With the recent changes to the balanced hackmons metagame, I found myself with two problems. The first, the surge in stall due to the death of Primal Groudon. Second, the death of all of my teams, because why wouldn't I have a Primal Groudon. Tiring of trying to find replacements, I decided to build the most anti-stall bulky offence I could think of.
This asks one question: What's the best wallbreaker in balanced hackmons? Psychic Surge Mewtwo-Y? Imprison SS Gengar? Something awful and physical?
To put it simply, it's this behemoth:
Kangaskhan @ Kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Nature's Madness
- Strength Sap
- Night Shade
- Extreme Speed
There is a damn good reason parental bond is banned in BH. Combined with Nature's Madness and good bulk, this guy is taking 75% off of any wall. It's intensely spammable when supported by Extreme Speed, and Night Shade always hits for exactly 200 damage, enough to do 25% to almost anything. I've seen people use Seismic Toss instead to beat Regigigas, but I was going anti-giratina.
So, without further stalling for time, here's the team I built around this monster.
What's a Wall? (Kangaskhan) @ Kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Nature's Madness
- Strength Sap
- Night Shade
- Extreme Speed
I've explained what this guy does. I haven't quite explained how well he does it. What people forget about Kangaskhan-Mega is its surprisingly decent 105/100/100 bulk. While this isn't going to let him last long against wallbreakers, he can eat a Psychic Surge Mewtwo-Y's Psycho Boost (assuming Z-crystal or other no-damage item). With Strength Sap, and keeping him away from obvious breakers, he can survive to chip away for a very long time.
Illusion is the best ability by a long way. While something like Intimidate might seem tempting, the ability to draw Ghost attacks by posing as Giratina or forcing switches by posing as Zygarde is immensely useful. Especially as Showdown has a strange way of dealing with imposter megas, leaving them as the shape they assumed until they switch out, even if they take a hit. That won't help against a savvy opponent, but someone's going to use this on low ladder at some point.
Mum (Giratina) @ Safety Goggles
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Spore
- Strength Sap
- Pursuit
- Spikes
I had hoped Gen 7, with its ability busting moves, would remove the necessity of bringing a Shedinja check. Unfortunately, I was wrong. Mold Breaker Giratina can always come in on a Shed, and kill it with Pursuit. Spikes are a good way to waste turns when saccing, and we'll be trying to magic bounce back rocks, so I always go spikes. Spore and Sap are self-explanatory. (remembering that sap can't be bounced due to Mold Breaker.)
Mr. Steal Yo Gurl (Zygarde-Complete) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
- Defog
- Spectral Thief
- Baton Pass
- Milk Drink
We need a Magic Bouncer, we need a defogger, we need a physical wall. Audino was my initial choice, but it struggles in a metagame full of sunsteel strikes, so this is the next best thing. BP can't be bounced, and synergises with Spectral Thief even on a non-unaware set. Milk Drink is chosen as Shore Up has been popular recently, and I don't like getting my recovery imprisoned.
BZZZZZZZT (Beedrill-Mega) @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Leech Life
- Thousand Arrows
Offensive Core time. Beedrill is wierdly good in the balanced hackmons metagame. There's a lot of fairy attacks running around for him to sponge, and access to Leech Life helps his survivability. His ridiculous speed allows him to outspeed all mewtwo variants and smack them with bug STABs. U-turn ensures that I can always bring in Kangaskhan should they go to something I can't deal with, and Poison Jab is necessary. Thousand Arrows lets us hit Solgaleo on the switch, and gives us something spammable.
Walk Away (Sceptile-Mega) @ Choice Specs
Ability: Adaptability
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Spe
- Core Enforcer
- Seed Flare
- Volt Switch
- Trick
Another monstrously fast attacker to break the offence teams that might otherwise threaten me. Core Enforcer OHKOs things like Father and Giratina, something often not played around. Trick catches Audino on the switch, crippling it, and Volt Switch allows us to get a real vortex going with this and Zygarde. Seed Flare is a horrendously powerful move, capable of late-game muscling through whole teams due to the SpDef drops.
Metagame McGee (Chansey) @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Wish
- Rapid Spin
- Heal Bell
- Parting Shot
Yawn. It's a Chansey. It copies things. It reverse sweeps. It encourages players to get greedy with imposterproofs. It kills the things faster than my offencebreakers. Good guy, would recommend.
Strategy
The team plays very differently depending on matchup. In most games, you're going to want to get the hazard game under your control, then vortex your opponent until you can pick off walls with Kanga. Kanga will want to disguise as one of our walls, depending on what the opponent brings, and how easily you can make him force switches. You can also disguise him as Beedrill, as this lets him lure in Giratinas and Zygardes to Nature's Madness. Against defensive teams, keeping their hazards off is more important than keeping yours up, as they don't help Kangaskhan all that much. Against offensive teams, hazards let you claim key kills with coverage attacks from our offencebreakers.
Threats
This guy. 438 speed can suck my dick. Luckily, not that many people use him, and those who do are often bad enough to let chansey eat him. Not always though, in which case prepare to lose.
Our lack of priority-blockers and outstanding weakness to Ice makes Refrigerate a serious threat. Clever play with Kangaskhan can deal with these, but not without taking serious chip. These two are the real reason Kangaskhan has full bulk - if he dies to Boomburst, it's game over.
That's basically it. There are no defensive threats to this team, and we check Mewtwo as hard as possible. Beedrill can beat Diancie with Thousand Arrows, and Sceptile can handle Zekrom. Rayray only threatens us if it carries Core Enforcer, at which point it's weak to Chansey. Bulky Poison Heals don't threaten us either, and Zygarde lets us beat Regigigas.
This asks one question: What's the best wallbreaker in balanced hackmons? Psychic Surge Mewtwo-Y? Imprison SS Gengar? Something awful and physical?
To put it simply, it's this behemoth:
Kangaskhan @ Kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Nature's Madness
- Strength Sap
- Night Shade
- Extreme Speed
There is a damn good reason parental bond is banned in BH. Combined with Nature's Madness and good bulk, this guy is taking 75% off of any wall. It's intensely spammable when supported by Extreme Speed, and Night Shade always hits for exactly 200 damage, enough to do 25% to almost anything. I've seen people use Seismic Toss instead to beat Regigigas, but I was going anti-giratina.
So, without further stalling for time, here's the team I built around this monster.






What's a Wall? (Kangaskhan) @ Kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Nature's Madness
- Strength Sap
- Night Shade
- Extreme Speed
I've explained what this guy does. I haven't quite explained how well he does it. What people forget about Kangaskhan-Mega is its surprisingly decent 105/100/100 bulk. While this isn't going to let him last long against wallbreakers, he can eat a Psychic Surge Mewtwo-Y's Psycho Boost (assuming Z-crystal or other no-damage item). With Strength Sap, and keeping him away from obvious breakers, he can survive to chip away for a very long time.
Illusion is the best ability by a long way. While something like Intimidate might seem tempting, the ability to draw Ghost attacks by posing as Giratina or forcing switches by posing as Zygarde is immensely useful. Especially as Showdown has a strange way of dealing with imposter megas, leaving them as the shape they assumed until they switch out, even if they take a hit. That won't help against a savvy opponent, but someone's going to use this on low ladder at some point.
Mum (Giratina) @ Safety Goggles
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Spore
- Strength Sap
- Pursuit
- Spikes
I had hoped Gen 7, with its ability busting moves, would remove the necessity of bringing a Shedinja check. Unfortunately, I was wrong. Mold Breaker Giratina can always come in on a Shed, and kill it with Pursuit. Spikes are a good way to waste turns when saccing, and we'll be trying to magic bounce back rocks, so I always go spikes. Spore and Sap are self-explanatory. (remembering that sap can't be bounced due to Mold Breaker.)
Mr. Steal Yo Gurl (Zygarde-Complete) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
- Defog
- Spectral Thief
- Baton Pass
- Milk Drink
We need a Magic Bouncer, we need a defogger, we need a physical wall. Audino was my initial choice, but it struggles in a metagame full of sunsteel strikes, so this is the next best thing. BP can't be bounced, and synergises with Spectral Thief even on a non-unaware set. Milk Drink is chosen as Shore Up has been popular recently, and I don't like getting my recovery imprisoned.
BZZZZZZZT (Beedrill-Mega) @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Leech Life
- Thousand Arrows
Offensive Core time. Beedrill is wierdly good in the balanced hackmons metagame. There's a lot of fairy attacks running around for him to sponge, and access to Leech Life helps his survivability. His ridiculous speed allows him to outspeed all mewtwo variants and smack them with bug STABs. U-turn ensures that I can always bring in Kangaskhan should they go to something I can't deal with, and Poison Jab is necessary. Thousand Arrows lets us hit Solgaleo on the switch, and gives us something spammable.
Walk Away (Sceptile-Mega) @ Choice Specs
Ability: Adaptability
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Spe
- Core Enforcer
- Seed Flare
- Volt Switch
- Trick
Another monstrously fast attacker to break the offence teams that might otherwise threaten me. Core Enforcer OHKOs things like Father and Giratina, something often not played around. Trick catches Audino on the switch, crippling it, and Volt Switch allows us to get a real vortex going with this and Zygarde. Seed Flare is a horrendously powerful move, capable of late-game muscling through whole teams due to the SpDef drops.
Metagame McGee (Chansey) @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Wish
- Rapid Spin
- Heal Bell
- Parting Shot
Yawn. It's a Chansey. It copies things. It reverse sweeps. It encourages players to get greedy with imposterproofs. It kills the things faster than my offencebreakers. Good guy, would recommend.
Strategy
The team plays very differently depending on matchup. In most games, you're going to want to get the hazard game under your control, then vortex your opponent until you can pick off walls with Kanga. Kanga will want to disguise as one of our walls, depending on what the opponent brings, and how easily you can make him force switches. You can also disguise him as Beedrill, as this lets him lure in Giratinas and Zygardes to Nature's Madness. Against defensive teams, keeping their hazards off is more important than keeping yours up, as they don't help Kangaskhan all that much. Against offensive teams, hazards let you claim key kills with coverage attacks from our offencebreakers.
Threats

This guy. 438 speed can suck my dick. Luckily, not that many people use him, and those who do are often bad enough to let chansey eat him. Not always though, in which case prepare to lose.


Our lack of priority-blockers and outstanding weakness to Ice makes Refrigerate a serious threat. Clever play with Kangaskhan can deal with these, but not without taking serious chip. These two are the real reason Kangaskhan has full bulk - if he dies to Boomburst, it's game over.
That's basically it. There are no defensive threats to this team, and we check Mewtwo as hard as possible. Beedrill can beat Diancie with Thousand Arrows, and Sceptile can handle Zekrom. Rayray only threatens us if it carries Core Enforcer, at which point it's weak to Chansey. Bulky Poison Heals don't threaten us either, and Zygarde lets us beat Regigigas.