Beginners Guide to SV Balanced Hackmons
Balanced Hackmons (BH) has historically been...less than great to get into. This mostly comes from the style of play being so drastically different from most other tiers as a result of breaking the confines that define standard tiers, namely moveset and ability allocation. This article is going to introduce you to both how BH works and how the current meta fits in.
What is BH and how is it different from other tiers?
Balanced Hackmons is an Other Metagame (OM) which is pretty much what it says on the tin—subject to balancing restrictions, any Pokémon can use any move or ability in the game. Pokémon with forme changes can use any forme without needing the respective item or ability to transform first, such as Zamazenta-C without the need for Rusted Sword and Palafin-H without the need for Zero to Hero. EVs are also unrestricted, which means that the 510 EV limit isn't in play (although you're still limited to a maximum of 252 EVs in each stat); you aren't forced to run 252 EVs if you don't want to, though. SV BH also allows for otherwise unobtainable formes that are in the game code (most notably the Pokémon HOME releases currently unavailable in other tiers).
Now this is all well and good, but what does it actually mean for gameplay? Well:
- BH has a lot of BST behemoths. The majority of Pokémon near the top of the Viability Rankings basically always have close to or above 700 BST, and Pokémon typically need to have specialized typing and stat distribution to be effective if they aren't close to this. There is one massive exception that I'll get to later.
- BH has a great deal of flexibility in the Pokémon that can fill a role. No longer are you stuck with Corviknight for clearing entry hazards or Clodsire for controlling setup—if you want to use something for a certain task, you can usually make it work, as you aren't bound by movesets. This typically means that BH has a good amount of diversity in filling roles, although some Pokémon will naturally be better at certain tasks than others.
- Unrestricted EVs mean that offensive Pokémon are much bulkier relative to their standard tier counterparts, which means that revenge killing them is more difficult with things that aren't themselves offensive threats. Defensive Pokémon can also pack a punch if they choose to run offensive moves, though not all of them do and the ubiquity of Strength Sap means that most of these moves are special.
- The removal of move restrictions means that everything has access to reliable recovery and almost nothing doesn't run it. Strength Sap is by far the most common due to its massive instant healing, high PP, and useful Attack drop; however, other recovery moves aren't reliant on the target having good Attack and aren't blocked by abilities like Magic Bounce. This means that offensive threats have much more flexibility in throwing their bulk around, as they can reliably switch in repeatedly over the course of a game, and defensive giants hindered by their absent or poor recovery (such as Ting-Lu and Giratina, respectively) become much stronger.
- As a secondary result of unrestricted EVs, Speed tiers are incredibly simple in BH—it's either minimum Speed for slow pivots, 252 EVs for most Pokémon, and maximum Speed for everything fast. There's not really any incentive to use a different amount, which means that in most cases Speed creeping is a non-factor.
How is BH's gameplay different from other tiers?
This can be pretty much summed up in two phrases—entry hazards and Imposter.
Entry hazards are much more important in BH than standard tiers. This has to do with literally everything being able to set Spikes (which is much more relevant than Stealth Rock), Magic Bounce and Magic Guard being widespread, and entry hazard removal being much more flexible than usual. In BH, entry hazards are easy to set and hard to maintain, which means that knowing how to create hazard pressure is one of the most important aspects of high-level play. Thanks to how bulky everything in the tier is, entry hazards are often the most effective and reliable method of making progress against the opponent, and as such many balance teams rely on them to set up a win. SV BH has an almost unrecognizable and totally unique field of play thanks to Ceaseless Edge, Tidy Up, and Mortal Spin, but most prior metagames play similarly to each other, as Magic Bounce has a much more pronounced presence and -ate ability + Rapid Spin is the go-to option for clearing entry hazards.
I already have another article on Imposter in BH, but to sum it up, Transform keeps the user's HP stat and held items work based on the original species, meaning that Imposter Chansey with Eviolite becomes whatever's in front of it but with base 250 HP and the Eviolite boost. While this seems pretty absurd, it's a necessary and intricate tool in keeping the tier held together, as it keeps offensive menaces in check and helps turn the opponent's utility against them with its massive bulk and virtually infinite PP. Imposter is the single most centralizing thing in BH (matching and possibly even beating notorious Pokémon like GSC Snorlax and RBY Tauros), as literally every Pokémon needs to bear its presence in mind when choosing its set, and so it must be prepared for without fail if you want any consistency.
There's also some more intricate elements of BH that might surprise outside players. Most common is the fact that Choice Scarf is virtually absent, even on Imposter users (where it was once omnipresent). This is thanks to all of the inflexibility, lack of effectiveness (the chances of you claiming a KO from a surprise Choice Scarf are unlikely at best), and the unreliability in disposing of it via Trick, as a good amount of Pokémon run items that make them immune to Trick (especially in SV BH, where Arceus, Dialga, and Palkia are all very common). Other elements of note are the much greater emphasis on status and much lesser emphasis on entry hazards that aren't Spikes.
Thanks to the ability to use almost any move, BH also has a higher emphasis on scouting than in other tiers. Offensive threats have a wide variety of coverage with which to prey on unsuspecting walls, and defensive Pokémon have multiple different ways to both directly and indirectly impede the foe's progress. As a result of this, knowing exactly what the opponent is capable of is much more important then normal. Some of the best scouting tools in this regard are Imposter users, RegenVest users, and Covert Cloak users. Notably, Imposter scouts all four moves and the ability at once, which can be written down for future reference.
How do I build good teams?
Building a good team is never a straight-forward process and it takes time to master. However, there's a few ground rules which you can use to guide your teambuilding process:
- What do you actually want to win with? This could be through pivoting in a dangerous wallbreaker, accumulating chip damage with entry hazards, trying to blow past opposing defenses with setup, or others. Having a well-defined way to win is vital in a tier where basically every team that isn't hyper offense is very capable of outlasting you if sit there and do nothing. The most effective paths to take will vary depending on the metagame, though there's almost never a path which is outright unviable, and many teams have the flexibility to fit multiple.
- How can you beat opposing counterplay to the thing you've chosen? This is mostly metagame specific, but it involves looking at the common counterplay options your way of winning faces and selecting the right teammates to break past it. Consulting the metagame's Viability Rankings (VR) thread is normally a good way to find out what you're going to be struggling with. If it's a defensive Pokémon that's almost impossible to break past, can you bring a second offensive threat that synergizes well and naturally beats said Pokémon? If it's a certain entry hazard removal option, how can you pressure it long-term and limit how long it can do its job?
- Is your defensive core sound? Again, taking a look at the VR can help guide you in what you need to check. Checking every relevant Pokémon in the metagame is even more impossible than standard tiers, let alone considering set variety, so the best course of action to take is to have robust checks to Pokémon near the top of the VR and to have sufficient counterplay against everything else. Having the room to play around a threat is important, even if you don't stonewall it, so you should at least aim for a structure where you don't have to sacrifice something every time "x" viable threat switches in and where you can beat it with good play.
- Is everything Imposter-proofed? Stopping Imposter from freely reverse sweeping you or exploiting your utility to no end is paramount, including on defensive Pokémon. There are some well-defined examples and strategies in the Imposter in BH article, but crippling the Imposter user with Knock Off or status, trapping it with Anchor Shot or Thousand Waves (not very good in SV, as at the time of writing both of these are gone), and out-damaging it with either an ability like Poison Heal or strong coverage like V-create are all effective.
How do I know if my sets are good?
This is much more important for newer players, both in terms of complete novices and of new-ish players who understand what to use but make some errors with move choices. Probably the most common instance is that people pick up the tier and then either build with cheese strategies (often involving Regieleki, Serene Grace, or sometimes both) or unviable sets that don't really accomplish anything. While these can be fun to use, they really aren't good. I'll run through some of the most common examples:
- Regieleki @ King's Rock
- Ability: Serene Grace
- Tera Type: Electric
- EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Hasty Nature
- - Population Bomb
- - Beat Up
- - Recover
- - Volt Switch
You're almost guaranteed to encounter some variant of this whichever generation you're in. This isn't good because the Pokémon just doesn't do anything except pray that it gets the flinches, which is both unlikely and also easily preventable with strong priority, Rocky Helmet, and the new Covert Cloak. Sets going for this sort of luck-dependent strategy are generally never viable options when the luck can fail and the opposing team needs to be equally unviable to lose to it.
- Regieleki @ Focus Sash
- Ability: Mold Breaker
- Tera Type: Electric
- EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Stealth Rock
- - Spikes
- - Toxic Spikes
- - Sticky Web
Notice anything? Regieleki (or a fast equivalent like Deoxys-S) is almost always the source of unviable strategies thanks to its Speed being a misleading magnet for newer players. This is more of a rule of thumb for BH in general, but dedicated entry hazard leads are basically unviable, even on hyper offense. It's trivial to undo any impact that they have on the game in a single turn due to the ubiquity of entry hazard removal, which is often unblockable, and the lack of offensive pressure these fast Pokémon exert. Dedicated leads in general are not good thanks to their predictability and the scope of threats they have to deal with.
- Dondozo @ Covert Cloak
- Ability: Prankster
- Tera Type: Fire
- EVs: 252 HP / 252 Def / 252 SpD
- Bold Nature
- IVs: 0 Atk / 0 Spe
- - Haze
- - Recover
- - Entrainment
- - Parting Shot
It's not immediately clear why a set like this isn't good - it seems fine and this Dondozo has a clear role that it fills in the team, being setup control. The issue comes from the move choices - this selection makes Dondozo complete fodder for Dark-types (who are immune to status moves boosted by Prankster) and Imposter users (nothing to threaten them with), giving both foes free turns to do whatever they want, normally healing. There are some ground rules that you can use as a sort of checklist for seeing if a set is good:
- Does the set have a clear goal in mind? You need to actually know what the Pokémon is doing and have the moves, ability, and item representing that. This should stop you from running sets which realistically just have 4 aimless moves, which results in a Pokémon that accomplishes nothing.
- Is everything not outclassed? Most commonly this is subpar move selection, such as running Flare Blitz when V-create exists or Shadow Force when Poltergeist and Wicked Blow exist, although this can also occur with abilities like Flash Fire / Primordial Sea and Well-Baked Body. Sorting by Base Power can occasionally be misleading, so it's best to check the main thread or sample sets to see what's commonly being used.
- Does every move have a specific role, and are you likely to click it? A common source of redundancy, particularly on Choice Item users, is coverage that they'll never click. It's all well and good that your Choice Specs Eternatus has Astral Barrage, but there isn't anything viable that Ghost hits but Dragon doesn't, so in this case you're never using it and it can be scrapped for another more useful move like Volt Switch.
- How is the matchup into Imposter users? If they can switch in very safely and force the Pokémon out, or spam its utility moves without consequence, then chances are your Imposter matchup is poor and the set needs to be stellar otherwise in order to be justifiable. This is the issue with the Dondozo set above, and is often difficult to implement for defensive Pokémon that aren't already using anti-Imposter moves (which RegenVest users do naturally).
The last point is the easiest to work around as Imposter isn't in every game despite its massive teambuilder impact, and other teammates can help pressure Imposter users into vulnerable positions. An example from SV BH is below:
- Arceus-Fire @ Earth Plate
- Ability: Desolate Land
- Tera Type: Fire
- EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Naughty Nature
- - Growth
- - V-Create
- - Judgement
- - Strength Sap
Arceus-Fire has a near-unmatched V-create that gives it terrifying wallbreaking potential which is further boosted by Growth, and Earth Plate + Judgment removes Dondozo and other bulky Fire-resistant foes like Fur Coat Eternatus. This has a poor Imposter matchup even despite Earth Plate + Judgment as the Imposter user's Judgment does roughly the same proportional damage, so Arceus-Fire is often reliant on teammates to paralyze the Imposter user or weaken it into Judgment range. Given this support, however, Arceus-Fire is still highly effective.
What is the current metagame like?
At the time of writing, the current metagame is pre-Pokémon HOME SV, meaning that BH has access to unreleased Pokémon and various new additions but many key components of the tier, like Core Enforcer and Spectral Thief, are still absent. I've outlined these points in another article. To sum up:
- Ceaseless Edge, Tidy Up, and Mortal Spin have left the entry hazard situation unrecognizable. Ceaseless Edge was recently banned, and this has massive implications for the tier, as RegenVest users now have to rely on Stone Axe for setting entry hazards. Stone Axe is arguably weaker, as many relevant Pokémon in BH resist Rock and Stealth Rock can't be stacked like Spikes can. Other Ceaseless Edge users will likely start using Spikes instead, which may result in the resurgence of Magic Bounce to combat this. RegenVest users now being able to set entry hazards is a monumental change and makes them excellent momentum grabbing tools, whereas the two new entry hazard removal options have made -ate abilities and their Rapid Spin shadows of their former selves.
- A new terror in Palkia-O places a massive burden on teambuilding thanks to its great base stats and good typing. This is so powerful that Ice Scales Dialga-O is somehow considered "risky" against Simple Palkia-O and Ice Scales Chansey (yes, I'm not kidding) sees pretty sizeable usage to stave it off. It and Miraidon's massive offensive potential largely sat dormant before now, as Zacian-C and Quiver Dance largely overshadowed them before they were banned. Miraidon was just recently banned, which otherwise monopolized wallbreaking thanks to its absurd Hadron Engine-boosted Rising Voltage, and so more niche options like Iron Bundle and Flutter Mane have started cropping up.
- Physical attackers have a shiny new toy in Sword of Ruin, which outclasses almost every other physical-boosting ability. This is an incredibly strong ability bolstered by Terastallization, which allows users of it to 2HKO basically everything in the tier without prediction while completely flipping the Imposter matchup on its head. Gorilla Tactics and Orichalcum Pulse were legal for a time, but these were deemed too strong; Sword of Ruin is a close-enough substitute to where Choice Band users are basically fine with said bans.
- Unrestricted Arceus, which means that any Arceus forme can be used without the need for Multitype + Plate, has had a huge impact on the metagame. Basically any role on a team can be filled reliably and the overall bulk of the tier has increased. Bringing Arceus in some forme is almost never a bad decision—it excels in basically every role it does, and also has an unremovable Plate for a natural defense against Imposter users. It is only really held back by Species clause, which is in place specifically due to Arceus's presence.
- Terastallization remains legal in BH after the suspect test concluded with a Do Not Ban vote. Terastallizing is unique in BH in that it allows wallbreakers to be basically unwallable and Imposter-proofing these to be alarmingly easy, sometimes both at once—Terastallizing on defensive Pokémon is much more limited than standard tiers.
BH is definitely hard to get into as a result of it being so unique, but I hope this has helped get you into the mindset of how it works. Feel free to swing by the main BH thread for up-to-date metagame information, check out the resources thread for the VR, and come by Pokémon Showdown! to join the Other Metas room and play on BH's permanent ladder.