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Metagame Pure Hackmons

A couple things:

Ransei's stepped down after questioning the ethics of repeatedly reviving Pokemon only to make them faint again. Thanks for your time as leader/council member!

Also,
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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
We have a sample team now! I've personally had success with this particular team in roomtours and friendlies and it doesn't seem to have any obvious weaknesses, so I figured why not. I'm also opening sample team submissions since we only have one sample at the moment and, frankly, I don't expect the metagame to change significantly in the future unless something drastic happens (like Eternamax or Cramorant-Gorging becoming hackable for some reason).

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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
Also added Mega Lopunny on the VR, in S- rank (where Mega Mewtwo X used to be) – after trying it I've realized it's just a better sweeper Mega Mewtwo X thanks to Last Respects immunity and a slightly better Speed tier. Mega Mewtwo X still has merits in being a strong Choice Scarf Shadow Tag trapper and achieving KOs Mega Lopunny cannot (like OHKOing opposing Tera Normal Mega Mewtwo X and Normal-type Arceus/Slaking with Collision Course after hazard chip), so it's been moved to A- rank.
 
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How come certain items/attacks/forms are banned? I'm curious as to why stuff like Berserk Gene or Zacian-C without rusted sword seem to be banned? Is there some problem with availability or is Showdown just wrongfully telling me they're illegal?
 
How come certain items/attacks/forms are banned? I'm curious as to why stuff like Berserk Gene or Zacian-C without rusted sword seem to be banned? Is there some problem with availability or is Showdown just wrongfully telling me they're illegal?
Because that’s simply how it works on cart aka the real non copy of Pokémon, ph isn’t actually hacking EVERYTHING it’s just whatever can be hacked in with no bans.
 
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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
I think Yveltal should be moved from UR to A-. It's always been mediocre in the past, but this gen really gives it a chance to shine. With spikes immunity, Last respects resist, great bulk on both the physical and special side, a flying stab to hit mmx/Mlopunny, Immunity to prankster, and no fighting weakness. This mon walls (almost) all offensive threats. What's even greater is that mmx can't even reliably ohko Yveltal after revival until 400bp last respects. And that doesn't even factor in running moves like strength sap. It also takes 42% at most from collision course, meaning it can comfortably tank 1-2 hits and fire back with strong flying type moves.
TLDR: Yveltal is a bulky monster that walls most sweepers not running coverage for it.
Yveltal calcs!
MMX
252 Atk Mewtwo-Mega-X Collision Course vs. 252 HP / 252+ Def Yveltal: 162-192 (35.5 - 42.1%) -- guaranteed 3HKO
252 Atk Mewtwo-Mega-X Last Respects vs. 252 HP / 252+ Def Yveltal: 162-191 (35.5 - 41.8%) -- guaranteed 3HKO at 300 bp
252 Atk Mewtwo-Mega-X Last Respects vs. 252 HP / 252+ Def Yveltal: 270-318 (59.2 - 69.7%) -- guaranteed 2HKO at 500 bp
252 Atk Mewtwo-Mega-X Gigaton Hammer vs. 252 HP / 252+ Def Yveltal: 174-205 (38.1 - 44.9%) -- guaranteed 3HKO
252 Atk Mewtwo-Mega-X Glacial Lance vs. 252 HP / 252+ Def Yveltal: 260-308 (57 - 67.5%) -- guaranteed 2HKO
252 Atk Mewtwo-Mega-X Magical Torque vs. 252 HP / 252+ Def Yveltal: 216-256 (47.3 - 56.1%) -- 82.4% chance to 2HKO

Lopunny-Mega
252 Atk Lopunny-Mega Collision Course vs. 252 HP / 252+ Def Yveltal: 127-150 (27.8 - 32.8%) -- guaranteed 4HKO
252 Atk Lopunny-Mega Last Respects vs. 252 HP / 252+ Def Yveltal: 125-148 (27.4 - 32.4%) -- guaranteed 4HKO at 300 bp
252 Atk Lopunny-Mega Last Respects vs. 252 HP / 252+ Def Yveltal: 209-246 (45.8 - 53.9%) -- 46.9% chance to 2HKO at 500 bp
252 Atk Lopunny-Mega Gigaton Hammer vs. 252 HP / 252+ Def Yveltal: 135-159 (29.6 - 34.8%) -- 11.5% chance to 3HKO
252 Atk Lopunny-Mega Glacial Lance vs. 252 HP / 252+ Def Yveltal: 202-238 (44.2 - 52.1%) -- 16% chance to 2HKO
252 Atk Lopunny-Mega Magical Torque vs. 252 HP / 252+ Def Yveltal: 170-200 (37.2 - 43.8%) -- guaranteed 3HKO
 
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Gen 9 Sample Team submission - Dual Mega Lopunny + anti-sweeper Yveltal
:sv/Yveltal: :sv/Regieleki: :sv/Arceus: :sv/Ludicolo: :sv/Lopunny-Mega: :sv/Lopunny-Mega:
I started making this team when I discovered that yveltal could take a 500 base power Last Respects from MMX and be mostly ok. From there, I learned that Yveltal Walls the two most common sweepers (MMX and Mlopunny) very well, being able to easily tank anything they can hit Yveltal with and heal it off with a move like Strength Sap. So I built a team that I think accommodates this idea decently well.

Alhambra (Yveltal) @ Ability Shield
Ability: Wonder Guard
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Bleakwind Storm
- Revival Blessing
- Strength Sap
- Last Respects
this was the core Idea of the team. Yveltal stops non-substitute sweepers, Hits things with Last respects, and uses Bleakwind storm to hit MMX and MLopunny. Yveltal resists LR, which is the main reason to use it, and has the added bonus of being immune to spikes and sticky web, the tiers best hazards, while also not being weak to Fighting, the most common coverage option besides Steel. Yveltal Also has good offensive stats allowing it to threaten the sweepers in question back. It also isn't weak to any common coverage moves, meaning that while it has it's shield still intact, it hard walls anything not running specific coverage for it. Tera type Normal is run to provide short term staying power, as it allows Yveltal to live one LR safely, and retaliate with Bleakwind Storm, Last Respects or Strength Sap on an opposing sweeper. Relaxed Nature allows for both Spa and Atk to do the maximum damage without too much investment at no defensive cost.

Országház (Regieleki) @ Focus Sash
Ability: Shadow Tag
Shiny: Yes
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Knock Off
- Corrosive Gas
- Last Respects
- Revival Blessing
Regieleki is one of the best pokemon in generation 9, and by far the best trapper. With the ability to trap and remove the items of nearly every pokemon in the game, Regieleki is vital for any team not running a magic room/corrosive gas sweeper as it's ability to remove the defensive check of Ability shield on passive WGds is crucial. And it's uses don't stop there. With Last Respects, Elecki can be used to stop a sweep, and revive the team with Revival Blessing, allowing for comebacks otherwise impossible. Tera normal is again run to Live one LR. (although the opponent may be expecting this tera so there isn't much eleki can do)

Hagia Sophia (Arceus) @ Earth Plate
Ability: Magic Bounce
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
- Mortal Spin
- Judgment
- Spikes
- Revival Blessing
Arceus is a great defensive pokemon in generation 9. With great bulk, a good defensive typing in this LR heavy meta, a good speed Tier, and decent offenses, arceus is always a great addition to teams. This set runs a more offense oriented Magic bounce, with Earth Plate judgement to threaten Eleki, and to also provide knock off/Corrosive Gas immunity on the team. Arceus really doesn't need Ability shield, because no Neutralizing gas pokemon are going to be using hazards, and the few that do run taunt/status are far more niche options than the standard MMX,MLopunny, or SubDon. Mortal Spin is run over Tidy up to keep hazards up on the opponents side, and because the two of the best Wonder Guard Pokemon in Maudino and Ludicolo are already weak to Poison, Arceus can keep hazards off with relative ease. Mortal Spin also has the added affect of higher PP than Tidy up, as well as providing a free status to chip random pokemon. Tera Ghost is run to surprise MMX and Mlopunny expecting to hit Arceus with Collision course.

Bolshoi Theatre (Ludicolo) @ Ability Shield
Ability: Wonder Guard
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Revival Blessing
- Lunar Dance
- Tidy Up
- Sticky Web
Ludicolo is this teams standard support slow pivot. I chose Ludicolo over Maudino because of Ludi's non immediate weakness to Gigaton Hammer, and it's immunity to Spore. Despite Being slightly Faster than Maudino, and not having the coveted Normal typing, Ludicolo is a fine Wg who is able to revive, heal, tidy up, or set hazards at it's leisure. Not much else to say.

Venetian Arsenal (Lopunny-Mega) @ Safety Goggles
Ability: Neutralizing Gas
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Last Respects
- Collision Course
- Gigaton Hammer
- Glacial Lance
The first of two Mlopunny(ies?)(s?). This Offensive Lategame sweeper has been rising in popularity due to its good typing, decent offensive stats, and high speed tier. This set opts for a +Speed nature to ensure it isn't outsped by other Mlopunny, and because most things Mlopunny is trying to hit are at 50% or below, it doesn't really need to worry about not having enough power to OHKO certain defensive pokemon

Venetian Arsenal (Lopunny-Mega) @ Leppa Berry
Ability: Wonder Guard
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Last Respects
- Recycle
- Revival Blessing
- Lunar Dance
The second Mlopunny, this One is the teams set cleric, with Revival Blessing + Recycle Leppa Berry, this mon can near infinitely revive teammates, and can also put in work with its good atk being able to take advantage of LR on the random unsuspecting pokemon. This set is bonkers though. It takes advantage Of Mlopunny's good speed and decent defensive type to outspeed and revive comerades before the opponent can taunt or attack.

Checks and Counters:
Setup Sweepers
. Ironically, this team has no counter to Subdon, and going up against it will be a very tough battle
Huge power Coverage Spam. This team also dies to coverage spam. With nothing being able to tank a hit from a huge power mon like slaking, and with only Offensive Mlopunny to Return Fire, The team struggles if they have the specific coverage needed to hit all 3 Wonder guards.

Important Yveltal Calcs:
MMX
252 Atk Mewtwo-Mega-X Collision Course vs. 252 HP / 252+ Def Yveltal: 162-192 (35.5 - 42.1%) -- guaranteed 3HKO
252 Atk Mewtwo-Mega-X Last Respects vs. 252 HP / 252+ Def Yveltal: 162-191 (35.5 - 41.8%) -- guaranteed 3HKO at 300 bp
252 Atk Mewtwo-Mega-X Last Respects vs. 252 HP / 252+ Def Yveltal: 270-318 (59.2 - 69.7%) -- guaranteed 2HKO at 500 bp
252 Atk Mewtwo-Mega-X Gigaton Hammer vs. 252 HP / 252+ Def Yveltal: 174-205 (38.1 - 44.9%) -- guaranteed 3HKO
252 Atk Mewtwo-Mega-X Glacial Lance vs. 252 HP / 252+ Def Yveltal: 260-308 (57 - 67.5%) -- guaranteed 2HKO
252 Atk Mewtwo-Mega-X Magical Torque vs. 252 HP / 252+ Def Yveltal: 216-256 (47.3 - 56.1%) -- 82.4% chance to 2HKO

Lopunny-Mega
252 Atk Lopunny-Mega Collision Course vs. 252 HP / 252+ Def Yveltal: 127-150 (27.8 - 32.8%) -- guaranteed 4HKO
252 Atk Lopunny-Mega Last Respects vs. 252 HP / 252+ Def Yveltal: 125-148 (27.4 - 32.4%) -- guaranteed 4HKO at 300 bp
252 Atk Lopunny-Mega Last Respects vs. 252 HP / 252+ Def Yveltal: 209-246 (45.8 - 53.9%) -- 46.9% chance to 2HKO at 500 bp
252 Atk Lopunny-Mega Gigaton Hammer vs. 252 HP / 252+ Def Yveltal: 135-159 (29.6 - 34.8%) -- 11.5% chance to 3HKO
252 Atk Lopunny-Mega Glacial Lance vs. 252 HP / 252+ Def Yveltal: 202-238 (44.2 - 52.1%) -- 16% chance to 2HKO
252 Atk Lopunny-Mega Magical Torque vs. 252 HP / 252+ Def Yveltal: 170-200 (37.2 - 43.8%) -- guaranteed 3HKO
 
Indigo Disk time!

Burning Bulwark dropped, and it's the closest we'll get to King's Shield this gen. This can possibly turn offensive mons into set-up fodder, and with the proper support (e.g. item removal, speed control), set-up turns can still translate into GG as your offensive mon outspeeds and OHKOes all in its path!

Malignant Chain is a nice alternative to Sludge Wave or Sludge Bomb with an impressive 50% chance to Toxic-style poison.

Topsy-Turvy is back and ready to ruin the hopes of set-up sweepers and some Tidy Up users again.

But, most importantly, the Moldy moves - Sunsteel Strike, Moongeist Beam, and Photon Geyser - are back! Unfortunately, they're still blocked by Ability Shield, but that's nothing item removal support can't fix! Moongeist Beam is probably the worst of the 3 with Last Respects already forcing Normal-types on seemingly every team, including as non-Wonder Guards.

Now, you don't need to completely betray what your end-game win cons are with their blaring Neutralizing Gas messages! These win cons also don't need to charge up Last Respects as often or as much!

Here are some sets made possible with the Moldy moves:

Huge Power/Pure Power
:SV/Mewtwo-Mega-X:
Mewtwo-Mega-X @ Ability Shield
Ability: Pure Power
Tera Type: Normal
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Photon Geyser
- Collision Course / Close Combat
- Magical Torque / Headlong Rush
- Corrosive Gas / Headlong Rush / Last Respects / Sunsteel Strike / Tidy Up / Shell Smash

An old classic from Gen 7. The coverage moves hit Wonder Guards immune to Photon Geyser. This set sadly needs Ability Shield to reliably OHKO fellow Neutralizing Gas Mega Mewtwo X's with Magical Torque without boosting.

252 Atk Pure Power Mewtwo-Mega-X Magical Torque vs. 252 HP / 252 Def Mewtwo-Mega-X: 460-542 (110.5 - 130.2%) -- guaranteed OHKO
252 Atk Pure Power Mewtwo-Mega-X Photon Geyser vs. 252 HP / 252 Def Arceus: 304-358 (68.4 - 80.6%) -- guaranteed 2HKO

Innards Out
:SV/Calyrex-Shadow:
Calyrex-Shadow @ Ability Shield
Ability: Innards Out
Tera Type: Grass
EVs: 252 HP / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
IVs: 0 Atk / 0 Def
- Photon Geyser
- Taunt / Moongeist Beam / Substitute
- Shell Smash / Moongeist Beam / Tidy Up
- Corrosive Gas / Moongeist Beam / Baton Pass

A deadlier offensive Innards Out user, more likely to claim at least one KO. Nature and IVs maximize the chance that Regieleki Ceaseless Edge OHKOes it.

Wonder Guard
:SV/Kartana:
Kartana @ Ability Shield / Heavy-Duty Boots / Protective Pads
Ability: Wonder Guard
Tera Type: Water / Flying
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Baton Pass / Corrosive Gas / Spore
- Headlong Rush / Power Trip / Wood Hammer / Last Respects

Kartana is no longer the more passive Wonder Guard it was reduced to pre-Indigo Disk! Set up on all those opposing Mega Audinos and break some holes! Shell Smash is sadly needed to outspeed Regieleki. Both Headlong Rush and Power Trip OHKO Regieleki after a Shell Smash, while Sunsteel Strike cannot. Kartana is also a competent user of Huge Power. Do be wary that those typical Neutralizing Gas offensive Fighting-types virtually always carry moves that hit Kartana super-effectively unless it Terastallizes.

252+ Atk Kartana Headlong Rush vs. 252 HP / 252 Def Regieleki: 438-516 (120.3 - 141.7%) -- guaranteed OHKO
252+ Atk Kartana Wood Hammer vs. 252 HP / 252 Def Regieleki: 328-387 (90.1 - 106.3%) -- 37.5% chance to OHKO
+2 252+ Atk Kartana Power Trip (140 BP) vs. 252 HP / 252 Def Regieleki: 510-601 (140.1 - 165.1%) -- guaranteed OHKO
+2 252+ Atk Kartana Sunsteel Strike vs. 252 HP / 252 Def Mewtwo-Mega-X: 364-429 (87.5 - 103.1%) -- 18.8% chance to OHKO (guaranteed OHKO after 1 layer of Spikes)
252+ Atk Kartana Sunsteel Strike vs. 252 HP / 252+ Def Audino-Mega: 284-336 (69.2 - 81.9%) -- guaranteed 2HKO

:SV/Hoopa-Unbound:
Hoopa-Unbound @ Ability Shield
Ability: Wonder Guard
Tera Type: Normal
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive / Timid Nature
- Shell Smash
- Photon Geyser
- Moonblast / Fleur Cannon / Moongeist Beam / Last Respects / Collision Course / Headlong Rush / Earth Power / Sunsteel Strike / Power Trip
- Corrosive Gas / Baton Pass / Spore / offensive move above

Being weak to only Fairy and Bug, Hoopa-U actually has one of the best typings in the meta for an offensive Wonder Guard! (Shame about Mega Scizor needing multiple turns of boosts to outspeed Regieleki.) Shell Smash and a Speed-boosting nature are sadly needed to outspeed Regieleki. Hoopa-U actually suffers from a fairly serious case of 4MSS.

252 SpA Hoopa-Unbound Photon Geyser vs. 252 HP / 252 SpD Regieleki: 237-280 (65.1 - 76.9%) -- guaranteed 2HKO
+2 252 SpA Hoopa-Unbound Moongeist Beam vs. 252 HP / 252 SpD Mewtwo-Mega-X: 420-496 (100.9 - 119.2%) -- guaranteed OHKO
252 Atk Hoopa-Unbound Headlong Rush vs. 252 HP / 252 Def Regieleki: 362-428 (99.4 - 117.5%) -- 93.8% chance to OHKO
 
Sample team Submission - Shell Smash Groudon + recycle leppa Zacian balance
:sv/Groudon-primal: :sv/Zacian: :sv/Arceus: :sv/Audino-mega: :sv/Mewtwo-mega-X: :sv/Muk-alola:
The core idea for this team was running a shell smash sweeper in a format where ability shield + wonder guard would normally render this much less viable. After the second dlc, The format has shifted quite a bit, with neutralizing gas no longer being needed to sweep opponents, and huge power/pure power moldy moves returning to the spotlight.

:sv/Groudon-primal:
Groudon-Primal @ Heavy-Duty Boots
Ability: Neutralizing Gas
Tera Type: Ground
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Glacial Lance
- Headlong Rush
- Magic Room
the star of the show. Groudon is once again an absurdly powerful threat that rips apart unprepared teams. With a monstrous base 180 atk and a 120bp stab ground move (now with 100% accuracy in headlong rush) this pokemon turns would-be walls into mush. Shell smash is required with tera ground to ohko pokemon like Maudino and Arceus. Glacial lance is there to remove would be checks such as Yveltal. And magic room allows Pdon to sweep without much support from it's team, however it does still have a few counters.
Celesteela - celesteela takes only 65-76% from a +2 glacial lance, so it is important to chip it down or remove it before attempting a don sweep, as it does have the potential to haze or strength sap the damage off.
Prankster haze/strength sap - this combo can be dangerous if Pdon has not set up magic room, and while it doesn't always pose a threat, it still can.

:sv/Zacian:
Zacian @ Leppa Berry
Ability: Wonder Guard
Tera Type: Water
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Revival Blessing
- Recycle
- Lunar Dance
- Last Respects
Revival blessing is what makes this format move, with the ability to fully revive an entire team from almost nothing, leppa berry recycle wonder guards are an important slot to consider on any team. Zacian is able to take much more advantage of this role than something like calyrex-shadow in my opinion. The combination of better defensive typing, better overall bulk, and good offensive stats to take advantage of the occasional last respects, Zacian also has a great speed tier, allowing it to outspeed and threaten most common offensive threats such as MMX, non-wg Kartana, non timid Calyrex-Shadow-Rider, and the rarer Ashgren and Mega-Gengar. Zacian is weak to Sunsteel strike however, which can pose a defensive liability, however tera water is a quick fix option to mitigate that.

:sv/Arceus:
Arceus @ Earth Plate
Ability: Magic Bounce
Tera Type: Flying
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
- Judgment
- Mortal Spin
- Sticky Web
- Revival Blessing
Arceus-normal's decent defensive typing combined with its great stats allow for it to be a potent defensive magic bounce pokemon. While certain other forms may offer different uses such as Arceus-grass being immune to spore, or Arceus-steel having more widespread resists, Arceus-normal's immunity to Moongeist beam, Last Respects, and the niche Rage fist are nothing to scoff at. In addition to its good typing, arceus makes great use of it's bulk and decent offensive stats to threaten frailer sweepers that have not set up yet. Arceus can come in, set sticky web, perhaps poison an offensive mon to attempt to force it out, and click judgement for some chip damage. Earth plate was chosen to soft check Pdon, while still threatening Regieleki, Solgaleo, and Necrozma-Dusk-Mane. Earth plate is also not removable from Arceus, allowing it to safely come in on corrosive gas trapping Regieleki, while also threatening it out. Ability shield is less necessary due to the minimal use of sweepers with status, as many offensive pokemon still suffer from severe 4mss in the current meta. Mortal spin is a more risky option than something like tidy up, however due to the prevalence of Maudino, Zacian, and Ludicolo as defensive pivots, I have not had much trouble keeping hazards off with this set. Tera flying is to surprise MMX and the occasional Mlopunny trying to hit with collision course, as well as being a 1-time hard check to Pdon who just click Headlong rush.

:sv/Audino-mega:
Audino-Mega @ Ability Shield
Ability: Wonder Guard
Tera Type: Water
EVs: 252 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Tidy Up
- Revival Blessing
- Lunar Dance
- Baton Pass
Audino-mega is once again a top defensive support pivot. Despite it's weakness to both Gigaton hammer and sunsteel strike, its great immunities, lack of speed, and lack of other widespread weaknesses allow for it to thrive in a meta where positioning is everything. Audino is liable to perish song and taunt trappers, however I really wanted the ability to pass tidy up to a partner, so I decided to take that risk. Audino is running a pretty standard set, with the addition of baton pass over a move like last respects to allow for its partners such as mmx or Pdon to have an easier time taking ko's. Tera water is a pretty basic way to stop sunsteel strike, with the addition of also softchecking Subdon, a moveset that hasn't seen much relevance in recent time, but is still a potent threat.

:sv/Mewtwo-Mega-X:
Mewtwo-Mega-X @ Ability Shield
Ability: Pure Power
Tera Type: Psychic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Photon Geyser
- Magical Torque
- Corrosive Gas
- Collision Course
Mewtwo was a top threat before the dlc, and with its new toys in Sunsteel strike and primarily Photon geyser, it has even more potential for damage. Pure power MMX rips through most walls similarly to how it did in gen 7, and with corrosive gas support it can even break more holes for a later Pdon sweep. Magical torque and Collision course allow for mmx to hit Steelix-mega, or psychic resists, the sole exception being muk-alola, which is used to imposter proof this set. Tera psychic is just to add a bit more damage, and could be swapped out for a defensive tera type if you so wished.

:sv/Muk-alola:
Muk-Alola @ Ability Shield
Ability: Wonder Guard
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Revival Blessing
- Lunar Dance
- Last Respects
- Spikes
Muk-Alola is a decent defensive utility pokemon. With it's Immunity to Photon Geyser, and its resist of Moongeist beam and non-weaknesses to darks normal weaknesses of fighting and Fairy. Muk opts for a less passive role than Maud on this team with Last Respects and Spikes to force out opposing MMX not running sunsteel strike or a ground type move, and can then pressure weaker pivots with spikes. Muk imposter proofs one of the teams two offensive threats, so it's important to keep it around when you can. Muk also can act as a nice slow pivot in a pinch, with revival blessing + lunar dance allowing it to heal allies and pivot into a freshly healed one.

Checks and counters.
This team was designed with a slightly obvious weakness that is easily fixed by swapping out one or two of the defensive mons, that being the teams weakness to Sunsteel strike. This team works fine and is great when you play around that, but also gives newer players the opportunity to recognize this and fix it. My recommendation for the best fix would be to replace Maudino with slowbro-mega, or replace Zacian with Greninja-Ash or Zamazenta, as both replacements fill the role of the pokemon they are replacing quite well.
Celesteela -
celesteela, despite being incredibly uncommon, walls this team pretty hard. With it taking not very much damage from both MMX and Pdon. MMX and Pdon can deal significant damage after setup or support from Maud, however neither can Ohko it.

I had a blast making this team, and would hope that some others could get some use out of it. The pokepaste again in case anyone wants a more clear view of it
https://pokepast.es/8d1642198a27210c
Have fun!
 
A couple things:

Ransei's stepped down after questioning the ethics of repeatedly reviving Pokemon only to make them faint again. Thanks for your time as leader/council member!

Also,

We have a sample team now! I've personally had success with this particular team in roomtours and friendlies and it doesn't seem to have any obvious weaknesses, so I figured why not. I'm also opening sample team submissions since we only have one sample at the moment and, frankly, I don't expect the metagame to change significantly in the future unless something drastic happens (like Eternamax or Cramorant-Gorging becoming hackable for some reason).


Also added Mega Lopunny on the VR, in S- rank (where Mega Mewtwo X used to be) – after trying it I've realized it's just a better sweeper Mega Mewtwo X thanks to Last Respects immunity and a slightly better Speed tier. Mega Mewtwo X still has merits in being a strong Choice Scarf Shadow Tag trapper and achieving KOs Mega Lopunny cannot (like OHKOing opposing Tera Normal Mega Mewtwo X and Normal-type Arceus/Slaking with Collision Course after hazard chip), so it's been moved to A- rank.
View attachment 565304
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
VR update requests
:sv/slowbro-mega: UR -> B
Mslowbro is a great MMX and Kartana wall, resisting not only Photon and sunsteel, but Collision course as well. Slowbro's incredible defensive typing + stats allow it to hard wall huge power pokemon not running specific coverage for it, but has always been held back by it's subpar special defense. In gen 9, slowbro has fallen off even harder with the advent of Last Respects being a common move on any random pokemon. With even passive wonder guards being able to consistently deal large amounts of damage to slowbro over the course of the battle, slowbro's ability to be a reliable wall has greatly diminished. Thus, I think that B rank is acceptable for slowbro.
:sv/Kartana: UR -> A-
kartana is absurd this generation. Because wonder guard is actually an incredibly viable option for sweepers this generation, and the removal of one of Kartana's best checks in Zygarde-Complete, Kartana's ability to rip holes in teams has skyrocketed. Kartana still maintains the weaknesses of prior generations, with wonder guard sets being too weak to break many fur coat pokemon now that CFZ's are no longer in the game, and Huge power Kartana is frail and slow enough to risk being ko'd by common faster revenge killers. Kartana's weakness to fighting also holds it back, as fighting is now a very common coverage option thanks to the combo of Collision course + Last Respects. Kartana is great, but it does not have the variability or access to fighting coverage of MMX, which puts it into a lower tier.
:sv/Mewtwo-Mega-X: A- -> A+
MMX has regained it's favorite toy in Photon Geyser, allowing for Huge power sets to once again step into the spotlight. MMX most benefits from all the new tools this generation. Collision course, Last respects, Photon Geyser, Gigaton Hammer, MMX is able to reliably use these moves to their full benefit, and is a daunting threat for any team that isn't running a wall for it. MMX does need good item removal support, like so many other huge power/wg sweepers in the tier, and its 4MSS holds it back significantly, as it wants Photon, Collision course, Coverage for Mslowbro, Muk-Alola, Yveltal, Celesteela, and Oranguru, but can't run more than 3/4 moves as it also wants corrosive gas to punish defensive switch-ins. Regardless, MMX is still the tiers most threatening offensive Huge power Utility pokemon, with not much being able to take more than 1-2 hits from anything it throws out, Thus, it should be ranked A+ to accurately represent its power.
:sv/Steelix-Mega: UR -> A-
Steelix-Mega is back and in a meta where Moongeist beam is much weaker thanks to almost every team running normal types to block Last respects. Steelix does struggle with the introduction of two new incredibly powerful fighting and ground moves, (collision course and headlong rush respectively) which slightly deplete it's defensive capabilities. Steelix-mega's walling capabilites have not been diminished much however, as it still comfortably walls anything besides huge power mmx with collision course, or huge power/Ngas smash Pdon.
:sv/Lopunny-Mega: S- -> B
Lopunny-mega will never again see the usage it had pre-dlc2. With a plethora of reliable walls to it, Lopunny-mega is now incredibly reliant on 500+ bp last respects, which severely raises it's opportunity cost when compared to something like huge power Photon Geyser, or Smash Sunsteel. Lopunny cannot do enough damage to defensive pokemon to be a top pick, and is now relegated to a niche revenge killer, although it still performs this role well, being able to outspeed and OHKO MMX, MMY (not running a +speed nature), Kartana, and other threats with the right coverage.
WG VR
:sv/yveltal: UR -> C

Yveltal is a good wonder guard, being immune to photon, and not being weak to the common fighting coverage, fills a niche role as an offensive improof to many pure power/wg sweepers. Yveltal is essentially muk with more weaknesses, but an immunity to ground, which can pose a decent option if improofing smash Pdon.
Pokemon I forgot to include the first time:
:sv/Solgaleo: UR -> A-
Solgaleo plays mainly the same role it did in generation 7, with its access to stab Photon and Sunsteel, decent speed and attack, and a quad resist to photon geyser, Solgaleo can comfortably run shell smash huge power sets. Solgaleo does struggle with gen 9's meta as ability shield meaning it can't as easily rip through teams, and solgaleo has the potential to be revenge killed by offensive wonder guards, however like so many offensive threats in the format, with the right support it shreds teams without specific counterplay. Solgaleo has lost access to Z-moves, meaning it can struggle with bulkier pokemon like Slowbro-mega and Steelix-mega without coverage or team support, but it's sheer offensive power and higher speed tier than kartana definitely mean it is a powerful threat.
:sv/Necrozma-Dusk-Mane: UR -> A-
NDM maintains its role as a slower, bulkier, and slightly more powerful version of Solgaleo. It's access to photon stab and better defenses than kartana give some reasons to choose one over the other, and its higher bulk mean it now thrives in a meta where sweepers need to contend with item removal and control. NDM's ability to tank a hit, remove an item, and then throw out a powerful Sunsteel or Photon mean it deserves a place as a great offensive utility pokemon, often as a supporter to frailer huge power mons that are forced out by the threat of defensive pokemon running offensive moves. While revival blessing does mitigate some of those weaknesses, the ability to safely set up, and then have enough power to sweep is still useful. The only reason I would not place it higher is it's weakness to LR, which is bad, but not crippling.
:sv/Arceus-Electric: UR -> B (wg vr)
Arceus Elec is a decent defensive option, with a resistance to sunsteel strike, and no weakness to the more common fighting and fire coverage moves. Arceus Elec's 120/120/120 defensive stats make it one of the bulkier pokemon in the format, while its decent speed tier and offenses mean it can threaten slower offensive pokemon. Arc elec can opt to run various different movesets, and it's variability and ability to soft check common offensive threats deserve a spot in B.
 
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VR update requests
:sv/slowbro-mega: UR -> B
Mslowbro is a great MMX and Kartana wall, resisting not only Photon and sunsteel, but Collision course as well. Slowbro's incredible defensive typing + stats allow it to hard wall huge power pokemon not running specific coverage for it, but has always been held back by it's subpar special defense. In gen 9, slowbro has fallen off even harder with the advent of Last Respects being a common move on any random pokemon. With even passive wonder guards being able to consistently deal large amounts of damage to slowbro over the course of the battle, slowbro's ability to be a reliable wall has greatly diminished. Thus, I think that B rank is acceptable for slowbro.
:sv/Kartana: UR -> A-
kartana is absurd this generation. Because wonder guard is actually an incredibly viable option for sweepers this generation, and the removal of one of Kartana's best checks in Zygarde-Complete, Kartana's ability to rip holes in teams has skyrocketed. Kartana still maintains the weaknesses of prior generations, with wonder guard sets being too weak to break many fur coat pokemon now that CFZ's are no longer in the game, and Huge power Kartana is frail and slow enough to risk being ko'd by common faster revenge killers. Kartana's weakness to fighting also holds it back, as fighting is now a very common coverage option thanks to the combo of Collision course + Last Respects. Kartana is great, but it does not have the variability or access to fighting coverage of MMX, which puts it into a lower tier.
:sv/Mewtwo-Mega-X: A- -> A+
MMX has regained it's favorite toy in Photon Geyser, allowing for Huge power sets to once again step into the spotlight. MMX most benefits from all the new tools this generation. Collision course, Last respects, Photon Geyser, Gigaton Hammer, MMX is able to reliably use these moves to their full benefit, and is a daunting threat for any team that isn't running a wall for it. MMX does need good item removal support, like so many other huge power/wg sweepers in the tier, and its 4MSS holds it back significantly, as it wants Photon, Collision course, Coverage for Mslowbro, Muk-Alola, Yveltal, Celesteela, and Oranguru, but can't run more than 3/4 moves as it also wants corrosive gas to punish defensive switch-ins. Regardless, MMX is still the tiers most threatening offensive Huge power Utility pokemon, with not much being able to take more than 1-2 hits from anything it throws out, Thus, it should be ranked A+ to accurately represent its power.
:sv/Steelix-Mega: UR -> A-
Steelix-Mega is back and in a meta where Moongeist beam is much weaker thanks to almost every team running normal types to block Last respects. Steelix does struggle with the introduction of two new incredibly powerful fighting and ground moves, (collision course and headlong rush respectively) which slightly deplete it's defensive capabilities. Steelix-mega's walling capabilites have not been diminished much however, as it still comfortably walls anything besides huge power mmx with collision course, or huge power/Ngas smash Pdon.
:sv/Lopunny-Mega: S- -> B
Lopunny-mega will never again see the usage it had pre-dlc2. With a plethora of reliable walls to it, Lopunny-mega is now incredibly reliant on 500+ bp last respects, which severely raises it's opportunity cost when compared to something like huge power Photon Geyser, or Smash Sunsteel. Lopunny cannot do enough damage to defensive pokemon to be a top pick, and is now relegated to a niche revenge killer, although it still performs this role well, being able to outspeed and OHKO MMX, MMY (not running a +speed nature), Kartana, and other threats with the right coverage.
WG VR
:sv/yveltal: UR -> C

Yveltal is a good wonder guard, being immune to photon, and not being weak to the common fighting coverage, fills a niche role as an offensive improof to many pure power/wg sweepers. Yveltal is essentially muk with more weaknesses, but an immunity to ground, which can pose a decent option if improofing smash Pdon.
Pokemon I forgot to include the first time:
:sv/Solgaleo: UR -> A-
Solgaleo plays mainly the same role it did in generation 7, with its access to stab Photon and Sunsteel, decent speed and attack, and a quad resist to photon geyser, Solgaleo can comfortably run shell smash huge power sets. Solgaleo does struggle with gen 9's meta as ability shield meaning it can't as easily rip through teams, and solgaleo has the potential to be revenge killed by offensive wonder guards, however like so many offensive threats in the format, with the right support it shreds teams without specific counterplay. Solgaleo has lost access to Z-moves, meaning it can struggle with bulkier pokemon like Slowbro-mega and Steelix-mega without coverage or team support, but it's sheer offensive power and higher speed tier than kartana definitely mean it is a powerful threat.
:sv/Necrozma-Dusk-Mane: UR -> A-
NDM maintains its role as a slower, bulkier, and slightly more powerful version of Solgaleo. It's access to photon stab and better defenses than kartana give some reasons to choose one over the other, and its higher bulk mean it now thrives in a meta where sweepers need to contend with item removal and control. NDM's ability to tank a hit, remove an item, and then throw out a powerful Sunsteel or Photon mean it deserves a place as a great offensive utility pokemon, often as a supporter to frailer huge power mons that are forced out by the threat of defensive pokemon running offensive moves. While revival blessing does mitigate some of those weaknesses, the ability to safely set up, and then have enough power to sweep is still useful. The only reason I would not place it higher is it's weakness to LR, which is bad, but not crippling.
:sv/Arceus-Electric: UR -> B (wg vr)
Arceus Elec is a decent defensive option, with a resistance to sunsteel strike, and no weakness to the more common fighting and fire coverage moves. Arceus Elec's 120/120/120 defensive stats make it one of the bulkier pokemon in the format, while its decent speed tier and offenses mean it can threaten slower offensive pokemon. Arc elec can opt to run various different movesets, and it's variability and ability to soft check common offensive threats deserve a spot in B.
what is the best setup for the contrary users in Pure Hackmons
 
what is the best setup for the contrary users in Pure Hackmons
I haven't really touched this metagame in a while but believe I understand the metagame enough to answer here. How Contrary works in Gen 9 isn't too different from other generations, so here's my advice.

Don't use Contrary.

The ability makes itself look appealing off being powerful enough for Balanced Hackmons to ban it, but Pure Hackmons is a totally different environment that changes up how even banned things work. For Contrary's case, it's restricted to a very small selection of moves that tend to be blocked by many Wonder Guards. Contrary users lack a sharp answer for Wonder Guards in general, which is too problematic for Contrary users to be viable because Wonder Guards are everywhere and glue Pure Hackmons together like a staple. Contrary also struggles to KO many Pokemon in unlimited EV metagames, due to any remotely good user not having high enough damage output to KO bulky threats. For example, Contrary Mega Sceptile can't take on Mega Mewtwo X, Contrary Primal Groudon struggles against an average wall, Contrary Mega Rayquaza would struggle against any fast Fairy-type. All of these lose to prominent Wonder Guards on top of that.

Lastly, Gen 9 is filled with strategies like Corrosive Gas, to get rid of any effectiveness offensive abilities have against Neutralizing Gas, and Revival Blessing, to let faster users chain revives on their teammates and eventually rack up Last Respect boosts. For ever generation of Pure Hackmons, Contrary usually tends to be very unreliable in many cases for one reason or another.
 
I haven't really touched this metagame in a while but believe I understand the metagame enough to answer here. How Contrary works in Gen 9 isn't too different from other generations, so here's my advice.

Don't use Contrary.

The ability makes itself look appealing off being powerful enough for Balanced Hackmons to ban it, but Pure Hackmons is a totally different environment that changes up how even banned things work. For Contrary's case, it's restricted to a very small selection of moves that tend to be blocked by many Wonder Guards. Contrary users lack a sharp answer for Wonder Guards in general, which is too problematic for Contrary users to be viable because Wonder Guards are everywhere and glue Pure Hackmons together like a staple. Contrary also struggles to KO many Pokemon in unlimited EV metagames, due to any remotely good user not having high enough damage output to KO bulky threats. For example, Contrary Mega Sceptile can't take on Mega Mewtwo X, Contrary Primal Groudon struggles against an average wall, Contrary Mega Rayquaza would struggle against any fast Fairy-type. All of these lose to prominent Wonder Guards on top of that.

Lastly, Gen 9 is filled with strategies like Corrosive Gas, to get rid of any effectiveness offensive abilities have against Neutralizing Gas, and Revival Blessing, to let faster users chain revives on their teammates and eventually rack up Last Respect boosts. For ever generation of Pure Hackmons, Contrary usually tends to be very unreliable in many cases for one reason or another.
I mean your right ig but however I just use it on Serperior, Lurantis, Malamar, and Enamorus in this tier
 
I haven't really touched this metagame in a while but believe I understand the metagame enough to answer here. How Contrary works in Gen 9 isn't too different from other generations, so here's my advice.

Don't use Contrary.

The ability makes itself look appealing off being powerful enough for Balanced Hackmons to ban it, but Pure Hackmons is a totally different environment that changes up how even banned things work. For Contrary's case, it's restricted to a very small selection of moves that tend to be blocked by many Wonder Guards. Contrary users lack a sharp answer for Wonder Guards in general, which is too problematic for Contrary users to be viable because Wonder Guards are everywhere and glue Pure Hackmons together like a staple. Contrary also struggles to KO many Pokemon in unlimited EV metagames, due to any remotely good user not having high enough damage output to KO bulky threats. For example, Contrary Mega Sceptile can't take on Mega Mewtwo X, Contrary Primal Groudon struggles against an average wall, Contrary Mega Rayquaza would struggle against any fast Fairy-type. All of these lose to prominent Wonder Guards on top of that.

Lastly, Gen 9 is filled with strategies like Corrosive Gas, to get rid of any effectiveness offensive abilities have against Neutralizing Gas, and Revival Blessing, to let faster users chain revives on their teammates and eventually rack up Last Respect boosts. For ever generation of Pure Hackmons, Contrary usually tends to be very unreliable in many cases for one reason or another.
Also speaking of Wonder Guard, I have Pikachu w/ the air balloon as a item and Wonder Guard as its ability
Making this thing a tank like the Shedinja strat
 
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)
I am trying to create Red's team in Pure Hackmons
Pikachu @ Air Balloon
Tera: Electric
Ability: Wonder Guard
-
-
-
-

Venusaur-Mega @ (need help picking an item for Venusaur-Mega)
Tera:(need help picking a good tera for Venusaur-Mega)
Ability: Magic Bounce
-
-
-
-

Charizard @ Heavy-Duty Boots
Tera: (need help picking a good tera for Charizard)
Ability: (need help picking a good ability for Charizard)
-
-
-
-

Blastoise @ (need help picking an item for Blastoise)
Tera: (need help picking a good tera for Blastoise)
Ability: (need help picking a good ability for Blastoise)
-
-
-
-

Snorlax @ (need help picking an item for Snorlax)
Tera: (need help picking a good tera for Snorlax)
Ability: (need help picking a good ability for Snorlax)
-
-
-
-

Lapras @ (need help picking an item for Lapras)
Tera: (need help picking a good tera for Lapras)
Ability: (need help picking a good ability for Lapras)
-
-
-
-
 
I am trying to create Red's team in Pure Hackmons
Pikachu @ Air Balloon
Tera: Electric
Ability: Wonder Guard
-
-
-
-

Venusaur-Mega @ (need help picking an item for Venusaur-Mega)
Tera:(need help picking a good tera for Venusaur-Mega)
Ability: Magic Bounce
-
-
-
-

Charizard @ Heavy-Duty Boots
Tera: (need help picking a good tera for Charizard)
Ability: (need help picking a good ability for Charizard)
-
-
-
-

Blastoise @ (need help picking an item for Blastoise)
Tera: (need help picking a good tera for Blastoise)
Ability: (need help picking a good ability for Blastoise)
-
-
-
-

Snorlax @ (need help picking an item for Snorlax)
Tera: (need help picking a good tera for Snorlax)
Ability: (need help picking a good ability for Snorlax)
-
-
-
-

Lapras @ (need help picking an item for Lapras)
Tera: (need help picking a good tera for Lapras)
Ability: (need help picking a good ability for Lapras)
-
-
-
-
This is only for Gen 9 Pure Hackmons
 
This is only for Gen 9 Pure Hackmons
pika with wonder guard and air balloon is a joke in gen 9 thanks to Photon geyser and moongeist beam. Just run ability shield. replace tera electric with grass, and run, honestly just run revival blessing, Lunar Dance, spikes, Last respects/taunt

Mvenu. Magic bounce likes a hazard removal move like tidy up, revival blessing, taunt, and perish song is the moveset I find to work most often, although you can swap Psong for a poison type offensive move if you want to pressure Maudino and zacian. Tera type should be defensive, so probably dark or water. run either black sludge, Ability shield, or shed shell for the item based on preference

Charizard. This thing is garbage, and any other of red's mons would be better here. Replace it for espeon to run Magic guard, tera psychic, Life orb, shell smash, photon geyser, Mind Blown, and Electro drift/Chloroblast/Light of Ruin (for yveltal/Mgyara, the two best dark types)

Blastoise. WG, ability shield, revival blessing, tidy up, Lunar Dance, Corrosive gas. Min speed. Tera Dragon/steel for defense, dragon if you dislike coverage fishing, steel for moldy moves

Snorlax. Huge power? (I guess that's pretty much it's best option besides another defensive mon, but I don't want the team to be too defense oriented with how meta looks rn I have given up on this, outdefense them into snorlax/espeon cleanup.) Last Respects after some thought, Last respects should be swapped out for coverage of your choice (to hit wg's resistant to steel), Sunsteel Strike, Shell smash, Corrosive gas. Tera Steel for stronger sunsteel.

Lapras. Another really defensive mon huh. Shadow tag/arena trap perish trapper might be a fun set. Run either Stag or Atrap, tera fire/dark/steel, shed shell, and taunt, perish song, *recovery move*, and encore/burning Bulwark.

If you want a more in depth analysis on why I chose certain moves, items, or abilities, just ask and I will be happy to provide them
 
Last edited:
pika with wonder guard and air balloon is a joke in gen 9 thanks to Photon geyser and moongeist beam. Just run ability shield. replace tera electric with grass, and run, honestly just run revival blessing, Lunar Dance, spikes, Last respects/taunt

Mvenu. Magic bounce likes a hazard removal move like tidy up, revival blessing, taunt, and perish song is the moveset I find to work most often, although you can swap Psong for a poison type offensive move if you want to pressure Maudino and zacian. Tera type should be defensive, so probably dark or water. run either black sludge, Ability shield, or shed shell for the item based on preference

Charizard. This thing is garbage, and any other of red's mons would be better here. Replace it for espeon to run Magic guard, tera psychic, Life orb, shell smash, photon geyser, Mind Blown, and Electro drift/Chloroblast/Light of Ruin (for yveltal/Mgyara, the two best dark types)

Blastoise. WG, ability shield, revival blessing, tidy up, Lunar Dance, Corrosive gas. Min speed. Tera Dragon/steel for defense, dragon if you dislike coverage fishing, steel for moldy moves

Snorlax. Huge power? (I guess that's pretty much it's best option besides another defensive mon, but I don't want the team to be too defense oriented with how meta looks rn.) Last Respects after some thought, Last respects should be swapped out for coverage of your choice (to hit wg's resistant to steel), Sunsteel Strike, Shell smash, Corrosive gas. Tera Steel for stronger sunsteel.

Lapras. Another really defensive mon huh. Shadow tag/arena trap perish trapper might be a fun set. Run either Stag or Atrap, tera fire/dark/steel, shed shell, and taunt, perish song, *recovery move*, and encore/burning Bulwark.

If you want a more in depth analysis on why I chose certain moves, items, or abilities, just ask and I will be happy to provide them
Also mind if you make it neat so it would be easy for me to read
 
pika with wonder guard and air balloon is a joke in gen 9 thanks to Photon geyser and moongeist beam. Just run ability shield. replace tera electric with grass, and run, honestly just run revival blessing, Lunar Dance, spikes, Last respects/taunt

Mvenu. Magic bounce likes a hazard removal move like tidy up, revival blessing, taunt, and perish song is the moveset I find to work most often, although you can swap Psong for a poison type offensive move if you want to pressure Maudino and zacian. Tera type should be defensive, so probably dark or water. run either black sludge, Ability shield, or shed shell for the item based on preference

Charizard. This thing is garbage, and any other of red's mons would be better here. Replace it for espeon to run Magic guard, tera psychic, Life orb, shell smash, photon geyser, Mind Blown, and Electro drift/Chloroblast/Light of Ruin (for yveltal/Mgyara, the two best dark types)

Blastoise. WG, ability shield, revival blessing, tidy up, Lunar Dance, Corrosive gas. Min speed. Tera Dragon/steel for defense, dragon if you dislike coverage fishing, steel for moldy moves

Snorlax. Huge power? (I guess that's pretty much it's best option besides another defensive mon, but I don't want the team to be too defense oriented with how meta looks rn.) Last Respects after some thought, Last respects should be swapped out for coverage of your choice (to hit wg's resistant to steel), Sunsteel Strike, Shell smash, Corrosive gas. Tera Steel for stronger sunsteel.

Lapras. Another really defensive mon huh. Shadow tag/arena trap perish trapper might be a fun set. Run either Stag or Atrap, tera fire/dark/steel, shed shell, and taunt, perish song, *recovery move*, and encore/burning Bulwark.

If you want a more in depth analysis on why I chose certain moves, items, or abilities, just ask and I will be happy to provide them
pika with wonder guard and air balloon is a joke in gen 9 thanks to Photon geyser and moongeist beam. Just run ability shield. replace tera electric with grass, and run, honestly just run revival blessing, Lunar Dance, spikes, Last respects/taunt

Mvenu. Magic bounce likes a hazard removal move like tidy up, revival blessing, taunt, and perish song is the moveset I find to work most often, although you can swap Psong for a poison type offensive move if you want to pressure Maudino and zacian. Tera type should be defensive, so probably dark or water. run either black sludge, Ability shield, or shed shell for the item based on preference

Charizard. This thing is garbage, and any other of red's mons would be better here. Replace it for espeon to run Magic guard, tera psychic, Life orb, shell smash, photon geyser, Mind Blown, and Electro drift/Chloroblast/Light of Ruin (for yveltal/Mgyara, the two best dark types)

Blastoise. WG, ability shield, revival blessing, tidy up, Lunar Dance, Corrosive gas. Min speed. Tera Dragon/steel for defense, dragon if you dislike coverage fishing, steel for moldy moves

Snorlax. Huge power? (I guess that's pretty much it's best option besides another defensive mon, but I don't want the team to be too defense oriented with how meta looks rn.) Last Respects after some thought, Last respects should be swapped out for coverage of your choice (to hit wg's resistant to steel), Sunsteel Strike, Shell smash, Corrosive gas. Tera Steel for stronger sunsteel.

Lapras. Another really defensive mon huh. Shadow tag/arena trap perish trapper might be a fun set. Run either Stag or Atrap, tera fire/dark/steel, shed shell, and taunt, perish song, *recovery move*, and encore/burning Bulwark.

If you want a more in depth analysis on why I chose certain moves, items, or abilities, just ask and I will be happy to provide them
Why did you pick these setup (Blastoise has tidy up which increases atk and speed)?
 
and also some of the moves are illegal in gen 9 pure hackmons for espeon, etc.
can you pick another setup for them
my apologies I was still stuck in gen7 teambuilding. Blastoise I chose the ability Wonder guard (WG) because it is a middling bulk water type, and adds to the longevity of the team. Because none of the mons chosen are close enough to the power level needed for a more offensive structure, (with the only possibility being if the opponent was dumb enough to let you set up multiple shell smashes on snorlax or espeon unnoposed) I opted to make the team more defensively structured, with hazards, corrosive gas, and perish trapping to make progress which espeon or snorlax can then capitalize on and try to sweep off of. Tidy up is a hazard removal option that is not blocked by opposing wonder guard or Good as Gold, both of which can hamper rapid/mortal spin and defog respectively. At this point I have given up on not making the team too defensive

Here it is:
Pikachu @ Ability Shield
Ability: Wonder Guard
Tera Type: Grass
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Revival Blessing
- Lunar Dance
- Spikes
- Taunt

Venusaur-Mega @ Black Sludge
Ability: Magic Bounce
Tera Type: Dark
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Tidy Up
- Revival Blessing
- Malignant Chain
- Perish Song

Espeon @ Life Orb
Ability: Magic Guard
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Shell Smash
- Photon Geyser
- Electro Drift
- Secret Sword

Blastoise @ Ability Shield
Ability: Wonder Guard
Tera Type: Steel
EVs: 252 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Revival Blessing
- Lunar Dance
- Corrosive Gas
- Tidy Up

Snorlax @ Ability Shield
Ability: Huge Power
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Corrosive Gas
- Collision Course

Lapras @ Ability Shield
Ability: Shadow Tag
Tera Type: Fire
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Perish Song
- Burning Bulwark
- Encore
- Haze
 
my apologies I was still stuck in gen7 teambuilding. Blastoise I chose the ability Wonder guard (WG) because it is a middling bulk water type, and adds to the longevity of the team. Because none of the mons chosen are close enough to the power level needed for a more offensive structure, (with the only possibility being if the opponent was dumb enough to let you set up multiple shell smashes on snorlax or espeon unnoposed) I opted to make the team more defensively structured, with hazards, corrosive gas, and perish trapping to make progress which espeon or snorlax can then capitalize on and try to sweep off of. Tidy up is a hazard removal option that is not blocked by opposing wonder guard or Good as Gold, both of which can hamper rapid/mortal spin and defog respectively. At this point I have given up on not making the team too defensive

Here it is:
Pikachu @ Ability Shield
Ability: Wonder Guard
Tera Type: Grass
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Revival Blessing
- Lunar Dance
- Spikes
- Taunt

Venusaur-Mega @ Black Sludge
Ability: Magic Bounce
Tera Type: Dark
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Tidy Up
- Revival Blessing
- Malignant Chain
- Perish Song

Espeon @ Life Orb
Ability: Magic Guard
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Shell Smash
- Photon Geyser
- Electro Drift
- Secret Sword

Blastoise @ Ability Shield
Ability: Wonder Guard
Tera Type: Steel
EVs: 252 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Revival Blessing
- Lunar Dance
- Corrosive Gas
- Tidy Up

Snorlax @ Ability Shield
Ability: Huge Power
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Corrosive Gas
- Collision Course

Lapras @ Ability Shield
Ability: Shadow Tag
Tera Type: Fire
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Perish Song
- Burning Bulwark
- Encore
- Haze
Blastoise doesn't have any physical atk
 
my apologies I was still stuck in gen7 teambuilding. Blastoise I chose the ability Wonder guard (WG) because it is a middling bulk water type, and adds to the longevity of the team. Because none of the mons chosen are close enough to the power level needed for a more offensive structure, (with the only possibility being if the opponent was dumb enough to let you set up multiple shell smashes on snorlax or espeon unnoposed) I opted to make the team more defensively structured, with hazards, corrosive gas, and perish trapping to make progress which espeon or snorlax can then capitalize on and try to sweep off of. Tidy up is a hazard removal option that is not blocked by opposing wonder guard or Good as Gold, both of which can hamper rapid/mortal spin and defog respectively. At this point I have given up on not making the team too defensive

Here it is:
Pikachu @ Ability Shield
Ability: Wonder Guard
Tera Type: Grass
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Revival Blessing
- Lunar Dance
- Spikes
- Taunt

Venusaur-Mega @ Black Sludge
Ability: Magic Bounce
Tera Type: Dark
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Tidy Up
- Revival Blessing
- Malignant Chain
- Perish Song

Espeon @ Life Orb
Ability: Magic Guard
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Shell Smash
- Photon Geyser
- Electro Drift
- Secret Sword

Blastoise @ Ability Shield
Ability: Wonder Guard
Tera Type: Steel
EVs: 252 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Revival Blessing
- Lunar Dance
- Corrosive Gas
- Tidy Up

Snorlax @ Ability Shield
Ability: Huge Power
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Corrosive Gas
- Collision Course

Lapras @ Ability Shield
Ability: Shadow Tag
Tera Type: Fire
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Perish Song
- Burning Bulwark
- Encore
- Haze
Also mind if you make 1st team with Serperior, 2nd team with Malamar, 3rd team with Lurantis, and 4th team with Enamorus (not using contrary) for Gen 9 Pure Hackmons
 
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