OM Mashup Megathread

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
OMotMs are Pokebilities and Hidden Type. I'll write tour code for mashups based on them this evening when I get off work. This is done

Mashups will include:
Pokebilities Stabmons

Pokebilities Inverse
Bans: Porygon-Z

CAP Pokebilities

Hidden Type Stabmons

Hidden Type AAA
Bans: Lucario
Discussion points: How to deal with the ease of adding -Ates onto Pokemon such as Lucario (for now Lucario will be banned).

Hidden Type BH
Note: Pokemon aren't limited to certain IV spreads as they are in standard Hidden Type, for example you can run HP Fighting Blacephalon.

Hidden Type Inverse

CAP Hidden Type

Hidden Type Ubers

Note: Bans mentioned are ADDITIONAL, if something is banned (or unbanned) in either base tier, it will also be here. The exceptions to this are tiers not based in OU, such as BH and Ubers based metagames, which use Ubers and BH as bases and often ignore the Pokemon bans of the other base metagame.

If I missed anything lmk (don't mention lower tiers tho)

one set for Pokebilities STABmons though because it's ridiculous
Yanmega @ Focus Sash
Ability: Speed Boost + Tinted Lens + Lolfrisk
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Oblivion Wing
- Tail Glow
- Protect
- Bug Buzz / Substitute

Speed Boost Yan is already pretty ridic in STABmons, and now resists do jack because it has the borked ability Tinted Lens too.
 
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If I missed anything lmk (don't mention lower tiers tho)
Oh... rip lc. was gonna say something about it but, eh, ok

Anyways, i'm starting with Hidden Type STABmon


FLYING or GROUND
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 252 Spe
Jolly Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD or 30 SpA / 30 SpD
- Dragon Ascent / Earthquake
- Fire Lash
- Dragon Hammer
- Dragon Dance

STAB Dragon Ascent with Tough Claws reminds me of Maero. Eq can be chosen for decent coverage but, it doesn't get boosted by Tough Claws.
Just only one, but i'm going to post some later.
Also, i might going to see more ghost normalize spooky plate judgment on certain mon in Hidden Type BH.
 
OMotMs are Pokebilities and Hidden Type. I'll write tour code for mashups based on them this evening when I get off work. This is done

Mashups will include:
Pokebilities Stabmons

Pokebilities Inverse
Bans: Porygon-Z

CAP Pokebilities

Hidden Type Stabmons

Hidden Type AAA
Bans: Lucario
Discussion points: How to deal with the ease of adding -Ates onto Pokemon such as Lucario (for now Lucario will be banned).

Hidden Type BH
Note: Pokemon aren't limited to certain IV spreads as they are in standard Hidden Type, for example you can run HP Fighting Blacephalon.

Hidden Type Inverse

CAP Hidden Type

Hidden Type Ubers

Note: Bans mentioned are ADDITIONAL, if something is banned (or unbanned) in either base tier, it will also be here. The exceptions to this are tiers not based in OU, such as BH and Ubers based metagames, which use Ubers and BH as bases and often ignore the Pokemon bans of the other base metagame.

If I missed anything lmk (don't mention lower tiers tho)

one set for Pokebilities STABmons though because it's ridiculous
Yanmega @ Focus Sash
Ability: Speed Boost + Tinted Lens + Lolfrisk
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Oblivion Wing
- Tail Glow
- Protect
- Bug Buzz / Substitute

Speed Boost Yan is already pretty ridic in STABmons, and now resists do jack because it has the borked ability Tinted Lens too.
Wow, this is pretty comprehensive...

I was actually a bit sad the first time I saw this post, because I thought it meant that this wouldn't work:-

/tour new Pokebilities, elimination
/tour name PokeAAAbilities
/tour rules Ignore Illegal Abilities, Ability Clause, -Archeops, -Dragonite, -Hoopa-Unbound, -Kartana, -Keldeo, -Kyurem-Black, -Regigigas, -Shedinja, -Slaking, -Terrakion, -Weavile, -Comatose, -Contrary, -Fluffy, -Fur Coat, -Huge Power, -Illusion, -Imposter, -Innards Out, -Parental Bond, -Protean, -Pure Power, -Simple, -Speed Boost, -Stakeout, -Water Bubble, -Wonder Guard
/tour autostart 10

But I tested it with Roldski and it does! Get ready for 4 abilities!

https://replay.pokemonshowdown.com/gen7pokebilities-856804702

Not to mention that a mashup with Pure Hackmons should also be possible. Imagine the...PHokebilities...
 
Been having lots of success with this team in CAAAmo.

Latios @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Thunder
- Ice Beam
- Trick
Latios hits very hard and hits even harder thanks to specs, along with having an excellent movepool to compliment a rain sweeper. Trick is in the last slot to potentially mess up Chansey.

Haxorus (F) @ Waterium Z
Ability: Swift Swim
EVs: 252 Atk / 84 SpD / 172 Spe
Adamant Nature
- Aqua Tail
- Earthquake
- Swords Dance
- Superpower
The strongest mon with both Aqua Tail and Swords Dance, along with Earthquake since Water/Ground is a good typing.

Mew @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Spe
- Scald
- Flash Cannon
- U-turn
- Defog
Obligatory Mew, because it's the best setter for any weather IMO. My only regret is that I can't fit Roost and Stealth Rock onto this one.

Gyarados (M) @ Gyaradosite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Dragon Dance
- Substitute/Taunt
Because the team needed a mega, and Gyarados is a very potent one thanks to having Mold Breaker. Substitute is probably better in most cases since it's Magic Bounce pre-mega, but Taunt + Dragon Dance has formidable stall breaking power and I'd recommend switching it if you know you're about to fight stall.

Zeraora @ Life Orb
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Volt Switch
Zeraora is a nice fast mon with a good movepool. Can bust through bulky waters, buff Latios' Thunder, and break through potentially problematic mons like Steel/Grass Celesteela.

Incineroar (M) @ Electric Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Punch
- Leech Life
- Swords Dance
- Acrobatics
...I don't get it either, but I can't complain with the results this Electric/Bug has given me, and with rain up it's really only weak to Rock. Would probably be Flying if Flying didn't avoid the terrain boost for Thunder Punch.
Import:
https://pokepast.es/b7036a196fb0aba7
Replays:
https://replay.pokemonshowdown.com/gen7camomons-856834574
https://replay.pokemonshowdown.com/gen7camomons-856660920 (Incineroar at work)
https://replay.pokemonshowdown.com/gen7camomons-854548045
https://replay.pokemonshowdown.com/gen7camomons-854545509
 
Wow, this is pretty comprehensive...

I was actually a bit sad the first time I saw this post, because I thought it meant that this wouldn't work:-

/tour new Pokebilities, elimination
/tour name PokeAAAbilities
/tour rules Ignore Illegal Abilities, Ability Clause, -Archeops, -Dragonite, -Hoopa-Unbound, -Kartana, -Keldeo, -Kyurem-Black, -Regigigas, -Shedinja, -Slaking, -Terrakion, -Weavile, -Comatose, -Contrary, -Fluffy, -Fur Coat, -Huge Power, -Illusion, -Imposter, -Innards Out, -Parental Bond, -Protean, -Pure Power, -Simple, -Speed Boost, -Stakeout, -Water Bubble, -Wonder Guard
/tour autostart 10

But I tested it with Roldski and it does! Get ready for 4 abilities!
Been theorymoning a lot after that test and here are some mons that i find out interesting.

I think these 3 will likely abuses Serene Grace with King's Rock to gain a 68% flinch chance and might be problematic.

These 2 will make a good used of a rather niche ability Shadow Shield (Lunala's signature ability similar to Multiscale)
Thanks to Magic Guard, it can't be broken by hazards. Clefable can make use of this alongside Unaware and it can help patched up its rather middling bulk. Reuniclus on the other hand, has higher bulk and Regenerator can help it restore HP further. Not to mention, Shadow Shield can't be ignored by Mold Breaker.

Breloom appreciates having another ability. Like tinted lens to make bullet seed harder to switch into, guts for more attack, skill link for guaranteed 5 hits of tech bullet seed or Quick Feet to patch up its low speed and become faster than 129 speed(sadly it was so closed to outspeed 130s with just only 1 difference )
Anyways, back to the officials, i'm going to post one team for LC STABmons

Rowlet @ Grassium Z
Ability: Overgrow
Level: 5
EVs: 76 Def / 200 SpA / 36 SpD / 184 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Oblivion Wing
- Hidden Power [Fire]
- Forest's Curse
- Baton Pass / Energy Ball

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Dragon Ascent
- Diamond Storm
- Stealth Rock
- Accelerock

Vullaby @ Eviolite
Ability: Weak Armor
Level: 5
EVs: 116 HP / 236 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Oblivion Wing
- Dark Pulse
- Heat Wave

Trapinch @ Eviolite
Ability: Arena Trap
Level: 5
EVs: 156 HP / 36 Atk / 236 Def / 76 SpD
Brave Nature
- Earthquake
- Rock Slide
- Giga Drain
- Feint

Frillish @ Eviolite
Ability: Water Absorb
Level: 5
EVs: 236 HP / 116 Def / 76 SpD / 36 Spe
Bold Nature
- Steam Eruption
- Spectral Thief
- Recover
- Moongeist Beam

Munchlax @ Eviolite
Ability: Thick Fat
Level: 5
EVs: 76 Atk / 196 Def / 236 SpD
Impish Nature
- Return
- Recover
- Glare
- Rapid Spin

This team's objective is to sweep through teams with Flying Types. Rowlet can be either pass Z-Forest Curse boost or used Grass STAB depending on your choice. Archen is the rock setter. Vullaby is another sweeper and punishes weak physical attacks. Trapinch is the most important element for this kind of team and it traps most Rock, Steel and Electric that troubles Flying-Types more reliably than Diglett. This includes Onix, Elekid, Pawniard and Scarf Magnemite. Though do not recklessly bring your Trapinch in on these threats unless its Onix as it needs much health to trap them. Frillish benefits from Z-Forest Curse boost from Rowlet and act as a solid check to most smashers. Lastly, Munchlax provides both hazard removal and Speed control.
 
PokeAAAbilities?

Oh boy its time
-rough skin Ferrothorn @ Rocky Helmet, bop goes the skill linker
-corrosion sturdycycle magnemite traps steels pretty effectively on paper
-Flare Boost Swellow seems like an interesting mixed sweeper, but this one probably sucks lol
-Toxic Boost Guts Quick Feet toxic orb Ursaring with dem stab facades
-PHeal pressure subtect suicune, PHeal pressure subtect weavile, PHeal Pressure subtect ANYTHING seems borked
-band steekworker staka on TR seems horrifying
 
-Toxic Boost Guts Quick Feet toxic orb Ursaring with dem stab facades
Unfortunately I don't think Guts and Toxic Boost stack properly, even though it seems as if they should. I tried to do something similar in Partners In Crime, and the damage seemed less than it should have been. When I asked Jasprose about it, he said they probably won't stack properly. However, this was more than a year ago, so things might have changed.

EDIT: According to people who have tested this, it apparently DOES work now!

Also, Weavile is banned in this mashup as a result of it being banned in vanilla AAA.
 
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A theoretical set designed to punish stall cores in CAAAmomons:

Stall Killer (Manaphy) @ Leftovers / Life Orb / Splash Plate / Waterium Z
Ability: Mold Breaker / Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf / Scald
- Dazzling Gleam / Shadow Ball / Energy Ball
- Shadow Ball / Dazzling Gleam / Ice Beam / Substitute
- Tail Glow

Because it happens to have Base 100 SpAtk, nearly-unresisted coverage with Water, Grass, Ice, Psychic, Ghost, and Fairy as options, and access to Tail Glow, Manaphy has everything it needs to act as an offensive stallbreaker. After one or god forbid two Tail Glows, Manaphy holds the power to 2HKO virtually anything in the tier because of its shockingly-impressive neutral coverage. For example, +3 Sheer Force Grass-type Manaphy's Energy Ball holding Life Orb will deal 45.1% - 53.4% to a standard 4 Hp / 252 SpDef Eviolite Chansey, assuming there are no added resistances or abilities tied to it. Mold Breaker allows Manaphy to negate Unaware, Multiscale, or any ability that may grant an additional resistance or immunity and allows it to plow through unprepared stall teams unabated. Sheer Force allows for raw power that may be enough to muscle through purely-defensive behemoths or nab kills without the need of an additional boost. Substitute can be chosen as an alternative to additional coverage to guard against incoming Toxics or easier setup opportunities. If doing this, it's best to run Shadow Ball to gain Ghost type; that way Chansey has no viable options in removing Manaphy from the board and will almost always lose the stall war, even if it's Unaware against Sheer Force. Modest 252 SpAtk maximizes damage output and 252 Speed creeps past max Speed Tapu Fini. Item choice strictly depends on the customization of the player and the set.
 
Posting a few sets from CAAAmomons.


/

Mienshao @ Rockium Z / Fightinium Z
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- High Jump Kick
- Swords Dance
- Taunt / Knock Off
This looks familiar... Yes, it is Terrakion in steroids. Nothing to say much here though, but Choice Band is an alternative option with U-turn for immediate power. For last slot, its either Taunt to dismantle defensive core or Knock Off to removed items and a solid coverage too.


/

Salamence @ Life Orb
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Roost
- Dragon Dance
- Return


/
158539

Mew @ Life Orb
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunder / Zap Cannon
- Nasty Plot / Rock Polish / Volt Switch
- Rock Polish / Hypnosis / Taunt

Set-up version of Electric/Ice.

Mew @ Life Orb / Choice Specs / Choice Scarf
Ability: Sheer Force / Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Nasty Plot / Volt Switch
- Volt Switch / Trick / Taunt

This focused more on sheer force and adaptability.

158527
/
158528


Mew @ Black Sludge
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Gunk Shot
- Swords Dance
- Earthquake

This is a more of sweeping set. Defensive mon doesn't really like getting hit by Knock Off. Earthquake rounds off as a great coverage against Steel Fairy.

Mew @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpD
Sassy Nature
- Knock Off
- Poison Jab / Sludge Bomb
- U-turn
- Foul Play

This is another RegenVest user. I think someone posted this already

Mew @ Black Sludge
Ability: Corrosion / Mold Breaker
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Toxic
- Roost
- Knock Off / U-turn / Defog / Gastro Acid

This is more of a stalling set. Corrosion can Poisoned Poison and Steel Types.

158537
/
158538


Mew @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Curse
- Soft-Boiled
- Infestation / Block
- Taunt / Protect / Shadow Ball / Gastro Acid / Toxic / Substitute / Trick

This set aims to trap and stall mons.

Mew @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Curse
- Soft-Boiled
- Calm Mind
- Shadow Ball

This is a special sweeping version.

Mew @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 SpD
Careful Nature
- Soft-Boiled
- Curse
- Facade
- Bulk Up

This is a physical sweeping version
 
Posting a few sets from CAAAmomons.


/

Mienshao @ Rockium Z / Fightinium Z
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- High Jump Kick
- Swords Dance
- Taunt / Knock Off
This looks familiar... Yes, it is Terrakion in steroids. Nothing to say much here though, but Choice Band is an alternative option with U-turn for immediate power. For last slot, its either Taunt to dismantle defensive core or Knock Off to removed items and a solid coverage too.


/

Salamence @ Life Orb
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Roost
- Dragon Dance
- Return


/View attachment 158539
Mew @ Life Orb
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunder / Zap Cannon
- Nasty Plot / Rock Polish / Volt Switch
- Rock Polish / Hypnosis / Taunt

Set-up version of Electric/Ice.

Mew @ Life Orb / Choice Specs / Choice Scarf
Ability: Sheer Force / Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Nasty Plot / Volt Switch
- Volt Switch / Trick / Taunt

This focused more on sheer force and adaptability.

View attachment 158527/View attachment 158528

Mew @ Black Sludge
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Gunk Shot
- Swords Dance
- Earthquake

This is a more of sweeping set. Defensive mon doesn't really like getting hit by Knock Off. Earthquake rounds off as a great coverage against Steel Fairy.

Mew @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpD
Sassy Nature
- Knock Off
- Poison Jab / Sludge Bomb
- U-turn
- Foul Play

This is another RegenVest user. I think someone posted this already

Mew @ Black Sludge
Ability: Corrosion / Mold Breaker
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Toxic
- Roost
- Knock Off / U-turn / Defog / Gastro Acid

This is more of a stalling set. Corrosion can Poisoned Poison and Steel Types.

View attachment 158537/View attachment 158538

Mew @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Curse
- Soft-Boiled
- Infestation / Block
- Taunt / Protect / Shadow Ball / Gastro Acid / Toxic / Substitute / Trick

This set aims to trap and stall mons.

Mew @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Curse
- Soft-Boiled
- Calm Mind
- Shadow Ball

This is a special sweeping version.

Mew @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 SpD
Careful Nature
- Soft-Boiled
- Curse
- Facade
- Bulk Up

This is a physical sweeping version
Should probably just run Shadow Ball without Curse on the bulky CM set.
 
A quick note for LC:
Little Cup has now banned Baton Pass. This will affect LC Mashups too ( with the exception of LC BH, and Mix and Mega LC has already banned Baton Pass ). Also, Torchic is about to freed soon.

LC STABmons has definitely have the most impacted to this changes because some pokemon have access to a great set-up move and naturally gets Baton Pass, most notably Venonat. There are also some pokemon with good set-up moves too, most notably Normal-Types, which all gets both Z-Conversion/Celebrate/Happy Hour and Baton Pass. Though I have to watched over Torchic here, especially V-create variants.
 

Ransei

Garde Mystik
is a Forum Moderatoris a Community Contributoris a Battle Simulator Moderatoris a Battle Simulator Admin Alumnusis a Community Leader Alumnus
Here brings forth a couple sets for our current Mashup Spotlight, CAAAmomons!



Naganadel @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Sludge Wave
- U-turn

Charizard had a dream one time. It dreamed of itself as a large purple dragon flying around in a magical land where it could camouflage to specially harness the element of dragon. It had discovered its own ability to not only camouflage to harness the element of dragon, but the element of fire it kept. After countless hours of training, it gained the ability to adapt to both of its elements but at the cost of reducing eyesight. Because of its reduced eyesight, the Pokémon decided to visit an eye doctor. The eye doctor recommend a choice of specs to wear for its eyes at an eyeglasses shop. Taking advantage of its power to make a choice, it decided to choose yellow glasses with red lens. It flew out the shop with so much pride that it affected its power, making it more powerful than it ever was before. This allowed itself to OHKO a range of Pokémon from the likes of Mega Gyarados (252 SpA Choice Specs Adaptability Naganadel Draco Meteor vs. 0 HP / 4 SpD Gyarados-Mega: 332-392 (100.3 - 118.4%) -- guaranteed OHKO) and even grant itself a chance to OHKO a RegenVest Steel-type Magearna with max HP and Special Defense (252 SpA Choice Specs Adaptability Naganadel Fire Blast vs. 252 HP / 252+ SpD Assault Vest Magearna: 312-368 (85.7 - 101%) -- 12.5% chance to OHKO). Oh no... it's 7 AM! The alarms are ringing!!! Charizard woke up from its dream only to realize it wasn't real. "Good morning Charizard! It's time to hit the next gym!" - Fin

All jokes aside this Naganadel is made to utilize great coverage against a wide span of Pokémon with 0 single-type resistances and Sludge Wave to significantly chip dual-types that do resist or become immune to the combination of STAB moves. Naganadel has the benefit over surpassing most of the meta in speed while having firepower through raw SpA, Adaptability, and Choice Specs to be able to at least 2HKO almost anything with its STAB moves if not OHKO.




Noivern @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Dark Pulse
- Roost
- Switcheroo

Naganadel's cousin, Noivern also holds Choice Specs with Adaptability. Now since it has STAB Boombust (like it does in MANY other OMs), this Pokémon is able to penetrate the HP bars of most Pokémon, like Naganadel, being able to 2HKO almost everything. It was given Dark Pulse to act as a Dark-type STAB move for the ability to take down Ghost-types more effectively, since ghost is the only type immune. This makes things much easier for Noivern as it's easily able to punish whatever could block its main STAB move best. Like Dark Pulse, Switcheroo also makes things much easier for Noivern since it enables this Pokémon to give its Choice Specs to any bulkier Pokémon it would like to punish. Chansey is the greatest example of this since as Normal/Ghost, it forces Noivern to use Dark Pulse against it, but with its raw HP and SpD stat being high and its ability to hold Eviolite, Noivern struggles to find another method to 2HKO. Switcheroo will force Chansey to spam one move, resulting in its strategies as a bulky Pokémon to be diminished, while removing Eviolite, allowing Pokémon from the same team to take it down easier.[/hide]





Volcarona @ Turboblaze
Ability: Leftovers
EVs: 252 HP / 152 Def / 104 Spe
Bold Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Roost

This Pokémon utilizes Fire/Grass-type to enable itself with the power to take down Water-types and Ground-types while keeping its Fire-type STAB. Turboblaze was given due to Pokémon such as Gyarados or Buzzwole who are able to effectively run Sap Sipper and Flash Fire. Volcarona would be allowed to break through almost any sort of ability with Turboblaze for a higher chance to sweep after Quiver Dance. Volcarona is kept bulky for the highest chances of survival when setting up Quiver Dance as its main role is just to setup and sweep. It was also given recovery including Leftovers and Roost to compliment its bulky nature while helping to clear its objective. Last but not least Volcarona is given 104 Speed EVs in order to outspeed Adamant Gyarados in a 1v1.

I figured I could once again post something typical on the forums. Expect a Pure Hackmons set to be posted soon.
 
Figure I would post something on CAAAmo, which I guess will be on Hail.
Articuno @ Light Clay / Icy Rock
Ability: Snow Warning
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Roost
- Defog
- Aurora Veil
- U-turn

Mew @ Icy Rock / Light Clay
Ability: Snow Warning
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Scald
- Roost
- Aurora Veil
- U-turn

Kyurem @ Choice Specs
Ability: Slush Rush
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Earth Power
- Ice Beam
- Toxic

Porygon-Z @ Icium Z
Ability: Slush Rush
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Thunderbolt
- Nasty Plot
- Substitute

Mawile-Mega @ Mawilite
Ability: Magic Guard
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Sucker Punch
- Swords Dance
- Knock Off

Tyranitar @ Figy Berry
Ability: Mold Breaker
EVs: 8 HP / 252 Atk / 248 Spe
Adamant Nature
- Aqua Tail
- Earthquake
- Dragon Dance
- Stealth Rock
This is my hail team, which focuses on winning the weather war, breaking/speed controlling with Slush Rush, and cleaning with two bulky set up sweepers.
Mew + Articuno is my weather duo, both being able to set up Aurora Veil, having solid bulk and reliable recovery. Mew is max speed to provide fast Veil against offensive teams (especially those without weather), whereas Articuno is min speed to win the slow weather war against opposing min speed Mew. Scald Mew allows me to deal some damage against opposing weathers and spread some burns. Needed some hazard control so mono-flying Articuno was the best I could do since Ice Flying and Bug Flying are horrible.
Kyurem + Porygon Z is my Slush Rush duo, with high Special Attack to abuse perfect accuracy Blizzards to break under Hail. Specs Kyurem does insane damage even to resists, Ice + Ground is amazing STAB, Ice Beam is an alternate STAB for not under Hail or extra PP, while Toxic can chip stuff like Chansey for an eventual break combined with Hail chip. Icium Z PZ gives it a powerful nuke outside of Hail that doesn't rely on Blizzard. Thunderbolt gives BoltBeam coverage, Substitute avoids status like Toxic and eases prediction, and Nasty Plot is somewhat useful to try to break defensive mons.
Mawile + Tyranitar completes this team by providing incredible bulk under Veil to set up and easily break teams. Mawile's solid bulk allows it to easily pull one or more SDs off and has threatening Dual STABs, with an incredibly strong priority which is very helpful for this team. Magic Guard negates Hail chip and Toxic chip and hazard chip, easing set up. Tyranitar is very very bulky, combined with a pinch berry (easy to activate especially under hail), makes it a threatening sweeper. Water Ground typing is pretty good offensively and defensively considering grass types are heavily pressured. SR was because I couldn't fit it anywhere else and Mold Breaker ignores Unaware and Magic Bounce.
Feel free to criticize.
 
Sand Veil seems the only possible option, or whatever ability boosts speed during sand.
1) it was actually rain. I'm pretty sure that was a mistake on their part, but it bares (hope I spelled that right) mention.
2) Grassy Surge was its ability. I checked.
The last option I considered was maybe, just maybe Scarf, even though that likely wouldn't give it enough of a boost to speed that it would outspeed. Turns out even that was wrong, it was Life Orb. I'm pretty sure its some glitch, but I could be wrong there.
 

Ransei

Garde Mystik
is a Forum Moderatoris a Community Contributoris a Battle Simulator Moderatoris a Battle Simulator Admin Alumnusis a Community Leader Alumnus
This post is being made to reintroduce one of the most fearful strategies. Ladies and gentleman I bring to you a couple Hackmon, engineered to be the best harvesters. Each of these Hackmon are overflowed with high Atk and provide at least an adequate level of bulk. They all also share the same set, for max efficiency in the Pure Hackmons metagame. I reveal to you:


Solgaleo/Metagross-Mega/Necrozma-Dusk-Mane @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Extreme Evoboost
- Searing Sunraze Smash
- Synthesis
- Sunny Day​

This set, primarily used by Mega Metagross or Necrozma-Dusk-Mane is a set which rightfully holds proper moves to utilize Harvest and Leppa Berry, with Extreme Evoboost leveling up all of its primary base stats to x2, Sunny Day to make its Harvest ability fully effective, Synthesis to take advantage of Sunny Day with extensive healing, and last but not least, a Steel-type STAB move with the special effect of going through any ability. Aside from the high offensive and defensive stats these three Hackmon have, the most apparent similarity they have which likely makes them the best harvesters in the meta are their dual types. Both Steel and Psychic-type are used for this set to allow these Hackmon to utilize STAB Mold Breaker moves such as Searing Sunraze Smash and Light That Burns The Sky, while at the same time being able to fully imposterproof themselves, unlike users of the ghostly STAB Menacing Moonraze Maelstrom. This deeply matters due to the ability to not only beat non Innards Out Chansey at its best but break through opposing Wonder Guards who'd like to block this set. Despite Light That Burns The Sky having good representation as a STAB move, especially one fitting for this particular set, Searing Sunraze Smash is left to as truly the only usable attack move for these Hackmon for the reasoning of it being the only one that can still hit every type whatsoever (Normal is immune to Menacing Moonraze Maelstrom, Dark is immune to Light That Burns The Sky). All three of these Hackmon have their own strengths and weaknesses that make them more or less effective. They will be ranked in order of effectiveness with their main high points and low points when compared to the other two. The stats in bold are what matters most in regards to each comparison. The points for defensive stats are varied by calculations of their HP with said defensive stat rather than just the raw stat.


Metagross-Mega
+ Higher Attack than Solgaleo
+ Higher Defense than Necrozma-Dusk-Mane
+ Higher Speed than Necrozma-Dusk-Mane and Solgaleo
- Lower Attack than Necrozma-Dusk-Mane
- Lower defenses than Solgaleo
- Lower Special Defense than Necrozma-Dusk-Mane


Necrozma-Dusk-Mane
+ Higher Attack than Solgaleo and Metagross-Mega
+ Higher Special Defense than Metagross-Mega
- Lower defenses than Solgaleo
- Lower Speed than Solgaleo and Metagross-Mega


+ Higher defenses than Metagross-Mega and Necrozma-Dusk-Mane
+ Higher Speed than Necrozma-Dusk-Mane
- Lower Attack than Metagross-Mega and Necrozma-Dusk-Mane
- Lower Speed than Metagross-Mega

  • Attack is in bold because the more Attack a Hackmon with the set has, the easier it will be for the Hackmon to take down bulky walls such as Giratina and Zygarde-Complete.
  • Defense is in bold because the higher Defense a Hackmon with this set has, the less damage it can take from itself when facing an Imposter Chansey. This also makes it easier for the Hackmon to take hits before Extreme Evoboost.
  • Speed is in bold because the faster a Hackmon is, the more likely it is able to use Extreme Evoboost first, before taking a hit.
Metagross-Mega gains the upper advantage over the other two due to its overwhelmingly higher Speed stat and a higher defense stat than Necrozma-Dusk-Mane. However the differences in their Attack and Defense are slim enough to where it isn't very costly to use Metagross-Mega despite its lowered Attack. Speed is the most important factor which makes this Hackmon more usable than Necrozma-Dusk-Mane and Solgaleo, since it would be able to use Extreme Evoboost before plenty other Hackmon make a move. This most notably goes out to Groudon-Primal, who often runs Shadow Tag and V-Create to trap and KO Steel-types. Although Metagross-Mega is fast, it is still worth mentioning the overall high speed tier of this metagame. There are still going to be many Hackmon faster than Metagross-Mega, such as Rayquaza-Mega, Gengar-Mega, Mewtwo-Mega-X, Aerodactyl-Mega, Mewtwo-Mega-X, and Deoxys-Speed. The other two Hackmon should be fine to use under most circumstances, but be aware of their disadvantages.

Here is a team made around this Harvest set:



I will briefly go over the roles each of these Hackmon have to take care of Metagross-Mega.

Deoxys-Speed @ Choice Scarf
Ability: Comatose
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Sleep Talk
- Chatter
- Copycat
- Whirlwind

This Deoxys-Speed is meant to break as many Focus Sashes as it could by spamming a neutral priority Whirlwind after Stealth Rock is set up. Succeeding in its role allows Metagross-Mega to have a much easier time plowing through opposing teams after setting up Extreme Evoboost.




Gengar-Mega @ Safety Goggles
Ability: Shadow Tag
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Blue Flare
- Quiver Dance
- Spore

Gengar-Mega's main purpose for the team is to trap Hackmon who may resist Searing Sunraze Smash. It carries Blue Flare for Steel-types and Moongeist Beam to take care of the rest. In order for this Hackmon to be put in full use however, it's seen carrying Spore and Quiver Dance, allowing it to setup on most Hackmon after luring them to sleep. Most noticeably it outspeeds Mega-Mewtwo-X after one Quiver Dance, which is highly important seeing how the two have a matching Speed stat prior to Gengar-Mega setting up.


Audino-Mega @ Safety Goggles
Ability: Wonder Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Wish
- Magic Coat
- Aromatherapy
- Whirlwind

Although a bit weak to Shadow Tag itself, Audino-Mega's role is to be used as a switchin to the Gengar-Mega set above whenever it gets copied by Imposter. Safety Goggles is there to block Spore and it can use Whirlwind to get it out of the way. It's also a Wonder Guard used to block No Guard with Magic Coat helping to bounce back Sing, and a cleric, using Wish and Aromatherapy to heal the team.



Metagross-Mega @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Extreme Evoboost
- Searing Sunraze Smash
- Synthesis
- Sunny Day

The rising star of the show! Metagross-Mega is made to absolutely obliterate whatever comes in its path with Extreme Evoboost and Searing Sunraze Smash! It first starts off with either Extreme Evoboost, to increase each of its stats by x2, or Sunny Day, which is used to set the sun up for Harvest to be in full effect. Whenever this Hackmon is feeling tired and achy it can just use Synthesis to restore its HP to an overwhelming extent under the sun. Without the sun being there, its HP will only restore to a normal amount. With other weather it could restore its HP even less, so be careful.


Greninja-Ash @ Choice Band
Ability: Wonder Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Foul Play
- Defog
- Malicious Moonsault
- Trick

A certain man inspired Greninja-Ash to be set on this team. This was a man who considered the Hackmon to exceed what had been placed on the viability rankings. Greninja-Ash's role for the team is not only to act as a second Wonder Guard for Deoxys-Speed, but to outspeed and OHKO a Mega-Mewtwo-X without Choice Scarf, which is something Gengar-Mega might have a hard time doing. Because there was no other place to fit Defog on the team, it had been given Defog for the sake of removing hazards whenever they are unnecessary.


Deoxys-Speed @ Focus Sash
Ability: No Guard
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sing
- Gastro Acid
- Sheer Cold
- Stealth Rock

Last but not least, there is the classic Deoxys-Speed set. This Deoxys-Speed is meant to put foes to sleep with Sing, then set up Stealth Rock in order to help Comatose Deoxys-Speed break Focus Sash by Whirlwind. As usual, it can also always go the Gastro Acid + Sheer Cold route whenever it's plausible.

Modifications:
Audino-Mega (King's Shield -> Whirlwind)

Replays:


These replays show success of the team and of Metagross-Mega as an individual user of Harvest. In almost every game it has been used in, with the exception being against regirock, Metagross-Mega managed to plow through the opposing team entirely. This includes battles played without a saved replay. The team regirock used was an attempt to try breaking down Harvest by using Magic Room, a move which nullifies the effect of items. However, it may be ineffective, with only a chance of it being a temporary solution. A more effective solution has been discovered. Here it is:


Registeel @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Haze
- Knock Off
- Shore Up
- Anchor Shot​

All this beast has to do is trap Harvest users with Anchor Shot, use Haze to take down their already boosted stats, use Knock Off to knock Leppa Berry out, and then save the leave of the game to PP stall. This very likely is one of the greatest methods to deal with Harvest users. It hasn't been tried yet, but should be promising from the looks of it.

The same three Hackmon can also be used to beat Harvest. Have a look!

Solgaleo/Metagross-Mega/Necrozma-Dusk-Mane @ Leftovers
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Shore Up
- Sunsteel Strike
- False Swipe​

Arguably less effective than the Prankster set above, this set is still able to work through the use of Spectral Thief after Extreme Evoboost is used. The magic kicks in on itself after as it is able to sweep with the acquired stat boosts and Sunsteel Strike. The main cause for its effectiveness being lowered is simply due to the inability to imposterproof itself, allowing Imposter Chansey to successfully retaliate whenever possible. Because of this a decision has been made to add False Swime which is a move designed to go against Innards Out Chansey, a Hackmon with the capability to take down Harvest.

May you all enjoy playing with these toys in Pure Hackmons :) I wish you the best of fun! Tell me if you have any questions regarding this post or if any errors were made.
 

Ransei

Garde Mystik
is a Forum Moderatoris a Community Contributoris a Battle Simulator Moderatoris a Battle Simulator Admin Alumnusis a Community Leader Alumnus
I apologize for the double post beforehand. The post above is enormous and nobody has posted in nearly 24 hours.

Well anyway, guess you can say this post will be considered as a mashup, because this post will cover the description of a Pure Hackmons core, following a description of a CAAAmomons team.




Okuni's Reign


Like the team on the previous post, a brief explanation will be made for each of the Pokémon.


Volcarona @ Leftovers
Ability: Turboblaze
EVs: 252 HP / 144 Def / 112 Spe
Bold Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Roost

As one can tell, the the intent of creating this team was to mark a beautiful aesthetic in the combination of six Pokémon and make it work well. What better way is there to start this than Volcarona? This Volcarona set in CAAAmomons utilizes Fire/Grass type to take down Pokémon who may harm it with Super Effective moves, while keeping its main strong point, Fire-type, in hold. The main role of this Volcarona is to setup with Quiver Dance and attack using its STAB moves. Because Quiver Dance raises Speed while at the same time not being from a bulky enough Pokémon in itself, Volcarona is placed under defensive EVs with Roost to help it maximize sweeping chances. Last but not least, since AAA formats tend to have various Pokémon who'd like to have immunity to a type by ability, this Pokémon has Turboblaze to break through most of those immunities.

Tyranitar @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Shadow Claw
- Dragon Dance
- Crunch

Tyranitar was made to be a beast, and a beast it is with this trapping set. This Pokémon uses the Dark/Ghost-type to its advantage in order to limit its weaknesses while punishing harshly with Adaptability and Dragon Dance. It loves having the opportunity to switch into many Psychic-types or Ghost-types for the chance of KOing them with Pursuit or setting up with Dragon Dance, and then striking other Pokémon with either STAB Crunch or the high crit ratio STAB Shadow Claw. Life Orb and Attack EVs are made for maximum damage output, Jolly is implemented for maximum Speed output.



Gengar @ Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Thunderbolt
- Giga Drain

In order for Pursuit to work at its best, Tyranitar needs to have a partner willing to help lure in the Psychic-type and Ghost-type Pokémon for Tyranitar to trap. This is where Gengar comes in. Gengar holds the same type as usual for the intent of still having a weakness to Ghost-type and Psychic-type moves. Despite its main role being a lure for Tyranitar, Gengar still has to perform some kind of significance to the team on its own. For that, it has been given Choice Scarf Adaptability for quick revenge kills and high damage output. With its already high Special Attack stat and Adaptability, most Pokémon should at least take a hard hit from Gengar. Gengar also has coverage in case it faces anything weak to it, like Water/Ground Gyarados for example.


Gyarados @ Gyaradosite
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Dragon Dance
- Taunt

Speaking of Water/Ground Gyarados, here is one! Like Tyranitar it is a setup user made with minimal weaknesses, except instead of trapping others, it ensures the ability to have minimal weaknesses with Sap Sipper, the ability which boosts its Attack stat whenever its only weakness by typing hits it. As an alternative to trapping, this Pokémon carries Taunt to stop others from setting up or trying to take it down with status moves. Whenever Gyarados is ready, it can always Mega Evolve and gain more Attack, as well as the Mold Breaker ability, which helps against Unaware users especially.


Mew @ Mewnium Z
Ability: Unaware
EVs: 248 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Soft-Boiled
- Stealth Rock
- Defog

This Mew was put on the team for the intent of being at least able to take hits from Triage or Unburden Pokémon whenever they set up. With Unaware, it can successfully pull off this role. Mew also sets up Stealth Rock and whenever hazards are too much for the team, it uses Defog to clear them away. As usual, the same route was taken with Mew as it was with most others on this team, joining the trend of few weaknesses for the best chances of Mew staying active in each game. This set is still an oddball however due to its Mewnium Z and Psychic attack. In case any of the two most seemingly common users of each of these pop up, being Buzzwole and Kommo-o, Mew can lash out a punishing 185 BP Genesis Supanova and manage to take them down more easily. This is assuming they still have Fighting STAB. However, this is not always the case and Triage can still remain blocked by the Psychic Terrain effect coming after Genesis Supanova. Mew would also have something good to hit with if taunted against.



Kommo-o @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Iron Head
- Belly Drum
- Drain Punch

Kommo-o gained too much armor and berries from playing in Skyrim and must find an item to drop in order to move faster. It may also be good to know that this Jolly beast is greedy and unwilling to drop any of its items unless something forces it to. This is where Belly Drum comes in. Kommo-o uses Belly Drum to maximize its Attack while losing half of its HP, forcing Sitrus Berry to be eaten and Kommo-o to finally move faster. Be careful when facing this guy as after Unburden, its speed is doubled to a raw stat of 590. Like Mew and most other members of this team, this Kommo-o managed to gather a relatively defensive typing to help it out better in battles, while still keeping Drain Punch for proper recovery after damaging hard.

All of this is Okuni's Reign, my personal favorite of the CAAAmomons teams I've built throughout this spotlight, and very likely one of the best. Take it with a grain of salt however.

The second and last part of this post will be on the topic of a potentially dreadful Pure Hackmons core. I introduce to most of you...

+

Honestly this isn't surprising. Mewtwo-Mega-X is ridiculous in Generation 7 Hackmons. However, the sets below might raise some questioning and discussion as it hasn't been exploited or used very much in the metagame. Here are the sets of this dual Mewtwo-Mega-X core:


Mewtwo-Mega-X @ Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Shell Smash
- Moongeist Beam
- Photon Geyser
- Thousand Arrows

Life Orb Shell Smash Mewtwo-Mega-X had already been an existing set for a while, however, Moongeist Beam was out of the equation for most if not every player. What this move does in particular is take out its main checks, which are Doublade and Slowbro-Mega. Mostly everything else can be torn apart with Photon Geyser and Thousand Arrows after a Shell Smash, with the exception of certain resists. The relevant ones are all Wonder Guards, such as Scizor-Mega, Sableye-Mega, and even bulky Psychic-types. Photon Geyser breaks through any ability while pulling off sufficient damage to OHKO even Zygarde-Complete after one Shell Smash while Thousand Arrows targets Steel-types who resist, as well as Muk-Alola.

+2 252 SpA Life Orb Mewtwo-Mega-X Moongeist Beam vs. 248 HP / 252+ SpD Slowbro-Mega: 533-629 (135.6 - 160%) -- guaranteed OHKO
+2 252 SpA Life Orb Mewtwo-Mega-X Moongeist Beam vs. 248 HP / 252 SpD Eviolite Doublade: 515-606 (160.4 - 188.7%) -- guaranteed OHKO


+2 252 Atk Life Orb Huge Power Mewtwo-Mega-X Photon Geyser vs. 252 HP / 252+ Def Zygarde-Complete: 714-840 (112.2 - 132%) -- guaranteed OHKO


+2 252 Atk Life Orb Huge Power Mewtwo-Mega-X Photon Geyser vs. 248 HP / 252+ Def Scizor-Mega: 320-378 (93.2 - 110.2%) -- 62.5% chance to OHKO
+2 252 SpA Life Orb Mewtwo-Mega-X Moongeist Beam vs. 248 HP / 252 SpD Sableye-Mega: 230-272 (75.9 - 89.7%) -- guaranteed 2HKO
+2 252 SpA Life Orb Mewtwo-Mega-X Moongeist Beam vs. 248 HP / 252 SpD Cresselia: 424-499 (95.7 - 112.6%) -- 68.8% chance to OHKO after Leftovers recovery

They still do extraordinary amounts of damage however.

The second Mewtwo-Mega-X only just fills in for the first one, by OHKOing the most notable things Moongeist Beam Mewtwo-Mega-X does not:


Mewtwo-Mega-X @ Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Photon Geyser
- Knock Off
- Fire Lash
- Play Rough

Also pretty much ridiculous. Mewtwo-Mega-X doesn't even need Shell Smash to OHKO the three Hackmon in the calculations above. It just needs coverage!

252 Atk Life Orb Huge Power Mewtwo-Mega-X Fire Lash vs. 248 HP / 252 Def Scizor-Mega: 754-889 (219.8 - 259.1%) -- guaranteed OHKO
252 Atk Life Orb Huge Power Mewtwo-Mega-X Play Rough vs. 248 HP / 252+ Def Sableye-Mega: 421-497 (138.9 - 164%) -- guaranteed OHKO
252 Atk Life Orb Huge Power Mewtwo-Mega-X Knock Off (97.5 BP) vs. 248 HP / 252+ Def Cresselia: 465-549 (104.9 - 123.9%) -- guaranteed OHKO


Well, Stealth Rock and Comatose Whirlwind can also take care of these Hackmon given how close they are to being OHKOed. The sole purpose of this set is to act as its normal destructive self, 2HKOing Zygarde-Complete as usual and using coverage against psychic resistant Hackmon to OHKO. That is all.

I would be real careful running these however as they don't really have an imposterproof aside from Innards Out Chansey and Prankster Destiny Bond gimmicks. They would be good to pair with Magnet Pull Metagross-Mega, Innards Out Chansey, or a Substitute Baton Passer to at least give the team a chance of dealing with Imposter whenever these Mewtwo are in action. Be concerned about the Moongeist Beam one especially, since even its current best walls are not fully able to wall this Hackmon.

That is all from me I have to say about this core. Use the Mewtwo well and with caution. On the side note, CAAAmomons as a Mashup Spotlight is ending soon and it is likely for our next Mashup Spotlight to be held as a Doubles format, because we haven't had one yet. Drampa and I will choose later on, so stay tuned. Unfortunately we skipped out on Mix and Mega LC Resources, but I still have us make a community VR for both this and CAAAmomons later on. Also stay tuned for that. Well anyway, thanks for reading and take care!
 
Dumping a team for other Mashups:

STABmon Doubles

Incineroar @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 112 Atk / 16 Def / 116 SpD / 12 Spe
Adamant Nature
- Fake Out
- Sacred Fire
- Knock Off
- U-turn

Cresselia @ Iapapa Berry
Ability: Levitate
EVs: 252 HP / 216 Def / 16 SpA / 24 SpD
Calm Nature
IVs: 0 Atk
- Heal Pulse
- Hyperspace Hole
- Icy Wind
- Instruct

Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 64 Def / 124 SpA / 68 SpD
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Heal Pulse
- Protect

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Fake Out
- Follow Me
- Transform
- Recover

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Heavy Slam
- Ice Punch
- Stomping Tantrum
- King's Shield

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Precipice Blades
- Tailwind
- U-turn
- Rock Slide

This is a team I currently have in this mashup and having a good success well,decently. Anyways, Standard Doubles Incin but, with Sacred Fire for a burn chance and a non-contact when it comes to steel's King's Shield. Cresselia is one of bulkiest Instruct user, Hyperspace Holeis used both as a STAB and utility to break through common protection moves. Tapu Fini provides terrain support, which aid this team greatly because Spore and Lovely Kiss were not banned in addition of no sleep clause. Next, Chansey is the main redirection for this team and with the aid of Intimidate support, it can tank more physical hits reliably. Fake Out was also used here mainly to disrupt an opponent's turn. Megagross does its standard set, Heavy Slam was chosen over Sunsteel Strike for more power. Lastly, Lando-T is another Intim mon and Tailwind support.
LC AAA

Elekid @ Terrain Extender
Ability: Electric Surge
Level: 5
EVs: 16 Atk / 240 SpA / 236 Spe
Naive Nature
- Thunderbolt
- Volt Switch
- Psychic
- Cross Chop

Magnemite @ Life Orb
Ability: Surge Surfer
Level: 5
EVs: 240 SpA / 236 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]

Vullaby @ Electric Seed
Ability: Unburden
Level: 5
EVs: 116 HP / 236 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Dark Pulse
- Heat Wave

Timburr @ Eviolite
Ability: Magnet Pull
Level: 5
EVs: 196 Atk / 156 Def / 156 SpD
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up

Pawniard @ Eviolite
Ability: Adaptability
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Stealth Rock

Gastly @ Life Orb
Ability: No Guard
Level: 5
EVs: 40 Def / 200 SpA / 200 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Hypnosis
- Shadow Ball
- Sludge Bomb
- Hidden Power [Fighting]

This team revolves more on abusing Electric Surge. Elekid is the main setter with Terrain Extender as they were rather rare aside from Psysurge Abra. Surge Surfer Magnemite comes in both revenge killer and wallbreaker under eterrain. Unburden Vullaby function as a late game sweeper, if you don't like Unburden, then you can alternatively used Surge Surfer as well with Eviolite or Berry Juice. Timburr is used here to trap Ferroseed,which stops this core, as well as easing matchup against other pawniard, bulk up is used on 4th slot in attempt to sweep as ferro is quite passive. Adapt Pawn is again always do what it does ( its a staple to most teams ).Lastly, Gastly act as a offensive Fighting check with the ability to crippled walls and slow sweeper with Hypnosis.

LC STABmons

Ponyta @ Eviolite
Ability: Flash Fire
Level: 5
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Sacred Fire
- Morning Sun
- Flame Charge
- Wild Charge

Trapinch @ Eviolite
Ability: Arena Trap
Level: 5
EVs: 156 HP / 36 Atk / 236 Def / 76 SpD
Brave Nature
- Earthquake
- Rock Slide
- Giga Drain
- Feint

Munchlax @ Eviolite
Ability: Thick Fat
Level: 5
EVs: 156 Atk / 116 Def / 236 SpD
Adamant Nature
- Return
- Recover
- Glare
- Rapid Spin

Frillish @ Eviolite
Ability: Water Absorb
Level: 5
EVs: 236 HP / 116 Def / 76 SpD / 36 Spe
Bold Nature
- Steam Eruption
- Spectral Thief
- Moongeist Beam
- Recover

Vullaby @ Eviolite
Ability: Weak Armor
Level: 5
EVs: 116 HP / 236 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Oblivion Wing
- Dark Pulse
- Heat Wave

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Adamant Nature
- Knock Off
- Sunsteel Strike
- Sucker Punch
- Stealth Rock

This is team mostly build around the offensive core of Ponyta and Trapinch. With the latter trapping rock types and diglett that tries to stop pony and giga drains them to death. Munchlax is used as a hazard removal and providing speed control. Frillish is used as a Water-Type switch-in. Vullaby is a sweeper once its check are weakened. Pawniard is the rock setter and helps weakened walls.

I'm about to sleep when I'm doing this, hence the quick description. Sorry for being less active in CAAAmomons, but I'll try joined more on Spotlight in order to contribute better.
 

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Our next Mashup Spotlight will be Balanced Hackmons Doubles!

We haven't yet decided whether we will continue to pick Spotlights or vote on them, but we left it too late to start voting this time around :X
CAAAmomons has been fun! Feel free to post your favorite sets you've been using and any teams you'd like me to use as samples.

We once again failed to create any real resources (I'll take the blame again, I've been busy ) :psysad: but I know we've had a lot of fun with this metagame and I hope we continue to develop it when it's not spotlight :D

BH Doubles starts as Spotlight tomorrow, so get building :)

in other news...
I am aiming for Sunday the 17th for the final StAAAbmons 'suspect' tour on Triage. I'll be asking around what the best times are. Sorry that it's taken awhile, but, again, I've been busy.
 
Staraptor @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Doesn't matter

Only caaamomons set I felt I needed to share. Plows through most physical walls and lures Ghosts if they scout/predict the CC. Tough Claws would be nice for a stronger Brave Bird, but the preponderance of Ghost/Steel types in the meta makes Scrappy a better pick.

252 Atk Choice Band Staraptor Brave Bird vs. 252 HP / 252+ Def Manaphy: 201-237 (49.7 - 58.6%) -- 68.4% chance to 2HKO after Leftovers recovery (neutral damage)
252 Atk Choice Band Staraptor Close Combat vs. 252 HP / 168+ Def Avalugg: 270-318 (68.5 - 80.7%) -- guaranteed 2HKO (super-effective)

Only serious downside is its speed tier, which is the very crowded base-100.
 

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