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Metagame Pure Hackmons

aerobee

Pure Hackmons
is a Community Contributoris a Metagame Resource Contributoris a Contributor to Smogon
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Ever wanted to discover how an entire core series game being thrown at you was like through a chaotic mix of Pokémon, moves, and abilities? Ever wanted to maximize the true potential of any Pokémon by having them customized in your preference? Ever wanted to take one step above Anything Goes into a field where the best of the best matches are made from your own customizations? If you answered yes to any of these questions this thread just might be for you! Welcome to Hackmons, otherwise known as Pure Hackmons!
Premise: Anything directly hackable onto a set (EVs, IVs, forme, ability, item, and move) and is usable in local battles is allowed.

This is not Balanced Hackmons. Balanced Hackmons holds a banlist for the purpose of having a less centralized variant of Hackmons. For Generation 9 Balanced Hackmons, check out the Balanced Hackmons thread.

This is also not Anything Goes. Anything Goes is exclusive to legal Pokémon. For Generation 9 Anything Goes, check out the Anything Goes subforum.

Clauses: Team Preview, Endless Battle Clause

Rules for Posting:
1)
All forum rules still apply. Make sure you read and follow them.

2)
Don't post a set without any specific explanation of what it does. Your post will be deleted otherwise. If you are going to post about a specific set, it is greatly advised that you post with great detail of what exactly your set does, how it affects specific Pokémon, and why. You can't just simply say Wonder Guard Burn Up Arceus-Fire is the best because it cannot faint when the case is far from true and you lack sufficient evidence.

3) Be civil and on topic when posting on this thread.

FAQ:
Q:
Is this Custom Game?
A: No. Custom Game is based on what the Pokémon Showdown teambuilder is capable of, while Hackmons is based around what is hackable in game and usable in local battles. Specifically, in Hackmons you are limited to a maximum level of 100, a maximum of 4 moves, a maximum of 6 Pokemon, and Showdown specific moves and abilities such as Paleo Wave and Rebound are unusable, while in Custom Game there is a max level of 9999, the maximum number of moves is 24, the maximum number of Pokemon is 24, and Showdown specific moves and abilities are usable.

Q: Can I make my Pokémon invincible?
A: No Pokémon can be made fully invincible, and most gimmicky attempts in having them done end up bringing no impact towards the competitive metagame. Wonder Guard + Burn Up is not a reliable option.

Q:
Does Ability Shield block Neutralizing Gas?
A: Ability Shield currently blocks Neutralizing Gas! It also blocks Mold Breaker and Gastro Acid!

Q: Why is there an Endless Battle Clause?
A: Endless Battle Clause exists in every Showdown metagame to prevent battles taking too long and lagging the server. This acts similar to the in-game timer system, but more loose, meaning battles can extend further with Endless Battle Clause than it could with in-game timer.

(Current Gen) Resources:
Burn Up Guide (It's outdated but still applies to Gen 9)
Sample Teams
Viability Rankings

(Other Gen) Resources:
Old Gen Hackmons Megathread
What is Hackmons? Article

Social:
Pure Hackmons Discord
Old Shark PS! room

Accessibility:
Currently playable through PS! challenges and tournaments.

Hackmons Council:
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aerobee
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Lectrys
 
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Sample Teams


Welcome to the Pure Hackmons Sample Teams. Anyone is free submit a sample team, as long as they provide arguments for why their team should be considered. The council will then take thought into each submission and carefully form decisions regarding them.

:regieleki::lopunny-mega::blissey::calyrex-shadow::audino-mega::arceus: - Shadow Tag Regieleki + Neutralizing Gas Lopunny by aerobee
 
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Viability Rankings

Welcome to the Pure Hackmons Viability Rankings. This is one of many resources that are made to help players determine what can be considered viable in the metagame. These rankings are placed in alphabetical order. Anyone is free to put their thoughts on any Pokemon and debate on whether or not they need a rank change as long as they are being reasonable. The council will then take thought into each nomination and carefully form decisions regarding them. Provide clear evidence for reasons why a Pokemon should have a change in rank, and be civil about it. We want what we can believe to be the closer to fact than subjective opinions.

Due to the centralization of the metagame, each full letter rank will have at most two subranks, with each denoted with a + or - symbol if a letter rank has two.


S Rank
S+
:regieleki: Regieleki
:audino-mega: Wonder Guard
S Rank
S+
:regieleki: Regieleki

S-
:audino-mega: Audino-Mega

A Rank
A+
:arceus: Arceus
:calyrex-shadow: Calyrex-Shadow
:kartana: Kartana
:ludicolo: Ludicolo
:slaking: Slaking
:zoroark-hisui: Zoroark-Hisui

A-
:arceus-fairy: Arceus-Fairy
:arceus-water: Arceus-Water
:escavalier: Escavalier
:ferrothorn: Ferrothorn
:muk-alola: Muk-Alola
:sableye-mega: Sableye-Mega
:swampert-mega: Swampert-Mega

B Rank
:dondozo: Dondozo
:gyarados: Gyarados
:flutter mane: Flutter Mane
:ogerpon-wellspring: Ogerpon-Wellspring

C Rank
:arceus-ghost: Arceus-Ghost
:blissey: Blissey
:eternatus: Eternatus
:farigiraf: Farigiraf
:gengar-mega: Gengar-Mega
:groudon-primal: Groudon-Primal
:meloetta: Meloetta
:ogerpon-hearthflame: Ogerpon-Hearthflame
:pidgeot-mega: Pidgeot-Mega
:pheromosa: Pheromosa
:scizor-mega: Scizor-Mega
:scovillain: Scovillain
:venusaur-mega: Venusaur-Mega
S-
:blissey: Blissey
:chansey: Chansey
:lopunny-mega: Lopunny-Mega

A Rank
A+
:arceus: Arceus
:audino-mega: Audino-Mega

A-
:arceus-grass: Arceus-Grass
:eternatus: Eternatus
:mewtwo-mega-x: Mewtwo-Mega-X
:slaking: Slaking

B Rank
:aerodactyl-mega: Aerodactyl-Mega
:electrode-hisui: Electrode-Hisui
:groudon-primal: Groudon-Primal
:mewtwo-mega-y: Mewtwo-Mega-Y
:ting-lu: Ting-Lu
:venusaur-mega: Venusaur-Mega

C Rank
:arceus-ground: Arceus-Ground
:calyrex-ice: Calyrex-Ice
:diancie-mega: Diancie-Mega
:deoxys-attack: Deoxys-Attack
:giratina: Giratina
:gourgeist: Gourgeist-Super
:gyarados-mega: Gyrarados-Mega
:kyurem-black: Kyurem-Black
:sceptile-mega: Sceptile-Mega
:zoroark-hisui: Zoroark-Hisui
 

Attachments

  • Gen 9 PH Banner.png
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Long post with many sections incoming.

~~~~~~~~~~~~~~~~

We got some inaugural Gen 9 Pure Hackmons games down; check them out!
Teams are likely not completely optimized, but they're a start.

~~~~~~~~~~~~~~~

The following important moves are (currently) snapped from Gen 9 Pure Hackmons:
  • Sunsteel Strike
  • Moongeist Beam
  • Photon Geyser
  • Spectral Thief
  • Core Enforcer
  • Double Iron Bash
  • Thousand Arrows
  • Thousand Waves
  • Anchor Shot
  • Octolock
  • Lovely Kiss
  • Magic Coat
  • Topsy-Turvy
  • Bolt Beak
  • Fishious Rend
  • Oblivion Wing
  • Beak Blast
  • Tail Glow
  • Clangorous Soul
  • King's Shield
  • Powder
  • Trick-Or-Treat
  • Electrify
  • Obstruct
The Moldy moves being snapped is huge, as we now enter a meta where Innards Out shores up Wonder Guard without Moldy moves to harass the Wonder Guards.

~~~~~~~~~~~~~~~

Ability Shield is huge in this meta that also has Neutralizing Gas, as it prevents NGas from suppressing your ability. Users of most, if not all, other abilities will really want Ability Shield (e.g. Wonder Guard, No Guard, Innards Out, Shadow Tag, Imposter, Magic Bounce, -ates) so they can still work against NGas users.

While this seemingly means that only Neutralizing Gas users are free to choose any item they want, I strongly suspect that some abilities may not actually really need the Ability Shield for NGas users after all, as their primary purpose is to beat certain other abilities:
  • Magic Guard: This ability's biggest niche is offensively slaying Innards Out without a care in the world, as it takes no damage from Innards Out activating. Combine that with special attackers being the most common Magic Guard users in Gen 7, discouraging burns, and perhaps Magic Guard doesn't need Ability Shield so much (and frees up slots for stuff like Plate Judgment).
  • Fur Coat: This ability's biggest niche is containing Huge Power and Pure Power with mediocre but teched-out defensive typings that resist at least one common STAB attacking type (see Mega Slowbro in Gens 6-7). Once you know the opponent is using Neutralizing Gas instead, they're already at half power compared to Huge Power/Pure Power, so perhaps Fur Coat doesn't need that Ability Shield after all. ...Well, until NGas Zacian-Crowned tries setting up and tearing the Fur Coater a new one, but Will-O-Wisp can solve that, and Safety Goggles can block Spore if Zacian-C thinks that's a good disruption move.
  • Sturdy: This ability's biggest niche is letting a mon with a defensive typing that Wonder Guard can't save from OHKO moves (e.g. Eternatus's Poison/Dragon, Arceus-Grass's Grass) actually take an OHKO move or three, especially from No Guard. OHKO moves should be significantly rarer on Neutralizing Gas mons now that Eternatus-Eternamax is gone and Wonder Guard is back in business, so if Sturdy still manages to keep its niche, it may not really need that Ability Shield.
Gambiting with any non-Ability Shield item (preferably stuff like Choice items, Black Sludge, Flame Orb, Lagging Tail) so you can Trick/Switcheroo it with an actual Ability Shield also seems viable, especially with users of abilities who bait in non-Neutralizing Gas mons (e.g. No Guard baits in Wonder Guard, passive Wonder Guard baits in Huge Power/Shadow Tag/support mons, hazard layers bait in Magic Bounce/Innards Out, Huge Power baits in Innards Out).

~~~~~~~~~~~~~~~

Another implication of Ability Shield overtaking the meta is that No Guard suddenly can't make progress against multiple Wonder Guards anymore with Gastro Acid, Sing, and hazards. At least some combinations of moves and often abilities can make progress through Ability Shield on everything, though:
  • Lock-On & OHKO move & hazards: The new substitute for No Guard's Gastro Acid & OHKO move & hazards - now anyone can use it! Hazards are needed to actually dent mons switching around and prevent Wonder Guards from completely clowning all over this. Opposing Magic Bounce is particularly good against this combination against non-No Guard, though, to the point that you might need to use Stone Axe/Ceaseless Edge for hazards instead of the safer Stealth Rock/Spikes if you're using this on a non-No Guard mon.
  • Magic Powder & Knock Off/Ceaseless Edge/Infernal Parade/Bitter Malice & hazards: Lock-On & OHKO move's little brother except it can actually dent or threaten Wonder Guards. Ceaseless Edge has the advantage of setting Spikes if the newly Psychic-type Wonder Guard is foolish enough to stay in. Infernal Parade is like (60-BP) Hex if it had a 30% chance to burn. Bitter Malice is a 75-BP Ghost-type special attack that lowers the Attack of whoever it hits, especially Huge Power/Pure Power.
  • Neutralizing Gas & Magic Room: Magic Room turns all items off for 5 turns, including opposing Ability Shields. Now your NGas users can Spore, Taunt, and attack away to your heart's content!
  • Corrosive Gas & Knock Off: Magic Room might actually want the Knock Off support anyway, but at least Corrosive Gas and Knock Off work together to eliminate all other mons' items. Use Corrosive Gas first against any team with suspected Innards Out users.
  • Shadow Tag & Taunt & Stone Axe/Ceaseless Edge: Taunt first. If Magic Bounce or Good As Gold activate, at least your Shadow Tagger can still safely Stone Axe and/or Ceaseless Edge and lay hazards that way.
...and that's the sound of the viability of Dark-weak Wonder Guards plummeting due to them being hit by every Knock Off and Ceaseless Edge in the meta without making their users burn extra turns. Zoroark-Hisui's going to have to dance carefully in this meta.

~~~~~~~~~~~~~~~

Some of the biggest changes between Gen 9 PH and all those other generations' PH metas are the addition of two new attacks that set hazards and deal damage at the same time, Stone Axe (sets Stealth Rock) and Ceaseless Edge (sets Spikes). Let's explore their advantages and disadvantages in Pure Hackmons compared to good old Stealth Rock and Spikes!

Stone Axe/Ceaseless Edge Pros Over Stealth Rock/Spikes
  • Can't be Magic Bounced
  • Can't be Taunted away
  • Can deal considerable damage per swing to other mons
Stealth Rock/Spikes Pros Over Stone Axe/Ceaseless Edge
  • Can't pop opposing Innards Out
  • Can't be blocked by Wonder Guard
  • Perfect accuracy
  • More PP
Since Stealth Rock and Spikes are reflected by Magic Bounce and Stone Axe and Ceaseless Edge are blocked by Wonder Guard, teams will likely end up using a status move and an attack to set hazards, instead of just one or the other, in order to set up hazards as often as possible.

~~~~~~~~~~~~~~~

The cool new status move-blocking ability from Gen 9 is Good As Gold, which literally blocks (pretty much?) all targeted status moves. While Good As Gold looks like a nerfed version of Magic Bounce at first blush, the two abilities actually have pronounced pros and cons over each other:

Good As Gold Pros Over Magic Bounce
  • Forces Choice Scarf Comaphazers to switch and burn an extra turn instead of immediately forcing them out (with a Bounced phazing move)
  • Blocks Ghost Curse (instead of letting it behave normally); even prevents the opposing Ghost Curse user from lowering its own HP
  • Nulls Perish Song on self (Soundproof-style) while still letting the opponent get hit by (most likely their own) Perish Song
  • Blocks normal symmetrical status moves that Magic Bounce doesn't affect such as Trick, Switcheroo, Psycho Shift, Pain Split, and Skill Swap
  • Blocks Parting Shot instead of being forced out by it (or letting anyone switch, for that matter)
  • Blocks Defog instead of copying it and clearing hazards anyway (hint: don't use Defog in Gen 9 PH unless you really think the increased PP over Tidy Up is worth it)
  • Blocks Memento (FWIW); even prevents the opposing Memento user from fainting
Magic Bounce Pros Over Good As Gold
  • Bounces back status-inflicting moves such as Spore and Will-O-Wisp instead of just blocking them, thus putting the fear into leads' eyes
  • Bounces back status move hazards such as Stealth Rock instead of just letting them go through, thus punishing hazard layers
  • Bounces back Taunt for profit instead of merely blocking it, thus crippling the opponent
  • Lets you heal for free against opposing Strength Sap instead of merely blocking it
  • Bounces back Entrainment and Gastro Acid (FWIW) instead of letting the opposing Entrainment/Gastro Acid user keep its own ability (this might be moot in practice due to Ability Shield)
I personally suspect that Magic Bounce will be the more feared ability of the two in the teambuilder, but Good As Gold will be the more feared ability of the two in practice due to being harder to force out or disadvantage.

~~~~~~~~~~~~~~~

Speaking of Tidy Up, I suspect that self-targeting hybrid of Defog and Dragon Dance will be quite possibly the only viable hazard removal move in Gen 9 PH. Defog is blocked by Good As Gold, Rapid Spin is blocked by Wonder Guard (even -ate Spin), the new Mortal Spin is blocked by Steel-types and Wonder Guard (Zacian-C notably eats Mortal Spin's lunch - Mortal Spin does have notable trouble popping Innards Out Chansey, though), Court Change swaps hazards around but does nothing if both sides have Stealth Rock and nothing else....

~~~~~~~~~~~~~~~

Revival Blessing is one hell of a dunk, as it brings back any of your fainted mons at half their max. HP without denting the user. ...Yes, this includes your Innards Out mon! Revival Blessing has 1 PP and nothing will ever raise that...but it turns out that you can still involve it in an infinite PP-stalling loop with multiple users of it and Lunar Dance:
  1. Mon 1 faints (it optionally uses Lunar Dance on some mon)
  2. Mon 2 uses Revival Blessing on Mon 1
  3. Mon 2 uses Lunar Dance on Mon 1
  4. Mon 1 uses Revival Blessing on Mon 2
  5. Mon 1 uses Lunar Dance on Mon 2
We're now right back where we started.

Admittedly, until a mon on your team faints, you're playing with some fairly passive mons with two nigh-1-PP moves on each set. Once a mon of theirs faints, opposing Imposter can now milk your Revival Blessing (although, if they bring back the wrong mon, you can now neatly KO it all over again without breaking a sweat). As usual, opposing mons will try to break up the loop with Taunt, Encore, sleep moves, setting up and OHKOing, Tricking Choice items, and more.

Wonder Guards, Magic Bouncers, Good As Gold users, and Shadow Taggers seem like good mons to involve in the loop, especially since Good As Gold is immune to being Tricked loop-breaking Choice items, but you kinda need to make sure that your opponent can no longer disrupt the loop before going for that loop. If both teams are reduced to mons that can't touch each other and a bunch of hazards on the field, then the team with the infinite PP-stalling loop wins against the team with no such loop.

If you're not interested in looping, note that Sleep Talk calls Revival Blessing and Leppa Berry refreshes Revival Blessing's PP as usual.

~~~~~~~~~~~~~~~

May as well continue with a guide for which mons half-health Revival Blessinged Innards Out Chansey can still pop.

Innards Out Chansey maxes out at 704 max. HP, and half that is 352 HP. This means that this half-health Chansey can still pop anyone with a base HP stat of 74 or less that likes physical attacks, including these guys:
  • Scovillain (65 base HP)
  • Scizor (70 base HP)
  • Spiritomb (50 base HP)
  • Sableye (50 base HP)
  • Zoroark-Hisui (60 base HP)
Man, is failing to pop Regieleki, Quagsire, Muk-Alola, and more with this Chansey going to suck, though.

The 55-base-HP Flutter Mane technically pops half-health Chansey but probably won't hit it with a physical attack.

~~~~~~~~~~~~~~~

Other cool new moves in Gen 9 PH include these:
  • Shed Tail: It's Substitute & Baton Pass in the same move if it always ripped out 50% of your max. HP instead of 25% and it still gave you a regular old Sub. Likely the best way to punish Spore with a move. Note that this fails completely instead of dry passing if you have 50% of your max. HP or less.
  • Victory Dance: For those who want a physical Quiver Dance and not a boosting move that leaves your defences compromised.
  • Last Respects: After you've racked up your team's fainted count with Revival Blessing-Lunar Dance loops, this attack, especially on a Neutralizing Gas mon, should OHKO everyone but Normal-types.
  • Salt Cure: This 40-BP physical Rock-type attack smacks Water- and Steel-types with an effective Ghost Curse and still chips away everyone else with 1/8 of their HP lost per turn. Shame that Wonder Guard blocks this completely and Magic Guard doesn't give a hoot about the chip.
  • Dire Claw: This 80-BP physical Poison move can inflict sleep, poison, or paralysis. Watch Zacian-C and Wonder Guards laugh at this attack.
  • Jet Punch: The return of Gen 6 Water Shuriken, or close enough to it, anyway.
  • Headlong Rush: Neat, it's Ground-type Close Combat, which means it's 100% accurate for once!
  • Bitter Blade: Hey neat! This 90-BP physical Fire move drains HP for you!
  • Gigaton Hammer: Hits unfairly hard at 160 BP and, being a Steel-type move, smashes Fairy-type Wonder Guards really hard. Auto-Tormented, though, so it basically can't be used twice in a row.
  • Magical Torque: Goodbye, Play Rough - this 100% accurate and more powerful physical Fairy move is the new Play Rough in town. It even comes with a chance to confuse!
  • Population Bomb: This shamefully still has a chance to pop Innards Out Chansey and OHKO Regieleki that way, but at least non-Huge Power/Pure Power, non-Pixilate Zacian-C can use this 20-BP, hopefully 10-hit Normal-type move to load considerable damage into mons and not get OHKOd by Innards Out Chansey. (Huge Power and Pixilate Zacian-C OHKO Innards Out Chansey with one hit.) Expect this to average out at around 100 BP as long as you can't increase its accuracy.
  • Triple Arrows: This 90-BP physical Fighting move can hax through opponents with its considerable chance to lower opposing Defense and/or flinch. Bring in your Ghosts and Wonder Guards.
  • Lumina Crash: This 80-BP special Psychic-type move tears through the Special Defense of anyone it touches. Calyrex-Shadow might be interested.
  • Torch Song: This 80-BP special Fire-type move boosts your own Special Attack every time it connects. ...Guess we're stuck with Beads of Ruin or Desolate Land or Adaptability or something if we want this to turn into as big a nuke as possible.
  • Silk Trap: It's a Protect clone that drops the Speed of anyone who makes contact. There's probably some cool things you can do with this.
  • Comeuppance: It's Metal Burst that can hit more Wonder Guards thanks to being Dark-type. ...Or something like that.
  • Rage Fist: Now we just need its user to get chipped by a lot of attacks...
~~~~~~~~~~~~~~~

Terastallization will no doubt make a splash in Gen 9 Pure Hackmons. Leads and support mons may use it to change into a Grass-type to dodge Spore. Wonder Guards will use it to flip around their weaknesses, and honestly, I think this is the more worthwhile use of Terastal. Note that Tera wears off once your Terastallized mon is KOed.

~~~~~~~~~~~~~~~

I'm honestly somewhat prone to dropping Scovillain to A+ or maybe even A because Scovillain gets bit by every reasonable Stone Axe in the meta thanks to being weak to Rock, and people will be scared enough of Magic Bounce to want to diversify their hazard-setting moves:

252 Atk Regieleki Stone Axe vs. 252 HP / 252+ Def Scovillain: 112-134 (33.5 - 40.1%) -- guaranteed 3HKO
252 Atk Zacian-Crowned Stone Axe vs. 252 HP / 252+ Def Scovillain: 148-176 (44.3 - 52.6%) -- 23% chance to 2HKO

Scovillain 100% wants a recovery move that heals 50% (or more) of its HP at this rate, and people can repeatedly set Stealth Rock on it by thumping Stone Axes its way, no Neutralizing Gas or removing Scovillain's Ability Shield needed. Scovillain will be fairly tempted to use a burn- or sleep-inducing move at this point.

Remember, if your opponent puts your Wonder Guard to sleep with Spore, they still need a way to get rid of that sleeping Wonder Guard or at least wait for it to wake up and then nail an injurious status on it.

~~~~~~~~~~~~~~~

Here's the first Gen 9 Pure Hackmons team I've been working on:
https://pokepast.es/14cdff3896e30777

Neutralizing Gas Regieleki is the dedicated lead. It currently has Focus Sash to improve its odds against No Guard leads, but this means it can't just fire off Spore on Turn 1 - it's safer firing off Magic Room first to disable Magic Bounce and hopefully No Guard in time. Busting your Tera on this for a Spore-immune Grass-type lead may or may not be worthwhile. Knock Off chips loads of mons and prepares for the eventual NGas Last Respects clean.

Shadow Tag Zacian-Crowned uses a set that Taunts offensive mons into attacking Innards Out Chansey and wallops passive Wonder Guards with Taunt and Perish Song. If opposing Magic Bounce bounces Taunt back, it can Stone Axe and set Stealth Rock anyway. This Shadow Tagger especially takes advantage of the lack of Shed Shell in the meta. Strength Sap is a pretty good healing move, especially since you can scout for Magic Bounce and Good As Gold with this mon.

Innards Out Chansey can Spore, heal up, provide Revival Blessing support, and Final Gambit anyone who'd rather not attack it with physical attacks.

The Wonder Guards don't share weaknesses and can pull off Revival Blessing-Lunar Dance loops together. Both use Defense-boosting natures to increase their chances against Huge Power/Pure Power. In particular, Bold Arceus-Water survives this Grass attack:

252 Atk Huge Power Zacian-Crowned Power Whip vs. 248 HP / 252+ Def Arceus-Water: 370-436 (83.5 - 98.4%) -- guaranteed 2HKO

Both Wonder Guards have healing moves - the bulkier Arceus-Water has Wish, while the frail Scovillain needs a faster 50% recovery move. Scovillain has Volt Switch to pivot out of Shadow Tag while Taunted and still not pop Innards Out Chansey, while Arceus-Water has Fissure to bean cocky No Guards and try to hit Shadow Taggers, NGassers, and Huge Power breakers switching in and possibly Taunting it while still missing Innards Out Chansey most of the time. Arceus-Water has a tough time 2HKOing anything, anyway. If you're that worried about Imposter-proofing this Arceus-Water with something besides leaving Wonder Guards in front, though, try Scald instead. Note that the Wonder Guards' Tera types make their new weaknesses - as well as their old weaknesses - still be resisted by team members.

Good As Gold Eternatus is stuck holding the support moves of the team - Tidy Up to remove hazards, Spikes to set hazards without popping Innards Out, and a spare Revival Blessing instead of going for Heal Bell or a recovery move. Yes, this team is leaning on Revival Blessing instead of a cleric or so many recovery moves. Good As Gold is picked to screw over Comaphazers more solidly, and the immunity to Trick, Ghost Curse, and Perish Song help. Eternatus is picked as possibly the best and bulkiest non-Wonder Guard Poison-type in the meta, with a good speed tier and the Poison-type ability to profitably use and Switcheroo away Black Sludge for an Ability Shield and support NGas Regieleki that way. Ghost Tera lets Eternatus get away from Shadow Taggers in desperation.

~~~~~~~~~~~~~~~

Here are some other cool new sets that might be worth considering:

:SV/Calyrex-Shadow:
Calyrex-Shadow @ Ability Shield
Ability: Innards Out
Tera Type: Ghost
EVs: 252 HP / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
IVs: 0 Atk / 0 Def
- Astral Barrage / Hex / Lumina Crash
- Spore
- Taunt
- Shell Smash

The moves don't matter as much as being an Innards Out user that punishes people for using Ghost and Dark attacks does. With its/his-&-her 100 base HP, Innards Out Calyrex-S can pop these mons who use errant Ghost and Dark attacks:

252 Atk Regieleki Knock Off (97.5 BP) vs. 252 HP / 0- Def Calyrex-Shadow: 564-664 (139.6 - 164.3%) -- guaranteed OHKO
252 Atk Zacian-Crowned Ceaseless Edge vs. 252 HP / 0- Def Calyrex-Shadow: 504-596 (124.7 - 147.5%) -- guaranteed OHKO
252 SpA Spooky Plate Calyrex-Shadow Judgment vs. 252 HP / 252 SpD Calyrex-Shadow: 744-876 (184.1 - 216.8%) -- guaranteed OHKO
252 SpA Flutter Mane Astral Barrage vs. 252 HP / 252 SpD Calyrex-Shadow: 640-756 (158.4 - 187.1%) -- guaranteed OHKO

Note that Electrode-Hisui's Knock Off is not a guaranteed OHKO, and neither is Regieleki's Ceaseless Edge.

:SV/Dondozo:
Dondozo @ Ability Shield
Ability: Wonder Guard
Tera Type: Electric / Fairy / Normal / Fighting
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Wish / Shore Up
- Will-O-Wisp / Spore
- Volt Switch
- Heal Bell / Tidy Up / Whirlwind / Parting Shot / Spikes / Spiky Shield

Dondozo survives super-effective Huge Power attacks the best among Water-types, so it's a more resilient Wonder Guard on the physical side:

252 Atk Huge Power Zacian-Crowned Power Whip vs. 248 HP / 252+ Def Dondozo: 380-448 (75.5 - 89%) -- 12.5% chance to OHKO after Stealth Rock

Shame about being soft to special attacks compared to Arceus-Water, though.

:SV/Ting-Lu:
Ting-Lu @ Shed Shell / Safety Goggles / Ability Shield
Ability: Fur Coat
Tera Type: Flying / Poison / Fairy / Ghost / Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Will-O-Wisp
- Wish / Moonlight
- Ceaseless Edge / Spiky Shield
- Teleport / Tidy Up / Heal Bell / Whirlwind / Stealth Rock

Ting-Lu has trouble being a Wonder Guard thanks to being weak to too much (e.g. Sheer Cold, Fighting, Fairy, Grass, U-turn, Flip Turn), but like Mega Slowbro before it, it makes a pretty decent Fur Coat user:

252 Atk Huge Power Zacian-Crowned Last Respects (750 BP) vs. 252 HP / 252+ Def Fur Coat Ting-Lu: 271-319 (52.7 - 62%) -- guaranteed 2HKO
252 Atk Huge Power Zacian-Crowned Close Combat vs. 252 HP / 252+ Def Fur Coat Ting-Lu: 176-208 (34.2 - 40.4%) -- guaranteed 3HKO after Stealth Rock
252 Atk Huge Power Zacian-Crowned Magical Torque vs. 252 HP / 252+ Def Fur Coat Ting-Lu: 218-260 (42.4 - 50.5%) -- 2.3% chance to 2HKO (46.5% chance to 2HKO after Stealth Rock)

You may use Ability Shield instead if you're that worried about set-up sweeper or Choice Band Neutralizing Gas Zacian-C. But Shed Shell is pretty good to escape Shadow Taggers, while Safety Goggles blocks Spore, as always.

:SV/Arceus-Dark:
Arceus-Dark @ Ability Shield
Ability: Moody
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Power Trip
- Spiky Shield / Roost
- Magic Powder
- Taunt / Encore / Spore / Roost

Moody might actually be viable this round. This needs hazards support to discourage Wonder Guards from switching around you. At least you have ways to prevent opponents from using Whirlwind, Encore, Haze, Spore, Will-O-Wisp, Strength Sap, Revival Blessing, and friends. Get enough boosts and even fast No Guards won't be able to take you down fast enough.
 
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Assuming the premier default lead will be Regieleki simply because it is the fastest mon in the entire metagame (and, as any Gen 8 Pure Hackmons player is familiar with, its ability to tank non-STAB attacks actually isn't complete garbage), these anti-Regieleki leads could shake up the lead meta as we know it:

:SV/slaking:
Slaking @ Ability Shield
Ability: Huge Power / Pure Power
Tera Type: Normal / Ghost / Grass / Fire
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Headlong Rush / Stone Axe / Diamond Storm / Gunk Shot
- V-create / Magic Powder
- Wood Hammer / Close Combat / Spore / Knock Off / Spikes

Huge Power/Pure Power Slaking can mix and match its moves to mess with various Wonder Guards and make sure to OHKO lead Regieleki and force the Spore or bust from Focus Sash Regieleki - not the Magic Room because Extreme Speed still has priority even with Neutralizing Gas around:

252+ Atk Huge Power Slaking Extreme Speed vs. 252 HP / 252 Def Regieleki: 397-468 (109 - 128.5%) -- guaranteed OHKO

:SV/zacian-crowned:
Zacian-Crowned @ Choice Scarf
Ability: Neutralizing Gas / Huge Power / Pure Power / Shadow Tag / Magic Bounce / Good As Gold
Tera Type: Grass / Ground / Fire
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Headlong Rush
- Magical Torque
- Gigaton Hammer
- Switcheroo

Thanks to the base Attack nerf Zacian-Crowned received in the Gen 9 games, it/she now needs to be Adamant in order to guaranteed OHKO Neutralizing Gas Regieleki with a Ground attack:

252+ Atk Zacian-Crowned Headlong Rush vs. 252 HP / 252 Def Regieleki: 378-446 (103.8 - 122.5%) -- guaranteed OHKO

Jamming most prospective Revival Blessing spammers by Switcherooing Choice Scarfs on them is also a good idea.

:SV/calyrex-ice:
Calyrex-Ice @ Ability Shield
Ability: Refrigerate
Tera Type: Ice / Grass / Fire
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Fake Out
- Extreme Speed
- Parting Shot / Rapid Spin
- Spikes / Stealth Rock / Will-O-Wisp / Spore

Calyrex-Ice can revenge frail mons, mess with Wonder Guards, switch into Sheer Cold, and pray that -ate Rapid Spin isn't blocked by Wonder Guards. Check out these calcs that show that lead Regieleki cannot stay in:

252+ Atk Refrigerate Calyrex-Ice Fake Out vs. 252 HP / 252 Def Regieleki: 123-145 (33.7 - 39.8%) -- guaranteed 3HKO
252+ Atk Refrigerate Calyrex-Ice Extreme Speed vs. 252 HP / 252 Def Regieleki: 244-288 (67 - 79.1%) -- guaranteed 2HKO

~~~~~~~~~~~~~~~

All of these leads have slight problems with Focus Sash lead Regieleki, who can Spore and/or Magic Room in time. In particular, Refrigerate Calyrex-Ice can only force lead Regieleki out, even non-Focus Sash lead Regieleki. However, Refrigerate Calyrex-Ice cannot be lured to sleep/Magic Room by Focus Sash lead Regieleki.

~~~~~~~~~~~~~~~

If you're sick and tired of Neutralizing Gas/No Guard/Wonder Guard/Shadow Tag/etc. lead Regieleki spoiling your fun, take advantage of the fact that Regieleki thinks it's too fast to need Prankster:

:SV/arceus-grass:
Arceus-Grass @ Ability Shield
Ability: Prankster
Tera Type: Poison / Fire
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Taunt / Spore
- Shore Up
- Parting Shot / Baton Pass / Chilly Reception / Teleport
- Apple Acid / Haze / Destiny Bond

Arceus-Grass is picked instead of any other Arceus form due to being immune to Spore. Spore prevents lead Focus Sash and Ability Shield Regieleki from doing what it wants but does nothing to Safety Goggles or Tera Grass Regieleki. Taunt prevents most Regieleki from doing what they want, but you get OHKOd back by lead No Guard Regieleki. Parting Shot, especially along with Taunt or Spore, lets you escape Shadow Taggers and nerf attackers in style. The other mentioned pivot moves let you escape Dark-type Shadow Taggers, though. Apple Acid is just an attack that makes quite a lot of mons regret staying in, including opposing lead Regieleki, Innards Out users, Dark-types, Magic Bouncers, and Good As Gold users. If you want to deal with set-up sweepers better, though, Haze and Destiny Bond are still options.
 
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As someone who's played a few games, here are a few notes about teambuilding (in no particular order):

Abilities:

- No Guard competes with Huge Power because both effectively force in Wonder Guards in most instances.
- Hadron Engine is not affected by Neutralizing Gas. I can see Hadron Engine leads being useful against Neutralizing Gas Regieleki.
- Likewise, Orichalcum Pulse, Protosynthesis, and Quark Drive are not affected by Neutralizing Gas, but I don't see any of these having a niche. Maaaaaybe Orichalcum Pulse but I think Huge Power outclasses it too strongly outside of Neutralizing Gas that it won't be useful.
- Shadow Tag is insane on paper (because Wonder Guards typically want to run Ability Shield), though I'm not sure if Shadow Tag users have the moveslots to run wild with PerishTrap sets. Offensive Shadow Tag probably requires a Huge Power Last Respects + Magical Torque + Ceaseless Edge/Knock Off teammate to deal with Wonder Guards that are innately immune to Shadow Tag, namely Flutter Mane, Arceus-Ghost (?), Zoroark-Hisui, and Spiritomb.
- Imposter is good, as it allows for scouting, can come in on Revival Blessing users, and scares non-Neutralizing Gas offensive Pokemon. I'm sure you could even run Ability Shield Imposter if you wanted to, though you miss out on copying and scouting the opposing Pokemon's Ability. Imposter users will probably want to run Tera Ghost to not drop to Shadow Tag improofers.
- Innards Out is almost as uncompetitive as it is in Gen 7 PH. I'm not sure how easily it can fit onto teams or threaten opposing Pokemon at 50% HP, though.
- Prankster seems pretty good too, as it offers counterplay against Neutralizing Gas sweepers and annoys pretty much anything else. Don't expect to be able to slap Prankster users onto teams easily, though.
- Some other overlooked Abilities that I expect to have minor niches are Magic Guard, Poison Heal, Arena Trap, Regenerator, Fur Coat, Pixilate/Refrigerate/Aerilate, and even Toxic Debris, Opportunist, and Moody.


Moves:

- Spore is very prevalent for two reasons: Lovely Kiss isn't in the game and Ability Shield means Safety Goggles is largely outcompeted as an item.
- This means that Grass-types are appreciated. Grass-types are also immune to Magic Powder, which is beneficial for Wonder Guard Scovillain in particular in case it runs into a Magic Powder sweeper, like the Arceus-Dark way above.
- Revival Blessing doesn't make games truly infinite in most instances, it just artificially extends them. Say one of your Pokemon faints. You can use Revival Blessing to revive it, but that means that you've used the 1 PP that the move typically allows for. Therefore, most of the time Revival Blessing just adds an extra "life" for your team, as one more teammate can faint before the player loses. Keep in mind that this doesn't hold for Imposter and Leppa Berry + Recycle users, though.
- Trick seems great on paper but I don't see it becoming that prevalent because it doesn't synergize well with Corrosive Gas, a move you're running on most if not every team. Probably has a niche though.
- Spikes is probably the best way to set hazards, as Scovillain's pretty much the only prevalent Stealth Rock-weak Wonder Guard and Ceaseless Edge/Stone Axe have to actually hit the target to set hazards.
- The Torques can't be called by Sleep Talk, meaning you can run ComaBlessing or ComaPhaze users with coverage to hit two of Spiritomb, Arceus/Slaking/Blissey?, Zoroark-Hisui, Scizor, and Scovillain/Arceus-Fairy. Magical Torque is likely the best one because of Zacian-C getting STAB on it.
- Tidy Up doesn't require you to actually hit anything (unlike Rapid/Mortal Spin) and contributes to an offensive presence (unlike Defog). This will probably be the most common form of hazard removal in the metagame.
- With enough fainted teammates, Last Respects is a pseudo No Guard in that you can force opposing Wonder Guards/Normal-types in due to heavily damaging or outright OHKOing anything that isn't immune to it.


Team Structure:

- There is no long-term counterplay against Corrosive Gas Neutralizing Gas sweepers, especially those running Last Respects.
- One of Magic Bounce or Good as Gold is probably going to be necessary on every team due to ComaPhazers. Suction Cups from last generation is now completely outclassed by Good as Gold (and was already niche anyway).
- Neutralizing Gas sweepers are easily improofed by Ability Shield Wonder Guard teammates, because Ability Shield Imposter does not copy Neutralizing Gas.
- You still want at least 2 Wonder Guards on each team, even if Tera Ice and Innards Out are options, since Ability Shield Wonder Guard is pretty insane and allows for Revival Blessing + Lunar Dance spam in-battle.
- Dual Huge Power Zacian-C is probably not as great in the long run as it seems now but it's been working fairly well in my games. Two things hold it back though: chip damage is relatively easy to accrue, making it easy to tell which Zacian-C it is, and two Huge Power users can't cover every Wonder Guard in the game. This is as close you can get with two coverage spammers (while not running garbage like Freeze-Dry), and it misses out on Wonder Guard Kilowattrel/Rotom-Fan and Landorus-T (though I haven't seen these yet). Collision Course OHKOes neutral nature Arceus/Slaking on Zacian-C, Headlong Rush and Magical Torque don't miss, Ceaseless Edge sets hazards while threatening opposing Dark-weak Pokemon, and Last Respects destroys every non-Normal type or Wonder Guard not named Ting-Lu after enough teammates have fainted. I don't see Fur Coat users taking off either, which helps.
 
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So apparently you can use Mega/non-SV formes now since they're hackable in the actual games as is specified in Smogon's Hackmons policy (albeit with the sprite of the base forme if the species is in the game and a Pikachu sprite if not). I have also received assurances that Pure Hackmons has grounds for implementing a Sprite Clause (don't know the actual name yet) so the meta won't get even more horrendously unplayable. I think Megas are a net positive on the metagame, actually, even when considering the tradeoff between having them in and Zacian-C going.

:sv/audino-mega:

Audino-Mega @ Shed Shell / Ability Shield
Ability: Wonder Guard
Tera Type: Water / Ghost / Normal / Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed / Bold Nature
IVs: 0 OR 31 Spe
- Revival Blessing / Corrosive Gas
- Shed Tail / Recover / Spikes / Tidy Up./ Teleport / U-turn / Stealth Rock
- Lunar Dance / Whirlwind / Spiky Shield
- Heal Bell / Will-O-Wisp / Last Respects

Audino-Mega @ Ability Shield / Shed Shell
Ability: Magic Bounce / Good as Gold / Hadron Engine / Comatose / Fur Coat
Tera Type: Water / Ghost / Normal / Poison
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Bold / Relaxed Nature
IVs: 31 Spe OR 0 Spe
- Knock Off / Whirlwind / Revival Blessing / Corrosive Gas
- Recover / Tidy Up / Shed Tail / Spikes / Ceaseless Edge / Stealth Rock / Teleport / U-turn
- Lunar Dance / Spiky Shield
- Heal Bell / Last Respects

Mega Audino is back, and it has THE best defensive typing here, period (maybe not but it's pretty damn close), since it's immune to Last Respects while being Fighting-neutral; the only real downside is being weak to Zacian-C Mega Gengar/Necrozma-DM/Kartana's STAB. Wonder Guard does Wonder Guard things, slow pivoting, reviving things, setting/removing hazards, being a cleric and all that. Lunar Dance + Revival Blessing teammate for reviving loops; note that with a Comatose + Sleep Talk teammate, Lunar Dance fully restoring Sleep Talk PP means that battles can go quite literally infinitely (you can revive multiple times before having a teammate restore PP with Lunar Dance). De-EV Audino's Attack if running U-turn, for Innards Out Chansey; neutral nature 30 IVs (0 EVs) should do the trick. Audino's typing means you can actually afford to forgo Ability Shield in most instances, since you don't immediately die to Last Respects and unboosted coverage shouldn't do much unless the sweeper naturally has a good matchup against Normal/Fairy.

Unlike in other generations, Audino also has the defensive typing to freely run non-Wonder Guard sets! Magic Bounce/Good as Gold for Comatose Sleep Talk + Whirlwind, Hadron Engine/Comatose for Neutralizing Gas Regieleki and other disruption, and Fur Coat for Huge Powers that don't bruteforce their way through it. Much the same moves, except you can run Knock Off/Ceaseless Edge more freely, don't like Corrosive Gas as much if you're Magic Bounce, and like Ceaseless Edge just a bit more.


:sv/ludicolo:

Ludicolo @ Ability Shield / Shed Shell
Ability: Wonder Guard
Tera Type: Ghost / Electric / Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Relaxed Nature
- Spore / Whirlwind / Corrosive Gas
- Shed Tail / Recover / Tidy Up / Spikes / Stealth Rock
- Revival Blessing / Spiky Shield
- Heal Bell / Lunar Dance / Last Respects

:sv/kartana:

Kartana @ Shed Shell / Ability Shield
Ability: Wonder Guard
Tera Type: Ghost / Fairy / Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Spore / Whirlwind / Corrosive Gas
- Shed Tail / Recover / Tidy Up / Spikes / Stealth Rock / Sticky Web / Powder
- Revival Blessing / Gigaton Hammer
- Last Respects / Heal Bell / Lunar Dance

Kartana @ Shed Shell / Ability Shield / Lum Berry
Ability: Wonder Guard / Huge Power
Tera Type: Ghost / Fairy / Electric / Steel / Grass / Fire ...
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash / Spore
- Iron Head / Behemoth Blade / Gigaton Hammer / Magical Torque / Noxious Torque
- Power Whip / Horn Leech / Collision Course / Zing Zap
- Last Respects / Ceaseless Edge / Stone Axe

:sv/ferrothorn:

Ferrothorn @ Shed Shell / Ability Shield
Ability: Wonder Guard
Tera Type: Ghost / Fairy / Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Relaxed Nature
IVs: 0 Spe
- Spore / Whirlwind / Corrosive Gas
- Shed Tail / Recover / Tidy Up / Spikes / Stealth Rock / Sticky Web
- Revival Blessing / Spiky Shield / Powder
- Lunar Dance / Heal Bell / Last Respects

We got some more Spore-immune Wonder Guards as well. Ludicolo has a really, REALLY good typing for a Lovely Kiss-less, Ability Shield Wonder Guard metagame (also great in Custom Game which is basically insanely expanded Hackmons atm), as it's immune to Spore but not weak to Fire/Fighting/Rock coverage. Being weak to Bug sucks but you can get around it to an extent, Poison/Flying weaknesses are less consequential though the latter might be more problematic with Mega Rayquaza around.

Kartana and Ferrothorn have pretty damn good typings too, since only being weak to Fire/Fighting coverage is pretty useful, even against potential coverage spammers. Kartana in particular might run offensive sets as well, since you beat the two best non-Ability Shield Wonder Guard Last Respects switch-ins in Mega Audino and Ting-Lu with your STABs and you're strong in your own right. Both Kartana and Ferrothorn should be able to run Powder just fine. I personally think Shed Shell might be better than Ability Shield because Primal Groudon is coming back but we'll see.


:sv/mewtwo-mega-x: :sv/mewtwo-mega-y: :sv/sceptile-mega: :sv/calyrex-shadow: :sv/beedrill-mega: :sv/aerodactyl-mega: :sv/pheromosa: :sv/deoxys-attack:

Mewtwo-Mega-X / Mewtwo-Mega-Y / Sceptile-Mega / Calyrex-Shadow / Beedrill-Mega / Aerodactyl-Mega / Pheromosa / Deoxys-Attack @ Choice Scarf
Ability: Regenerator
Tera Type: Normal / Ghost / Fire / Fairy / whatever
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly / Naughty / Adamant / Modest / Timid Nature
- Headlong Rush / Power Whip / Electro Drift / Grass Knot / Megahorn
- Collision Course / Pyro Ball / Flamethrower / Noxious Torque / Magical Torque
- Last Respects / Ceaseless Edge / Astral Barrage / Stone Axe / Trick
- Shed Tail

:sv/regieleki:

Regieleki @ Choice Scarf / Heavy-Duty Boots / Ability Shield / Shed Shell / Mental Herb / Leppa Berry
Ability: Regenerator
Tera Type: Ghost / Normal / Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Shed Tail
- Revival Blessing
- Last Respects / Heal Bell / Taunt / Tidy Up / Stealth Rock / Spikes / Ceaseless Edge / Whirlwind
- Trick / Lunar Dance / Magic Powder / Knock Off

Fast Shed Tail users seem pretty funny, especially if Regieleki remains the best fast Wonder Guard by a mile. Headlong Rush on physical mons to outspeed and OHKO Regieleki, random coverage for other Wonder Guards, potential hazard setting in Ceaseless Edge/Stone Axe, broken Last Respects, Trick, and broken Shed Tail. Regenerator lets you come in multiple times & Shed Tail to your heart's content. Note that MMY/Beedrill need a positive nature for the OHKO with Headlong Rush, Aerodactyl/Pheromosa need Stealth Rock to ensure the same KO, and Sceptile/Calyrex-S are unable to unless they forgo Choice Scarf.

Regieleki has more flexibility since you at least Speed tie opposing Regieleki, though the offenses mean you can't really threaten anything with conventional attacks. Therefore, support tools like Revival Blessing/Heal Bell/hazards/Whirlwind/hazard removal/Taunt seem better. Last Respects is probably the only conventional attack worth using for the damage. No promises on effectiveness, since I just snagged the concept from my Custom Game team, though I don't see anything besides the lack of moveslots (and maybe more support Neutralizing Gas Regieleki?) that really hampers Regenerator Shed Tail's effectiveness on paper.


:sv/mewtwo-mega-x: :sv/mewtwo-mega-y: :sv/deoxys-attack: :sv/calyrex-shadow: :sv/rayquaza-mega: :sv/arceus-ground: :sv/groudon-primal: :sv/gengar-mega:

Fast Offensive Mon @ Choice Scarf
Ability: Shadow Tag / Arena Trap
Tera Type: Normal / Damage Amp
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Nature that outspeeds Regieleki after Choice Scarf (+Atk/SpA if not possible)
- Headlong Rush / Coverage 1
- Coverage 2
- Coverage 3
- Coverage 4 / Trick / Revival Blessing

Megas coming back mean there are more strong hitters that outspeed Regieleki at +1 (you need Base 134+ with a neutral nature, and Base 117+ for with a positive one). Headlong Rush for Regieleki in particular (though Calyrex-S/Mega Gengar probably shouldn't use it). The main idea's to spam coverage to get rid of opposing Wonder Guard users, so having 4 coverage moves is probably optimal; Trick for Wonder Guards you lack coverage for, and Revival Blessing because it's probably the best support tool you can have. Note that Mega Rayquaza/Primal Groudon are too slow to outspeed Regieleki, even with a positive nature, though they probably have merit trapping Mega Mewtwos and Fire/Ground-weak Wonder Guards, respectively.


:sv/regieleki:

Regieleki @ Air Balloon
Ability: Wonder Guard

A better selection of potential Shadow Tag abusers also makes Air Balloon Regieleki better, since Thousand Arrow/Mold Breaker moves don't exist, meaning it's immune to all conventional attacks. Still vulnerable to faster Trick/Corrosive Gas into Ground move though.

This is all I have, since I don't think the other additions meaningfully change the metagame/would really see usage (though stuff like No Guard coverage Mewtwos/Hadron Engine Primal Groudon sound cool as well).
 
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i made a nearly unbeatable team: Enjoy ur pain (pokepast.es) The team i made loses to anything that has spore, enough passive damage or stuff. I have innards out for progress, and ability shield to beat neutralising gas. Bright powder lets u get another move off.

I'll do you one better. ComaTalk Revival Blessing so you have 17 revives at the beginning of the battle and after having PP replenished via Lunar Dance, meaning you can theoretically stall infinitely if you play your cards right. Torques aren't called by Sleep Talk, and hit relevant Wonder Guards, making them situationally useful. Aromatherapy/hazards/hazard removal for progress making, and it works against everything bar Regenerator users (which I haven't seen but I think do have potential). I replaced both Innards Out Regieleki with Chansey and Mega Audino, since Innards Out off of 80 base HP isn't KOing Mega Mewtwo X/the best Last Respects sweeper in Arceus-Ghost/random defensive Pokemon/opposing Regieleki if chipped. Audino's immune to Last Respects and can eat Fighting-type coverage if needed (though Ability Shield Wonder Guard Regieleki should be good if you don't have its item removed). I haven't bothered to test this so this might not be optimal, though I do think this is an improvement over 6 Regieleki.

e: whoops aromatherapy isn't in the game, heal bell is legal though
 
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I'll do you one better. ComaTalk Revival Blessing so you have 17 revives at the beginning of the battle and after having PP replenished via Lunar Dance, meaning you can theoretically stall infinitely if you play your cards right. Torques aren't called by Sleep Talk, and hit relevant Wonder Guards, making them situationally useful. Aromatherapy/hazards/hazard removal for progress making, and it works against everything bar Regenerator users (which I haven't seen but I think do have potential). I replaced both Innards Out Regieleki with Chansey and Mega Audino, since Innards Out off of 80 base HP isn't KOing Mega Mewtwo X/the best Last Respects sweeper in Arceus-Ghost/random defensive Pokemon/opposing Regieleki if chipped. Audino's immune to Last Respects and can eat Fighting-type coverage if needed (though Ability Shield Wonder Guard Regieleki should be good if you don't have its item removed). I haven't bothered to test this so this might not be optimal, though I do think this is an improvement over 6 Regieleki.


Thanks a lot, I didn't try and optimize it, I only created it for a team that could troll my friends and make them hate their lives. But yeah, your team seems more VIABLE than my hellscape of a team.
 
I figured I might as well make a formal sample submission for the above team (with one or two changes) because we don't have any samples right now and I haven't seen any other competent teams for the hackable formes meta. Also, it's actually pretty good.

Importable: https://pokepast.es/5f325df9a58a9ac4
Importable (w/ alternative Tera options): https://pokepast.es/9af45c99eb56fe2c

Some notes in addition to explanation 2 posts above:

- Bright Powder on 1st Comatose Regieleki so you occasionally dodge and can revive an additional teammate, especially because you actually get into Comatose Regieleki-reviving loops fairly often (where the optimal play is to keep reviving Comatose Regieleki)
- Choice Scarf on 2nd Comatose Regieleki is primarily so you always outspeed opposing Regieleki, but item removal is common enough that you still want a Jolly nature
- Coverage is interchangeable but based on building patterns in ORAS/USUM Hackmons I decided to pair Fighting/Poison and Fire/Fairy coverage together
- Heal Bell on Air Balloon Regieleki is probably replacable (probably with Taunt, Last Respects, or Corrosive Gas), and I actually haven't clicked it much, especially since the scariest status in a Revival Blessing metagame is paralysis and Regieleki's immune to that
- Tera types on Wonder Guard Regielekis can be changed pretty liberally. Fairy on Air Balloon Regieleki is mostly filler, since Ghost is weak to Last Respects/Ceaseless Edge/Knock Off, Water's weak to Volt Switch, and Normal's taken (by the other Wonder Guard Regieleki). Having the same Tera type on both Wonder Guards is redundant and hurts your matchup against Huge Power coverage spam
- Can replace Whirlwind on Innards Out Chansey with Final Gambit since I've never clicked it
- Chansey over Blissey because bulk difference actually matters (for example, Knock Off from Regieleki is an unfavorable role against Blissey while Chansey cleanly dies)
- Don't forget that Tidy Up on Mega Audino can remove Shed Tail Substitutes
- Last Respects so Mega Audino actually threatens Last Respects sweepers that it defensively checks, given teammates (and it) have fainted enough times

Weaknesses:

- Probably auto-ties against Imposter, but show me a non-sweeper team that wins
- Struggles against mono-ground NGas Regieleki and Magic Room Extreme Speed + Ground move sweeper Regigigas but you can always just win
- Somewhat vulnerable to Choice Scarf Shadow Tag (though Scarf Comatose Regieleki just revives something and Air Balloon Regieleki can't get hit by non-Struggle attacks)

Replays:

https://replay.pokemonshowdown.com/gen9purehackmons-1924203788
https://replay.pokemonshowdown.com/gen9purehackmons-1924219771
https://replay.pokemonshowdown.com/gen9purehackmons-1924174591
https://replay.pokemonshowdown.com/gen9purehackmons-1924151436
 
The Teal Mask has been released!

I'm sure getting a Water/Steel is funny and all, but you should see Ludicolo 2.0:

Ogerpon-Wellspring @ Ability Shield / Shed Shell
Ability: Wonder Guard
Tera Type: Water
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Spore / Whirlwind / Corrosive Gas
- Shed Tail / Recover / Tidy Up / Spikes / Stealth Rock
- Revival Blessing / Spiky Shield
- Heal Bell / Lunar Dance / Last Respects

Breath held for whether you can actually hack in a different Tera type for Ogerpon, but at least Tera Water is viable on this Wonder Guard! Hacking in a Tera type other than Water for Ogerpon-Wellspring is not recommended and softlocks your cart.

Compared to Ludicolo, Ogerpon-Wellspring has the same HP, higher Attack, Speed, and Defense, but worse Special Defense and Special Attack.
 
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Hey asker of dumb questions here why does ph need a council if the format is just basically sandboxing?
Not only do councils handle banlists, they also handle resources such as sample teams and viability rankings. Sadly, in tons of metas for games where anything (legal) is allowed, such as for this meta and Magic: the Gathering's Vintage format, some strategies are just that much stronger than others.
 
Today I'm going to showcase a set I think is currently overlooked and changes endgame dynamics in major ways. It takes advantage of Last Respects eventually becoming powerful enough to force in opposing Normal-types, and Neutralizing Gas meaning counterplay lacking Ability Shield is disabled. People've been trying to find a way to break endless Lunar Dance + ComaTalk Revival Blessing loops and I think this is the most reliable way to do so (albeit with Sticky Web/item removal support).


:sv/mewtwo-mega-x:

Mewtwo-Mega-X @ Safety Goggles
Ability: Neutralizing Gas
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Collision Course
- Gigaton Hammer
- Wicked Blow
- Last Respects

The idea's that you can reliably sweep after it is allowed for, as mentioned above, through item removal and Sticky Web support. Last Respects is overpowered and all, but it can't touch Normal-types; Collision Course threatens most of them, and can actually OHKO neutral nature Arceus/Slaking after a Spike/Stealth Rock layer (though you need 3 Spikes layers/Spikes + Stealth Rock to OHKO positive nature variants). Gigaton Hammer turns Mega Audino into mulch (not really, dealing 69~81%, but you can fairly easily get it down to 50%), and Wicked Blow OHKOes Hisuian Zoroark, which can't reliably have its item removed by teammates due to being immune to Shadow Tag. Safety Goggles because I needed a filler item (lets me hard swap into Spore Regieleki if Sticky Web is on the field), and Tera Normal because I needed a filler Tera (eat an opposing Last Respects). Oh, I almost forgot, Last Respects synergizes well with Shadow Tag teammates since it hits most stuff that doesn't need an item/Tera use to be immune to trapping, like Flutter Mane and Arceus-Ghost, even without having to get rid of their items. Doing so is still useful against Prankster/Innards Out Ghost-types, however.


I paired this with a teammate that removes items as reliably as possible:

:sv/regieleki:

Regieleki @ Focus Sash
Ability: Shadow Tag
Tera Type: Grass
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Corrosive Gas
- Knock Off
- Revival Blessing
- Last Respects

Corrosive Gas + Knock Off for surefire item removal against both Wonder Guard and Magic Bounce/Good as Gold users; Magic Coat is not in the game, so mindlessly clicking Corrosive Gas doesn't risk Regieleki losing its Focus Sash against an opposing Wonder Guard user. Revival Blessing/Last Respects because why not (the latter, if strong enough, can also threaten the occasional sweeper if Regieleki is faster). Tera Grass for opposing Neutralizing Gas Regieleki and other potential Spore users (never used it though).


These two make a powerful progress-making core, and as of yet I haven't found consistent counterplay against them (besides winning first, I suppose).

In case you're curious this is my Sticky Web setter:

:sv/calyrex-shadow:

Calyrex-Shadow @ Leppa Berry
Ability: Wonder Guard
Tera Type: Electric
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Recycle
- Revival Blessing
- Lunar Dance
- Sticky Web

Actually, here's the team that these three are on. Some movesets might not be completely optimal but their intended function should be clear enough.

________________________________________________________________________

Some cons (if any) of this core are:

- A vulnerability to opposing Shadow Tag users? maybe? MMX can theoretically get trapped by Choice Scarf Mega Rayquaza/Band Mega Aerodactyl like in Gen 7 PH, though since stupid strong CFZ moves don't exist in this generation there are very few Shadow Tag users that can both outspeed and OHKO MMX, especially with Sticky Web on the opposing side. Never had MMX trapped by STag so I'm really grasping at straws here.
- MMX isn't really customizable. Sure, you can swap Wicked Blow for something else since its use is relegated to getting rid of Hisuian Zoroark (Magic Room/Corrosive Gas seem cool but I haven't tried them yet), but you really want the combination 190 Attack, STAB Collision Course (you struggle to get the KOs you need without it), and the ability to outspeed Regieleki after Sticky Web.
- You typically need at least 6~7 Last Respects boosts (350~400 BP) to really get going. Of course, this is a ballpark value; the actual base power needed is going to vary from game to game. This means MMX doesn't really threaten to sweep until at least 30~40 turns in against a reasonably competent team, giving the opponent a window to win before you do.

________________________________________________________________________

Replays:

https://replay.pokemonshowdown.com/gen9purehackmons-1959083456
https://replay.pokemonshowdown.com/gen9purehackmons-1955466596
https://replay.pokemonshowdown.com/gen9purehackmons-1956546579
https://replay.pokemonshowdown.com/gen9purehackmons-1954781234

________________________________________________________________________

Have fun with this degeneracy I suppose.
 
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I've had people request viability rankings for Gen 9 Pure Hackmons, and I don't think that's feasible currently because there haven't been enough high-level games to know what mons possess minor niches, and offenses/bulk to an extent are significantly less important determinants of viability than Speed/typing (meaning there are a lot less viable mons than in the more playable generations of PH). I tried making a ranking nonetheless, albeit with mons' placements being less concrete and individual ranks indicating a larger gap in viability than would be indicated on a viability ranking. I also added explanations for placement since some of them might not be super obvious at first glance.


General (Non-Wonder Guard)

S Rank
S1
:regieleki: Regieleki (Clearly the best at running Neutralizing Gas/Comatose + Sleep Talk + Revival Blessing/Shadow Tag item removal/No Guard sets. You can slap 3~4 Regieleki onto a team and it'll work reasonably well. Gets a good bit more usage than everything below it)

S2
:blissey: Blissey (Imposter is absolutely insane thanks to granting Revival Blessing PP every time you come in. Innards Out is also meta defining)
:chansey: Chansey (Blissey echo, both have their respective merits though. Blissey's a slightly better Imposter user since you aren't bluffing anything with Eviolite in a Neutralizing Gas metagame (you REALLY want Ability Shield), and Chansey's a better Innards Out user because at minimum Defense you have ~45% less physical bulk than Blissey does)

A Rank
A1
:arceus: Arceus (Last Respects immune + is bulky and fast at the same time. Very good defensive utility)
:audino-mega: Audino-Mega (Last Respects immunity + Fighting neutrality/only Poison & Steel weaknesses make for an insanely good typing)
:mewtwo-mega-x: Mewtwo-Mega-X (Beats everything with time and good positioning with Last Respects + coverage (+ Corrosive Gas/Sticky Web support) - without needing to boost beforehand. This alleviates 4MSS enough that MMX is significantly more effective than any other sweeper imo)

A2
:arceus-grass: Arceus-Grass (Spore immune Magic Bounce/Prankster/whatever else you might want that's not Wonder Guard)
:eternatus: Eternatus (Toxic Spikes absorber, Black Sludge + Trick user, great statball)
:slaking: Slaking (Huge Power Extreme Speed OHKOes Regieleki, Last Respects immune, has Arceus-tier physical bulk which lets it run surprise defensive sets, can probably run Gen 7-esque Innards Out sets if it really wants to)

B Rank
:aerodactyl-mega: Aerodactyl-Mega (No more Zacian-C to compete with, fast Shadow Tag sets are actually pretty sick. Rock/Flying typing comes in handy more often than you'd think, being Extreme Speed/Fire move-resistant/Spikes-immune)
:electrode-hisui: Electrode-Hisui (Does Regieleki things while being Spore-immune)
:groudon-primal: Groudon-Primal (Can be a wonky Shadow Tag trapper/setup sweeper with Bitter Blade, though the latter is inconsistent and requires good plays in the matchups you realistically can win with it. Hadron Engine's neutralized by Neutralizing Gas now which sucks for it)
:mewtwo-mega-y: Mewtwo-Mega-Y (Pretty cool Shadow Tag trapper, doesn't do much else though. Some funky sets I haven't tried, like No Guard coverage, could also work)
:ting-lu: Ting-Lu (Better bulk than Mega Audino but has a somewhat less practical typing, especially in the late game where Last Respects users can break through it)
:venusaur-mega: Venusaur-Mega (Magic Bounce user that absorbs Toxic Spikes/can Trick Black Sludge etc. while being Spore immune)

C Rank
:arceus-ground: Arceus-Ground (see below post, also outspeeds Regieleki with Choice Scarf + blocks the occasional Double Shock from Regieleki)
:calyrex-ice: Calyrex-Ice (Refrigerate FakeSpeed OHKOes Regieleki, beats Tera Ghost)
:diancie-mega: Diancie-Mega (Pixilate FakeSpeed almost always OHKOes Regieleki, beats Tera Ghost, also hits MMX for SE + Fairy coverage is great against certain Wonder Guards)
:deoxys-attack: Deoxys-Attack (Faster, substantially frailer Mega Mewtwo Y. Lack of bulk can actually be a positive because you dissuade Imposter from coming in if you're a Shed Shell/Ghost-type Wonder Guard)
:giratina: Giratina (Fat untrickable Ghost-type)
:gourgeist: Gourgeist-Super (Fat-ish Ghost-type that's immune to Spore)
:gyarados-mega: Gyrarados-Mega (Huge Power Jet Punch snipes Regieleki from half, Last Respects resist)
:kyurem-black: Kyurem-Black (See Calyrex-Ice)
:sceptile-mega: Sceptile-Mega (Fast & Spore-immune, lets you run Choice Scarf Shadow Tag to some effect. With 3 Spikes layers you actually KO Regieleki with Headlong Rush)
:zoroark-hisui: Zoroark-Hisui (If you really wanna cope vs Last Respects you can probably run this as a Shadow Tag/Last Respects-immune Magic Bounce user. Knock Off Regieleki 2HKOes with item though)



Wonder Guard

S Rank
S1
:regieleki: Regieleki (Does fast Wonder Guard things better than anything else, convenient typing as well)

S2
:audino-mega: Audino-Mega (Last Respects immunity + Fighting-type neutrality/relatively inconsequential weaknesses in Steel & Poison/good bulk)

A Rank
A1
:arceus: Arceus (Good typing, Last Respects immune vs Neutralizing Gas users once Ability Shield (if ran) is gone)
:calyrex-shadow: Calyrex-Shadow (Good Shadow Tag-immune typing, really fast. Better as a fast support Wonder Guard than as a sweeper though. Ghost weakness does suck but Shadow Tag immunity is often worth it)
:kartana: Kartana (Spore-immune + good Wonder Guard typing. Hits hard (especially with STAB Gigaton Hammer), has alright physical bulk)
:ludicolo: Ludicolo (Spore-immune + good Wonder Guard typing for a Grass-type. Can customize Tera type unlike Ogerpon-W)
:slaking: Slaking (Arceus clone, can slow pivot/Wish slightly more effectively)

A2
:arceus-fairy: Arceus-Fairy (Good typing, competes with Mega Audino though)
:arceus-water: Arceus-Water (Good typing + decently fast. Competes with Mega Swampert/Dondozo etc. though)
:escavalier: Escavalier (slower than Mega Scizor, the bulk difference doesn't matter much in practice when both are OHKOed by most Fire move users, and Mega Scizor itself competes with Kartana as a hard-hitting Fire-weak Wonder Guard)
:ferrothorn: Ferrothorn (Good typing + very slow pivot but competes with Kartana)
:muk-alola: Muk-Alola (Good typing, weakness to Fissure/Ground coverage and weakness overlap with Regieleki does hurt though)
:sableye-mega: Sableye-Mega (Good typing but it lacks defensive utility against Neutralizing Gas users after Ability Shield is removed)
:swampert-mega: Swampert-Mega (Good typing, competes with Arceus-Water)
:zoroark-hisui: Zoroark-Hisui (Good typing though Dark weakness hurts)

B Rank
:dondozo: Dondozo (Better physical bulk than Arceus-Water goes a long way in a Last Respects-centric meta, even if Dondozo's slightly less effective overall imo)
:gyarados: Gyarados (Good typing, Spikes-immune, is Stealth Rock-weak + competes with Arceus-Water/Mega Swampert/Dondozo though)
:flutter mane: Flutter Mane (Competes with Calyrex-S + is Ghost-weak, would be a lot higher otherwise)
:ogerpon-wellspring: Ogerpon-Wellspring (Locked into Tera Water so you can't Tera Ghost out of Shadow Tag and is therefore more dependent on Shed Shell than it would like)

C Rank
:arceus-ghost: Arceus-Ghost (Ghost weakness sucks, use Zoroark-Hisui instead unless you wanna eat Dark moves more easily for whatever reason)
:blissey: Blissey (The meta is VERY physically oriented)
:eternatus: Eternatus (Isn't actually weak to much besides OHKO and coverage. Absorbs Toxic Spikes and is a fast statball)
:farigiraf: Farigiraf (Slower/bulkier Zoroark-H that's also weak to U-turn/random Bug coverage. Not fully outclassed by Meloetta because physical attacks are much more relevant than special ones and Farigiraf is slightly physically bulkier)
:gengar-mega: Gengar-Mega (Absorbs Toxic Spikes, worse Calyrex-S otherwise)
:groudon-primal: Groudon-Primal (Saw it once, Ground STAB vs Regieleki and statspread make it an ok enough Shell Smash sweeper/early game bulky Wonder Guard. Can't be worse than the other crap in here)
:meloetta: Meloetta (Slower/bulkier U-turn-weak Zoroark-H)
:ogerpon-hearthflame: Ogerpon-Hearthflame (Not U-turn weak unlike Ludicolo/Ogerpon-W, and not Fighting-weak like Kartana/Ferrothorn. Being locked to Tera Fire kinda sucks)
:pidgeot-mega: Pidgeot-Mega (Non-Gigaton Hammer/Collision Course/Dark coverage-weak Last Respects immunity)
:pheromosa: Pheromosa (Non-Ground weak fast Wonder Guard)
:scizor-mega: Scizor-Mega (Simultaneously less slow than Escavalier, not significantly bulkier than Ferrothorn while being affected by Spore, and weaker than Kartana)
:scovillain: Scovillain (Slower Ogerpon-H, customizable Tera type)
:venusaur-mega: Venusaur-Mega (Good typing outside of No Guard, absorbs Toxic Spikes and is immune to Spore)
 
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I'd like to nominate Arceus-Ground for General C rank:

:Arceus-Ground: Arceus-Ground (Nice combination of speed, bulk, and power makes it possibly the best Shadow Tag user who naturally blocks Volt Switch, thus letting it improof other, Innards Out-averse team members more easily, especially with a Taunt set to block most other pivot moves)
 
OK so a few things:
View attachment 565301
Viability Rankings

Welcome to the Pure Hackmons Viability Rankings. This is one of many resources that are made to help players determine what can be considered viable in the metagame. These rankings are placed in alphabetical order. Anyone is free to put their thoughts on any Pokemon and debate on whether or not they need a rank change as long as they are being reasonable. The council will then take thought into each nomination and carefully form decisions regarding them. Provide clear evidence for reasons why a Pokemon should have a change in rank, and be civil about it. We want what we can believe to be the closer to fact than subjective opinions.

Due to the centralization of the metagame, each full letter rank will have at most two subranks, with each denoted with a + or - symbol if a letter rank has two.


S Rank
S+
:regieleki: Regieleki
:audino-mega: Wonder Guard
S Rank
S+
:regieleki: Regieleki

S-
:audino-mega: Audino-Mega

A Rank
A+
:arceus: Arceus
:calyrex-shadow: Calyrex-Shadow
:kartana: Kartana
:ludicolo: Ludicolo
:slaking: Slaking
:zoroark-hisui: Zoroark-Hisui

A-
:arceus-fairy: Arceus-Fairy
:arceus-water: Arceus-Water
:escavalier: Escavalier
:ferrothorn: Ferrothorn
:muk-alola: Muk-Alola
:sableye-mega: Sableye-Mega
:swampert-mega: Swampert-Mega

B Rank
:dondozo: Dondozo
:gyarados: Gyarados
:flutter mane: Flutter Mane
:ogerpon-wellspring: Ogerpon-Wellspring

C Rank
:arceus-ghost: Arceus-Ghost
:blissey: Blissey
:eternatus: Eternatus
:farigiraf: Farigiraf
:gengar-mega: Gengar-Mega
:groudon-primal: Groudon-Primal
:meloetta: Meloetta
:ogerpon-hearthflame: Ogerpon-Hearthflame
:pidgeot-mega: Pidgeot-Mega
:pheromosa: Pheromosa
:scizor-mega: Scizor-Mega
:scovillain: Scovillain
:venusaur-mega: Venusaur-Mega
S-
:blissey: Blissey
:chansey: Chansey
:mewtwo-mega-x: Mewtwo-Mega-X

A Rank
A+
:arceus: Arceus
:audino-mega: Audino-Mega

A-
:arceus-grass: Arceus-Grass
:eternatus: Eternatus
:slaking: Slaking

B Rank
:aerodactyl-mega: Aerodactyl-Mega
:electrode-hisui: Electrode-Hisui
:groudon-primal: Groudon-Primal
:mewtwo-mega-y: Mewtwo-Mega-Y
:ting-lu: Ting-Lu
:venusaur-mega: Venusaur-Mega

C Rank
:arceus-ground: Arceus-Ground
:calyrex-ice: Calyrex-Ice
:diancie-mega: Diancie-Mega
:deoxys-attack: Deoxys-Attack
:giratina: Giratina
:gourgeist: Gourgeist-Super
:gyarados-mega: Gyrarados-Mega
:kyurem-black: Kyurem-Black
:sceptile-mega: Sceptile-Mega
:zoroark-hisui: Zoroark-Hisui
I've made the viability rankings a few posts above official (moved MMX/Wonder Guard Zoroark-H up though)! Feel free to voice your thoughts or suggest changes if you feel strongly about a placement and have reasoning to back up your opinion(s).

We also have a new banner (courtesy of myself):


Screenshot 2023-10-27 at 12.25.58 AM.png


yo, first time building a gen 9 ph team, any thoughts on this?
https://pokepast.es/d9943795b59b4349
The main issue I find with this team's that there's no way to actually win, even if you're able to prevent yourself from losing (at least for a while). Since Mega Aerodactyl's the most offensively oriented set on the team and has a similar set to what a sweeper would run, I'd recommend replacing it with Neutralizing Gas MMX (which can also run Corrosive Gas to great effect if you want to preserve Trick's utility). Shed Tail on Ludicolo's not actually that useful imo because realistically you're only really passing to Aerodactyl/MMX so you'd be better off running Corrosive Gas. I'd also not run Mega Pidgeot on a team with less than 3 Wonder Guard users because you're making yourself vulnerable against No Guard users, which as a Pure Hackmons player I would avoid even if they're excessively matchup-fishy in higher-level games. Lastly, you'd want at least two Revival Blessing + Lunar Dance users so you can rack up Last Respects BP without having to rely on Imposter for Revival Blessing PP.

I'd run something like this instead: https://pokepast.es/c037205200896e63
 

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