Quick Question: is Mega Gengar banned in this meta?
No. Unless STag gets banned for some reason, it likely will never be banned.Quick Question: is Mega Gengar banned in this meta?
As with every VR suggestion, I think I will respond to each individual criticism.As the meta has developed quickly with the influx of OMotM players, it might be worth adding some more notables nominations and changes for viability...
Agree with most of this, firstly.
Smeargle just needs its own tier; it probably has over 90% usage on good teams, and is able to provide unique and unpredictable support to glue teams together, alongside its domination of the Mind Blown niche.
Espeon should be in whatever the tier below is, probably alongside the other royalty of splashable agile mons like Accelgor, Ditto and Goth family.
Dugtrio maybe should be B+. It's now extremely common to see either Espeon and/or Absol on the opposing team, but moreover, somebody in chat pointed out that by having Espeon use Skill Swap on the turn it dies to Sludge/Toxic, Dugtrio can come in on the free switch and safely set rocks against many opponents. This kind of opportunity of course takes some time to set up at best (and will frequently be disrupted by needing to go to a Trick switch-in, etc) but can still provide a strong late-game boost if you can kill a chain on mons in one turn from switch-in damage.
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Comfey: B/B+? Priority healing that outspeeds Prankster sub or Grass Terrain for persistent disruption, 100 Speed Taunt and Magic Coat provide sufficient support.
Gardevoir family: B/B+? Trace seems very solid in a meta where so many mons are used for abilities like Magic Bounce and Shadow Tag. Great support movepool from Psychic typing. Seems to outclass Alakazam family alongside Deoxys after Magic Guard ban.
Wimpod B-? Wimp Out, favoured ability of the ill-fated Suicide Cup Hackmons ladder, is exclusive to this mon, activating after Black Sludge damage to provide momentum. Its movepool is mediocre but has the bread-and-butter Taunt+Sub, with a decent 80 speed for its fragility.
Mega Banette: B- Seemingly viable due to Sableye missing Curse from its movepool. Prankster Curse enables quick and reliable death without passive damage, which can be combined with a well-timed Prankster Pain Split to disrupt an incoming opponent, with Mega Stone Trick immunity enabling some nice switch-in opportunities.
Mega Gengar: B-? Not as sure about this, but also seems to be on some good teams abusing a fast Curse/Pain Split alongside Shadow Tag.
Hoopa: B/B-? This thing is so much fun; Magician Hyperspace Hole would likely be ban-worthy if it didn't OHKO half the meta, not to mention chain-flinging Black Sludge. Challenging to use but potentially the most effective item denial monster yet.
Posting Poliwag love since I haven't seen any and it's actually pretty cool.
Poliwag @ Black Sludge
Ability: Damp
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belly Drum
- Encore
- Substitute
- Hail
Poliwag has Damp, and a modest speed stat of 90 which lets it be a good stop to Smeargle's shenanigans. Its movepool is small but concise: Belly Drum to kill self, Encore to gain even more momentum on Smeargle or anything that uses an unfavorable move, Substitute to dodge Heal Pulses and kill self, and Hail to self KO if you lose item. Overall a simple and effective set.
Well, I guess Politoed can do some drizzle stuff against solar power things, but damp is pretty cool too.I just realised that Poliwag utterly outclasses Politoed. There's no reason to use Politoed over Poliwag. It's actually quite fast! I edited the VR accordingly.
I just realised that Poliwag utterly outclasses Politoed. There's no reason to use Politoed over Poliwag. It's actually quite fast! I edited the VR accordingly.
I think a team that's really dedicated to Perish Song is very effective though. This is still a relatively new OM to casual players so there's still tons of experimentation going on so you might not find the best teams with Mega Absol. Perish Song is only really popular because Mega Absol can abuse it for his teammates so easily. Magic Coat is the biggest issue with those teams though I can agree with that.I just wanted to share my thoughts on the meta : I love how it's completely different from all other existing metas with just one simple change. Also, I feel that it's remarkably balanced, mainly things are trying to kill themselves (you cannot be "swept" by a single op mon because it will just die on its own accord eventually). I also love how some very cheesy things like Gulpin can actually become viable. Definetly one of my most refreshing experiences on PS.
On a side note, what's with all the MAbsol teams ? In my experience Perish Song is quite easy to abuse as many teams don't even run good phasers and usually crumble to Magic Coat. Last time I played I encountered something like 5 or 6 of these teams in a row...
I have never seen Swampert in Suicide Cup at all. Please tell me, what does it even do? I know it has Roar for phazing but what role does it even have that has kept it in the vr?
probably not viable but if you can trap something with a decent attack stat with gengar you can get rid of half of your team. https://replay.pokemonshowdown.com/gen7suicidecup-759132210
Abra gets one shot by anything with an attack stat around 50.
As with all the teams/VR stuff I see, I will respond to each Pokemon, one by one.First off, can I just say that I love this meta? It's so unique and brings out a new side of Pokemon... not to mention I've found it quite balanced from the start, an extraordinary feet for any "obscure" metagame.
Anyways, I wanted to share my sample team if only because I feel too proud of some of my nicknames and I'm one of the few non-founders to crack the top 4 in the ladder :) Enjoy!
Also, I should add, there are so many great (horrible) suicide puns to use when making teams/nicknames. I have way too much fun with this. I haven't decided whether to name my team 13 Reasons Why, 1000 Ways to Die, or any other tasteless suicide joke. That's for you all to choose.
https://pokepast.es/4dca62d3cade85f0
Immenent Suicide (Absol) (F) @ Absolite
Ability: Pressure
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Perish Song
- Baton Pass
- Snatch
- Taunt
Kid Ink (Inkay) (M) @ Mental Herb
Ability: Suction Cups
Quiet Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 0 Spe
- Trick Room
- Taunt
- Sunny Day
- Switcheroo
N***az in Paras (Paras) (M) @ Black Sludge
Ability: Dry Skin
Quiet Nature
IVs: 4 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 0 Spe
- Substitute
- Spore
- Sunny Day
- Worry Seed
Might Night (Mightyena) (F) @ Toxic Orb
Ability: Quick Feet
EVs: 252 Spe
Timid Nature
IVs: 6 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Snatch
- Roar
- Taunt
- Substitute
Van Gogh (Smeargle) (M) @ Black Sludge
Ability: Own Tempo
EVs: 252 Spe
Jolly Nature
IVs: 4 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Substitute
- Imprison
- Mind Blown
- Heal Pulse
Just Committed (Haunter) (F) @ Sticky Barb
Ability: Levitate
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Knock Off
- Substitute
- Curse
- Taunt
Anyhow, the purpose of this team is to lead with Absol and Perish Song right away, followed by a Baton Pass to Inkay. Suction Cups prevents any PHazing shenanigans, and Mental Herb+Trick Room+Dark typing makes it safe from Taunt. Ideally you use Trick Room then Sunny Day, setting up Paras (I know right?) to Spore first turn out then Sub. Spore and Worry Seed are somewhat counterintuitive, but getting trapped by Goth is never fun.
After Paras dies, it's up to the player to die as fast as possible. Mightyena is great against Pranksters and can shuffle teams around, Haunter (chosen over Mismagius for Knock Off) can mess with items or die in two turns with Sub and Curse, and Smeargle is the best Pokemon in the meta. Imprison is very useful against other Smeargle or really anything with Substitute, as it can then Heal Pulse freely or just die with Mind Blown. Absol should be the last to go, using Perish Song as the game ends.
This team is very fun to use, if only because of some obscure mons like Paras and Inkay (and some overused ones like Absol and Smeargle), and its rather scripted first few turns make it easy on beginners. Have fun dying, and I hope my horrible jokes didn't offend anyone too bad!!
What I said to the other person.Behold, My First Suicide Cup Team!
BrokenHeart (Luvdisc) (F) @ Toxic Orb
Ability: Swift Swim
EVs: 252 Spe
Hasty Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Agility
- Substitute
- Protect
- Heal Pulse
This Luvdisc is for Heal Pulsing, Substitute+Protect Allows it to easily whittle away it's own health, Agility comes in an odd niche for Luvdisc as it is able to boost up and sub up before an annoying Trick or Taunt. Swift Swim could possibly come in handy if the opponent is using rain, not many teams use rain, but it is better than ruining your own toxic chain by rain.
Swiggity (Swoobat) (M) @ Toxic Orb
Ability: Klutz
EVs: 252 Spe
Hasty Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Magic Coat
- Substitute
- Thunder Wave
- Skill Swap
This Swoobat is for Klutz skill swapping, annoying the opponent with Magic Coat+T Wave, and Subbing itself up for various benefits, including more damage to itself. Normally used as a lead to immediantly upset the competition with Klutz and and activate it's own orb.
SealTheDeal (Sealeo) (F) @ Black Sludge
Ability: Oblivious
EVs: 252 Spe
Hasty Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belly Drum
- Protect
- Encore
- Substitute
A Belly drum Sealeo designed to dispatch itself as soon as possible and use encore against those who attempt to disrupt it with status moves. Not much to say here.
StarvingArtist (Smeargle) (M) @ Mental Herb
Ability: Own Tempo
EVs: 252 Spe
Jolly Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Perish Song
- Mind Blown
- Baton Pass
- Whirlwind
A Who Perish Songs, whirlwinds those who dare disrupt, and passes on some songs. Also it's head can explode, that is always a plus in this metagame.
SirWagsalot (Poliwag) (M) @ Toxic Orb
Ability: Damp
EVs: 252 Spe
Hasty Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpD
- Belly Drum
- Encore
- Protect
- Substitute
This Poliwag is basically the same as Sealeo but with Damp to prevent opposing Smeargle from quickly dispatching themselves.
SizzleFoRizzle (Salazzle) @ Sticky Barb
Ability: Oblivious
EVs: 252 Spe
Hasty Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Taunt
- Torment
- Protect
- Substitute
Last but not least, Salazzle! Taunt and Torment can quickly turn the opponent into a Salazzle's partner in crime, combining them causes struggling, and Salazzle's low defense causes Salazzle pain. Substitute and Protect are ways of stalling out some Sticky Barb damage. Oblivious mons of course will not be affected by the Taunt, Those will be dealt with by the others. All in all an interesting set.
So guys, tell me what you think about the team. Tell me what I need to change.
Yeah, you aren't the only one who I've heard say something like this (I remember Volcanion bringing this up earlier this week in the OMs chatroom), I personally see why (although I don't believe it is OP just right now), and this is definitely a conversation that we need to have; What does everyone else think about TrickScarf Goth? OP, bad, or somewhere in between?I'm glad someone posted about Scarf Trick Gothitelle. It's honestly kind of a stupid set that can run games, and is way better than the mediocre Heal Pulse/Sub/Taunt standard. If you get locked into a move the Gothitelle user can switch back and forth between their Gothita, Gothorita, and Gothitelle, as well as potentially their Diglett or Dugtrio and gradually wear them down while you use up all the PP of your move. Of course this strat can be dodged with fast Subs, Sticky Hold, Baton Passing out, Mind Blowing yourself to death, getting poisoned first, or being a Ghost-type or another Goth, and it can't really do anything if it can't execute the Trick but it can heavily shift a game in one person's favour if it's properly executed, to an almost (?) unfair amount.
Last time I encountered this set, the opponent led with it and I led with Salazzle. Now I am in a situation where no matter which move I click I have to use up all my PP while my opponent can freely kill off their Goths. If I use Taunt they can Struggle kill themselves or just switch back and forth and get chipped by their item. If I use Encore they can just switch, If I use Knock Off they will all be killed by it, etcetera, and once it's all done I'm still left with a useless Salazzle and they're multiple mons down.
Like I said, there's a lot of means to potentially avoid getting in a situation like this, but unlike something like Self Rocks, you can't just switch out of the bad matchup making it more than a gimmick. Am I overreacting in saying that this strategy is a little unfair? Or is the difficulty in successfully executing this a fair tradeoff for how much it can shift the game? Would like to hear about what other people think.
Also, one thing I'd like to ask: is there a reason why Sunkern is listed, but Paras is not? Paras deals with Mind Blown much better: without a -SpD Nature, Paras still gets 100% OHKO'd, while Sunkern only has a 25% chance with full negative SpD investment (both cases assume sun is not active). As such, Paras can run a -Def nature instead to make it more vulnerable to Struggle, while Sunkern is forced to go Naïve. Plus, Paras also gets Spore. Honestly, the only drawback I see is that Dry Skin leaves it vulnerable to Rain and Water attacks, which are both too rare to be that much of a problem. To be fair, I haven't splashed around with Sunkern's moveset, so if it gets something that gives it a niche above Paras, please enlighten me.
I'm glad someone posted about Scarf Trick Gothitelle. It's honestly kind of a stupid set that can run games, and is way better than the mediocre Heal Pulse/Sub/Taunt standard. If you get locked into a move the Gothitelle user can switch back and forth between their Gothita, Gothorita, and Gothitelle, as well as potentially their Diglett or Dugtrio and gradually wear them down while you use up all the PP of your move. Of course this strat can be dodged with fast Subs, Sticky Hold, Baton Passing out, Mind Blowing yourself to death, getting poisoned first, or being a Ghost-type or another Goth, and it can't really do anything if it can't execute the Trick but it can heavily shift a game in one person's favour if it's properly executed, to an almost (?) unfair amount.
Last time I encountered this set, the opponent led with it and I led with Salazzle. Now I am in a situation where no matter which move I click I have to use up all my PP while my opponent can freely kill off their Goths. If I use Taunt they can Struggle kill themselves or just switch back and forth and get chipped by their item. If I use Encore they can just switch, If I use Knock Off they will all be killed by it, etcetera, and once it's all done I'm still left with a useless Salazzle and they're multiple mons down.
Like I said, there's a lot of means to potentially avoid getting in a situation like this, but unlike something like Self Rocks, you can't just switch out of the bad matchup making it more than a gimmick. Am I overreacting in saying that this strategy is a little unfair? Or is the difficulty in successfully executing this a fair tradeoff for how much it can shift the game? Would like to hear about what other people think.