%) -- guaranteed 4HKO
252+ Atk Groudon-Primal V-create vs. 248 HP / 252+ Def Arceus: 262-309 (59.1 - 69.7%) -- guaranteed 2HKO
+2 252+ Atk Groudon-Primal V-create vs. 248 HP / 252+ Def Giratina: 261-308 (51.8 - 61.2%) -- guaranteed 2HKO
+2 252+ Atk Groudon-Primal V-create vs. 248 HP / 252+ Def Arceus: 523-616 (118 - 139%) -- guaranteed OHKO
252+ Atk Choice Band Groudon-Primal V-create vs. 248 HP / 252+ Def Giratina: 196-231 (38.9 - 45.9%) -- guaranteed 3HKO
252+ Atk Choice Band Groudon-Primal V-create vs. 248 HP / 252+ Def Arceus: 393-463 (88.7 - 104.5%) -- 31.3% chance to OHKO

252+ Atk Groudon-Primal Thousand Arrows vs. 248 HP / 252+ Def Giratina: 132-156 (26.2 - 31%) -- guaranteed 4HKO
252+ Atk Groudon-Primal Thousand Arrows vs. 248 HP / 252+ Def Arceus: 132-156 (29.7 - 35.2%) -- 14.8% chance to 3HKO
+2 252+ Atk Groudon-Primal Thousand Arrows vs. 248 HP / 252+ Def Giratina: 262-309 (52 - 61.4%) -- guaranteed 2HKO
+2 252+ Atk Groudon-Primal Thousand Arrows vs. 248 HP / 252+ Def Arceus: 262-309 (59.1 - 69.7%) -- guaranteed 2HKO
+2 252+ Atk Groudon-Primal Thousand Arrows vs. 0 HP / 4 Def Mewtwo-Mega-X: 411-484 (116.4 - 137.1%) -- guaranteed OHKO
+2 252+ Atk Groudon-Primal Thousand Arrows vs. 0 HP / 4 Def Rayquaza-Mega: 411-484 (117 - 137.8%) -- guaranteed OHKO
+2 252+ Atk Groudon-Primal Thousand Arrows vs. 248 HP / 4 Def Kyogre-Primal: 450-529 (111.6 - 131.2%) -- guaranteed OHKO
+2 252+ Atk Groudon-Primal Thousand Arrows vs. 248 HP / 252+ Def Kyogre-Primal: 319-376 (79.1 - 93.3%) -- guaranteed 2HKO
252+ Atk Choice Band Groudon-Primal Thousand Arrows vs. 248 HP / 252+ Def Giratina: 196-232 (38.9 - 46.1%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Choice Band Groudon-Primal Thousand Arrows vs. 0 HP / 4 Def Mewtwo-Mega-X: 309-364 (87.5 - 103.1%) -- 18.8% chance to OHKO
252+ Atk Choice Band Groudon-Primal Thousand Arrows vs. 0 HP / 4 Def Rayquaza-Mega: 309-364 (88 - 103.7%) -- 25% chance to OHKO
252+ Atk Choice Band Groudon-Primal Thousand Arrows vs. 248 HP / 252+ Def Kyogre-Primal: 238-282 (59 - 69.9%) -- guaranteed 2HKO
252+ Atk Choice Band Groudon-Primal Thousand Arrows vs. 248 HP / 252+ Def Swampert-Mega: 210-247 (52.1 - 61.2%) -- guaranteed 2HKO

252+ Atk Choice Band Groudon-Primal Extreme Speed vs. -1 0 HP / 4 Def Sceptile-Mega: 349-411 (124.1 - 146.2%) -- guaranteed OHKO
252+ Atk Choice Band Groudon-Primal Extreme Speed vs. -1 4 HP / 0 Def Latios-Mega: 276-325 (91.3 - 107.6%) -- 50% chance to OHKO
252+ Atk Choice Band Groudon-Primal Extreme Speed vs. -1 4 HP / 0 Def Groudon-Primal: 183-216 (53.5 - 63.1%) -- guaranteed 2HKO

252+ Atk Choice Band Groudon-Primal U-turn vs. 0 HP / 4 Def Mewtwo-Mega-Y: 430-506 (121.8 - 143.3%) -- guaranteed OHKO
252+ Atk Choice Band Groudon-Primal U-turn vs. 248 HP / 252+ Def Kyogre-Primal: 124-147 (30.7 - 36.4%) -- 62.7% chance to 3HKO
252+ Atk Choice Band Groudon-Primal U-turn vs. 248 HP / 252+ Def Swampert-Mega: 109-129 (27 - 32%) -- guaranteed 4HKO

252 Atk Huge Power Mewtwo-Mega-X Thousand Arrows vs. 248 HP / 8 Def Groudon-Primal: 346-408 (85.8 - 101.2%) -- 6.3% chance to OHKO
252 Atk Huge Power Mewtwo-Mega-X Thousand Arrows vs. 4 HP / 0 Def Groudon-Primal: 348-410 (101.7 - 119.8%) -- guaranteed OHKO
252+ Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 248 HP / 8 Def Groudon-Primal: 271-321 (67.2 - 79.6%) -- guaranteed 2HKO
252+ Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 4 HP / 0 Def Groudon-Primal: 274-324 (80.1 - 94.7%) -- guaranteed 2HKO
252+ Atk Huge Power Tyranitar-Mega switching boosted Pursuit (80 BP) vs. 248 HP / 8 Def Groudon-Primal: 226-267 (56 - 66.2%) -- guaranteed 2HKO
252+ Atk Huge Power Tyranitar-Mega switching boosted Pursuit (80 BP) vs. -1 248 HP / 8 Def Groudon-Primal: 339-399 (84.1 - 99%) -- guaranteed 2HKO
252+ Atk Huge Power Tyranitar-Mega switching boosted Pursuit (80 BP) vs. -1 4 HP / 0 Def Groudon-Primal: 339-400 (99.1 - 116.9%) -- 93.8% chance to OHKO

I haven't extensively tested all of these yet, so I only have some Nuzzle Primal Groudon replays:


4j. Other Rising Sets

Of course, the sets I mentioned in the above subsections are merely the most influential new sets. I have some more! These are just some sets I've tried recently, or sets that aren't new but have grown more prominent. It would be impossible to list every rising set, mainstream or fringe, so I picked some more distinctive sets to showcase. The niche sets are ones that I've experimented and had some success with.

:xy/xerneas:
Xerneas @ Leftovers
Ability: Wonder Guard
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Magic Coat
- Substitute
- Moonblast
- Baton Pass
:xy/regigigas:
Regigigas @ Lum Berry
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Fake Out
- Extreme Speed
- Pursuit
- Stealth Rock / Spikes / Toxic Spikes / Gastro Acid / Knock Off
:xy/mewtwo-mega-y:
Mewtwo-Mega-Y @ Expert Belt
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Play Rough
- Close Combat / Sacred Fire
- Freeze-Dry / Petal Blizzard
- Gunk Shot / Thousand Arrows / Knock Off / Stealth Rock / Gastro Acid
:xy/rayquaza-mega:
Rayquaza-Mega @ Choice Specs
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor / Spacial Rend
- Aeroblast
- Volt Switch / U-Turn / Trick
- Searing Shot

Rayquaza-Mega @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Ascent
- Sacred Fire / Close Combat / Thousand Arrows
- U-turn / Trick
- Extreme Speed / Crabhammer
:xy/gyarados-mega:
Gyarados-Mega @ Lum Berry
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Trick-or-Treat / Gastro Acid
- Knock Off
- Pursuit
- Water Shuriken
:xy/lugia:
Lugia @ Leftovers
Ability: Shadow Tag
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- King's Shield
- Spikes / Recover
- Perish Song
:xy/sceptile-mega:
Sceptile-Mega @ Draco Plate / Focus Sash / Mental Herb
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Spore / Dark Void
- Shell Smash / Tail Glow
- Judgment / Spacial Rend
- Seed Flare / Searing Shot
:xy/mewtwo-mega-y:
Mewtwo-Mega-Y @ Choice Scarf
Ability: No Guard
EVs: 4 Def / 252 SpA / 252 Spe OR 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Freeze-Dry / Zap Cannon / Seed Flare
- Inferno / Stealth Rock / Trick
- Gastro Acid

Mewtwo-Mega-Y @ Focus Sash
Ability: No Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Naive Nature
- Sheer Cold / Fissure
- Sing / Inferno / Zap Cannon / Freeze-Dry / Seed Flare
- Gastro Acid / Sludge Wave / Freeze-Dry / Inferno / Dynamic Punch / Moonblast
- Stealth Rock / Spikes / Toxic Spikes / Sticky Web / Gastro Acid

:xy/dialga:
Dialga @ Iron Plate / Draco Plate
Ability: Mold Breaker
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Judgment
- Searing Shot
- Spacial Rend / Flash Cannon / Dark Void / Spore / Stealth Rock / Spikes / Toxic Spikes
:xy/garchomp-mega:
Garchomp-Mega @ Choice Band
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Thousand Arrows
- Dragon Claw / Dragon Rush
- Gunk Shot / Precipice Blades
- U-turn
:xy/kyurem-white:
Kyurem-White @ Choice Specs
Ability: Turboblaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Draco Meteor / Spacial Rend
- Ice Beam
- Searing Shot
- Volt Switch / Trick / Freeze-Dry
:xy/diancie-mega:
Diancie-Mega @ Choice Scarf / Lum Berry / Expert Belt / Focus Sash
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Naughty Nature
- Play Rough
- Close Combat
- Petal Blizzard / Freeze-Dry / Fusion Bolt
- Gunk Shot / Thousand Arrows
:xy/lugia:
Lugia @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy / Careful Nature
- Knock Off
- Poison Fang
- Circle Throw
- Chatter / Nuzzle / Lava Plume / Searing Shot
:xy/kyogre-primal:
Kyogre-Primal @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Knock Off
- Lava Plume / Searing Shot
- Circle Throw
- Volt Switch / Nuzzle / Chatter
:xy/yveltal:
Yveltal @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Psycho Shift / Spikes / Will-O-Wisp / King's Shield
- Sucker Punch / Knock Off
- Pursuit
- Recover
:xy/swampert-mega:
Swampert-Mega @ Choice Band
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Crabhammer
- Thousand Arrows
- Water Shuriken / Aqua Jet
- U-turn

_________________________________________________________________________________________________


And that's it! This should be more than enough for anyone wanting to know about the development of the ORAS Hackmons metagame. Again, this is my interpretation of what's happened in the metagame and other experienced players may disagree about some things I noted. The metagame may also change from when this was written.

Thanks to everyone who's endured my presence within the Hackmons community. (I won't do shoutouts since apparently badged users actually ping everyone and I've pinged too many people in this post already. You know who you are.)

And as always, remember to keep exploring and have fun!
 
been around half a month since we made a new vr list just some mostly minor updates/maintenance
slowbro for wg has been moved to C+ from its rank in B due to the fact its really a much more poor wg for all its weaknesses
gyarados with gyaradosite wg from the bottom of A- to B+ this is such a heavily overpreped mon and it has 4mss with its need for knock water shuriken priority waterfall/crab hammer water powerful stab, sucker punch, magic coat, taunt,sub to help it set up. its been falling off quite a bit
Regular ranks:
Aerodactyl-Mega to slightly lower in A+. It's become just slightly weaker than other molds but it's still A+. Stag is still super crazy strong so it's still staying in A+.
Chansey To B and Blissey to D: This should have actually been done before but was an oversight. Chansey is for magic bounce and prankster sets with lots of bulk. Bliss is similar however has a lot less bulk when using shed shell sets and is usually outclassed but could be a niche on other specific teams
Swampert-mega to D because bulky and thousand arrows do tons with CB to lots of mons. still struggles a lot and competes for team space a ton with garchomp and don but it has water stab as well so it's enough of a niche for extremely specific teams or you wanna help don mu a little while having a ground mold.
Beedrill-mega: moved from D to C-: its great speed strong U-Turns and poison stab allow it to do a little more than other stuff in D but is still very specific team-wise. But has shown it's better than D.
In the future, not many big changes are planned, and even now nothing overly major going to be changed. Sorry about not having the pink blobs on here before.
 

aerobee

Pure Hackmons
is a Community Contributoris a Contributor to Smogon
Just an update on sample teams! The council has changed them over the last couple of months, but I realized we hadn't made a post on what we've done recently. Because the metagame has changed so much in the past several months, as well as there being overly hard-to-use "legacy samples" of sorts, we've replaced some of the samples we had with teams more suitable for the current metagame. As always, feel free to suggest improvements to sample teams or suggest samples to be added or removed.

Added samples:


Dual MMX Offense by BahamutLagoon and Mbouchon but mostly me


Mold Breaker Sceptile Balance by Alexgrizz


Shadow Tag Regigigas Stall by Mbouchon

Removed samples:


The Legacy Passive Balance by Feebas4Ubers


WG Spooky Plate Arceus Offense by Disciple_1

Added then removed samples:


Poison Heal Slowbro Stall by Mbouchon


Sample teams are here by the way: https://www.smogon.com/forums/threads/old-gen-hackmons-megathread.3649618/post-9029427
 
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sup another nom

:snorlax: UR to C-/C (Wonder Guard Rank)

:xy/snorlax:
UR to C-/C (Wonder Guard Rank)

Snorlax is worth getting ranked. Snorlax has good 160/65/110 base defence stats, and a splendid typing for a Wonder Guard in pure Normal-, both of which are boons for the usual WG. Its competitions as a pure Normal-type Wonder Guard include Arceus, Blissey and Slaking/Regigigas. I'll skim through how Snorlax has a niche over them here:
  • :arceus:: Against Arceus, Snorlax's biggest advantage is that it's slow as anything could be. Snorlax is one of the slowest Wonder Guards, and among the ranked WG's, only Escavalier and Shuckle are slower than it. Being slower than everything against which you want to be slow is a godsend, as you can pivot safely to anything which can take a hit and, potentially, faint or at the least take a big chunk of damage, by taking ( or being effected) and surviving the hit. Arceus hits 220 with minimum Speed and a Speed-reducing nature, which is still comparatively faster than most of the other Wonder Guards and other bulkier Pokémon, whereas Snorlax hits a mere 58 with minimum Speed and a Speed-reducing nature. That is slower than 99% of the metagame, which is a pretty huge thing for a Wonder Guard. Audino-Mega is preferred over Arceus for this reason (among others), as it (Audino) is an extremely slow pivot too. Arceus' vs. Snorlax's bulk is tilted towards Arceus' side as a whole, but Snorlax has superior special bulk (160 HP vs. 120 and 120 SpD vs. 110, HP patches up for the lower SpD). This makes imposter-proofing Specially offensive Molds, such as Rayquaza-Mega relatively easier.
  • :blissey:: I personally feel Blissey to be Snorlax's biggest "competition" as a Wonder Guard. Both Snorlax and Blissey are extremely fat specially and can viably run a physically defensive set too (which Blissey, in fact, tends to do, as it's pretty bulky specially anyways). Both have an extremely high base HP stat, thus making them highly efficient Wish passers, healing effectively more than 50% to every other bulky WG and even HP-invested Pokémon such as Giratina. What makes Snorlax standout against Blissey, though? Blissey is better than Snorlax. There's no doubt in that. Snorlax has a niche above Blissey, though, which is the Speed factor, again. A slower pivot is extremely necessary vs. foes which can potentially harm you and the Pokémon which is switching in. And the special bulk drop isn't noticeable against the usual Molds and specially offensive Pokémon, bar some exceptions like Thundurus-Therian and Diancie-Mega, so it isn't a matter of concern in the usual scenarios. But hey, that's why Blissey is sitting at the top of the WG VR's at A, and Snorlax is being nommed for C!
  • :slaking: / :regigigas:: There's nothing much to say about these which I've not already covered above. Snorlax is slower, and it gets a slow pivot to other, venerable offensive Pokémons. Snorlax is pretty good at this unless you're into aggressive pivoting between your two/three Wonder Guards and other bulky Pokémon such as Giratina to scout sets/take hits. At this, Snorlax isn't doing great as you need as much of bulk (both physical and special) as possible and not being super slow doesn't matter here. Returning to Slaking and Regigigas, Snorlax has another plus-point when compared to them: It's specially more bulky. That's an extremely big fact, but the sad part is that specially defensive Slaking and Regigigas are lame, so these they're fulfilling a totally different role than Snorlax as you'll not even be depending on their special bulk usually.
As stated in the above comparisons, Snorlax's main niche over any other specially defensive Wonder Guard is the lower Speed, and, of course, the bulk is also pretty monumental. Moving away from Speed, the base 160 HP is magnificent. It helps in investing the limited EVs partially in both sides of the spectrum, as the huge HP stat means investing in any bulk would make it bulkier in that side. 160 HP also helps in Wish-passing to other teammates, as it's higher than most of the metagame, thus effectively healing most Pokémon by more than half of their health. This is better than the most common Wish-passers in the current metagame, Audino-Mega, Arceus and Kyogre-Primal, which sport paltry base 103, 120 and 100 base HP respectively, which are actually low while passing to Pokémon such as Giratina.

The insane HP stat can also aid Snorlax to viably run Transform, when predicting an opposing switch into an offensive Pokémon, thus ramping up momentum as you'll be able to sort out your checks for it, and/or potentially force it out. Transform on Wonder Guards with a high HP stat is a commonplace strategy, which is also being incorporated in certain newer teams which have taken the metagame by storm.

Imposter-proofing specially offensive Mold Breaker Pokémon such as Rayquaza-Mega is a bit difficult as their STAB options hit the majority of the metagame for neutral damage, and certain coverage moves, such as Searing Shot, can help Imposters get past Pokémon such as Registeel too. There's an option to not run these coverage moves, but then you're toying with the overall coverage which you were earlier getting, and so opposing Pokémon which were supposed to die from those moves would, unfortunately, wall you. I especially like Snorlax for this role as you can eat any move which the opposing Imposter throws at you, and because you're super slow you're also guaranteed a slower pivot out to a teammate which benefits from the current situation in the battle.

SubPass Snorlax would be a good set too. With the aforementioned boons in Speed and HP, dry passing and SubPassing are both equally effective on Snorlax. Even though Snorlax is a pretty awkward pick on offence, it can work pleasantly with SubPass on bulkier teams where you can provide it support vs. physical Molds like Groudon-Primal and Pokémon which run mixed coverage (i.e. hitting both defences) such as Gengar-Mega and Latios-Mega. Slaking is another bet for this job, but it isn't a very good DryPass user because of the speed. Plus Snorlax is bulkier specially.

Another thing about Snorlax, which is a bit memey though, is that it has a reasonable base 110 Attack. You can fish for paralyses on Molds and other offensive Pokémon which like to come fore free on Snorlax, such as Groudon-Primal and Latios-Mega. Even without any attack investment, you're chipping these Pokémon continuously, thus limiting their switchins. I also like how you can channel your inner Fc and fish for the paralyses, as I've mentioned above too.

Finally, here's a replay showcasing how Sub + Smash Pass Snorlax can straight-up win games. Snorlax was allowed to setup Substitute and Shell Smash, and after Passing the boosts and the Substitute, Espeon could easily click moves and watch the opposing team crumble. Body Slam + Shell Smash also works as you're getting 2HKO's on offensive Pokémon, and vs. Wonder Guards or Giratina you can Baton Pass the boosts too.

Snorlax is pretty much outclassed, but the whole of C Rank is outclassed in some way or the other. Overall, I feel that it's worth C Rank, as you can draw parallels with Wobbufett being ranked (only niche: Wish passing), which's also heavily outclassed by Cresselia. Also Snorlax is better than Palkia...
 
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USUM Pure Hackmons

Leader(s): Bahamut, NToTheN

Council: Bahamut, Mbouchon, NToTheN

Resources:
Thread(s):

Gen 7 OM Mashups Megathread
Introduction to Gen 7 Pure Hackmons Article

Sample Sets:
None yet.

Sample Teams:


Magic Guard NDM + Fur Coat Steelix Balance by NToTheN


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


Smash Mega Gyarados Psychic Terrain Offense by Mbouchon


Z Pdon + No Guard Greninja Offense by NToTheN


Dual Magic Guard Triple MMX Offense by Bahamut


No Guard Lopunny Offense by Bahamut

:Shedinja: :Zygarde-Complete: :Type-Null: :Chansey: :Audino-Mega: :Rayquaza-Mega:
SHEDINJA STALL by Mbouchon


:Groudon-Primal: :Groudon-Primal: :Groudon-Primal: :Groudon-Primal: :Groudon-Primal: :Sceptile-Mega:
Primal Groudon Spam by Mbouchon


Other Resources:

Viability Rankings
Introduction Guide
/tour new gen7anythinggoes,elim,,,[Gen 7] Pure Hackmons
/tour rules !Obtainable,-Future

FAQ:
Q:
Can I use Crystal Free Z moves (CFZs) in my movesets?
A: Yes! But keep in mind that CFZs with variable base power (all of the one's associated with a type e.g. Bloom Doom) will have a base power of 1. Moves like Clangorous Soulblaze and Genesis Supernova have their full base power however.
 
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