This is actually on Dragonheaven.Is this on ROM or anything?
I can confirm that game-accurate behavior with Sleep Talk calling Spit Up still causes the stockpile to wear off, so that's a straight-up simulator error.Nice to see that meta again.
Necrozma gets a powerful Wring Out.
Also, since people already talked about Return/Frustration on Araquanid, i'll talk about Spit Up. Looks bad ? Well, not exactly. I don't know if it's a glitch, but look at this.
Well seeing how much support this has I just decided to knock it out. Shiny-locking should be removed now!
i tested this with a celesteela
The Landorus also took Super effective damage from ate Return (for reference, that could have been either Electric or Fairy, neither of those types hit Landorus super effectively)In addition to the issue above, upon finally just using the crappy nature so I could use shiny physical Tapu Koko, the were TWO issues. First, the back sprite was showing non-shiny. This is minor. However, turns 5 and 6 of this battle show a MAJOR ISSUE in that it was somehow treating my Tapu Koko as a FLYING TYPE: http://replay.pokemonshowdown.com/dragonheaven-gen7metagamiate-36527
EDIT: It has been pointed out to me that I missed other problems in the battle with effectiveness. Sacred fire was SE against Tapu Koko and Gyarados was immune to Tbolt. About to test with other metas on the server to see if it's an issue with the meta or the server. It's not an issue present on the main server
EDIT 2: It is DEFINITELY a problem with the ENTIRE SERVER. IDK if the issue is arises with electric types or what but it's not entirely consistent. Turns 7-9 and 22-24 each show a different example of the issue. http://replay.pokemonshowdown.com/dragonheaven-gen7ou-36528
Thanks for making me aware of this! That bug is fixed now, so shiny locking definitely seems removed now. If something else pops up let me know.Shiny locking is NOT removed in this meta. See my previous post. The simulator is making have either A: a non shiny Tapu Koko, or B: if I want to have a shiny one, I still have to match the event nature. Which effectively means it's still counting the in-game shiny lock. What I'm trying to use: Shiny Jolly Tapu Koko. What it's making me use: Non-shiny Tapu Koko if I want to use any nature other than timid.
In addition to the issue above, upon finally just using the crappy nature so I could use shiny physical Tapu Koko, the were TWO issues. First, the back sprite was showing non-shiny. This is minor. However, turns 5 and 6 of this battle show a MAJOR ISSUE in that it was somehow treating my Tapu Koko as a FLYING TYPE: http://replay.pokemonshowdown.com/dragonheaven-gen7metagamiate-36527
I can see how this would be confusing, so I changed it back to its gen 6 name, Regulate. There are also other small name changes suggested by Pipotchi on my profile that I implemented, but that's just aesthetics.so...this is a really...minor thing to argue about, but i would like normalize and "normalize" to be classified as different abilities, because since both abilities have different effects, they shouldn't be bundled togeather. and 2) let me run my damn kawaii cat u ass. seriously though, its a small thing, but i think it makes sense. besides, delcatty really doesn't get "op" with 1.44 boosted stab on all its moves. so its not like its gunna break the meta or anything .-.
Yeah the type issues are server wide, that's why I also included an OU replay showcasing it. How do we get that fixed for the whole server? idk where to report that to.Thanks for making me aware of this! That bug is fixed now, so shiny locking definitely seems removed now. If something else pops up let me know.
You also brought another bug to my attention unrelated to that second one you posted about, which is that event stuff was being tampered in other formats. That bug's fixed now too, just had to do some more stuff in order to avoid crosstalk.
In general I also made that block of the code a bit more specific as event crosstalk may also have been a problem (where events can cross with one another) but I'm not sure that would've been too big of an issue if at all.
Speaking of server bugs though, the typing thing was definitely affecting the whole server, as that wouldn't be something that Metagamiate would cause. I'd assume some other metagame there is causing it that modifies templates, but that's just me.
as for the shiny thing blame the client
One would assume it works the same way as it does in BH, as BH does use cartridge Mechanics. On the other hand, why are you using Revelation Dance when it's stuck on a bad bird and a painting... dog thing that also learns Boomburst.Does Revelation dance work as it does in like Balanced Hackmons where it still gets the power boost from the ate but still becomes the primary type?
Actually, Normal-typed Z-moves are unaffected by -ate/-ize abilities, and so are unaffected by this meta.Lucario @ Focus Sash
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Close Combat
- Swords Dance
- Ice Punch
Kartana @ Choice Band
Ability: Beast Boost
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Frustration
- Night Slash
- Sacred Sword
Zygarde @ Lum Berry
Ability: Aura Break
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Thousand Arrows
- Outrage
- Dragon Dance
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Draco Meteor
- Flamethrower
- Focus Blast
Tapu Lele @ Normalium Z
Ability: Psychic Surge
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hyper Beam
- Psyshock
- Focus Blast
- Moonblast
Chansey @ Eviolite
Ability: Serene Grace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Toxic
- Seismic Toss
- Protect
Forgot I even had this. A team I made maybe last month before the OM was chosen because I was praying this would get in.
Lucario with STAB ExtremeSpeed is begging to never have to ever use Bullet Punch again, and means you don't need some form of a high powered steel move (I usually run Iron Tail in regular tiers because of BP's ass damage), giving you a free moveslot. I just went with Ice Punch, as Zygarde will be common as hell since it only needs two attacks, Tarrows and Espeed. SD is also cool since it means you can 2HKO just about anything you want that'll be frequenting here.
Kartana is gonna be fucking NUTS. Sunsteel Strike is already incredible in Sketchmons, allowing it to do disgusting damage like this:
+1 252 Atk Choice Band Kartana Sunsteel Strike vs. 248 HP / 240+ Def Zapdos: 191-225 (49.8 - 58.7%) -- 74.2% chance to 2HKO after Leftovers recovery
And now, you get an even STRONGER Sunsteel Strike, but you lose the ability removing. I mean, I mainly use it for Shedinjas anyways, but still.
+1 252 Atk Choice Band Steel-Ate Kartana Frustration vs. 248 HP / 240+ Def Zapdos: 232-273 (60.5 - 71.2%) -- guaranteed 2HKO after Leftovers recovery
Zygarde is going to be a staple here, and I don't see a way around it. Ground Extremespeed invalidates quite a few Pokemon that may want to revenge kill, notably every fire type in existence. Thousand Arrows lets you hit down any flying types that may think they're safe, then you can keep clicking Extremespeed. Once the opponent has finally sacked either few fairies or steel types, proceed to click Outrage and tell the opponent to click X. Thousand Arrows also lets you hit Lele, so...
Noivern is noivern. stab boomburst hurrrrrrrrrrrrrrrrrrrrrrr
Tapu Lele is nice for Psychic Terrain for if you want to set up with something and you know their only answer is an ExtremeSpeed mon like Dragon-ate Zygarde which only carries Espeed and you know that Lucario/Zygarde don't need to click Espeed for any reason whatsoever for the next few turns. Normalium-Z Hyper Beam becomes an incredibly good nuke for just about anything, especially Terrain boosted. Just don't waste it on a dark type.
Chansey is there to be fat and to bother setup sweepers or walls like Coil Zygarde.
'
Uh... Use this or something? I guess?
idontknowhowtoendposts
That makes me incredibly sad. I'll have to replace Lele in a vain hope that next month this is the OMotM.Actually, Normal-typed Z-moves are unaffected by -ate/-ize abilities, and so are unaffected by this meta.
Return locked noivern? I don't see that happening but even if it does you'll struggle to set up subs on it:
Call it a noivern counter lmao. Kommo-o was an interesting mon but unfortunately didn't get the stabs it wanted. Metagamiate fixes that assuming you run this fashion looking pink kommo-o. But what's more is that Kommo-o actually has access to soundproof meaning it can potentially switch on one of the most powerful wallbreakers in the meta, noivern.
And just think about it for a second, a noivern locked on return. You send in Kommo-o, you sub as they switch out, you belly drum as they break the sub, you activate salac berry..... ?
Or just be a pussy an run a dd set w/e.
I'm guessing you meant Double Edge in your second set since it has Rock Head anyways.Marowak-Alola seems promising.
Marowak-Alola @ Thick Club
Ability: Lightning Rod
Happiness: 0
- Frustration
- Shadow Bone
Lightning Rod sets have access to strong and non-suicidal Fire STAB while still being able to check Electric types (Galvanize Tapu Koko is now a thing).
Marowak-Alola @ Thick Club
Ability: Rock Head
Shiny: Yes
Happiness: 0
- Frustration
- Flare Blitz
Alternatively, Rock Head gains atomic Ghost STAB to go along with its atomic Flare Blitzes.
Did so, also reworded some FAQ answersCan we get a mention of the removal of the shinylock in the OP? I forgot about it and had to scour all two pages of the thread to find it.
Presuming this gets OMotM I'm looking forward to playing it ^_^
Have you tried bulky fairy typesy so i played this w/ funbot and..
(credit to funbot for image)
Standard or shiny Zygarde? How different are "answers" to either variant?y so i played this w/ funbot and..
(credit to funbot for image)