Metagame Averagemons

MAMP

MAMP!
approved by imas and scpinion, thx friends. original metagame idea by fusxfaranto

[banner by me]
AVERAGEMONS
Averagemons is a metagame that aims to level the playing field. Every Pokemon is given exactly the same base stat spread, bringing the lowliest Little Cup loser up to the level of the mightiest Ubers. Averagemons is a metagame where Skrelp and Zigzagoon can go toe-to-toe with Kyogre and Arceus. Bring some Pokémon you might not expect to the top!

Rules: Mechanic: All Pokemon have base 100/100/100/100/100/100 stats, including form changes like Mega Evolutions and Ash Greninja.
Clauses: OU Clauses
Banlist: All Pokemon are allowed except Smeargle.

The following items are banned:
  • Thick Club
  • Deepseatooth
  • Light Ball
  • Eviolite
  • Mawilite
  • Medichamite
  • Gengarite
The following abilities are banned:
  • Huge Power
  • Pure Power
  • Shadow Tag
  • Arena Trap
The following moves are banned:
  • Chatter
  • Baton Pass
You might notice that quite a few formerly banned threats have been unbanned this gen. The reason for this is that I feel that they have either been nerfed enough to not be broken, or in the case of DeepSeaScale, were probably never broken to begin with. Note that all of the unbanned threats will be at the top of the watchlist for things to ban early on, and if they are still as oppressive as they were last gen they will be banned without hesitation.


Sableye has suffered quite a bit since it was banned. Dark-types, now being immune to Prankster, can wall it cold, which gives all teams vastly more options to deal with it. The nerf to burn makes Sableye far less immediately threatening, and makes it a lot safer to switch special attackers into it -- it also makes it more difficult for Sableye to stall things out by burning them and spamming Recover. There has also been a great variety of powerful Fire and Fairy type Pokemon introduced since Sableye's ban in XY, which can all deal with Sableye effectively. These include Primal Groudon, Incineroar, Ribombee, Salazzle, Turtonator, Mimikyu, the Tapus, and Magearna.


Thanks to the Parental Bond nerf, Mega Kangaskhan's damage output has been lowered significantly, which should make it less difficult to deal with. However, the defensive Seismic Toss set, arguably its more dangerous set, is unaffected by the nerf and may possibly still be broken -- I will be watching out for this.


As Quantum Tesseract pointed out in the last thread, DeepSeaScale, which doubles Clamperl's SpDef, isn't really on the same level as the other signature items. Clamperl's very limited movepool means that it can't really take advantage of the SpDef boost for a defensive set, as it completely lacks both recovery and useful support moves. DeepSeaScale also gives us another good Nido check, something that the meta really appreciates. What I am somewhat concerned about however, is that Clamperl may be able to take advantage of DeepSeaScale to get Shell Smash boosts too easily -- this is something I will be keeping an eye out for.

Soul Dew is unbanned because it got nerfed rly hard lol


Strategy:
  • High base power moves, good abilities, and good STAB typing are the most important traits for an offensive Pokemon
  • There is effectively a hard cap on how bulky a Pokemon can be. Therefore, if your wallbreaker hits hard enough to 2HKO Mew, then it can 2HKO literally the entire metagame
  • As every Pokemon is naturally quite bulky, set-up sweepers have an easier time finding opportunities to boost
  • This makes Unaware a much more valuable ability to have
  • Lots of speed ties -- Thunder Wave, Sticky Web, Tailwind, Choice Scarf are all good options for speed control
  • Defensive Pokemon can be difficult to get past due to their naturally high bulk -- make sure you pack good wallbreakers and set-up mons to break through them!
  • As Mega Evolution no longer grants a stat boost, many Mega Evolutions struggle to find a niche. Megas with powerful abilities like Mega Kangaskhan and Mega Salamence are the most viable
Q&A:
Q: Can I use unreleased Pokemon/items/moves/abilities?
A: no

Resources:
Playable on rom.psim.us (note that this currently still has the gen 6 banlist urkerab can u update this please xoxo)

Replays:
MAMP vs Uselesscrab
MAMP vs Uselesscrab (again)
MAMP vs Deathly the King


Sample Teams: coming soon
 
Last edited:

MAMP

MAMP!
THE WATCHLIST: THINGS THAT MIGHT BE BROKEN
  • Sableye | As explained above.
  • Kangaskhanite | As explained above.
  • DeepSeaScale | As explained above.
  • Dewpider/Araquanid | Hits stupidly hard, but really lacks coverage. Movepool is completely barren aside from STABs + Ice Beam, so this mon is very predictable.
  • Eevium Z | Evoboost is very scary, and Eevee's Adaptability boosted Normal moves hit very hard, but its movepool is very limited otherwise. It can't break Steels at all.
  • Sheer Force/Nido(king/queen) | I feel like these were probably banworthy last gen but I never got around to banning them, their phenomenal damage output, amazing coverage, and good defensive typing just make them absurdly difficult to deal with.

also reserved post
 

MAMP

MAMP!
Here's some sets for new mons that I theorycrafted:



Persian-Alola @ Darkinium Z
Ability: Fur Coat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Parting Shot
- Nasty Plot
- Dark Pulse
- Thunderbolt

Thanks to Fur Coat and its broad movepool, Alolan Persian has a lot of versatility. It can take advantage of its bulk to easily set up Nasty Plot boosts and clean up weakened teams, though it lacks immediate power, or it can support its teammates with Parting Shot (which gains even more utility when paired with Darkinium Z). It also gets moves like Taunt and Roar to mess with the opponents plans.


Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Shadow Claw
- Shadow Sneak

This set functions similarly to how it does in OU -- Disguise gives Mimikyu a free turn to set up a Swords Dance, and then use its great STAB coverage + priority in Shadow Sneak to rip through unsuspecting teams.


Decidueye @ Leftovers
Ability: Overgrow
EVs: 236 HP / 4 Atk / 252 SpD / 16 Spe
Careful Nature
- Defog
- Roost
- Spirit Shackle
- Toxic

Decidueye has an interesting defensive typing and a good movepool, allowing it pull off an effective defensive set like this one. Haze and U-turn are alternative options that Decidueye can run effectively as well.



Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Superpower
- Horn Leech
- Megahorn

Tapu Bulu's Wood Hammer hits like a bus under Grassy Terrain, able to cleanly OHKO max HP neutral targets:

252+ Atk Choice Band Tapu Bulu Wood Hammer vs. 252 HP / 0 Def Mew: 405-477 (100.2 - 118%) -- guaranteed OHKO

It also sports a very useful defensive typing and an array of good coverage options to hit Grass resists. The terrain it sets up also provides useful support for its ground-weak teammates by weakening Earthquake.
 
Note that as it is set up right now, ROM won't show validation errors for Gengarite, Mawilite or Medichamite, but you should see validation errors for Shadow Tag, Huge Power or Pure Power instead.
 
Eevee/Sylveon @ NormaldiumZ
Ability:Adaptability/Pixilate
EVs:252Atk/252Spe
- Celebrate
- Last Resort
Have fun try this

+1 252+ Atk Adaptability Eevee Last Resort vs. 0 HP / 0 Def Celebi: 418-494 (122.5 - 144.8%) -- guaranteed OHKO
252+ Atk Adaptability Eevee Last Resort vs. 252 HP / 252+ Def Unaware Celebi: 202-238 (50 - 58.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
Last edited:

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Eevee/Sylveon @ NormaldiumZ
Ability:Adaptability/Pixilate
EVs:252Atk/252Spe
- Celebrate
- Last Resort
Have fun try this

+1 252+ Atk Adaptability Eevee Last Resort vs. 0 HP / 0 Def Celebi: 418-494 (122.5 - 144.8%) -- guaranteed OHKO
252+ Atk Adaptability Eevee Last Resort vs. 252 HP / 252+ Def Unaware Celebi: 202-238 (50 - 58.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Well actually this brings something to mind that needs to be quickbanned rn.

Eevee @ Eevium Z
Ability: Adaptability
EVs: 208 HP / 252 Atk / 4 Def / 44 Spe
Adamant Nature
- Last Resort
- Iron Tail / Bite
- Return
- Stored Power / Bite

Eevee @ Eevium Z
Ability: Adaptability
EVs: 208 HP / 4 Def / 252 SpA / 44 Spe
Modest Nature
- Last Resort
- Stored Power
- Hyper Voice
- Hidden Power [Fighting] / [Fire] / Shadow Ball

I'm sure Eevium Z will be broken as all hell. Evs outspeed +1 positive nature base 100s.

+2 252+ Atk Adaptability Eevee Return vs. 252 HP / 0 Def Mew: 408-480 (100.9 - 118.8%) -- guaranteed OHKO
+2 252+ SpA Adaptability Eevee Hyper Voice vs. 252 HP / 0 SpD Mew: 360-424 (89.1 - 104.9%) -- 31.3% chance to OHKO
252+ Atk Choice Band Tapu Bulu Wood Hammer vs. +2 208 HP / 0 Def Eevee: 204-240 (51.9 - 61%) -- 94.9% chance to 2HKO after Grassy Terrain recovery

It OHKOs everything that doesn't invest in the correct defense (except like Furfrou lol +2 252+ Atk Adaptability Eevee Return vs. 252 HP / 0 Def Fur Coat Furfrou: 204-242 (50.4 - 59.9%) -- 84% chance to 2HKO after Leftovers recovery) and it has the coverage between its physical and special movepool, which it can utilize both of, to smack anything it wants to. Personally I think a mixed or fully special set is best, as it allows for Eevee to hit Steels and ghosts more easily between Hidden Power and Shadow Ball.

EDIT: I HAVE JUST BEEN INFORMED EEVEE GETS STORED POWER STOP EVERYTHING AND BAN THIS MONSTROSITY
 
Well actually this brings something to mind that needs to be quickbanned rn.

Eevee @ Eevium Z
Ability: Adaptability
EVs: 208 HP / 252 Atk / 4 Def / 44 Spe
Adamant Nature
- Last Resort
- Iron Tail / Bite
- Return
- Stored Power / Bite

Eevee @ Eevium Z
Ability: Adaptability
EVs: 208 HP / 4 Def / 252 SpA / 44 Spe
Modest Nature
- Last Resort
- Stored Power
- Hyper Voice
- Hidden Power [Fighting] / [Fire] / Shadow Ball

I'm sure Eevium Z will be broken as all hell. Evs outspeed +1 positive nature base 100s.

+2 252+ Atk Adaptability Eevee Return vs. 252 HP / 0 Def Mew: 408-480 (100.9 - 118.8%) -- guaranteed OHKO
+2 252+ SpA Adaptability Eevee Hyper Voice vs. 252 HP / 0 SpD Mew: 360-424 (89.1 - 104.9%) -- 31.3% chance to OHKO
252+ Atk Choice Band Tapu Bulu Wood Hammer vs. +2 208 HP / 0 Def Eevee: 204-240 (51.9 - 61%) -- 94.9% chance to 2HKO after Grassy Terrain recovery

It OHKOs everything that doesn't invest in the correct defense (except like Furfrou lol +2 252+ Atk Adaptability Eevee Return vs. 252 HP / 0 Def Fur Coat Furfrou: 204-242 (50.4 - 59.9%) -- 84% chance to 2HKO after Leftovers recovery) and it has the coverage between its physical and special movepool, which it can utilize both of, to smack anything it wants to. Personally I think a mixed or fully special set is best, as it allows for Eevee to hit Steels and ghosts more easily between Hidden Power and Shadow Ball.

EDIT: I HAVE JUST BEEN INFORMED EEVEE GETS STORED POWER STOP EVERYTHING AND BAN THIS MONSTROSITY
Why do you use Last Resort with other 3 SPECIAL moves?
Why not use celebrate
 

sin(pi)

lucky n bad
Why do you use Last Resort with other 3 SPECIAL moves?
Why not use celebrate
Last Resort is needed to use Extreme Evoboost, which is a +2 to every stat (and therefore much much better than Z-Celebrate).
Eevee is probably going to go badly, but it does struggle with things like Scizor which it can't hit SE (or, if you run HP Fire, with most rock types). Unaware also hinders it to an extent, as does MSab (probably the best answer).
 

fanyfan

i once put 42 mcdonalds chicken nuggets in my anus
With all the powerful wallbreakers in this tier, sticky web looks powerful to let things like araquanid, skrelp, mega kangaskhan, and the nidos go crazy on a team. Shucker seems like the best user because it has sticky web and stealth rock. Something like this:

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Sticky Web
- Rock Blast
- Final Gambit

The only thing questionable on that set is final gambit, and that is mainly a substitute for explosion because this is meant to be a suicide lead. Get up webs and rocks, maybe throw off a rock blast or two, and final gambit to get in another mon safely.

This is mostly theorymonning, because I can never find a battle ever, but hope this Om gets bigger because it's one of my fav om ideas.
 

sin(pi)

lucky n bad
Cool little set I thought up:
Comfey @ Leftovers / Life Orb
Ability: Triage
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Calm Mind
- Draining Kiss
- Synthesis / Leech Seed
- Aromatherapy / Taunt

For those of you who don't know, Triage gives +3 priority to healing moves. This includes Draining Kiss and Leech Seed, which is why this is basically a better Bulk Up + Mach Punch user. Taunt + Leech Seed lets you stallbreak (run more speed if you do), but this thing still struggles with Unaware and appreciates its removal. Also needs other traditional Dairy weakness removed ie Fire/Steel/Poison types.

+6 252+ SpA Comfey Dazzling Gleam vs. 252 HP / 252+ SpD Mew: 216-255 (53.4 - 63.1%) -- guaranteed 2HKO after Leftovers recovery
+6 252+ SpA Comfey Dazzling Gleam vs. 252 HP / 4 SpD Mew: 297-351 (73.5 - 86.8%) -- guaranteed 2HKO after Leftovers recovery
+6 252+ SpA Comfey Dazzling Gleam vs. 0 HP / 0 SpD Mew: 298-352 (87.3 - 103.2%) -- 93.8% chance to OHKO after Stealth Rock
252+ SpA Comfey Dazzling Gleam vs. 252 HP / 0 SpD Unaware Mew: 76-90 (18.8 - 22.2%) -- possible 6HKO after Leftovers recovery (combined with Taunt + Leech + hazards you can stallbreak, but)
 
Last edited:

Toxapex @ Leftovers / Life Orb
Ability: Merciless
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Venoshock / Sludge Wave
- Surf / Scald
- Ice Beam
- Toxic / Baneful Bunker

While Merciless is a pretty cool ability, Toxapex isn't able to take full advantage of it due to Toxapex's lackluster Special Attacking and Speed stats. In Averagemons, however, Toxapex can become a feared sweeper, and if you can manage to get up Toxic Spikes on your opponent, Toxapex has the potential to sweep teams with Merciless + Venoshock.

Alternatively, you could also try running a physical variant.

Toxapex @ Leftovers / Life Orb
Ability: Merciless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Liquidation
- Ice Beam
- Toxic / Baneful Bunker

Basically the same thing, but in physical form.
 
Shiinotic @ Leftovers
Ability: Effect Spore
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Spore
- Strength Sap
- Moonblast
- Thunder Wave / Leech Seed

With an actual statline, Shiinotic's movepool gets a good chance to shine. As Strength Sap makes healing up vs physical attackers ideal, it runs a physically defensive spread to better come in on those. The rest of the set is pretty straightforward.
Komala @ Life Orb
Ability: Comatose
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Sucker Punch / Wood Hammer

With a total immunity to status, Komala looks like a reliable Swords Dance user. Return is a good STAB, and Earthquake will cover most grounded Steels. Sucker Punch is ideal for Bronzong, Ghost-types, etc. (esp. considering its burn immunity), but Wood Hammer will OHKO all Woopers.
Raticate-Alola @ Life Orb / Choice Band
Ability: Hustle
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Crunch
- Sucker Punch
- Swords Dance / U-Turn

252 Atk Choice Band Hustle Raticate-Alola Return vs. 0 HP / 0 Def Manaphy: 312-367 (91.4 - 107.6%) -- 43.8% chance to OHKO
252 Atk Choice Band Hustle Raticate-Alola Return vs. 252 HP / 252+ Def Manaphy: 225-265 (55.6 - 65.5%) -- guaranteed 2HKO after Leftovers recovery

Anything with raw power of this caliber, solid neutral coverage, and a strong priority move is cause to take notice. Just note that Life Orb sets can't reliably 2HKO physically defensive Unawares. You can use Alolan Rattata for non-SD sets.
Salazzle @ Leftovers
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Toxic
- Taunt / Disable / Snatch
- Sludge Bomb / Flamethrower / Snatch

With the ability to tank resisted resisted LO 80BP hits behind a sub, Salazzle can actually work as a stallbreaker now. Snatch is a potent way of persisting versus stall teams by stealing their recovery, but the set doesn't really have room for it.
Pyukumuku @ Darkinium Z
Ability: Innards Out
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Recover
- Baton Pass
- Memento
- Toxic

Innards Out will OHKO uninvested opponents if Pyukumuku is taken out from 85% HP or higher. With minimum Speed, it should retain its slow Baton Pass. Otherwise, it's the same Pyukumuku as ever.
 

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Salazzle @ Leftovers
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Toxic
- Taunt / Disable / Snatch
- Sludge Bomb / Flamethrower / Snatch

With the ability to tank resisted resisted LO 80BP hits behind a sub, Salazzle can actually work as a stallbreaker now. Snatch is a potent way of persisting versus stall teams by stealing their recovery, but the set doesn't really have room for it.
I'd recommend slashing Nasty Plot in somewhere on that set, as it lets you play the classic boosting stallbreaker role. Running more than one attacking move would also be good. All together I think Salazzle will be really good if Avergemons is as stally as last gen, because of its inherent stallbreaking capabilities. Nice set :)

Drampa @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Dragon Tail / Roar
- Glare
- Roost
- Earthquake / Draco Meteor


Other Options: Flamethrower, Fire Blast, Return / Frustration, Dragon Pulse, Hyper Voice, Substitute, Focus Blast, Surf, Thunderbolt

Some phazing and speed control here. Phaze, Paralyze, repeat, preferably with hazards up. Druddigon is worth considering over Drampa, but doesn't get Roost, so if using Drampa make sure you use Roost, and if using Druddigon make sure you abuse its superior abilities. Drampa also has an extensive special movepool, so a more offensive set might be fun too, such as an offensive paralyzing attacker like this one

Drampa @ Life Orb
Ability: Berserk
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Glare
- Earthquake
- Fire Blast
- Draco Meteor


but that's probably done better by other things.

EDIT:

Round 2:
Ribombee @ Leftovers
Ability: Shield Dust
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Moonblast / Bug Buzz
- Roost
- Hidden Power [Ground] / Aromatherapy

Ribombee is probably going to be mediocre at best, not really bad so much as outclassed. It's coverage really lets it down. I think Aromatherapy gives it a niche though, as it's team support and longevity in one slot.

Pheromosa @ Leftovers
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature / Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz / Roost
- Ice Beam
- Focus Blast

Pheromosa has coverage issues as well, only really having Ice Beam and STABs, but it's not nearly as bad as Ribombee's issues. It can play a more offensive or a similar bulky set. Ice + Fighting provides the best two move coverage. Timid nature is if you want to outspeed scarves, while Modest is if you want a SpA boost from Beast Boost.

What Resists? (Venomoth) @ Life Orb
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Sludge Bomb
- Roost

Venomoth doesn't really NEED coverage, thanks to Tinted Lens, which also provides its niche over the others. It also has the best defensive typing so far.

Pwetty Butterfwy (Vivillon) @ Leftovers
Ability: Compound Eyes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Hurricane
- Quiver Dance
- Sleep Powder
- Roost

Compound Eyes Hurricane and Sleep Powder is the only reason to use Vivillon. Besides liking the different colors. However Flying is really nice offensive typing.

Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Giga Drain / Roost / Hidden Power Ground

And the classic, the one that can actually hit steel types not named Heatran, Volcarona. It does what it's always done. It has the best dual stabs of the lot, and Flame body is a nice ability for something that boosts spd.
 
Last edited:

sin(pi)

lucky n bad
I wonder if a team with 6 mons all with Choice Scarf Final Gambit would be viable...
Between Sturdy, Focus Sash, priority moves, and Ghost types, I would think probably not.

I have been wondering how to stallbreak though. Sheer Force was my first thought, but Nidos are handled by SpDef Solrock (not even Shadow Ball 2HKOs after lefties). Solrock is great in general actually, also checks Pdon which is always handy since it's on 5/7 teams, as well as Boombursters if you don't switch in on Modest Surf (or rocks). Any thoughts on stallbreakers?
 
sin(pi)
I don't have much experience in SuMo averagemons yet, but there are a few new wallbreakers that I know of. One is Tapu Bulu, which hits even harder than Exploud's Boomburst with Wood Hammer while still having pretty good coverage (Superpower, Stone Edge, Zen Headbutt) AND Swords Dance. Another fantastic pokemon for wallbreaking (or anything for that matter) is Torkoal. Thanks to its recently obtained Drought, it now hits really hard with Eruption. It also does well against offense due to Shell Smash. Tapu Lele and (probably) Tapu Koko could probably be used as wallbreakers as well.

Salazzle, as mentioned above, will probably be great as well. It is immune to both statuses and can easily beat Clefable, the primary unaware. Its downside is that it has no way to beat Wooper.
Komala and Raticate, also mentioned by Akumeoy, seem good as well.

In addition to those, most (wall/stall)breakers from last gen still work well, including Swoobat, Gliscor, Clefable, PDon, Skrelp, etc.
252 Atk Choice Band Mew (Tapu Bulu) Wood Hammer vs. 252 HP / 252+ Def Mew: 264-312 (65.3 - 77.2%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
252 SpA Choice Specs Mew (Exploud) Boomburst vs. 252 HP / 252+ SpD Mew: 205-243 (50.7 - 60.1%) -- 86.7% chance to 2HKO after Leftovers recovery

252 SpA Mew (Torkoal) Eruption (150 BP) vs. 252 HP / 252+ SpD Mew: 220-261 (54.4 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Mew (Torkoal) Solar Beam vs. 252 HP / 252+ SpD Mew (Wooper): 316-372 (78.2 - 92%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Mew (Torkoal) Eruption (150 BP) vs. 252 HP / 252+ SpD Mew: 441-519 (109.1 - 128.4%) -- guaranteed OHKO
 

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
sin(pi)
I don't have much experience in SuMo averagemons yet, but there are a few new wallbreakers that I know of. One is Tapu Bulu, which hits even harder than Exploud's Boomburst with Wood Hammer while still having pretty good coverage (Superpower, Stone Edge, Zen Headbutt) AND Swords Dance. Another fantastic pokemon for wallbreaking (or anything for that matter) is Torkoal. Thanks to its recently obtained Drought, it now hits really hard with Eruption. It also does well against offense due to Shell Smash. Tapu Lele and (probably) Tapu Koko could probably be used as wallbreakers as well.

Salazzle, as mentioned above, will probably be great as well. It is immune to both statuses and can easily beat Clefable, the primary unaware. Its downside is that it has no way to beat Wooper.
Komala and Raticate, also mentioned by Akumeoy, seem good as well.

In addition to those, most (wall/stall)breakers from last gen still work well, including Swoobat, Gliscor, Clefable, PDon, Skrelp, etc.
252 Atk Choice Band Mew (Tapu Bulu) Wood Hammer vs. 252 HP / 252+ Def Mew: 264-312 (65.3 - 77.2%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
252 SpA Choice Specs Mew (Exploud) Boomburst vs. 252 HP / 252+ SpD Mew: 205-243 (50.7 - 60.1%) -- 86.7% chance to 2HKO after Leftovers recovery

252 SpA Mew (Torkoal) Eruption (150 BP) vs. 252 HP / 252+ SpD Mew: 220-261 (54.4 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Mew (Torkoal) Solar Beam vs. 252 HP / 252+ SpD Mew (Wooper): 316-372 (78.2 - 92%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Mew (Torkoal) Eruption (150 BP) vs. 252 HP / 252+ SpD Mew: 441-519 (109.1 - 128.4%) -- guaranteed OHKO
I've been running a subsd Bulu set in standard (and other random places like CAP) that I think might transfer well here. No paste because mobile, but it's not hard to figure out. Unfortunately it won't beat Clefable without Band (I think?).
 
eevee sounds like it could end up being pretty good in this meta since it can 2hko most things without eviolite after using evoboost, and can even OHKO non eviolite and non unaware mons that don't resist last resort, even if they are fully physically defensive.
Mimikyu also seems like it could be a bit better in this meta since almost every stat is better than before and it can set up a swords dance fairly easily thanks to its ability.
Dealing with all the speed ties could end up being more of a hassle than usual.
Even though I never played averagemons last gen, I'm excited to see how it ends up this gen.
Edit: I didn't see that eviolite was banned, and that'll make things even easier for eevee
 
Last edited:
  • Like
Reactions: Ren

fanyfan

i once put 42 mcdonalds chicken nuggets in my anus
eevee sounds like it could end up being pretty good in this meta since it can 2hko most things without eviolite after using evoboost, and can even OHKO non eviolite and non unaware mons that don't resist last resort, even if they are fully physically defensive.
Mimikyu also seems like it could be a bit better in this meta since almost every stat is better than before and it can set up a swords dance fairly easily thanks to its ability.
Dealing with all the speed ties could end up being more of a hassle than usual.
Even though I never played averagemons last gen, I'm excited to see how it ends up this gen.
Eviolite is banned. That means eevee has an even easier time destroying stuff with evoboost.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Eevee is Eevee, but here are some sleepers that are really hitting it in this meta once it lifts off Eevee General control your mascot


Venomoth @ Buginium-Z
EVs: 252 SpA / 4 Def / 252 Spe
Ability: Tinted Lens
Timid / Modest Nature
- Bug Buzz
- Roost
- Sleep Powder
- Quiver Dance

Venomoth absolutely rips open everything. One wrong move and Moth puts a threat to sleep. Then it comfortably sweeps EVERYTHING. No counters period. No checks after Stealth Rock. This thing is the devil's incarnate. It preys on Stall and can repeatly set up on most stallmons.

+2 252 SpA Tinted Lens Venomoth Savage Spin-Out (175 BP) vs. 252 HP / 252+ SpD Mew: 170-202 (42 - 50%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery ... That's a Calc against Crobat its probable only counter, but that set is ass on a Crobat. Pair it up with a Hazard setter and any decent wallbreaker and you got a titan. Speaking of which....

Crabominable @ Icicle Plate / Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Iron Fist
Adamant Nature
- Ice Hammer
- Close Combat
- Crabhammer
- Earthquake

This hits soo hard with Iron Fist Ice Hammer its rubbish
 
torkoal has plenty of potential checks, especially when rock-types are actually useful
gigalith can cancel sun and take anything but earth power without much need for investment, scarf aero can come in and ohko with head smash, and balloon heatran is only hurt by specific hidden powers
 
I put together a team revolving around Merciless Toxapex. I haven't tested it, but I think it turned out pretty good. If someone smarter than me see flaws in the team, please tell me.

Toxapex @ Choice Scarf
Ability: Merciless
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Venoshock
- Surf
- Ice Beam
- Hidden Power [Grass]

Salazzle @ Black Sludge
Ability: Corrosion
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Toxic
- Dragon Tail
- Rest
- Sleep Talk

Forretress @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Toxic Spikes
- Volt Switch
- Giga Drain
- Gravity

Spinda @ Leftovers / Rocky Helmet
Ability: Contrary
Happiness: 0
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Wish
- Frustration / Shadow Ball / Protect / Skill Swap / Toxic
- Baton Pass

Cloyster @ White Herb / Normalium Z
Ability: Skill Link
EVs: 252 HP / 128 Def / 128 SpD
Serious Nature
- Toxic Spikes
- Shell Smash
- Icicle Spear
- Hydro Pump

Krokorok @ Choice Band / Life Orb / Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Earthquake
- Aqua Tail
- Knock Off / Toxic / Roar


Toxapex is the main sweeper. Once everything has been poisoned and softened up a bit, Toxapex comes in and spams Venoshock. Surf is backup STAB that hits Poison resists. Ice Beam is just generally good coverage, and HP Grass to hit Water/Ground types.

Salazzle's job is to poison Steels and Poisons, as well as shuffle the opponent around and spread Toxic Spike poison. The EVs are just to maximize bulk.

Forretress sets up Toxic Spikes, pivots with Volt Switch, Giga Drain keeps it healthy and hits the Water/Grounds that Toxapex hates. Gravity allows Flying mons to be poisoned by T-Spikes.

Spinda is there to remove hazards and punish Defog with Contrary + Baton Pass. Superpower is illegal with Baton Pass, so you have a lot of options when it comes to that third slot. Frustration is strong STAB, Shadow Ball hits Ghosts that try to spinblock you, Protect synergizes with Wish and poison, Skill Swap f***s with setup sweepers, and Toxic just provides more opportunities to spread poison. Rocky Helmet can be used if you want to punish Rapid Spin as well as Defog.

Cloyster is a second T-Spiker and a second sweeper. Your extra bulk serves both to let it eat hits while setting T-Spikes, and make it easier to setup multiple Shell Smashes. If you use Normalium Z, make Cloyster's Speed EV 30 to guarantee the first Shell Smash is done after getting hit (Z Shell Smash removes stat drops). Oh, and I'm as serious as this Cloyster about its nature.

Krokorok's job is to remove the Ghost, Rock, Ground, Poison, and Steel types that resist Venoshock. Knock Off is Knock Off, Toxic spreads poison, and Roar spreads poison as well.
 
How about final gambit it's basically a free one for one
yeah but then you only have 5 to make a real team with
and if they outspeed then you dont even kill sometimes
and even trades dont win games, you still need to fight 5 more of them
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top