Slotmons

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No, it is not about casinos.

Welcome to Slotmons! The idea is simple: every team slot (1-6) has its own stat boosts and reductions (2 each) that activate upon switch-in. Here's a list of the six slots and what each one does:

Slot 1
+1 Speed
+1 Accuracy
-1 Defense
-1 Special Defense

Slot 2
+1 Attack

+1 Special Defense
-1 Speed
-1 Evasion

Slot 3
+1 Special Attack
+1 Defense
-1 Speed
-1 Evasion

Slot 4
+1 Attack
+1 Accuracy
-1 Special Attack
-1 Special Defense

Slot 5
+1 Special Attack
+1 Accuracy
-1 Attack
-1 Defense

Slot 6

+1 Speed
+1 Accuracy
-1 Attack
-1 Special Attack


For example, if Azelf is in the first slot in teambuilder, then it will always get Slot 1 boosts. If Chansey is in Slot 2, it will get Slot 2 boosts, and so on. Here's an image to show you what I mean:
CTC balance.jpg

So this is an old OU team (when Landorus wasn't banned) found here, and I changed the order of the importable to what I feel fits the team best. So, Landorus would get the Slot 1 boosts, Heatran Slot 2, Venusaur Slot 3, etc.

These buffs and nerfs were all made by me, but if you have any suggestions just leave a reply and I will consider it.

Q&A:
Q: Are there any bans for this meta?
A: None yet, but if a specific pokemon is too overpowered in a slot, it can be banned from the slot.
Q: What tier is this based off of?
A: This is based off of OU, but is easily playable with any tier (except Ubers). Just use only pokemon that are legal in that tier. In addition, it follows as OU rules, such as Moody Clause, OHKO Clause, the recent Baton Pass Clause, etc. etc.
Q: Do Defiant and Competitive work with these stat reductions?
A: No, they do not. Actually, all abilities are not affected by this boost, otherwise Pokemon with those Defiant/Competitive and Simple would be broken. The reason for them all to be not affected is for consistency.
Q: Is this playable?
A: Not yet, but hopefully soon!
UPDATED 7-18
  • image should be working
  • changelog added
  • changed slots 2 and 3 to the following:
    • Slot 2:
      • +1 Attack
      • +1 Special Defense
      • -1 Speed
      • -1 Evasion
    • Slot 3:
      • +1 Special Attack
      • +1 Defense
      • -1 Speed
      • -1 Evasion


 
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Reserved for sample sets. You may post!

Also, feel free to suggest sets as well.


Slot 1 (Azelf) @ Focus Sash
Ability: Levitate
EVs: 252 Atk or SpA / 252 Spe (4 EVs are intentionally left out)
Timid / Jolly Nature
- Stealth Rock
- Taunt
- Fire Blast / Zen Headbutt / U-turn
- Explosion

Slot 1 (Medicham) @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch / Fake Out
- Bullet Punch / Fake Out


Slot 2 (Tangrowth) @ Leftovers / Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpA
IVs: 31 throughout (unless running HP Fire, where it should be 30 Atk / 30 SpA / 30 Spd)
Quiet / Brave Nature
- Leaf Storm / Power Whip
- Giga Drain / Sleep Powder
- Knock Off / Earthquake / Focus Blast
- Sludge Bomb /Rock Slide / Hidden Power [Fire] / Synthesis / Sleep Powder
(Akumeoy's set)

Slot 2 (Entei) @ Assault Vest
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Flare Blitz / Bulldoze

(Assuming CM Clefable)

Slot 3 (Clefable) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 4 SpA / 4 Spe
Bold Nature
- Calm Mind
- Moonblast
- Flamethrower
- Moonlight
(Akumeoy suggested this)

Slot 3 (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Calm Mind
- Rest
- Scald
- Sleep Talk
(The Reptile)


Slot 4 (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off / Punishment
- Icicle Crash
- Low Kick
- Iron Tail / Fake Out / Ice Shard
(Credit to xDesch for the set!)

Slot 4 (Hawlucha) @ White Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- High Jump Kick
- Acrobatics
- Stone Edge/Substitute



Slot 6 (Malamar) @ Leftovers / Light Clay
Ability: Infiltrator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Topsy Turvy
- Foul Play / Hypnosis
- Hypnosis / Reflect
- Taunt / Light Screen
(Thanks to Isa Simple for the set!)


Slot 6 (Slurpuff) @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Drain Punch
- Frustration / Facade / Heal Bell


Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Dark Void
- Stealth Rock / Sticky Web / Spikes / Toxic Spikes
- Sticky Web / Spikes / Toxic Spikes / Encore / Taunt
- Magic Coat / Taunt / Explosion / Memento / Whatever you want
(Also Akumeoy)

Slot 6 (Heatran) @ Air Balloon / Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Metal Sound
- Magma Storm
- Taunt / Earth Power
 
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This looks really cool! Balance archetypes should do really well here, given the variety of buffs and debuffs that can benefit different roles. I can't help but think Slot 6 got the shaft, though. Very few Pokemon would find that spread useful. Full support Pokemon that hate missing Will O' Wisp?

Your hide tags are a mess, though. Use this.

Code:
[hide=Slots]
[hide=Slot 1]+1 Speed
+1 Accuracy
-1 Defense
-1 Special Defense[/hide]
[hide=Slot 2]+1 Attack
+1 Special Attack
-1 Speed
-1 Evasion[/hide]
[hide=Slot 3]+1 Defense
+1 Special Defense
-1 Speed
-1 Evasion[/hide]
[hide=Slot 4]+1 Attack
+1 Speed
-1 Special Attack
-Special Defense[/hide]
[hide=Slot 5]+1 Special Attack
+1 Speed
-1 Attack
-1 Defense[/hide]
[hide=Slot 6]+1 Accuracy
+1 Speed
-1 Attack
-1 Special Attack[/hide]
[/hide]
The image is broken, too.
 
Everything should be fixed now. Thanks Eevee General and Jajoken!
The image is working for me:
Screenshot_2015-07-17-18-58-34.png

Anyone have any suggestions for Slot 6? My original idea was a fast bulky support mon without a great need for offensive presence, like Mew. I'm open to any ideas!
 
I like the concept of this metagame, but why are the slots so offensively biased? Of the given slots, only one of them provides defensive boosts compared to 4 which receive offensive bonuses (I guess you could argue 2 defensive and 4 offensive but slot 6 is not too useful for either playstyle tbh). It'd be extremely hard to run any form of defense here given the offensive nature of these boosts.

It'd be nice if there were an equal number of attack and defense raises/drops so both playstyles could shine, perhaps having slot 4 and 5 being +1 attack and +1 defense / +1 special attack and +1 special defense respectively with the same drops, which would balance the offensive and defensive boosts out. Regardless though I like this idea so I'll probably play this either way!
 
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Everything should be fixed now. Thanks Eevee General and Jajoken!
The image is working for me:

Anyone have any suggestions for Slot 6? My original idea was a fast bulky support mon without a great need for offensive presence, like Mew. I'm open to any ideas!
That one works, but the ones in the OP appear as broken links for me.

I guess Slot 6 isn't horrible if you don't plan on attacking. I guess the problem is that Accuracy just isn't that valuable. Convenient, but not great. There's not really much you can do that wouldn't through off the balance, unless you also changed Slot 1. I do agree with having two that are mixed Defense/Offense, as Kl4ng suggested.
 
Slot 1 just screams Dragon Rush to me. Something like Choice Band Garchomp. It got a speed boost and the accuracy boost makes Dragon Rush 100% accurate.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
How do Simple and Contrary work? Does simple cause all the stat boosts and drops you get to be doubled and does Contrary cause the stat changes to be reversed? If so this is what it looks like

Slot 1
+2 Speed
+2 Accuracy
-2 Defense
-2 Special Defense

Slot 2
+2 Attack
+2 Special Attack
-2 Speed
-2 Evasion

Slot 3
+2 Defense
+2 Special Defense
-2 Speed
-2 Evasion

Slot 4
+2 Attack
+2 Speed
-2 Special Attack
-2 Special Defense

Slot 5
+2 Special Attack
+2 Speed
-2 Attack
-2 Defense

Slot 6
+2 Accuracy
+2 Speed
-2 Attack
-2 Special Attack


Slot 1
+1 Defense
+1 Special Defense
-1 Speed
-1 Accuracy

Slot 2
+1 Speed
+1 Evasion
-1 Attack
-1 Special Attack

Slot 3
+1 Speed
+1 Evasion
-1 Defense
-1 Special Defense

Slot 4
+1 Special Attack
+1 Special Defense
-1 Attack
-1 Speed

Slot 5
+1 Attack
+1 Defense
-1 Special Attack
-1 Speed

Slot 6
+1 Attack
+1 Special Attack
-1 Accuracy
-1 Speed


And now that I look at it, slots 2 and 3 are a problem on mons with Contrary, assuming the stat boosts from this meta are flipped. Not only do they boost Evasion which is uncompetitive as all fuck, but they also boost speed ontop of this. I do understand that there are not many mons that get this abillity, even less that are viable with it, but they do generate some problems. Shuckle, while still slow as balls, can heavily abuse the combination of Slot 2 + Contrary to just abuse hax in order to set up, and the speed boost actually puts it ahead of Ferrothorn after Sticky Web is taken into account, although this one isn't to relevant, but is still an added bonus. Serperior can also abuse this, but with slot 3 instead of slot 2. The speed boost from slot 3 basically causes it to keep its great speed that it had in OU and on top of the added effect of evasion, it is pretty dumb, on top of this Serperior keeps its abillity to spam Leaf Storm since it functions as a 195 BP (After STAB) Nasty Plot. I just really think there is going to be a problem with this
 
How do Simple and Contrary work? Does simple cause all the stat boosts and drops you get to be doubled and does Contrary cause the stat changes to be reversed? If so this is what it looks like

Slot 1
+2 Speed
+2 Accuracy
-2 Defense
-2 Special Defense

Slot 2
+2 Attack
+2 Special Attack
-2 Speed
-2 Evasion

Slot 3
+2 Defense
+2 Special Defense
-2 Speed
-2 Evasion

Slot 4
+2 Attack
+2 Speed
-2 Special Attack
-2 Special Defense

Slot 5
+2 Special Attack
+2 Speed
-2 Attack
-2 Defense

Slot 6
+2 Accuracy
+2 Speed
-2 Attack
-2 Special Attack


Slot 1
+1 Defense
+1 Special Defense
-1 Speed
-1 Accuracy

Slot 2
+1 Speed
+1 Evasion
-1 Attack
-1 Special Attack

Slot 3
+1 Speed
+1 Evasion
-1 Defense
-1 Special Defense

Slot 4
+1 Special Attack
+1 Special Defense
-1 Attack
-1 Speed

Slot 5
+1 Attack
+1 Defense
-1 Special Attack
-1 Speed

Slot 6
+1 Attack
+1 Special Attack
-1 Accuracy
-1 Speed


And now that I look at it, slots 2 and 3 are a problem on mons with Contrary, assuming the stat boosts from this meta are flipped. Not only do they boost Evasion which is uncompetitive as all fuck, but they also boost speed ontop of this. I do understand that there are not many mons that get this abillity, even less that are viable with it, but they do generate some problems. Shuckle, while still slow as balls, can heavily abuse the combination of Slot 2 + Contrary to just abuse hax in order to set up, and the speed boost actually puts it ahead of Ferrothorn after Sticky Web is taken into account, although this one isn't to relevant, but is still an added bonus. Serperior can also abuse this, but with slot 3 instead of slot 2. The speed boost from slot 3 basically causes it to keep its great speed that it had in OU and on top of the added effect of evasion, it is pretty dumb, on top of this Serperior keeps its abillity to spam Leaf Storm since it functions as a 195 BP (After STAB) Nasty Plot. I just really think there is going to be a problem with this
op said:
Q: Do Defiant and Competitive work with these stat reductions?
A: No, they do not. Actually, all abilities are not affected by this boost, otherwise Pokemon with those Defiant/Competitive and Simple would be broken. The reason for them all to be not affected is for consistency.


 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Oh, didn't see that, I must be blind, although I did look at the Q&A this time around, and I still have a question. How does the item White Herb work? Does it activate as soon as you come in the first time or do you need to get a stat drop from another source in order for it to activate (Although it would obviously still remove the stat drops from the slots.) It's really not that big of a problem for most mons (Really only for bulky offensive pokemon, as they would probably really like to use White Herb, and some Unburden mons could also use it)
 
Oh, didn't see that, I must be blind, although I did look at the Q&A this time around, and I still have a question. How does the item White Herb work? Does it activate as soon as you come in the first time or do you need to get a stat drop from another source in order for it to activate (Although it would obviously still remove the stat drops from the slots.) It's really not that big of a problem for most mons (Really only for bulky offensive pokemon, as they would probably really like to use White Herb, and some Unburden mons could also use it)
Yes, White Herb would work upon switch-in. Basically anything that has to do with stat boosts besides abilities will work. White Herb is a really good idea though, as I could see it benefiting Hawlucha and Slurpuff. Slurpuff doesn't care about attack drops because Belly Drum maxes out attack, so it could work well in Slot 6 actually because Play Rough won't miss and it will have higher speed.
I like the concept of this metagame, but why are the slots so offensively biased? Of the given slots, only one of them provides defensive boosts compared to 4 which receive offensive bonuses (I guess you could argue 2 defensive and 4 offensive but slot 6 is not too useful for either playstyle tbh). It'd be extremely hard to run any form of defense here given the offensive nature of these boosts.

It'd be nice if there were an equal number of attack and defense raises/drops so both playstyles could shine, perhaps having slot 4 and 5 being +1 attack and +1 defense / +1 special attack and +1 special defense respectively with the same drops, which would balance the offensive and defensive boosts out. Regardless though I like this idea so I'll probably play this either way!
Well then the question becomes, what do we replace? Right now, Slot 3 is the only purely defensive one: Slot 6 is pretty iffy. So right now, Slots 1, 2, 4, and 5 all benefit offense, with even 6 being good in niche cases like the one above. I want to keep 1, 4, and 5 the way they are, so a change to 2 can be made. I don't know what to change it to, though.
 
How about make one of the slots +Attack and +Defense (or conversely +SpAtk and +SpDef)? The latter would definitely help any Cro-set like the typical Mega Slowbro sets.
 

canno

formerly The Reptile
I think making it +1 Attack, +1 Defense, -1 Special Attack, -1 Speed or +1 Special Attack, +1 Special Defense, -1 Attack, -1 Speed (or both) is probably fair. That helps bulky offensive mons and stallmons to an extent (boosts one defensive stat).
 
I kinda like the concept of this. One thing I need to ask is, why there is +1 Accuracy in 4 out of 6 slots? Imo, make it +1 Defense or Special Defense in those slots, rather than all Accuracy.
 
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One thing which I find very interesting this meta would be Malamar!
In fact, Malamar could be a great user of slot 6. The Accuracy is useless to most (why 4 slots with + Accuracy? Please change), but the speed makes Malamar a great fast support mon. The first thing jumping to mind is a fast Topsy-Turvy! Everyone is obviously going to be in slots where they benefit most from the stat boosts, so flipping those boosts will screw over many for sure. Looking at Malamar's support move pool, a quick utility role would be fantastic for it! Hypnosis benefits from the accuracy boost quite nicely (that's about all you get from the accuracy so I suggest you use it), being able to quickly put something to sleep is always nice. Then Malamar has Dual Screens, Taunt, and Destiny Bond. Foul Play is the best STAB Move because you ignore the -1 to both offences.
Here is a sample set:

Slot 6 (malamar) @ Leftovers / Light Clay
Ability: Infiltrator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Topsy Turvy
- Foul Play / Hypnosis
- Hypnosis / Reflect
- Taunt / Light Screen

A few slashes cause I'm not sure what'll be best. Shame no recovery. Topsy Turvy is particularly cool vs slot 5 and 6 because they gain Atk, meaning Foul Play deals more (then again slot 5 gains Def too).

Other Interesting things:
Slot 6 + Power Swap - Imagine vs a slot 2 pokemon! They get -1 Atk, -1 SpA, -1 Spe, and -1 Evasion. You get +1 Atk, +1 SpA, +1 Spe, and +1 Accuracy! That's half a shell smash without the defence drops, plus an accuracy boost, and the benefits of crippling the opponent!

Slot 1 + Guard Swap - You already have the speed, then decreasing any opponent's mixed defences gives you pseudo power too. Guard Swap in general is probably not as powerful as Power Swap, but is probably more spashable and can fit into more different slots effectively.

Trick Room - Slots 2 and 3 drop speed. Slot 2 would be great for a TR sweeper like mixed Mega Camerupt, or could turn a faster mixed attacker into a slow TR sweeper (Kyurem Black anyone?). Slot 3 for a bulky Setter like Bronzong. A couple slots give +1 Spe, which helps you outside TR but not in TR, so make sure you slot 1 pokemon has priority. Slot 6 is still iffy though, probs just use another setter there.
 
Everything should be fixed now. Thanks Eevee General and Jajoken!
The image is working for me:

Anyone have any suggestions for Slot 6? My original idea was a fast bulky support mon without a great need for offensive presence, like Mew. I'm open to any ideas!
Doesn't work for me...

Anyway, Slot 5 seems pretty great for Nidoqueen / Nidoking, due to the +Speed and +Accuracy boost, which with Sheer Force and access to Fire Blast, Thunder and Blizzard is a great combo.
 
I kinda like the concept of this. One thing I need to ask is, why there is +1 Accuracy in 4 out of 6 slots? Imo, make it +1 Defense or Special Defense in those slots, rather than all Accuracy.
+1 Accuracy is pretty nifty actually, but I agree that four of it is excessive. Perhaps Slots 4 and 5 should each give a different defensive stat a boost -- in particular, it would be interesting to pair Atk/SpD and SpA/Def, to kind of go against the grain.

As for the meta: Slot 3 Unaware Clefable looks fucking diabolical. It gets to boost its defenses without worrying about opposing stat boosts, and it could care less about the attendant stat drops. It has everything to gain and nothing to lose in this meta. I, for one, will be carrying Heatran, or maybe Excadrill.

Slot 6 gives Smeargle everything it ever needed, opening up its movepool and letting it get the drop on a lot of things that don't get speed boosts. It's also nice for subseeders, probably.

Slot 2 will probably fit a multitude of slow, bulky mixed attackers. If Tangrowth doesn't take a bulk-boosting slot, it probably goes here. This should actually be a pretty valuable anti-offense slot, as mixed attackers can prey on the reduced defenses of Slots 4 and 5.

EDIT: Slots got edited, ignore most of this lol. Brawl MK, I hadn't intended to post full sets since this is just spitballing, but I can always whip some up when I get to a computer.
 
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The image should FINALLY be fine for everyone now.
How about make one of the slots +Attack and +Defense (or conversely +SpAtk and +SpDef)? The latter would definitely help any Cro-set like the typical Mega Slowbro sets.
I think making it +1 Attack, +1 Defense, -1 Special Attack, -1 Speed or +1 Special Attack, +1 Special Defense, -1 Attack, -1 Speed (or both) is probably fair. That helps bulky offensive mons and stallmons to an extent (boosts one defensive stat).
I have taken into consideration the feedback suggested, and I've changed slots 2 and 3 to the following:
  • Slot 2:
    • +1 Attack
    • +1 Special Defense
    • -1 Speed
    • -1 Evasion
  • Slot 3:
    • +1 Special Attack
    • +1 Defense
    • -1 Speed
    • -1 Evasion
This still doesn't solve the accuracy "problem" (I don't think of it as such a big deal), but I'm still trying to look for solutions. The reason I haven't changed clots 4 and 5 to "+1 Bulk Up and - Calm Mind" and vice versa is because it seems, I don't know, "generic?" I would like there to be a more creative way to solve this, but if applying "Bulk Up and Calm Mind" is going to make the meta more enjoyable, then so be it. Anyone else support this?

I also added a changelog.

Edit: Akumeoy I tried to add your sets, though they weren't so specific. Do you have an importable of them?
 
The first thing that strikes me in this metagame is that moves with a lower base power has been buffed considerably. 4 of the slots boost accuracy, while the 2 others lowers the users evasion. Basically as long as you use one of of your 4 slots that boost accuracy you will hit with move that has an accuracy of 75% (Sleep Powder, Hydro Pump, Fire Blast, etc.). The lack of defensive boost means stall will be harder, but I guess Unaware 'mons can abuse some of these slots fairly well and outright ignore others. Also punishment should be pretty good, as I don't think negative stat boosts lower its power (but evasion/accuracy changes are ignored), which means it has 80 or 100 base power, most notably the latter against the defensive poke. Weavile fits slot 4 pretty well, now with an accurate STAB, and more attack, I think he'd do pretty well.

Slot 4 (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off / Punishment
- Icicle Crash
- Low Kick
- Iron Tail / Fake Out / Ice Shard
 

canno

formerly The Reptile
The +1 Special Defense +1 Attack and +1 Defense +1 Special Attack are actually pretty nice for Bulk Up and Calm Mind users respectively, as it lets them boost the defense that they don't boost. An example of such a monster is Suicune, which the old CroCune set now has even more physical bulk.

Slot 3 (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Rest
- Scald
- Sleep Talk

It even hits harder from the get-go with +1 Special Attack. The drops are only slightly annoying - most things abusing low accuracy moves are probably using Slot 1 and getting the Accuracy boost anyways. Although, this does bring up the possibility of running like Thunder or something to counter Slot 3 mons, so idk.
 
So Azelf fits in nicely with Slot 1. All the stat changes benefit it, as speed is self-explanatory, accuracy is for random Zen Headbutt and Fire Blast misses, and the defense drops can make sure Azelf gets to Explosion range and fulfills its role of a suicide lead. Here's the set:

Slot 1 (Azelf) @ Focus Sash
Ability: Levitate
EVs: 252 Atk or SpA / 252 Spe (4 EVs are intentionally left out)
Timid / Jolly Nature
- Stealth Rock
- Taunt
- Fire Blast / Zen Headbutt / U-turn
- Explosion

Azelf becomes crazy fast with the speed boost, and is guaranteed SR. Taunt can stop other leads from setting up their hazards, and Fire Blast / Zen Headbutt will never miss. U-turn is an option for pivoting and possibly setting up rocks again. Finally, Explosion is to "block" Rapid Spin and Defog because you fainted.

I feel like many leads will appreciate slots 1 and 6 the most because of the speed boosts. Getting momentum from the get-go is really important in ORAS, and dedicated leads like Azelf can really help with that, especially in this meta where boosts are everywhere.

Anybody have sets for Slot 5?
 
How does baton pass work in this tier? does this tier have baton pass clause?

edit: If baton pass works regularly, and there is no Baton Pass clause, slots 5 and 3 could be baton passers. They could pass back and forth between each other to boost Attack, Special Attack, Defense, and Special Defense to +6. The only sacrifices would be Speed and Evasion. Ideal Baton Passers for the slot would include Espeon (for Magic Bounce) and Mienshao (for Regenerator)
 
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How does baton pass work in this tier? does this tier have baton pass clause?
I'll add this to the OP: all OU clauses are in effect.
Hmmm. How would Zoroark work in this meta? When it's on the team, you can shuffle team order...
No, as Zoroark is locked to its slot, and would only receive boosts from that one. You can tell which boosts the pokemon get from Team Preview.
 

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