Custom Game Team
listen to this while playing
Yes I know that Custom Game isn't an OM but at it's for sure not anything else either
Introduction
Yes I know that Custom Game isn't an OM but at it's for sure not anything else either
Introduction
Hi it's me, the Pure Hackmons guy. I like Pure Hackmons. But I've been liking it a bit less these days. The Gen 6 PH metagame has gotten completely stale at this point, with essentially every viable idea having been tried and tested and there being little room for genuine creativity. Gen 9 PH is also flat-out horrible, with games being artificially lengthened by Revival Blessing and Last Respects users ripping teams apart after enough teammates are fainted. Gen 8 PH was funny but it's not current gen anymore so no one is interested in playing it. So I turned to Even Purer Hackmons, where you can use 24 Pokemon, have 24 moves on each mon, and make every Pokemon on the team Level 9999. Because I had played it in past generations and due to its similarity to (Gen 7 and 8) Pure Hackmons, I didn't have much of an issue building a basic outline and improving on it. With Pure Hackmons as a username, people also occasionally challenged me to Custom Game, resulting in opportunities to identify the major threats of the metagame and how to deal with them in the builder.
There are three reasons why I'm making this RMT. One, I don't know why but I get pretty mad when I see someone pretend like they're unbeatable, and it's pretty funny when I prove them wrong (or watch someone else do so). Two, I'm willing to drop/pass teams when people ask anyway so I figured why not post it here. And three, surprisingly it seems like no one's tried making an RMT for Custom Game so here I am.
This team hasn't dropped a single game yet so I'm pretty happy with how it turned out, though I intend on improving it further. I've actually been keeping tabs on my winstreak and so far I'm at 123-0.
Since Custom Game lacks a ladder (and therefore there isn't a means to automatically store my W/L record) I recorded games that satisfied the following conditions:
- Both players are human (this excludes bots like AminitraboTTT which can be challenged to Custom Game)
- The format is specifically [Gen 9] Custom Game and not Doubles/Triples Custom Game or a Custom Game format from any other generation
- Both I and the opponent could reasonably be regarded as trying to win (no joke teams, ingame teams, etc.). For example, if the opponent's running Sturdy Shedinja I would typically take that to mean they are playing to win. Teams featuring level 9999 Pokemon are considered as having been built to win
- Both players chose a move for Turn 1, even if I or the opponent forefited in the middle
- If either I or the opponent left in the middle of a game, it would only be counted if one player would clearly have won (for example, if I had a fully set up Imprisoned Good as Gold Eternamax and the opponent lacked counterplay for it)
I recorded games that fulfilled these conditions immediately after they were played, so as to make sure that every game played was counted. I started recording my record on May 17, 2023 at 7 p.m. PST (GMT -7).
If you don't believe me, here are Replay Scouter stats for my main (I didn't save every game so this is the best you're gonna get):
- Both players are human (this excludes bots like AminitraboTTT which can be challenged to Custom Game)
- The format is specifically [Gen 9] Custom Game and not Doubles/Triples Custom Game or a Custom Game format from any other generation
- Both I and the opponent could reasonably be regarded as trying to win (no joke teams, ingame teams, etc.). For example, if the opponent's running Sturdy Shedinja I would typically take that to mean they are playing to win. Teams featuring level 9999 Pokemon are considered as having been built to win
- Both players chose a move for Turn 1, even if I or the opponent forefited in the middle
- If either I or the opponent left in the middle of a game, it would only be counted if one player would clearly have won (for example, if I had a fully set up Imprisoned Good as Gold Eternamax and the opponent lacked counterplay for it)
I recorded games that fulfilled these conditions immediately after they were played, so as to make sure that every game played was counted. I started recording my record on May 17, 2023 at 7 p.m. PST (GMT -7).
If you don't believe me, here are Replay Scouter stats for my main (I didn't save every game so this is the best you're gonna get):
Teambuilding Process
I first created a basic team outline with some Pokemon that were traditionally good in Pure Hackmons (Neutralizing Gas/Magic Bounce Eternamax, Good as Gold fat mons, support Wonder Guard users, Huge Power users, and Shadow Tag trappers) and past generation Custom Game metagames (Pokestar Spirit, Prankster sweepers, offensive Mega Tyranitar, Imposter, Innards Out high-HP mons) and others I expected to work well.
I then played a few games and completed the outline, resulting in my first draft. I incorporated some more sets that I believed would work well (Gulp Missile Cramorant-Gorging, Wonder Guard sweeper Regieleki, Good as Gold sweeper Eternamax, Poison Heal Ting-Lu, Innards Out Blissey/Chansey). Good as Gold Eternamax in particular is the scariest Pokemon in the game, and I admittedly didn't come up with the idea (thanks EC2Darky on PS, not sure if they have a Smogon).
After having completed my first draft, I focused specifically on the movesets, playing games to find each moveset's flaws and what could be improved. I swapped a Cramorant-Gorging for a support Good as Gold Eternamax but that's the only Pokemon difference from my first draft.
After all this I thought about how to make my team more effective, and I decided on preparing for high-level threats (Good as Gold/Prankster Eternamax, Shadow Tag trappers, Wonder Guard sweeper Regieleki, Gulp Missile Cramorant-Gorging, etc.). Huge Power Zekrom threatens Eternamax more effectively than Zacian-C does thanks to STAB Glaive Rush and OHKOes a lot more with priority at +2, TrickScarf Regenerator Regieleki can pass Shed Tails effectively, and Shadow Tag Regieleki traps Cramorant-Gorging with relative ease. As of the time of writing, this is what I'm running.
The Team
Eternatus-Eternamax @ Ability Shield
Ability: Good as Gold
Level: 9999
Tera Type: Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Imprison
- Snatch
- Taunt
- Core Enforcer
- Substitute
- Max Guard
- Spore
- Beat Up
- Last Respects
- Destiny Bond
- Acupressure
- Rapid Spin
- Haze
- Photon Geyser
- Corrosive Gas
- Gastro Acid
- Thousand Waves
- Spectral Thief
- Heal Order
- Sparkly Swirl
- G-Max Volcalith
- G-Max Cannonade
- G-Max Wildfire
- G-Max Vine Lash
Spore is used to gain free turns to set up Substitute and boost Speed, and is generally pretty spammable both due to Ability Shield's presence making Safety Goggles harder to justify running and Good as Gold preventing Magic Bounce from screwing Spore Eternamax over. Beat Up is powerful because Custom Game allows you to run 24 Pokemon, meaning at the beginning of the game Beat Up hits 24 times - at +6 it's actually a roll to OHKO non-Fur Coat/Wonder Guard Eternamax. Likewise, Last Respects is ludicrously powerful after most of the team is fainted, as the move doesn't cap and reaches a 4-digit base power after 19 teammates are fainted. Additionally, using Revival Blessing doesn't decrease Last Respects base power, meaning over the course of a game it can potentially reach absolutely ridiculous levels of power even when a large portion of the team is healthy. Both moves allow Eternamax to sweep non-Wonder Guard foes with relative impunity after setting up, but are also part of the moveset so offensive Pokemon don't rip through Eternamax as it is attempting to setup/sweep. Likewise, Destiny Bond being Imprisoned means Prankster users are much less threatening to Eternamax.
*inhales*
Acupressure is the boosting move I chose because Good as Gold Eternamax can't really be forced out once it gets going, meaning there isn't a need to set up quickly with Shell Smash, the premier setup move in Pure Hackmons; a combination of boosting moves, like Quiver Dance + Coil + Minimize, is tougher to run because having to devote 3 moveslots to setup instead of 1 makes fitting other desired moves more difficult. Acupressure, however, doesn't reliably boost Speed, meaning Eternamax needs a Speed-boosting move to reliably set up Substitute against naturally faster foes, like Zacian-C and Regieleki; Rapid Spin does the trick, also clearing hazards and mitigating the threat of Sappy Seed. Haze is essential to Imprison before setting up because it cannot be blocked due to targeting the whole field; it also has some utility against Prankster and opposing Good as Gold sweepers lacking the move, though competent sets will Imprison it.
Now, Beat Up and Last Respects may be enough to deal with non-Wonder Guard foes after boosting, but Wonder Guards are typically not Ghost- or Dark-weak (as blocking both moves is essential). This means that a Mold Breaker move is important for Eternamax to actually sweep the opposing team. I chose Photon Geyser specifically because it synergizes better with the other attacks Eternamax is running than Sunsteel Strike or Moongeist Beam (and G-Max Fireball/Hydrosnipe/Drum Solo are hardcoded to have 0 BP when run as a base move). Of course, because Ability Shield Wonder Guard blocks Mold Breaker moves Photon Geyser by itself is unable to threaten most opposing Wonder Guards with the item, so Corrosive Gas is important to run; taking an extra turn to remove the opposing item isn't a major concern with a Substitute up, since the opponent can't really threaten Eternamax in that situation, so there's not much of a downside to using it in-battle. Although removing opposing Ability Shields on non-Wonder Guards isn't particularly useful due to this team lacking a Neutralizing Gas user, removing opposing Safety Goggles so Spore will affect the foe is appreciated. Gastro Acid somewhat remedies Photon Geyser's relatively low PP, by allowing Eternamax's other attacks to hit opposing Wonder Guard users; this only really works because of Eternamax's attacks being able to KO pretty much every Wonder Guard user given enough turns. Gastro Acid can also remove opposing No Guard and Huge Power after scouting, preventing foes from forcing Eternamax out if it is faster.
oh man
Thousand Waves doubles as Ground-type coverage and a way to trap most Eternamax, Ground-weak Wonder Guard foes like Regieleki and Arceus-Electric, and non-threatening offensive Pokemon like Pixilate/Huge Power Zacian-C or Huge Power Mega Tyranitar if Eternamax has Imprison up. Trapping is particularly effective because Shed Shell is relatively hard to fit (because Ability Shield ignoring Neutralizing Gas and Gastro Acid is often too valuable to pass up) and is removed via Corrosive Gas anyway, and Ghost-types besides Wonder Guard Pokestar Spirit are vulnerable to at least one of Beat Up or Spectral Thief/Last Respects. Spectral Thief allows Eternamax to steal opposing boosts, making foes think twice about mindlessly setting up; it is also an extremely important move to Imprison because it is very common and would prevent Eternamax from effectively setting up otherwise. Reliable recovery in Heal Order is too valuable to forgo; Heal Order specifically has 16 PP due to not being in the current generation, which is relevant in longer games where Eternamax may attempt to set up multiple times. Sparkly Swirl rounds out Eternamax's coverage by allowing it to threaten Pokestar Spirit, and removes paralysis if Eternamax isn't Terastallized, meaning opposing Cramorant-Gorging is less of an issue. Sparkly Swirl also barely misses out on the 2HKO on Innards Out Blissey after Stealth Rock, making opposing Innards Out less effective as a setup deterrent.
Having all four of G-Max Volcalith, Cannonade, Wildfire, and Vine Lash may seem odd, but a common method to deter setup is by spamming these four moves until Eternamax is forced out due to the combined chip damage from all four moves more than offsetting Heal Order recovery. Therefore, it is important to Imprison these moves on Good as Gold Eternamax whenever possible. These moves are also useful against opposing setup Eternamax if they aren't made unusable by Imprison, because it takes a few turns to threaten Eternamax, even with quick boosting via Shell Smash. G-Max Wildfire and Vine Lash also hit Wonder Guard Mega Scizor and Mega Swampert/Arceus-Water/Primal Kyogre, respectively, allowing for chipping them down in tandem with Taunt without using up Photon Geyser PP; G-Max Volcalith also hits the occasional Wonder Guard Gyarados, which I personally don't think is worth using but I've seen it used a couple times so I'm giving it a mention.
I used Good as Gold specifically because it frees up moves that I would other have to Imprison – I originally tried building with a Prankster setup set, which was traditionally the go-to setup sweeper before Gen 8, but I couldn't build an effective set due to there being too many moves to Imprison to make sure setup deterrence wouldn't be an issue. Some moves Good as Gold removes the need to Imprison are Whirlwind/Roar (and by extension Ingrain), Octolock, Perish Song, Encore, Heart Swap, and Magic Coat, as well as moves that would be tough to fit in regardless like Topsy-Turvy, Curse, Psych Up, and Glare. Good as Gold also has the benefit of blocking Magic Bounced/Magic Coated status moves, allowing Eternamax to make use of them more freely. Ability Shield allows for blocking status moves against Neutralizing Gas foes, and Core Enforcer in general if Eternamax hasn't Imprisoned the move yet. Tera Electric is used to prevent Cramorant-Gorging from paralyzing Eternamax, making it much less threatening. A Jolly nature is used to get the jump on opposing neutral-nature Eternamax and Mega Mewtwos as well as positive-nature Arceus formes and Mega Rayquaza, and to outspeed Regieleki after a Rapid Spin use. There is no need for the team to prep for this specific Eternamax moveset, as Eternamax cannot be Transformed into and thus is naturally Imposter-proof, though I made sure to pack multiple checks to Good as Gold Eternamax in general, as it is an extremely potent threat.
Eternatus-Eternamax @ Ability Shield
Ability: Prankster
Level: 9999
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Imprison
- Sleep Talk
- Taunt
- Encore
- Octolock
- Substitute
- Acupressure
- Spore
- Beat Up
- Last Respects
- Destiny Bond
- Copycat
- Assist
- Heart Swap
- Photon Geyser
- Haze
- Gastro Acid
- Revival Blessing
- Corrosive Gas
- Spectral Thief
- Heal Order
- Sparkly Swirl
- Shed Tail
- Ingrain
I'm NOT writing another one of those again
This set provides Prankster support and acts as a full stop against Assist + Revival Blessing teams, by being able to set up and sweep while preparing for moves not called by Assist as well as having both Assist and Revival Blessing Imprisoned. Octolock + Gastro Acid traps and removes non-Ghost types/non-Shed Shell users and Corrosive Gas deals with Shed Shell. Good as Gold users get set up on and broken through. Normal Tera is for Last Respects in the late game if it's not Imprisoned. Try to get Substitute up as early as possible if attempting to set up, since unlike Good as Gold Eternamax this one can get screwed over by Magic Bounce.
Eternatus-Eternamax @ Ability Shield
Ability: Magic Bounce
Level: 9999
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Sassy Nature
- Imprison
- Heal Order
- Core Enforcer
- Power Swap
- Spore
- Snatch
- Haze
- Substitute
- Taunt
- Beat Up
- G-Max Resonance
- King's Shield
- Last Respects
- Gastro Acid
- Corrosive Gas
- G-Max Wildfire
- G-Max Cannonade
- G-Max Vine Lash
- G-Max Volcalith
- Revival Blessing
- Spectral Thief
- Tidy Up
- Wish
- Teleport
Soft checks Good as Gold and Prankster Eternamax, bounces back Spikes/Stealth Rock, and generally more of a setup deterrent than Good as Gold Eternamax because you're not focused on sweeping and so can fit more anti-setup and support options (Power Swap, Tidy Up, G-Max Resonance, Revival Blessing). Tera Dark so boosted Stored Power doesn't annihilate Eternamax, and specially defensive so Stored Power before Tera/Clangorous Soulblaze/boosted Sparkly Swirl after Tera etc. hit slightly less hard.
Eternatus-Eternamax @ Normalium Z
Ability: Regenerator
Level: 9999
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Imprison
- Snatch
- Taunt
- Magic Coat
- Max Guard
- Beat Up
- Last Respects
- Revival Blessing
- Shed Tail
- Tidy Up
- Perish Song
- Substitute
- Aromatherapy
- Corrosive Gas
- Sizzly Slide
- Heart Swap
- G-Max Volt Crash
- G-Max Vine Lash
- G-Max Resonance
- Knock Off
- Milk Drink
- Teleport
- Salt Cure
- Wish
Eternatus-Eternamax @ Terrain Extender
Ability: Hadron Engine
Level: 9999
Tera Type: Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Imprison
- Strength Sap
- Sparkly Swirl
- Corrosive Gas
- Stealth Rock
- Sappy Seed
- Rising Voltage
- Substitute
- Max Guard
- Taunt
- Beat Up
- Magic Coat
- Heal Order
- Revival Blessing
- G-Max Vine Lash
- Gastro Acid
- Soak
- Wish
- Teleport
- Tidy Up
- Octolock
- Heart Swap
- Core Enforcer
- Clangorous Soulblaze
Eternatus-Eternamax @ Ability Shield
Ability: Unaware
Level: 9999
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Careful Nature
- Imprison
- Snatch
- Taunt
- Magic Coat
- Tidy Up
- Max Guard
- Beat Up
- Last Respects
- G-Max Wildfire
- G-Max Cannonade
- G-Max Vine Lash
- G-Max Volcalith
- Sizzly Slide
- Trick Room
- Misty Terrain
- Mirror Move
- Sparkly Swirl
- Psych Up
- G-Max Befuddle
- Heal Order
- Sappy Seed
- Wish
- Baton Pass
- Revival Blessing
This is supposed to check Good as Gold Eternamax, and actually does a pretty good job with Tera Dark but loses to Stored Power if the opposing Eternamax is boosted enough without Tera. Snatch to steal opposing boosting moves, Tidy Up for Substitute and hazard removal, 4 G-Max moves for 67% chip each turn when spammed, Trick Room/Misty Terrain so opposing boosted Eternamax doesn't Taunt/Spore you as easily. G-Max Befuddle to status the opponent (used over G-Max Volt Crash for when the latter move is Imprisoned). Psych Up doesn't work against Good as Gold but does work against Prankster, so that's another option for the latter. Leech Seed support for additional setup countermeasures. Ability Shield so the opponent can't Gastro Acid Eternamax from the get go. Tera Dark so you're immune to Stored Power and resistant to Beat Up/Last Respects/Power Trip after Tera; Careful nature so Stored Power before Tera hurts a little less (+SpD allows you to always live 2 Stored Power from opposing Eternamax after 3 Shell Smashes).
Zacian-Crowned @ Leftovers
Ability: Comatose
Level: 9999
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Sleep Talk
- Revival Blessing
- Chatter
- Copycat
- Magical Torque
- Blazing Torque
- Wicked Torque
- Noxious Torque
- Combat Torque
- G-Max Volt Crash
- G-Max Stun Shock
- G-Max Stonesurge
- G-Max Steelsurge
- G-Max Foam Burst
- G-Max Wind Rage
- G-Max Volcalith
- G-Max Sandblast
- G-Max Finale
- Searing Sunraze Smash
- Light That Burns the Sky
- Let's Snuggle Forever
- Soul-Stealing 7-Star Strike
- Catastropika
- Max Guard
Zacian-C is used over Eternamax because it's less passive; Eternamax may use Dynamax Cannon and Clangorous Soulblaze effectively, but these honestly don't compare to Magical Torque/Let's Snuggle Forever/Searing Sunraze Smash on Zacian-C.
Zacian-Crowned @ Ability Shield
Ability: No Guard
Level: 9999
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Imprison
- Taunt
- Sheer Cold
- Fissure
- Sing
- Substitute
- Magical Torque
- Bolt Beak
- Fishious Rend
- Dynamic Punch
- Double Iron Bash
- Power Whip
- Thousand Arrows
- Revival Blessing
- Beat Up
- Encore
- Gastro Acid
- Corrosive Gas
- Spikes
- Octolock
- Max Guard
- Spectral Thief
- Stone Axe
- Heal Order
No Guard Zacian-C threatens pretty much everything and has the tools to get past every potential check with Corrosive Gas + Gastro Acid. OHKO to, well, OHKO every relevant non-Wonder Guard/Sturdy opponent. Coverage to target Wonder Guard users (and random crap that Sheer Cold and Fissure can't hit like Articuno and Air Balloon Kyurem-B). Sing to put even opposing Safety Goggles users/foes behind a Substitute to sleep, Octolock for trapping, Heal Order for reliable recovery, Revival Blessing because it's broken, Encore to more easily dismantle the opposing Pokemon, Spikes to complement Stone Axe, Max Guard for universal protection. Ability Shield so No Guard works against Neutralizing Gas users, Tera Dark so Prankster can't Encore/Copycat Zacian-C, and Jolly nature so you outspeed base 135s and 140s, as well as opposing neutral nature Zacian-C.
No Guard Zacian-C over Regieleki because it actually threatens Wonder Guards, with higher Attack and STABs that target common Wonder Guards in Pokestar Spirit and Arceus-Fairy.
Zacian-Crowned @ Leftovers
Ability: Shadow Tag
Level: 9999
Tera Type: Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Imprison
- Snatch
- Encore
- Perish Song
- Beat Up
- Magical Torque
- Double Iron Bash
- Sappy Seed
- Sizzly Slide
- Collision Course
- Bolt Beak
- Thousand Arrows
- Stone Axe
- Fishious Rend
- Corrosive Gas
- Max Guard
- Heal Bell
- Revival Blessing
- Heal Order
- Spectral Thief
- Substitute
- Spikes
- Strength Sap
- Tidy Up
Regieleki @ Leftovers
Ability: Shadow Tag
Level: 9999
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Imprison
- Taunt
- Encore
- Perish Song
- Bolt Beak
- Strength Sap
- Beat Up
- Last Respects
- Max Guard
- Revival Blessing
- Spore
- Sparkly Swirl
- Corrosive Gas
- Sappy Seed
- Sizzly Slide
- Gastro Acid
- Destiny Bond
- Stone Axe
- Sticky Web
- Substitute
- Shed Tail
- Heal Order
- G-Max Volt Crash
- Spikes
Regieleki @ Choice Scarf
Ability: Regenerator
Level: 9999
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Imprison
- Snatch
- Taunt
- Trick
- Shed Tail
- Heal Order
- Destiny Bond
- Tidy Up
- Revival Blessing
- Encore
- Spectral Thief
- Salt Cure
- Max Guard
- Substitute
- G-Max Volt Crash
- Beat Up
- Last Respects
- Clear Smog
- Nature's Madness
- Bolt Beak
- Spore
- Sticky Web
- Sappy Seed
- G-Max Sandblast
TrickScarf Regenerator Regieleki makes for a good lead since it leaves the player with multiple options that can leave the opponent in the backfoot: Tricking a Choice Scarf onto a passive mon allows you to set Shed Tail, and using Shed Tail outright lets you bring in an offensive teammate behind a Substitute while preserving your Choice item for later. Shed Tail to pass Substitutes while taking advantage of Regenerator, and Trick to screw passive foes over. Beat Up/Last Respects/Bolt Beak for damage. After Tricking the opponent, you have a ton of support options: Spore to sleep the foe, G-Max Sandblast to trap and chip them, Sappy Seed/Salt Cure/Tidy Up/Encore/Clear Smog/G-Max Volt Crash/Nature's Madness to annoy setup sweepers, Sticky Web for general support, Max Guard for protection, and Heal Order for reliable recovery. Destiny Bond lets you remove an annoying offensive Pokemon, though in most games you won't have to use it due to Regieleki annoying offensive foes anyway. Jolly to outspeed as much as possible (and to outspeed +2 positive nature Eternamax and +2 neutral nature Zacian-C with Choice Scarf), and Tera Dark for Prankster immunity and Beat Up/Last Respects resistances.
Regieleki @ Ability Shield
Ability: Wonder Guard
Level: 9999
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Imprison
- Double Shock
- Magic Room
- Corrosive Gas
- Ingrain
- Take Heart
- Taunt
- Perish Song
- Sleep Talk
- Copycat
- Acupressure
- Power Trip
- Heal Order
- Octolock
- Water Spout
- Substitute
- Haze
- Gastro Acid
- Destiny Bond
- Heart Swap
- Magic Coat
- Encore
- Revival Blessing
- Sparkly Swirl
Wonder Guard sweeper Regieleki is a potent threat because it's free to do pretty much whatever it wants once it becomes typeless with Double Shock and disables any potentially problematic moves with Imprison. Magic Room, Perish Song, Sleep Talk, Copycat, Haze, Heart Swap, Encore, and Destiny Bond are on the set primarily so the opponent is unable to use them after Imprison is up, making opposing Pokemon unable to disable Regieleki's Ability Shield, copy the same moves, remove stat changes, lock Regieleki into a move, force Regieleki to attack, and threaten Regieleki with Prankster Destiny Bond. Corrosive Gas and Revival Blessing is also important to Imprison, but do have genuine uses in removing Wonder Guard users' items when sweeping and reviving teammates. Ingrain prevents Whirlwind from phazing Regieleki. I didn't know Take Heart existed until about a month ago, but apparently it's a better Refresh as it heals Regieleki's status and grants a Calm Mind boost. Taunt makes it easier to set up when Regieleki blocks every attack besides Struggle after using Double Shock. Acupressure lets Regieleki boost to oblivion given enough turns, and Power Trip OHKOes everything bar Fur Coat Eternamax after fully setting up. Heal Order is reliable recovery.
Last Respects hits hard after many teammates are fainted, and also targets Wonder Guard Flutter Mane. Substitute lets Regieleki avoid status, Leech Seed, and a lot of what would prevent it from setting up and sweeping. Gastro Acid removes Wonder Guard after trapping them with Octolock and removing Ability Shields with Corrosive Gas. Magic Coat can bounce back Sings from No Guard users after Imprison, and a multitude of other annoyances if Regieleki hasn't Imprisoned yet. And Sparkly Swirl targets Wonder Guard Pokestar Spirit, which cannot be trapped by Octolock, and can heal the entire team's status if it hits and damages the foe. Naive nature lets Regieleki outspeed as much as possible without sacrificing power on any attack, and Tera Dark allows Regieleki to ignore Prankster Curse from Ghost-types like Giratina (though you're pretty much never going to want to Tera).
Arceus-Ground @ Choice Scarf
Ability: Shadow Tag
Level: 9999
Tera Type: Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Imprison
- Taunt
- G-Max Volt Crash
- Spectral Thief
- Sappy Seed
- Bonemerang
- Beat Up
- Last Respects
- Substitute
- Magic Room
- Tidy Up
- Max Guard
- Switcheroo
- Perish Song
- Encore
- Heal Order
- Stone Axe
- Sizzly Slide
- Bolt Beak
- Revival Blessing
- Spikes
- Sparkly Swirl
- Corrosive Gas
- Gastro Acid
Arceus-Grass @ Ability Shield
Ability: Infiltrator
Level: 9999
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Imprison
- Snatch
- Taunt
- Magic Coat
- Substitute
- Tidy Up
- Knock Off
- Salt Cure
- Sappy Seed
- Foresight
- Buzzy Buzz
- G-Max Wildfire
- G-Max Cannonade
- Lovely Kiss
- Max Guard
- Revival Blessing
- Beat Up
- Last Respects
- Topsy-Turvy
- Sizzly Slide
- Freezy Frost
- Heal Order
- Strength Sap
- Dragon Tail
Audino-Mega @ Shed Shell
Ability: Magic Bounce
Level: 9999
Tera Type: Ground
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Imprison
- Strength Sap
- G-Max Resonance
- Snatch
- Spore
- Heal Order
- Haze
- Substitute
- Last Respects
- Taunt
- Beat Up
- King's Shield
- Teleport
- Sappy Seed
- Revival Blessing
- Gastro Acid
- Ceaseless Edge
- G-Max Smite
- Corrosive Gas
- Power Swap
- Spectral Thief
- Sparkly Swirl
- Sizzly Slide
- Tidy Up
Zekrom @ Ability Shield
Ability: Huge Power
Level: 9999
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Imprison
- Shell Smash
- Glaive Rush
- Zippy Zap
- Max Guard
- Bolt Beak
- Ice Shard
- Beat Up
- Substitute
- Sparkly Swirl
- Sappy Seed
- Collision Course
- Bonemerang
- Double Iron Bash
- Stone Axe
- Photon Geyser
- Spore
- Bitter Blade
- Spectral Thief
- Hold Back
- Heal Order
- Ceaseless Edge
- Clangorous Soulblaze
- Revival Blessing
I wanted a Huge Power attacker because all the setup sweeper checks lose to raw power (besides Innards Out users I guess but Zekrom has options against those as well). Zacian-C was underwhelming against Neutralizing Gas Eternamax and sweeper Regieleki, and Mega Mewtwo X/Primal Groudon had issues with faster Pokemon and Cramorant-Gorging due to their inability to Tera. Zekrom was an unlikely choice, but it actually worked significantly better due to being innately immune to paralysis while simultaneously OHKOing most Eternamax after a Shell Smash and dealing with potential priority with boosted Huge Power Zippy Zap. Shell Smash lets Zekrom outspeed non-Choice Scarf foes after a use, and lets Zekrom go ham against pretty much everything. Glaive Rush and Zippy Zap are crazy STABs that take care of essentially the entire non-Wonder Guard metagame; +2 Zippy Zap OHKOes Regieleki, Zacian-C, Mega Mewtwo X, and neutral Arceus without a +Def nature from full, while also outspeeding every attack bar Fake Out after Shell Smash. Zippy Zap also raises evasion, which adds up after multiple uses. Physical coverage for Wonder Guards, except Sparkly Swirl which hits hard at +2, lets Zekrom act as a cleric while sweeping and usually OHKOing neutral nature Pokestar Spirit from full after a Shell Smash anyway. Photon Geyser for Air Balloon Regieleki; Ice Shard/Hold Back for Mega Rayquaza/extremely weakened Eternamax and Innards Out Blissey/Chansey respectively. Spectral Thief/Spore/Ceaseless Edge/Revival Blessing are nice anti-setup and support options, Heal Order is reliable recovery, Clangorous Soulblaze lets you break through weakened Fur Coat Eternamax, and Max Guard for scouting and absorbing CFZs, which ignore evasion. Ability Shield so you destroy Neutralizing Gas Eternamax after Shell Smash, Naughty nature for Glaive Rush, Zippy Zap, and Sparkly Swirl rolls, and Tera Dark for Beat Up/weaker Last Respects hits and Prankster immunity.
Slaking @ Ability Shield
Ability: Wonder Guard
Level: 9999
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Imprison
- Taunt
- Magic Coat
- Aromatherapy
- Max Guard
- Extreme Speed
- Shed Tail
- Spectral Thief
- G-Max Befuddle
- Sappy Seed
- Wish
- Heal Order
- Strength Sap
- Beat Up
- Corrosive Gas
- Knock Off
- Tidy Up
- Revival Blessing
- Last Respects
- Perish Song
- Octolock
- Veevee Volley
- V-create
- Safeguard
A good support Wonder Guard that can also pack a punch against non-Eternamax foes if necessary. Shed Tail for bolstering offensive/setup teammates, G-Max Befuddle for status in case G-Max Volt Crash is Imprisoned, and Sappy Seed/Aromatherapy/Knock Off/Corrosive Gas/Tidy Up/Perish Song/Wish/Safeguard/Spectral Thief/Revival Blessing for support, hazard removal, and setup deterrence. Extreme Speed for Priority, Beat Up/Last Respects for damage, and V-create to OHKO Zacian-C with slight chip in the early game. Octolock for trapping and Veevee Volley for frail evasion boosted foes. Max Guard for protection. Magic Coat to threaten bouncing back Taunt/Spore/Sing from No Guard foes, etc. Adamant to hit hard, Ability Shield for Neutralizing Gas and Gastro Acid, and Tera Ghost for Shadow Tag (even if it means becoming weak to Beat Up/Last Respects. Slaking over Arceus because Focus Blast/Aura Sphere are not real.
Pokestar Spirit (Pokestar Spirit-Prop) @ Ability Shield
Ability: Wonder Guard
Level: 9999
Tera Type: Fairy
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Impish Nature
- Imprison
- Snatch
- Taunt
- Magic Coat
- Beat Up
- Curse
- Last Respects
- Max Guard
- Substitute
- Shed Tail
- Aromatherapy
- Revival Blessing
- Core Enforcer
- Tidy Up
- Perish Song
- Whirlwind
- Ingrain
- Corrosive Gas
- Gastro Acid
- Teleport
- Magic Powder
- Spectral Thief
- G-Max Volt Crash
- Roost
Solid Wonder Guard because it's not vulnerable to Shadow Tag, gets STAB Beat Up/Last Respects, and has a manageable mono-Fairy weakness. Ghost-type Curse for Prankster sweeper Eternamax and Wonder Guard sweeper Regieleki; Shed Tail for offensive/setup teammates. You know the drill by now: Aromatherapy/Tidy Up/Taunt/Magic Powder/Corrosive Gas/Gastro Acid/Shed Tail/Revival Blessing for support, Tidy Up/Spectral Thief/G-Max Volt Crash/Perish Song/Whirlwind/Snatch/Taunt/Magic Coat for setup deterrence, and Max Guard/Roost/Teleport/Shed Tail to scout, heal, and retain momentum. Magic Powder to threaten opposing non-Safety Goggles/Grass-types with both Beat Up and Last Respects, and to annoy Wonder Guard Regieleki not behind a Substitute. Impish so you eat stray Sunsteel Strikes after losing Ability Shield, and Tera Fairy to change up Pokestar Spirit's weaknesses as a Wonder Guard.
Contrary to popular belief, Wonder Guard Spirit is far from invincible and you should only really be using it as a No Guard switch-in, momentum retainer, and check to Prankster/Wonder Guard setup sweepers.
Ting-Lu @ Toxic Orb
Ability: Poison Heal
Level: 9999
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Imprison
- Revival Blessing
- Spectral Thief
- Knock Off
- Precipice Blades
- Beat Up
- Tidy Up
- Snatch
- Sappy Seed
- Shed Tail
- G-Max Volt Crash
- Power Swap
- Sizzly Slide
- Max Guard
- Aromatherapy
- Perish Song
- Core Enforcer
- Magic Coat
- Heal Order
- Substitute
- Haze
- Teleport
- Whirlwind
- Ceaseless Edge
Eternatus-Eternamax @ Safety Goggles
Ability: Sturdy
Level: 9999
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Imprison
- Taunt
- Magic Coat
- Teleport
- Beat Up
- Last Respects
- Shed Tail
- Max Guard
- Revival Blessing
- Aromatherapy
- Safeguard
- Wish
- Heal Order
- Sizzly Slide
- Whirlwind
- Ruination
- Heart Swap
- Assist
- Tidy Up
- Substitute
- Spectral Thief
- Salt Cure
- Chatter
- Ceaseless Edge
Eternatus-Eternamax @ Ability Shield
Ability: Fur Coat
Level: 9999
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Imprison
- Snatch
- Taunt
- Magic Coat
- Sizzly Slide
- Max Guard
- Beat Up
- Last Respects
- Revival Blessing
- Tidy Up
- Core Enforcer
- G-Max Resonance
- Safeguard
- Shed Tail
- Heal Order
- Teleport
- Wish
- Sappy Seed
- G-Max Volt Crash
- Perish Song
- Spectral Thief
- Substitute
- Whirlwind
- Clangorous Soulblaze
- Heal Bell
Fur Coat Eternamax because even with Eternamax's ridiculous bulk, there are competent sets, mostly physical due to Huge Power's existence, that can potentially break through it (and I want to save Innards Out for even crazier threats, in particular Good as Gold Eternamax). Magic Coat for Spore/Taunt/a slew of other annoying status moves, Sizzly Slide to burn, G-Max Resonance for screens, Core Enforcer for ability removal, Beat Up/Last Respects/Clangorous Soulblaze for damage (and omniboosting for the latter move), Snatch/Taunt/Magic Coat/Spectral Thief/Perish Song/Whirlwind/Safeguard/Tidy Up/Substitute/Sappy Seed for setup deterrence, and Sappy Seed/Heal Bell/Revival Blessing/Shed Tail/Wish + Teleport for team support. Heal Order for reliable recovery. Ability Shield so you wall random Neutralizing Gas Shell Smash mons and Huge Power Mega Mewtwo X's Photon Geyser/Light That Burns the Sky doesn't break through Eternamax. Jolly nature because Eternamax doesn't need any extra bulk and you want to outspeed neutral nature Mega Mewtwo X and positive nature Mega Rayquaza; Tera Dark so you wall pretty much every Beat Up/Last Respects user, even in the late game, and are immune to Prankster.
Cramorant-Gorging @ Focus Sash
Ability: Gulp Missile
Level: 9999
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Imprison
- Snatch
- Taunt
- Magic Coat
- Surf
- Beat Up
- G-Max Volt Crash
- Power Swap
- Tidy Up
- Core Enforcer
- Perish Song
- Corrosive Gas
- Endure
- Heal Order
- Teleport
- Chatter
- Substitute
- Max Guard
- Last Respects
- Revival Blessing
- Haze
- G-Max Foam Burst
- Aromatherapy
- Odor Sleuth
Gulp Missile Cramorant-Gorging is interesting because you can swap it in on a runaway (non-Electric type/Comatose) sweeper to paralyze it, making it significantly easier to deal with if the opponent attacks. Glossing over moves I've already mentioned a ton, Surf to reset Gulp Missile, Power Swap to remove offensive stat boosts in a pinch, Corrosive Gas to remove random items from non-Good as Gold/Magic Bounce users, Endure to eat an additional hit if needed, Chatter to confuse even if the opponent's behind a Substitute, G-Max Foam Burst to lower the opponent's Speed further (even when behind Substitute), Aromatherapy to be a cleric, and Odor Sleuth to ignore evasion boosts. Focus Sash to come in again later in the game, Relaxed nature to eat physical hits slightly more easily, and Tera Ghost for
Blissey @ Ability Shield
Ability: Innards Out
Level: 9999
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 SpA / 252 SpD / 252 Spe
Gentle Nature
IVs: 0 Def
- Tidy Up
- Nature's Madness
- Shore Up
- Wish
- Taunt
- Boomburst
- Worry Seed
- Max Guard
- Power Swap
- G-Max Smite
- Teleport
- Magic Coat
- Snatch
- Whirlwind
- G-Max Stonesurge
- Topsy-Turvy
- Corrosive Gas
- Shell Smash
- Revival Blessing
- Transform
- Heal Bell
- Baton Pass
- Metal Burst
- Last Respects
- Final Gambit
Chansey @ Eviolite
Ability: Imposter
Level: 9999
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
- Imprison
- Snatch
- Taunt
- Magic Coat
- Substitute
- Shed Tail
- Beat Up
- Chatter
- G-Max Volt Crash
- Power Swap
- Max Guard
- Spikes
- Tidy Up
- Transform
- Perish Song
- Sleep Talk
- Whirlwind
- Fake Out
- Spectral Thief
- Final Gambit
- Wish
- Heal Order
- Core Enforcer
- Revival Blessing
Imposter Chansey's still useful in a Neutralizing Gas metagame, because Neutralizing Gas users are centralizing but not top-tier in-battle, since many Pokemon will attempt to gain an advantage by running Ability Shield and a different Ability, giving them an inherent advantage in most cases. Because Chansey's moves will only be useful when not Transformed (when the opponent is behind a Substitute, the foe is an Illusion user, or the opposing Pokemon is a Transformed Imposter user themselves), Chansey's moveset has a few quirks: Chatter to confuse through Substitutes, Tidy Up for Substitute removal, Transform for manual transformation if the foe's Substitute is broken or they switch, Fake Out to break Illusion (and Beat Up to hit Ghost-types), Whirlwind to force the opponent out, Shed Tail to bolster an offensive teammate, and Core Enforcer for Substitute-bypassing Ability removal if the foe isn't running Ability Shield. Bold nature to tank physical hits more easily, Eviolite so Chansey is even bulkier when Transformed, and Tera Dark for Prankster immunity and to more easily take Beat Up and Last Respects hits when Transformed.
Threatlist
I don't think this team is genuinely vulnerable to any one strategy (though I would like more Rapid/Mortal Spin to deal with Taunt + hazard setting), since I can fit counterplay against pretty much everything. I'll just list the most prevalent threats and how to play around them:
Good as Gold Eternamax – This is the only threat that genuinely threatens to 24-0 (I think), since you can't use Prankster to any meaningful effect against competent sets and there aren't any real weaknesses to take advantage of. Try to get Arceus-Grass in while healthy and use Sappy Seed, then Salt Cure if the situation permits. Then switch to Unaware Eternamax and use G-Max Wildfire/Cannonade/Vine Lash/Volcalith to chip Eternamax through Substitute. If need be you can Tera Dark Eternamax so it doesn't get broken through with Stored Power but Tera should be conserved whenever possible. If things get REALLY dire you can toss a Cramorant-Gorging (if Eternamax isn't Tera Electric) or Innards Out Blissey if doing so allows Eternamax to be KOed.
Prankster Eternamax – Not as hard to deal with because Dark-types are Prankster immune and you can affect it with status moves, but is harder to deny the initial setup against. Use Infiltrator Arceus-Grass/Ting-Lu/Good as Gold, Unaware, Magic Bounce, and Prankster Eternamax/Mega Audino to remove any boosts, or annoy it with residual damage from G-Max moves/Sappy Seed/Salt Cure. Since Prankster doesn't ignore anything, Prankster Eternamax will be unable to fit everything it wants to into 24 moveslots, meaning there is always something usable to disable/remove/disrupt setup and any boosts acquired. You can toss Blissey/Cramorant-Gorging if necessary but in most games it shouldn't come to that.
Wonder Guard Sweeper Regieleki – You really only need to block Double Shock (so Regieleki is vulnerable to Ground-type coverage) and block Imprison if possible. Wonder Guards and Ting-Lu are able to block the former, and Snatch users can discourage Regieleki using Imprison. If opposing Regieleki gets both off, you can annoy it with Perish Song/Heart Swap/Power Swap/Tidy Up/Magic Powder/Haze/Whirlwind if no Ingrain/Pokestar Spirit's Curse/Prankster Eternamax's Copycat if they aren't Imprisoned. If all else fails, you can use Z-Perish Song on Regenerator Eternamax, which bypasses Imprison and Taunt.
Other Setup Sweepers – I've seen a couple weird Magic Guard sets but they shouldn't be that hard to dismantle; you can use the same mons as against Prankster sweepers, bar Blissey and Arceus-Grass to an extent.
Gulp Missile Cramorant-Gorging – Tera Electric on Good as Gold Eternamax if it wins you the game. Zekrom destroys it, Shadow Tag Regieleki traps it, Poison Heal Ting-Lu absorbs Gulp Missile thanks to being poisoned, and you can heal the paralysis induced with Sparkly Swirl/Heal Bell/Aromatherapy later anyway.
No Guard – Switch in Sturdy Eternamax specifically if you suspect No Guard, since with 24 moveslots No Guard users will have the coverage to hit Slaking and Pokestar Spirit (do note that a strong enough Last Respects may threaten Sturdy Eternamax, however). Magic Coat for Sing/Gastro Acid/Corrosive Gas and Beat Up/Last Respects to hit back. Shouldn't be a major issue if you know what to switch into.
Damage Amp Abilities – Switch into Fur Coat Eternamax if the opponent is a physical threat - you should know if the opposing Pokemon is Huge Power from damage rolls. If need be, Prankster/Good as Gold Eternamax can also take hits, though they don't like full power Beat Up/late game Last Respects/coverage like Glaive Rush or Glacial Lance/CFZs like Light that Burns the Sky, especially if boosted. Toss Blissey/Cramorant-Gorging or make use of Imposter Chansey if necessary. This also goes for Orichalcum Pulse/Hadron Engine/Beads of Ruin/-ate users and whatnot.
Neutralizing Gas Support – Hadron Engine Eternamax is the best switch-in because fast Neutralizing Gas users can't Spore you, and you can hit back with Beat Up/Dragon STAB. You can deal with Neutralizing Gas users with Prankster/Magic Bounce Eternamax as well, since they run Ability Shield. Ability Shield Wonder Guard users are also good switch-ins if you're confident that they aren't packing Corrosive Gas or coverage; you can Max Guard to scout those anyway.
Wonder Guard – Break through them with Zekrom or set up with Good as Gold Eternamax/Regieleki. You can scout movesets with Imposter if needed.
Shadow Tag – Play with Shadow Tag Encore + Perish Song users in mind, since they might also try to set up with the free turns generated from using Encore on a passive mon. If absolutely needed you can Tera Ghost but Shadow Tag shouldn't be an issue if you play carefully.
Assist + Revival Blessing – Imprison with Prankster Eternamax, set up and sweep. This shouldn't be much of a concern if you remember that Prankster Eternamax hardcounters Assist teams.
Mindless Setup – Prankster Eternamax can Haze any boosts away, and most Pokemon on the team run Spectral Thief anyway. You can also copy boosts with Imposter Chansey and reverse sweep if the situation permits.
Replays
Some replays feature outdated versions of this team
https://replay.pokemonshowdown.com/gen9customgame-1866600796
https://replay.pokemonshowdown.com/gen9customgame-1874252556
https://replay.pokemonshowdown.com/gen9customgame-1869145370
https://replay.pokemonshowdown.com/gen9customgame-1876341325
https://replay.pokemonshowdown.com/gen9customgame-1876476009
https://replay.pokemonshowdown.com/gen9customgame-1884198435
https://replay.pokemonshowdown.com/gen9customgame-1884779843
https://replay.pokemonshowdown.com/gen9customgame-1879208362
https://replay.pokemonshowdown.com/gen9customgame-1880751868
https://replay.pokemonshowdown.com/gen9customgame-1884759294
Conclusion
Some replays feature outdated versions of this team
https://replay.pokemonshowdown.com/gen9customgame-1866600796
https://replay.pokemonshowdown.com/gen9customgame-1874252556
https://replay.pokemonshowdown.com/gen9customgame-1869145370
https://replay.pokemonshowdown.com/gen9customgame-1876341325
https://replay.pokemonshowdown.com/gen9customgame-1876476009
https://replay.pokemonshowdown.com/gen9customgame-1884198435
https://replay.pokemonshowdown.com/gen9customgame-1884779843
https://replay.pokemonshowdown.com/gen9customgame-1879208362
https://replay.pokemonshowdown.com/gen9customgame-1880751868
https://replay.pokemonshowdown.com/gen9customgame-1884759294
Conclusion
This hurt my fingers to type. As long as Dexit remains, Pure Hackmons is almost certainly going to be less competitive than Custom Game, because because with only 6 moveslots and 4 moves you're not going to be able to cover everything. Another advantage over Hackmons metagames is that you can use every move on PS, which, remarkably, allows for better metagame balance (PH lost Magic Coat/Spectral Thief, while BH lost Spectral Thief/Core Enforcer/16 PP recovery). Custom Game's also just way crazier than Pure Hackmons, so besides attachment to the games/there being resources for Pure Hackmons on Smogon I don't know why the average user would want to play PH in the current generation.
I was pleasantly surprised during the process of building and testing, as while the metagame is heavily centralized around Neutralizing Gas the best teams seem to incorporate a wide variety of Abilities, like in pre-Gen 8 Pure Hackmons metagames, making teambuilding more enticing for me. Most people seem to think that X is the entire metagame in an entirely unrestricted metagame (be it Neutralizing Gas Eternamax/Air Balloon or Ability Shield Wonder Guard/Contrary sweepers/No Guard OHKO etc.), and while some of these do require heavy consideration in the builder and in-battle none of them centralize the metagame to the point where running anything else puts you in an inherent disadvantage. I do wish Custom Game had a Smogon thread but I don't see that happening anytime soon.
I do intend on improving this team further but I'm pretty happy with what I have now and am confident that it's the best Custom Game team as of yet (though I have seen one or two others that are comparable in quality).
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