SV BALANCED HACKMONS R.M.T.
The Grindset
53-0 Win Streak + 1706 ELO

We live under an economic system where you must at all times be hustling to survive.
Under Capitalism, the worker is the one who must take the initiative to ensure his own survival when he is unable to sustain himself while maintaining a work-life balance. He must engage in the hustle culture where the only activites that are valued are those that ensure success through monetary gain. He exhausts himself in this singular pursuit, with no time for leisure and indeed, he transforms what were once leisure activities into new forms of income, even at the cost of the satisfaction they once provided him.
Pokémon is no different. The most effective Pokémon is the one who can hustle, convert all of his uniqueness in the pursuit of damage.
In Balanced Hackmons, any Pokémon can learn how to hustle, but few have the tools to master it, instead they burn themselves out and become unable to hit their moves consistently and their average output decreases below that of those who rely on tools (Sword of Ruin).
From the capitalist's perspective, the ideal worker is able to give 150% of his effort at all times, but suffers no risk of exhaustion leading to mistakes.
The Trainer, seeking much the same, is led to the conclusion that there is one currently-untapped Pokémon that embodies the Ideal Hustler.
Enter, Hoopa-Unbound

hex you (Hoopa-Unbound) @ Choice Band
Ability: Hustle
Tera Type: Psychic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Hyperspace Fury
- Flower Trick
- Sunsteel Strike
- V-create
The Hustler, Hoopa-Unbound is the team's primary breaker. The Hustler is after all a worker and the worker will always be the main producer for any enterprise. Hoopa directs its unique abilities towards the goal of profit (damage).
Hoopa-Unbound is able to use its signature move Hyperspace Fury, one of three moves that are locked to their original users no matter what (Dark Void and Aura Wheel being the others). Hyperspace Fury cannot miss, bypasses the common Burning Bulwark, and does not make contact preventing Rocky Helmet chip. Hoopa-Unbound therefore has exclusive access to the best and only move worth using Hustle with (all other never-miss moves either are very weak or can benefit from better 1.5x damage ablities like Sniper or Sharpness).
The main benefit of Hyperspace fury over a sniper set that would have even higher Dark-Type damage is increased power on Hoopa's coverage, and the ability to improof Burning Bulwark on Chansey or Blissey. This moveset allows Hoopa-U to force out nearly every common defensive Pokémon slower than it. Hyperspace Fury hits Meloetta and anything physically frail, Sunsteel Strike lands a favorable roll to kill M-Audino, and Flower Trick secures the kill on M-Swampert and, with minor chip, Ting-Lu. Hyperspace Fury deals massive damage to Chansey or Blissey and prevents it from using Bulwark, its main tool to avoid letting in Choice Band Pokémon for free.
Hoopa also has great natural special defense allowing it to come in on many special attackers, even if they have super-effective moves. Mega Audino is unable to even 2HKO it with Moonblast, for example.
As for what can switch-in on Hoopa, Arceus-Fairy is OHKOed without a +defense nature and most others take huge damage from Hyperspace Fury or V-Create. Notably, Arceus-Ghost is the main forme that uses Recover, and it obviously is unable to wall Hoopa. Everything that can switch in on Hoopa is suceptible to Sapblocking, which is why it's partnered with Flutter Mane and Chansey.
~~~

strangulation girl (Flutter Mane) @ Choice Specs
Ability: Adaptability
Tera Type: Ghost
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Moonblast
- Fleur Cannon
- Volt Switch
While those who engage in Hustle Culture are victims choked by all-encompassing work, they themselves are also guilty of promoting and normalizing the concept, entraping others in the strangling worldview where everything must be exploited.
Flutter Mane reflects this as her role on the team is to bring in vulnerable targets for Hoopa to exploit.
Flutter Mane uses Moongeist Beam to bypass Ice Scales, meaning that only Normal-Types and Regenvests are able to reliably switch in on her. Volt Switch then brings in Hoopa, who does not struggle against any popular Regenvest and threatens to OHKO both normals in Meloetta and M-Audino.
Flutter Mane can either be brought in by Chansey after softening up a target with Ruination, or can be switched in agressively against Strength Sap users. Flutter naturally has a good type matchup towards the Fighting and Dark types that wall Hoopa and can be brought in frequently with good reads.
As the team's speed control, she is tasked with taking out special attackers that Chansey has whittled down with Ruination.
~~~

don't call me lazy (Chansey) (F) @ Eviolite
Ability: Magic Guard
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Burning Bulwark
- Teleport
- Ruination
- Wish
In response to hustle culture becoming mainstream, there is necessarily going to be a movement opposing it. Chansey refuses to have its labor (attack) drained by its class enemies and refuses to output value (get kills) and instead defers that task to its coworkers with Teleport.
Chansey is the team's primary Special Defense. The role of the MG blob is pretty well-known by now in BH. Block Strength Sap against special attackers like Eternatus, Miraidon or Take Heart Arceus. Chansey is able to run Wish + Burning Bulwark, a move that many teams want to fit on their blob, but struggle because the easiest way to improof the blobs is to use a strong banded physical attacker and all the best physical moves make contact. Even something like MBlaziken who has no fear of burn doesn't enjoy being scouted and wasting its limited PP. Wish even further complicates the improofing issue.
Chansey was chosen over Blissey for improved physical defense, giving more leeway against mixed attackers and because Blissey is already being used on the team. Having Bulwark means attempts to use Knock Off can be risky so Chansey can generally avoid getting hit by it.
Wishpassing safely is massive for how the team can be played. Hazards are not actually that big of a deal, with the defensive core being resistant or immune to them and Chansey being able to pass wishes to the breakers should they get low. Hoopa can be brought in on stuff that it really has no business coming in on like unboosted Fairyceus or Eternatus because it can trade hits and get healed up later. Sapblocking isn't as big of a danger for Yvel as it would be with another structure. Even passing to Blissey can be really useful against ladder builds.
~~~

beans on toast (Yveltal) @ Heavy-Duty Boots
Ability: Fur Coat
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Knock Off
- Mortal Spin
- Flip Turn
- Strength Sap
The hustler must be grinding in every aspect of his life. A good day's work rests on the backbone of the energy provided by a Protein-rich breakfast of Beans and Bacon. Yveltal acts as the defensive backbone of the team and its utility gives its teammates the chance to shine.
Yveltal is the fur coater on the team. Chosen mostly because it can deal with SNR ghostceus and isn't M-Audino (who obviously wouldn't be able to improof Hoopa with its speed tier and Sunsteel weakness). Knock + Mortal is good at harassing most things and Flip Turn allows pivoting into Flutter Mane or Hoopa off a switch.
Yveltal's Dark typing helps with setup threats like the previously mentioned Ghostceus, but also Power Trip / Stored Power users and Spirit Shackle users (notably the somewhat common ground/ghost physical setup combination). It has a resistance to Hoopa's stab option to take little damage when improofing and also resists Greninja's Wicked Blow. Paired with DLand Arceus, you can play around Greninja somewhat comfortably even when Yveltal is chipped.
~~~

arceus with a tan (Arceus-Steel) @ Flame Plate
Ability: Desolate Land
Tera Type: Steel
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Thunder Cage
- Spikes
- Strength Sap
I've run out of social commentary. Arceus has a tan because he is desolate land not because he is working class.
Arc-Steel with Desolate Land is pretty much an unheard of set, but it has its purposes on the team. Most obviously, it improofs Yveltal. Otherwise, it is able to set Spikes while being both Self-Improofed with tcage + sun-boosted fire judgment and blocking Mortal Spin. It hard counters an otherwise annoying matchup in Regenvest Kyogre, disrupts weather teams, counters Speed Boost Palkia (rare but pretty scary for the team), etc. Overall it has a lot of weaknesses but also works pretty well as the 5th slot glue. If the team were to be reworked this set would likely be the one to go (fc darkceus + gholdengo idea?).
~~~

reverse reverse (Blissey) (F) @ Covert Cloak
Ability: Imposter
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Rapid Spin
- Shore Up
- Night Shade
- Stone Axe
All BH ladder heroes are oppressed by the Impostered class.
Imposter.
Boots, Plate or Eviolite (with Chansey swapped for leftovers Impish Blissey) are probably also viable item choices. Cloak was used because it lets you PP stall shackle setup users.
Imposter does Imposter things by scouting sets and winning speed ties with random setup cheese.
You need to use Imposter to win the Mglo Sceptile matchup with this team, Chansey weakens it to the point where Imposter can take Dragon Energy comfortably if it loses the speed tie. During my ladder streak I got really lucky with Imposter speed ties, the team is reliant on them for dealing with certain setup breakers unfortunately. This is mostly a ladder issue though because those kinds of otherwise unaccounted-for breakers were unaccounted for because they aren't very good. (for example: Triage Mega Heracross)
You also need it to beat recover TH Arceus formes (you could argue those are included in the not very good sets).
~~~
ruination with Chansey down to 25% then tp into Imp
(Torch Song Spin) You need to bring in Hoopa-U as soon as the set is identified or hard switch to Flutter on a predicted Spin. If it gets to +1 speed +3 spatk you lose. If it has Sap you can ruination it down then go to Imp and click tsong, but the good set runs Shore Up.
(Edrift)
Agressive play with Imposter and Flutter Mane / Steelceus respectively can get you the win, but this is rough.
(Take Heart Secret Sword) this set is really bad but it does see use occasionally and yeah there isn't much you can do besides trying to PP stall or be agressive with your breakers.
(Pixilate + V-Create) avoid revealing Bulwark on Chansey if possible to try to nail them with a burn. Imposter can soft check
outplay the choice lock.
The Grindset
53-0 Win Streak + 1706 ELO






We live under an economic system where you must at all times be hustling to survive.
Under Capitalism, the worker is the one who must take the initiative to ensure his own survival when he is unable to sustain himself while maintaining a work-life balance. He must engage in the hustle culture where the only activites that are valued are those that ensure success through monetary gain. He exhausts himself in this singular pursuit, with no time for leisure and indeed, he transforms what were once leisure activities into new forms of income, even at the cost of the satisfaction they once provided him.
Pokémon is no different. The most effective Pokémon is the one who can hustle, convert all of his uniqueness in the pursuit of damage.
In Balanced Hackmons, any Pokémon can learn how to hustle, but few have the tools to master it, instead they burn themselves out and become unable to hit their moves consistently and their average output decreases below that of those who rely on tools (Sword of Ruin).
From the capitalist's perspective, the ideal worker is able to give 150% of his effort at all times, but suffers no risk of exhaustion leading to mistakes.
The Trainer, seeking much the same, is led to the conclusion that there is one currently-untapped Pokémon that embodies the Ideal Hustler.
Enter, Hoopa-Unbound
hex you (Hoopa-Unbound) @ Choice Band
Ability: Hustle
Tera Type: Psychic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Hyperspace Fury
- Flower Trick
- Sunsteel Strike
- V-create
The Hustler, Hoopa-Unbound is the team's primary breaker. The Hustler is after all a worker and the worker will always be the main producer for any enterprise. Hoopa directs its unique abilities towards the goal of profit (damage).
Hoopa-Unbound is able to use its signature move Hyperspace Fury, one of three moves that are locked to their original users no matter what (Dark Void and Aura Wheel being the others). Hyperspace Fury cannot miss, bypasses the common Burning Bulwark, and does not make contact preventing Rocky Helmet chip. Hoopa-Unbound therefore has exclusive access to the best and only move worth using Hustle with (all other never-miss moves either are very weak or can benefit from better 1.5x damage ablities like Sniper or Sharpness).
The main benefit of Hyperspace fury over a sniper set that would have even higher Dark-Type damage is increased power on Hoopa's coverage, and the ability to improof Burning Bulwark on Chansey or Blissey. This moveset allows Hoopa-U to force out nearly every common defensive Pokémon slower than it. Hyperspace Fury hits Meloetta and anything physically frail, Sunsteel Strike lands a favorable roll to kill M-Audino, and Flower Trick secures the kill on M-Swampert and, with minor chip, Ting-Lu. Hyperspace Fury deals massive damage to Chansey or Blissey and prevents it from using Bulwark, its main tool to avoid letting in Choice Band Pokémon for free.
Hoopa also has great natural special defense allowing it to come in on many special attackers, even if they have super-effective moves. Mega Audino is unable to even 2HKO it with Moonblast, for example.
As for what can switch-in on Hoopa, Arceus-Fairy is OHKOed without a +defense nature and most others take huge damage from Hyperspace Fury or V-Create. Notably, Arceus-Ghost is the main forme that uses Recover, and it obviously is unable to wall Hoopa. Everything that can switch in on Hoopa is suceptible to Sapblocking, which is why it's partnered with Flutter Mane and Chansey.
~~~
strangulation girl (Flutter Mane) @ Choice Specs
Ability: Adaptability
Tera Type: Ghost
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Moonblast
- Fleur Cannon
- Volt Switch
While those who engage in Hustle Culture are victims choked by all-encompassing work, they themselves are also guilty of promoting and normalizing the concept, entraping others in the strangling worldview where everything must be exploited.
Flutter Mane reflects this as her role on the team is to bring in vulnerable targets for Hoopa to exploit.
Flutter Mane uses Moongeist Beam to bypass Ice Scales, meaning that only Normal-Types and Regenvests are able to reliably switch in on her. Volt Switch then brings in Hoopa, who does not struggle against any popular Regenvest and threatens to OHKO both normals in Meloetta and M-Audino.
Flutter Mane can either be brought in by Chansey after softening up a target with Ruination, or can be switched in agressively against Strength Sap users. Flutter naturally has a good type matchup towards the Fighting and Dark types that wall Hoopa and can be brought in frequently with good reads.
As the team's speed control, she is tasked with taking out special attackers that Chansey has whittled down with Ruination.
~~~
don't call me lazy (Chansey) (F) @ Eviolite
Ability: Magic Guard
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Burning Bulwark
- Teleport
- Ruination
- Wish
In response to hustle culture becoming mainstream, there is necessarily going to be a movement opposing it. Chansey refuses to have its labor (attack) drained by its class enemies and refuses to output value (get kills) and instead defers that task to its coworkers with Teleport.
Chansey is the team's primary Special Defense. The role of the MG blob is pretty well-known by now in BH. Block Strength Sap against special attackers like Eternatus, Miraidon or Take Heart Arceus. Chansey is able to run Wish + Burning Bulwark, a move that many teams want to fit on their blob, but struggle because the easiest way to improof the blobs is to use a strong banded physical attacker and all the best physical moves make contact. Even something like MBlaziken who has no fear of burn doesn't enjoy being scouted and wasting its limited PP. Wish even further complicates the improofing issue.
Chansey was chosen over Blissey for improved physical defense, giving more leeway against mixed attackers and because Blissey is already being used on the team. Having Bulwark means attempts to use Knock Off can be risky so Chansey can generally avoid getting hit by it.
Wishpassing safely is massive for how the team can be played. Hazards are not actually that big of a deal, with the defensive core being resistant or immune to them and Chansey being able to pass wishes to the breakers should they get low. Hoopa can be brought in on stuff that it really has no business coming in on like unboosted Fairyceus or Eternatus because it can trade hits and get healed up later. Sapblocking isn't as big of a danger for Yvel as it would be with another structure. Even passing to Blissey can be really useful against ladder builds.
~~~
beans on toast (Yveltal) @ Heavy-Duty Boots
Ability: Fur Coat
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Knock Off
- Mortal Spin
- Flip Turn
- Strength Sap
The hustler must be grinding in every aspect of his life. A good day's work rests on the backbone of the energy provided by a Protein-rich breakfast of Beans and Bacon. Yveltal acts as the defensive backbone of the team and its utility gives its teammates the chance to shine.
Yveltal is the fur coater on the team. Chosen mostly because it can deal with SNR ghostceus and isn't M-Audino (who obviously wouldn't be able to improof Hoopa with its speed tier and Sunsteel weakness). Knock + Mortal is good at harassing most things and Flip Turn allows pivoting into Flutter Mane or Hoopa off a switch.
Yveltal's Dark typing helps with setup threats like the previously mentioned Ghostceus, but also Power Trip / Stored Power users and Spirit Shackle users (notably the somewhat common ground/ghost physical setup combination). It has a resistance to Hoopa's stab option to take little damage when improofing and also resists Greninja's Wicked Blow. Paired with DLand Arceus, you can play around Greninja somewhat comfortably even when Yveltal is chipped.
~~~
arceus with a tan (Arceus-Steel) @ Flame Plate
Ability: Desolate Land
Tera Type: Steel
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Thunder Cage
- Spikes
- Strength Sap
I've run out of social commentary. Arceus has a tan because he is desolate land not because he is working class.
Arc-Steel with Desolate Land is pretty much an unheard of set, but it has its purposes on the team. Most obviously, it improofs Yveltal. Otherwise, it is able to set Spikes while being both Self-Improofed with tcage + sun-boosted fire judgment and blocking Mortal Spin. It hard counters an otherwise annoying matchup in Regenvest Kyogre, disrupts weather teams, counters Speed Boost Palkia (rare but pretty scary for the team), etc. Overall it has a lot of weaknesses but also works pretty well as the 5th slot glue. If the team were to be reworked this set would likely be the one to go (fc darkceus + gholdengo idea?).
~~~
reverse reverse (Blissey) (F) @ Covert Cloak
Ability: Imposter
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Rapid Spin
- Shore Up
- Night Shade
- Stone Axe
All BH ladder heroes are oppressed by the Impostered class.
Imposter.
Boots, Plate or Eviolite (with Chansey swapped for leftovers Impish Blissey) are probably also viable item choices. Cloak was used because it lets you PP stall shackle setup users.
Imposter does Imposter things by scouting sets and winning speed ties with random setup cheese.
You need to use Imposter to win the Mglo Sceptile matchup with this team, Chansey weakens it to the point where Imposter can take Dragon Energy comfortably if it loses the speed tie. During my ladder streak I got really lucky with Imposter speed ties, the team is reliant on them for dealing with certain setup breakers unfortunately. This is mostly a ladder issue though because those kinds of otherwise unaccounted-for breakers were unaccounted for because they aren't very good. (for example: Triage Mega Heracross)
You also need it to beat recover TH Arceus formes (you could argue those are included in the not very good sets).
~~~







Paste in copiable form: https://pokepast.es/7129fcbf140077a9
Ping for Stolen Identity
Laddering music:
Shoutouts to BugGoBrrrrrr for inspiring the team with the request for a pivot-heavy strong breaker team
you can click on the Pokémon for music (!Spoilers for the Worm web serial and Zaregoto series book 2!)
Ping for Stolen Identity
Laddering music:
you can click on the Pokémon for music (!Spoilers for the Worm web serial and Zaregoto series book 2!)