Metagame Ultimate Z

Z-Prismatic Laser Necrozma

Necrozma @ Psychium Z
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Prismatic Laser
- Hidden Power [Fire] / [Ground]
- Calm Mind
- Autotomize

This sounds a bit simple the first time, but this Pokémon is ridiculously strong. With its main move, Prismatic Laser, with 160 power, it beats very strong, mainly combining with STAB. And since we are in a Metagame based on the Z-Moves, why not use Z-Prismatic Laser? This Z-Move is extremely strong, reaching 200 Power, and again, combined with STABs. Anyway, you can be a late-game sweeper with Autotomize, a normal Sweeper with Calm Mind, or use a Double Dance set with these two moves. Hidden Power Fire is there for you to get Steel Types, but believe me, you're going to use the Shattered Psyche, because this causes so much damage to even the resists. But you can also run HP Ground, to hit Heatran. Good luck using this set, it's a lot of fun!

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 4 SpD Tapu Lele in Psychic Terrain: 234-276 (83.2 - 98.2%) -- guaranteed 2HKO

+1 252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 4 SpD Tapu Lele in Psychic Terrain: 351-414 (124.9 - 147.3%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 0- SpD Kyurem-Black: 430-507 (109.9 - 129.6%) -- guaranteed OHKO (Naughty Nature, Z-Freeze Shock)

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 0- SpD Tapu Koko: 499-588 (177.5 - 209.2%) -- guaranteed OHKO (Naive Nature, Z-Wild Charge)

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 248 HP / 0 SpD Tapu Fini: 282-333 (82.2 - 97%) -- guaranteed 2HKO after Leftovers recovery (Defensive Spread of the Calc)

+1 252+ SpA Necrozma Shattered Psyche (200 BP) vs. 248 HP / 0 SpD Tapu Fini: 423-498 (123.3 - 145.1%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 0 SpD Landorus-Therian: 424-501 (132.9 - 157%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 252 HP / 24 SpD Landorus-Therian: 412-486 (107.8 - 127.2%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 4 HP / 0 SpD Zygarde: 369-435 (103 - 121.5%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 4 SpD Heatran: 167-197 (51.7 - 60.9%) -- guaranteed 2HKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 4 SpD Mimikyu: 337-397 (134.2 - 158.1%) -- guaranteed OHKO


( sorry for my english :c )
 
Z-Prismatic Laser Necrozma

Necrozma @ Psychium Z
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Prismatic Laser
- Hidden Power [Fire] / [Ground]
- Calm Mind
- Autotomize

This sounds a bit simple the first time, but this Pokémon is ridiculously strong. With its main move, Prismatic Laser, with 160 power, it beats very strong, mainly combining with STAB. And since we are in a Metagame based on the Z-Moves, why not use Z-Prismatic Laser? This Z-Move is extremely strong, reaching 200 Power, and again, combined with STABs. Anyway, you can be a late-game sweeper with Autotomize, a normal Sweeper with Calm Mind, or use a Double Dance set with these two moves. Hidden Power Fire is there for you to get Steel Types, but believe me, you're going to use the Shattered Psyche, because this causes so much damage to even the resists. But you can also run HP Ground, to hit Heatran. Good luck using this set, it's a lot of fun!

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 4 SpD Tapu Lele in Psychic Terrain: 234-276 (83.2 - 98.2%) -- guaranteed 2HKO

+1 252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 4 SpD Tapu Lele in Psychic Terrain: 351-414 (124.9 - 147.3%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 0- SpD Kyurem-Black: 430-507 (109.9 - 129.6%) -- guaranteed OHKO (Naughty Nature, Z-Freeze Shock)

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 0- SpD Tapu Koko: 499-588 (177.5 - 209.2%) -- guaranteed OHKO (Naive Nature, Z-Wild Charge)

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 248 HP / 0 SpD Tapu Fini: 282-333 (82.2 - 97%) -- guaranteed 2HKO after Leftovers recovery (Defensive Spread of the Calc)

+1 252+ SpA Necrozma Shattered Psyche (200 BP) vs. 248 HP / 0 SpD Tapu Fini: 423-498 (123.3 - 145.1%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 0 SpD Landorus-Therian: 424-501 (132.9 - 157%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 252 HP / 24 SpD Landorus-Therian: 412-486 (107.8 - 127.2%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 4 HP / 0 SpD Zygarde: 369-435 (103 - 121.5%) -- guaranteed OHKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 4 SpD Heatran: 167-197 (51.7 - 60.9%) -- guaranteed 2HKO

252+ SpA Necrozma Shattered Psyche (200 BP) vs. 0 HP / 4 SpD Mimikyu: 337-397 (134.2 - 158.1%) -- guaranteed OHKO


( sorry for my english :c )
With the set how it is, you can't do much of anything to dark types. And your z move is 300bp after STAB, which means it's stronger than HP Fire/Ground against most steel types (with a few exceptions, such as Heatran, Ferrothorn, and Metagross). So your second attack should be HP Fighting (or possibly Bug) to deal with dark types.
You also might want to consider using Hyper Beam instead of Prismatic Laser. The z move will have the same power, and there may be cases where you would actually use Hyper Beam, while you'll never use Prismatic Laser without the z crystal. The only disadvantage is Hyper Beam has less pp.
 
With the set how it is, you can't do much of anything to dark types. And your z move is 300bp after STAB, which means it's stronger than HP Fire/Ground against most steel types (with a few exceptions, such as Heatran, Ferrothorn, and Metagross). So your second attack should be HP Fighting (or possibly Bug) to deal with dark types.
You also might want to consider using Hyper Beam instead of Prismatic Laser. The z move will have the same power, and there may be cases where you would actually use Hyper Beam, while you'll never use Prismatic Laser without the z crystal. The only disadvantage is Hyper Beam has less pp.
Necrozma can't have HP Fighting. :/
 
So here are a few mons that i've been having way too much fun and success with:


Accelgor @ Groundium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Bug Buzz
- Sludge Bomb/Focus Blast
- Water Shuriken/Spikes(?)

Being faster than greninja and koko, it can take care of both, and can even tank water shurikens if it's healthy enough. U-turn is there for obvious reasons. I've ohkoed the likes of magearna, mew and drill with this mon too, so it's not frail. Sludge bomb is to snipe clef and scare whimisicott while water shuriken is there as nice special priority to kill off weakened mons. it also seconds as a last-ditch means of removing talonflame's gale wings so your non-lele scarfer can take care of it.


Hippowdon @ Electrium Z
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stockpile
- Earthquake
- Whirlwind
- Toxic/Stealth Rocks

meet the offense KILLER this thing stops any koko in it's tracks if it's still using gigavolt (real talk tho if you are using gigavolt what's wrong w/ you? Twinkle Tackle and Subzero Slammer are right there) and after 2 or 3 stockpiles most offensive teams just can't deal with it and if they set up then you can just whirlwind them out. This also doubles as a phaser and defensive wall (against neutral hits) it's kind of an inferior physically defensive snorlax that auto-breaks talonflames gale wings and d-nite's multiscale. Though sand stream also has the added bonus of screwing with weather sweepers and weather-based teams as a whole. Electrium Z is chosen to hit water types in a addition to flying types. Also this set does wall lando so toxic can beat it out.

Cobalion @ Steelium Z/ Fightinium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Volt Switch
- Close Combat/Iron Head
- Quick Attack

Steel/fighting is a good offensive typing and cobalion wears it well. being able to take a hit sometimes while occasionally setting up rocks is really nice. Also volt switch allows Corkscrew crash to hit on both sides of the offensive spectrum, you can switch this out for fightinium iron head so you can hit both sides with fighting coverage over steel, but it is MUCH weaker. Quick attack is there as a filler but I always take priority fillers in this meta, as i find them very valuable.

I am open to criticism on my mons, go ahead and try them out :)
 
So here are a few mons that i've been having way too much fun and success with:


Accelgor @ Groundium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Bug Buzz
- Sludge Bomb/Focus Blast
- Water Shuriken/Spikes(?)

Being faster than greninja and koko, it can take care of both, and can even tank water shurikens if it's healthy enough. U-turn is there for obvious reasons. I've ohkoed the likes of magearna, mew and drill with this mon too, so it's not frail. Sludge bomb is to snipe clef and scare whimisicott while water shuriken is there as nice special priority to kill off weakened mons. it also seconds as a last-ditch means of removing talonflame's gale wings so your non-lele scarfer can take care of it.


Hippowdon @ Electrium Z
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stockpile
- Earthquake
- Whirlwind
- Toxic/Stealth Rocks

meet the offense KILLER this thing stops any koko in it's tracks if it's still using gigavolt (real talk tho if you are using gigavolt what's wrong w/ you? Twinkle Tackle and Subzero Slammer are right there) and after 2 or 3 stockpiles most offensive teams just can't deal with it and if they set up then you can just whirlwind them out. This also doubles as a phaser and defensive wall (against neutral hits) it's kind of an inferior physically defensive snorlax that auto-breaks talonflames gale wings and d-nite's multiscale. Though sand stream also has the added bonus of screwing with weather sweepers and weather-based teams as a whole. Electrium Z is chosen to hit water types in a addition to flying types. Also this set does wall lando so toxic can beat it out.

Cobalion @ Steelium Z/ Fightinium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Volt Switch
- Close Combat/Iron Head
- Quick Attack

Steel/fighting is a good offensive typing and cobalion wears it well. being able to take a hit sometimes while occasionally setting up rocks is really nice. Also volt switch allows Corkscrew crash to hit on both sides of the offensive spectrum, you can switch this out for fightinium iron head so you can hit both sides with fighting coverage over steel, but it is MUCH weaker. Quick attack is there as a filler but I always take priority fillers in this meta, as i find them very valuable.

I am open to criticism on my mons, go ahead and try them out :)
what do you think of sacred sword which can hit through defense boosts?
 
what do you think of sacred sword which can hit through defense boosts?
252 Atk Cobalion Sacred Sword vs. 252 HP / 0 Def Snorlax: 326-386 (62.2 - 73.6%) -- guaranteed 2HKO
you could replace either rocks or quick attack with SD as an alternative to boost, but if snorlax is running groundinium then cobalion isn't gonna have a fun time. it's also too slow to deal with anything other than snorlax and mimikyu has disguise. It IS a good altenative option tho, especially with clef being a pokemon.
 
252 Atk Cobalion Sacred Sword vs. 252 HP / 0 Def Snorlax: 326-386 (62.2 - 73.6%) -- guaranteed 2HKO
you could replace either rocks or quick attack with SD as an alternative to boost, but if snorlax is running groundinium then cobalion isn't gonna have a fun time. it's also too slow to deal with anything other than snorlax and mimikyu has disguise. It IS a good altenative option tho, especially with clef being a pokemon.
Or Kartana, which covers all the common defense boosters. ice or ground for coverage, or even defog if you want.
 
Z-Belly Drum Azumarill


Azumarill @ Fightinium Z
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Knock Off
- Aqua Jet
- Play Rough

This set is already known in the OU Metagame, however, I'm adapting it to Ultimate Z and posting here how it works. First, Fightinium Z allows you to use Z-Belly Drum (Z-Effect: Target: User Restores HP 100%) and a Fighting Play Rough, a great Coverage for Azumarill, to hit Steel Types. And since Azumarill has a great Bulk (100/80/80) and a great defensive typing, this allows you to use Z-Belly Drum more easily. Anyway, this Pokémon is hardly knocked down by Z-Moves that are not Super Effective, so it's not that difficult to use, it's a really simple and fun set. You can change Fightinium Z for Fairium Z or Waterium Z and Play Rough or Aqua Jet for Giga Impact, allowing Azumarill to have a STAB of 300 Power, and it can be spammed even on Pokémon that resist your Moves combined with your 2616 max Attack. Here below, I'll show you some Calcs, to see how Azumarill is strong and how Bulky is enough to tank some things.

Unboosted

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Tapu Bulu: 159-187 (56.5 - 66.5%) -- guaranteed 2HKO after Stealth Rock and Grassy Terrain recovery

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Tapu Koko: 205-243 (72.9 - 86.4%) -- guaranteed 2HKO after Stealth Rock | 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Tapu Koko: 93-109 (33 - 38.7%) -- guaranteed 3HKO after Stealth Rock

252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Heatran: 152-182 (47 - 56.3%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Tapu Lele: 228-268 (81.1 - 95.3%) -- 56.3% chance to OHKO after Stealth Rock

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Kyurem-Black: 356-422 (91 - 107.9%) -- guaranteed OHKO after Stealth Rock

252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Gengar: 120-142 (45.8 - 54.1%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 192+ Def Toxapex: 72-85 (23.6 - 27.9%) -- guaranteed 4HKO after Stealth Rock

An unboosted Azumarill, is actually a bit weak. But after the boosts, almost nothing comes in. Look at the boosted Calcs.

Boosted

+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 192+ Def Toxapex: 284-335 (93.4 - 110.1%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Tapu Bulu: 630-742 (224.1 - 264%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Tapu Koko: 364-429 (129.5 - 152.6%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Play Rough vs. 248 HP / 8 Def Tapu Fini: 628-739 (183 - 215.4%) -- guaranteed OHKO

+5 252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 216+ Def Landorus-Therian: 440-522 (115.1 - 136.6%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Gengar: 480-565 (183.2 - 215.6%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Manaphy: 714-840 (209.3 - 246.3%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Magearna: 316-372 (104.9 - 123.5%) -- guaranteed OHKO | +6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Magearna: 282-333 (93.6 - 110.6%) -- 93.8% chance to OHKO after Stealth Rock

+6 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Kyurem-Black: 1428-1680 (365.2 - 429.6%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Heatran: 606-714 (187.6 - 221%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Garchomp: 331-391 (92.4 - 109.2%) -- 93.8% chance to OHKO after Stealth Rock

+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 344-405 (97.7 - 115%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Huge Power Azumarill Knock Off vs. 0 HP / 0 Def Mew: 688-810 (201.7 - 237.5%) -- guaranteed OHKO

Defensively

252 Atk Teravolt Kyurem-Black Fusion Bolt vs. 252 HP / 0 Def Azumarill: 322-380 (79.7 - 94%) -- guaranteed 2HKO

252 SpA Mew Genesis Supernova vs. 252 HP / 0 SpD Azumarill: 304-358 (75.2 - 88.6%) -- guaranteed 2HKO

252+ SpA Celesteela Supersonic Skystrike (140 BP) vs. 252 HP / 0 SpD Azumarill: 264-312 (65.3 - 77.2%) -- guaranteed 2HKO

252 SpA Heatran Tectonic Rage (175 BP) vs. 252 HP / 0 SpD Azumarill: 230-271 (56.9 - 67%) -- guaranteed 2HKO

252+ Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 252 HP / 0 Def Azumarill: 409-483 (101.2 - 119.5%) -- guaranteed OHKO (but Boosted Aqua Jet kills first >_>)

252 SpA Magearna Thunderbolt vs. 252 HP / 0 SpD Azumarill: 238-280 (58.9 - 69.3%) -- guaranteed 2HKO

Unfortunately I could not calculate the Z-Moves with the different Typings (for example, Z-Hyper Beam, with Fairium Z) because as I do not know how to move the calculator very well, I do not know how to do this, sorry.


Shoutouts to Google Translator c:
 
To calculate z moves with different typings, e.g fairium z-giga impact, just use a physical fairy move (play rough) on the calc and next to the move it says the power (in this case 90) you can delete that and change the power, since z-giga impact has 200 you change 90 to 200. Also I wouldn't recommend knock off as since you can't knock off z-moves the knock off won't be boosted to 97.5 on Toxapex (which uses z-stockpile), though maybe darkinium-z giga impact could be cool
 
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Z-Belly Drum Azumarill


Azumarill @ Fightinium Z
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Knock Off
- Aqua Jet
- Play Rough

This set is already known in the OU Metagame, however, I'm adapting it to Ultimate Z and posting here how it works. First, Fightinium Z allows you to use Z-Belly Drum (Z-Effect: Target: User Restores HP 100%) and a Fighting Play Rough, a great Coverage for Azumarill, to hit Steel Types. And since Azumarill has a great Bulk (100/80/80) and a great defensive typing, this allows you to use Z-Belly Drum more easily. Anyway, this Pokémon is hardly knocked down by Z-Moves that are not Super Effective, so it's not that difficult to use, it's a really simple and fun set. You can change Fightinium Z for Fairium Z or Waterium Z and Play Rough or Aqua Jet for Giga Impact, allowing Azumarill to have a STAB of 300 Power, and it can be spammed even on Pokémon that resist your Moves combined with your 2616 max Attack. Here below, I'll show you some Calcs, to see how Azumarill is strong and how Bulky is enough to tank some things.

Unboosted

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Tapu Bulu: 159-187 (56.5 - 66.5%) -- guaranteed 2HKO after Stealth Rock and Grassy Terrain recovery

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Tapu Koko: 205-243 (72.9 - 86.4%) -- guaranteed 2HKO after Stealth Rock | 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Tapu Koko: 93-109 (33 - 38.7%) -- guaranteed 3HKO after Stealth Rock

252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Heatran: 152-182 (47 - 56.3%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Tapu Lele: 228-268 (81.1 - 95.3%) -- 56.3% chance to OHKO after Stealth Rock

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Kyurem-Black: 356-422 (91 - 107.9%) -- guaranteed OHKO after Stealth Rock

252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Gengar: 120-142 (45.8 - 54.1%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 192+ Def Toxapex: 72-85 (23.6 - 27.9%) -- guaranteed 4HKO after Stealth Rock

An unboosted Azumarill, is actually a bit weak. But after the boosts, almost nothing comes in. Look at the boosted Calcs.

Boosted

+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 192+ Def Toxapex: 284-335 (93.4 - 110.1%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Tapu Bulu: 630-742 (224.1 - 264%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Tapu Koko: 364-429 (129.5 - 152.6%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Play Rough vs. 248 HP / 8 Def Tapu Fini: 628-739 (183 - 215.4%) -- guaranteed OHKO

+5 252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 216+ Def Landorus-Therian: 440-522 (115.1 - 136.6%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Gengar: 480-565 (183.2 - 215.6%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Manaphy: 714-840 (209.3 - 246.3%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Magearna: 316-372 (104.9 - 123.5%) -- guaranteed OHKO | +6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Magearna: 282-333 (93.6 - 110.6%) -- 93.8% chance to OHKO after Stealth Rock

+6 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Kyurem-Black: 1428-1680 (365.2 - 429.6%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Heatran: 606-714 (187.6 - 221%) -- guaranteed OHKO

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Garchomp: 331-391 (92.4 - 109.2%) -- 93.8% chance to OHKO after Stealth Rock

+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 344-405 (97.7 - 115%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Huge Power Azumarill Knock Off vs. 0 HP / 0 Def Mew: 688-810 (201.7 - 237.5%) -- guaranteed OHKO

Defensively

252 Atk Teravolt Kyurem-Black Fusion Bolt vs. 252 HP / 0 Def Azumarill: 322-380 (79.7 - 94%) -- guaranteed 2HKO

252 SpA Mew Genesis Supernova vs. 252 HP / 0 SpD Azumarill: 304-358 (75.2 - 88.6%) -- guaranteed 2HKO

252+ SpA Celesteela Supersonic Skystrike (140 BP) vs. 252 HP / 0 SpD Azumarill: 264-312 (65.3 - 77.2%) -- guaranteed 2HKO

252 SpA Heatran Tectonic Rage (175 BP) vs. 252 HP / 0 SpD Azumarill: 230-271 (56.9 - 67%) -- guaranteed 2HKO

252+ Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 252 HP / 0 Def Azumarill: 409-483 (101.2 - 119.5%) -- guaranteed OHKO (but Boosted Aqua Jet kills first >_>)

252 SpA Magearna Thunderbolt vs. 252 HP / 0 SpD Azumarill: 238-280 (58.9 - 69.3%) -- guaranteed 2HKO

Unfortunately I could not calculate the Z-Moves with the different Typings (for example, Z-Hyper Beam, with Fairium Z) because as I do not know how to move the calculator very well, I do not know how to do this, sorry.


Shoutouts to Google Translator c:
Hey, I like the idea you've had here with this set, however when trying to bring this set into a competitive scene, I have a few concerns. First of all, greninja is thing, it outspeeds and easily OHKO with gunk shot (but it has to be protean or already in Ash-gren form (calc'd with LO and 4 Atk investment, Naive nature)), and you don't ohko with +6 AJ in return. there's also the fact that you have to take a turn to set up, which can mean that either tapu fini comes in and z-haze's, unaware/magic gaurd clef comes in and uses z-psych up, or you die to another offensive check. the only real thing I can see you setting up on is a lead pokemon, and most teams run the aforementioned threats in their teams. Other than those few concerns, it's still a decent pokemon to run as a niche, heck with hazards up it might be fine, but it forces you to run an extra pokemon when the threat of tapu fini/kartana with defog is too great.
 
Here's something that's pretty fun


Steelix @ Steelium Z or whatever
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake (180 BP Z-move)
- Psych Up (full HP recovery)
- Stealth Rock (+1 def)
- Roar (+1 def)

I've realized since posting my team in the previous page that mega steelix is dumb and outclassed. I guess it didn't occur to me that you can get strong dual stab out of one attack + z-stone, thus giving yourself one more useful moveslot. The extra moveslot beats having slightly more def and spdef, and gives you room for Psych Up. Psych Up prevents Snorlax and Muk from setting up, threatening to reverse sweep if it steals enough boosts. You can speed-creep more to ensure roar outspeeds whirlwind from Snorlax. It also works really well with Sturdy as long as you're not taking residual damage from burns or hail. Max defense allows Steelix to avoid the 2HKO from Mega Lopunny by setting Z-SR for the +1 defense boost. I opted for Steelium-Z for the extra STAB power, pressure on Clefable and guaranteed KO on busted Mimikyu, and the base move Earthquake is important for KOing Excadrill. You could run heavy slam + firum-z or something but I don't see any obvious advantage of doing so.

I'm sure there are more reasons to use Steelix that I don't care to list right now. It counters Koko. It's fun to use. idk just try it
 

Champion Leon

Banned deucer.
Hey, I like the idea you've had here with this set, however when trying to bring this set into a competitive scene, I have a few concerns. First of all, greninja is thing, it outspeeds and easily OHKO with gunk shot (but it has to be protean or already in Ash-gren form (calc'd with LO and 4 Atk investment, Naive nature)), and you don't ohko with +6 AJ in return. there's also the fact that you have to take a turn to set up, which can mean that either tapu fini comes in and z-haze's, unaware/magic gaurd clef comes in and uses z-psych up, or you die to another offensive check. the only real thing I can see you setting up on is a lead pokemon, and most teams run the aforementioned threats in their teams. Other than those few concerns, it's still a decent pokemon to run as a niche, heck with hazards up it might be fine, but it forces you to run an extra pokemon when the threat of tapu fini/kartana with defog is too great.
What if he has damp rock drizzle/rain dance to power up aqua jet?
Add 50% more damage to all calculations of Aqua Jet.
He could replace also replace Knock Off with Aqua Tail/Waterfall
 
What if he has damp rock drizzle/rain dance to power up aqua jet?
Add 50% more damage to all calculations of Aqua Jet.
He could replace also replace Knock Off with Aqua Tail/Waterfall
Damp Rock/Rain Dance aren't common, although Damp Rock's alright with stuff like Kingdra/Kabutops/Omastar to abuse Hydro Vortex, and Azumarill is nearly never seen on Rain. Someone's gonna 'prove me wrong' probably, but it's at least right now not a thing.

That and what does changing KOff to Aqua Tail/Waterfall do with anything stated there? Unless that's referring to Clef, in which case it still can just Z-Toxic, Z-Stealth Rock, or another Z-move that it can run that boosts Defense in order to outright stall.


Speaking on that Azumarill, I feel like Superpower > KOff and then Fairium would allow it to nuke things a bit harder; stronger Z-move by using Superpower as the base, STAB on the Z-Move, and means you still have room for dual STAB. Stuff definitely beats it like Gren, Koko, but little wants to switch in to either Z-FairySuperpower that doesn't result in some recoil damage (ala Garchomp/Ferrothorn) and Clefable has a lot harder time coming in on it.

252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Clefable: 348-411 (88.3 - 104.3%) -- guaranteed OHKO after Stealth Rock
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 88+ Def Ferrothorn: 133-157 (37.7 - 44.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery (Superpower guaranteed 2hkos and will KO after this)
 

Champion Leon

Banned deucer.
Damp Rock/Rain Dance aren't common, although Damp Rock's alright with stuff like Kingdra/Kabutops/Omastar to abuse Hydro Vortex, and Azumarill is nearly never seen on Rain. Someone's gonna 'prove me wrong' probably, but it's at least right now not a thing.

That and what does changing KOff to Aqua Tail/Waterfall do with anything stated there? Unless that's referring to Clef, in which case it still can just Z-Toxic, Z-Stealth Rock, or another Z-move that it can run that boosts Defense in order to outright stall.


Speaking on that Azumarill, I feel like Superpower > KOff and then Fairium would allow it to nuke things a bit harder; stronger Z-move by using Superpower as the base, STAB on the Z-Move, and means you still have room for dual STAB. Stuff definitely beats it like Gren, Koko, but little wants to switch in to either Z-FairySuperpower that doesn't result in some recoil damage (ala Garchomp/Ferrothorn) and Clefable has a lot harder time coming in on it.

252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Clefable: 348-411 (88.3 - 104.3%) -- guaranteed OHKO after Stealth Rock
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 88+ Def Ferrothorn: 133-157 (37.7 - 44.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery (Superpower guaranteed 2hkos and will KO after this)
Aqua Tail would give it another STAB move under Rain. 90 x 1.5 =135 x 1.5 = 197.5 Base power. It hits things like Fire types that resist Fairy STAB, hits Steels that resist Fairies like Scizor, and Poison-types that resist Fairy. ~ 200 Base power isn’t so weak.
Water provides useful coverage.
 
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Blastoise @ Waterium Z
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Haze [recovers 100% health]
- Counter
- Rapid Spin
- Scald [160 BP Hydro Vortex]

Greninja is a very prominent threat that many teams struggle to handle. Leave it to the first ever Water-type Starter to fix that! Blastoise is deceptively bulky on the physical side and finally has its main issue in standard tears fixed: lack of recovery. Z-Haze allows Blastoise to recover all of its health back and eliminate boosts on the opposing side. Another notable Pokemon this checks is Snorlax, which has its boosts lost and can be threatened with either a Scald burn if they choose to keep setting up or a Counter on the attack. Counter is what allows Blastoise to handle Greninja, as its most powerful move against Blastoise [Fightinium Z Gunk Shot], will always be met with a OHKO in return thanks to Counter. However, a max roll will do near 60% of damage to Blastoise. While that may seem like a lot, reliable recovery and ability to keep entry hazards off the field leaves Blastoise in a pretty safe position to handle Greninja, it's just got to be careful. Blastoise also offers Rapid Spin support, which is really great to have since you'll be switching a lot. Scald is Scald, lol. Can also be used as a nuke at low percentages since Torrent + 160 BP + STAB isn't anything to laugh at even without Special Attack investment. For example, it will always do over 50% damage to a Water-type'd Greninja. Blastoise is a super unique Pokemon that offers a ton of utility in one teamslot, so I encourage you to try it out!


Murkrow @ Darkinium Z
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze [recovers 100% health]
- Toxic [+1 Def]
- Thunder Wave [+1 SpD]
- Foul Play [175 BP Black Hole Eclipse]

Murkrow is a relatively unexplored Pokemon, I feel. Priority Z-Haze is excellent and really puts a damper on set-up sweepers. It also recovers full health, so Murkrow is there to stay. With this recovery, it no longer needs to run Roost, so you can run whatever you want. I chose Toxic. I feel that Thunder Wave and Foul Play are necessities since they offer so much utility in crippling faster Pokemon, and giving a source of damage if Murkrow needs it. Toxic lets it rain on defensive Pokemon's parades and it also offers a Defense boost, which when combined with Thunder Wave's boost, gives Murkrow the pseudo-Eviolite bulk it wishes it could have. Murkrow may seem incredibly flimsy, and it's certainly not bulky, but it's also no slouch in its ability to just halt the opposing Pokemon's sweep. Murkrow pairs well with physically defensive Steel-types. I've been running it with the Steelix set that branflakes posted above and the two have incredibly good synergy, only being scared by strong special Fire- and Water-types. Which also conveniently lends itself into adding Blastoise to the core. Murkrow's got some other tricks up its hat as well, with options like Z-Feather Dance to effectively gain a +3 Defense boost; however, this clashes with Foul Play. Instead of Foul Play though, you could run Night Shade, it's a personal preference here really since both offer two solid options to cover Murkrow's weaknesses. If you're running Night Shade, run a Careful nature in case you need to use Z-Night Shade to get out some damage. In this case, I'd also suggest Flyinium Z for better all-around coverage. Though it's all up to you!
 
Welp, I think I've run my course with this team, so, have at it.


Hungry Eyes (Thundurus) @ Flyinium Z
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Heal Block
- Substitute

Everclear (Celesteela) @ Flyinium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Leech Seed
- Fire Blast
- Giga Drain

Amazing Grace (Clefable) @ Fairium Z
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Calm Mind
- Reflect
- Stored Power

Foghat (Excadrill) @ Icium Z
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Swords Dance
- Sandstorm
- Rapid Spin
- Earthquake

Rebel Yell (Snorlax) @ Firium Z
Ability: Immunity
Happiness: 0
EVs: 4 Atk / 252 Def / 252 SpD
Careful Nature
- Stockpile
- Curse
- Yawn
- Double-Edge

36 Chambers (Greninja) @ Choice Scarf
Ability: Protean
Happiness: 0
EVs: 176 Atk / 80 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Gunk Shot
- U-turn
- Hydro Pump
Z-Thunder Wave: +1 SpD
Z-Heal Block: +2 SpA
Z-Substitute: Restores negative stat stages to 0
Flyinium-Z Thunderbolt: 175BP Supersonic Skystrike

Z-Autotomize: Restores negative stat stages to 0
Z-Leech Seed: Restores negative stat stages to 0
Flyinium-Z Fire Blast: 185BP Supersonic Skystrike

Z-Aromatherapy: Restores HP to 100%
Z-Reflect: +1 Def
Z-Calm Mind: Restores negative stat stages to 0
Fairium-Z Stored Power: 160BP Twinkle Tackle

Z-Swords Dance: Restores negative stat stages to 0
Z-Sandstorm: +1 Spe
Icium-Z Earthquake: 180BP Subzero Slammer

Z-Stockpile: Restores HP 100%
Z-Curse: Attack +1
Z-Yawn: Speed +1
Firium-Z Double-Edge: 190BP Inferno Overdrive
The premise of this team is to overwhelm the opponent with setup sweepers, exploiting the fact that most opposing mons will either have coverage to check your birdspam core OR a powerful STAB to break Clefable and Snorlax, as well as the fact that some teams just lack a sufficiently bulky Flying resist to take on your birdspam. Every mon here, save Greninja, is perfectly capable of sweeping from the mid-game against the right team, and sometimes even the early game. It is weak to Z-Haze, Talonflame, Snorlax, Timid Kartana, and rain.

Thundurus is chosen for its high power alongside Prankster; Z-Heal Block gives +2 SpA and allows it to check some, but not all, Stockpile and Haze users, and also take advantage of extra turns vs. things it outspeeds. Thunderbolt and SSSS gives great coverage, really only missing out on Excadrill and Electric-types, and even those are 2HKOed due to Thundy's sheer power. Prankster Substitute is a great switching move, and also lets Thundurus stall out a few turns of Tailwind or weather. Thunder Wave is there to check out-of-control setup sweepers, or as a suicide move to generate free turns for one of my bulky setup mons.

Celesteela doubles up on the Flying coverage in a classic birdspam core and is dreadfully underrated as a sweeper, with an excellent defensive typing that lets it check Landorus-T and non-Firium Excadrill and the ability to snowball boosts after the first KO. With Heatran and Zapdos being virtual non-entities, Fire Blast is more than strong enough to handle almost anything that would try to check it, while Giga Drain shores up the edge cases (Rock-types, usually) nicely. It doesn't really need coverage past this, so Leech Seed fills the last slot. Toxic is, perhaps, an option to hit Snorlax. Its only real flaw as a sweeper is its inability to generate SpA boosts without getting KOs, making it mildly useless against Stockpile users, but vs. anything that isn't thick as fuck this isn't an issue.

Clefable is the team's best check to setup mons and Unaware users and Psych Up users, and is overall just an excellent and kinda broken wincon. So many teams can't really do anything to this, and some of the ones that can will try to set up on it. It only needs one turn in most cases to get the setup it needs to put the opponent on their back foot. While Cosmic Power + Calm Mind is the 'canonical' Stored Power Clefable set, Z-Reflect boosts Defense by +1 on top of its normal effects to reduce damage from physical attacks by a factor of 3, and I've found that it gives me a LOT of setup opportunities I would lack otherwise. Twinkle Tackle + Stored Power basically slaps everything around if you get enough boosts, plowing through even Steel-types that can't break through its defenses. Hilariously, it's the team's best answer to Steelix.

Excadrill is a spinner, cleaner, and dedicated Tapu Koko check. With the +1 Speed from Z-Sandstorm alongside Sand Rush, Speed EVs are wholly unnecessary for this to clean up, leaving it free to run bulk. EQ + Subzero Slammer is more than sufficient, especially when the opponent's primary check is Lando-T, letting it drop Iron Head for the somewhat less situational Swords Dance. It kinda suffers as a spinner thanks to all the Ghost-types in this meta but oftentimes you can just hit those on the switch and drop them.

Snorlax is a blanket check to special attackers and my secondary fat wincon. Inferno Overdrive is the Z-move of choice in order to 1v1 Kartana (All-Out Pummeling lets Ghost-types wall you), while the rest of the set just maximizes its setup abilities. While various things are adapted to stop Snorlax from boosting, this generally requires using a move, which is why Yawn is there. Double-Edge for maximum damage (the recoil doesn't matter), Stockpile + Curse lets it setup on most things with its excellent special bulk. The EVs are kinda ad hoc, but whatever.

Greninja is a dedicated revenge killer, picked for its ability to semi-reliably KO Tapu Koko considering that nobody expects Scarf in this meta. It can outspeed some medium-speed mons when the opponent has Tailwind or +2 Speed, which is pretty cool too. It's really not that complicated, just come in after the opponent gets a KO or on a predicted Psychic attack and click the move that feels right at the time.

Search 'Akumeoy' on replay.pokemonshowdown.com to get replays, though keep in mind some are older iterations of this team.
 

Champion Leon

Banned deucer.

Blastoise @ Waterium Z
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Haze [recovers 100% health]
- Counter
- Rapid Spin
- Scald [160 BP Hydro Vortex]

Greninja is a very prominent threat that many teams struggle to handle. Leave it to the first ever Water-type Starter to fix that! Blastoise is deceptively bulky on the physical side and finally has its main issue in standard tears fixed: lack of recovery. Z-Haze allows Blastoise to recover all of its health back and eliminate boosts on the opposing side. Another notable Pokemon this checks is Snorlax, which has its boosts lost and can be threatened with either a Scald burn if they choose to keep setting up or a Counter on the attack. Counter is what allows Blastoise to handle Greninja, as its most powerful move against Blastoise [Fightinium Z Gunk Shot], will always be met with a OHKO in return thanks to Counter. However, a max roll will do near 60% of damage to Blastoise. While that may seem like a lot, reliable recovery and ability to keep entry hazards off the field leaves Blastoise in a pretty safe position to handle Greninja, it's just got to be careful. Blastoise also offers Rapid Spin support, which is really great to have since you'll be switching a lot. Scald is Scald, lol. Can also be used as a nuke at low percentages since Torrent + 160 BP + STAB isn't anything to laugh at even without Special Attack investment. For example, it will always do over 50% damage to a Water-type'd Greninja. Blastoise is a super unique Pokemon that offers a ton of utility in one teamslot, so I encourage you to try it out!


Murkrow @ Darkinium Z
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze [recovers 100% health]
- Toxic [+1 Def]
- Thunder Wave [+1 SpD]
- Foul Play [175 BP Black Hole Eclipse]

Murkrow is a relatively unexplored Pokemon, I feel. Priority Z-Haze is excellent and really puts a damper on set-up sweepers. It also recovers full health, so Murkrow is there to stay. With this recovery, it no longer needs to run Roost, so you can run whatever you want. I chose Toxic. I feel that Thunder Wave and Foul Play are necessities since they offer so much utility in crippling faster Pokemon, and giving a source of damage if Murkrow needs it. Toxic lets it rain on defensive Pokemon's parades and it also offers a Defense boost, which when combined with Thunder Wave's boost, gives Murkrow the pseudo-Eviolite bulk it wishes it could have. Murkrow may seem incredibly flimsy, and it's certainly not bulky, but it's also no slouch in its ability to just halt the opposing Pokemon's sweep. Murkrow pairs well with physically defensive Steel-types. I've been running it with the Steelix set that branflakes posted above and the two have incredibly good synergy, only being scared by strong special Fire- and Water-types. Which also conveniently lends itself into adding Blastoise to the core. Murkrow's got some other tricks up its hat as well, with options like Z-Feather Dance to effectively gain a +3 Defense boost; however, this clashes with Foul Play. Instead of Foul Play though, you could run Night Shade, it's a personal preference here really since both offer two solid options to cover Murkrow's weaknesses. If you're running Night Shade, run a Careful nature in case you need to use Z-Night Shade to get out some damage. In this case, I'd also suggest Flyinium Z for better all-around coverage. Though it's all up to you!
Before you posted I ran a similar Murkrow set, but with Haze removing its Defensive buffs and it not being powerful enough to survive most Z-moves, it might be better to focus on things that make it unique: Feather Dance, Toxic, Spite, Whirlwind/Mean Look might be an option, as it is Imposterproof due to Dark types being immune to Prankster.

Your goal is to survive, stall, status and switch the foe out. Feather Dance is for immediate survival, while Toxic is to damage, Whirlwind is to raise the SpD and make up for Haze not being on this set, although Mean Look means they cannot switch, which prevents them from sending in their already Poisoned Pokémon to sponge the Status and lets Toxic accumulate as you boost your defenses and heal up.

Spite not only fully heals but also diminishes the PP of whatever move they used last- and with Prankster you can diminish the PP first even if they switch moves. Since many users use high powered Base move like Giga Attack/Hyper Beam, Etc. It will be easy to wear down the PP so they cannot use that Z-Move anymore since you must have PP in the base move to Z-move.

Murkrow @ Darkinium Z
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature

- Spite [recovers 100% health and lowers PP]
- Toxic [+1 Def]
- Mean Look / Whirlwind [+1 SpD]
- Featherdance [+1 Def]

No attack, but it’s meant to Status, trap, boost defenses, and stall.
 
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Before you posted I ran a similar Murkrow set, but with Haze removing its Defensive buffs and it not being powerful enough to survive most Z-moves, it might be better to focus on things that make it unique: Feather Dance, Toxic, Spite, Whirlwind/Mean Look might be an option, as it is Imposterproof due to Dark types being immune to Prankster.

Your goal is to survive, stall, status and switch the foe out. Feather Dance is for immediate survival, while Toxic is to damage, Whirlwind is to raise the SpD and make up for Haze not being on this moveset. Whirlwind also keeps Murkrow relevant, as the foe will then send in another Poison victim, although Mean Look means they cannot switch, which prevents them from sending in their already Poisoned Pokémon to sponge the Status and lets Toxic accumulate as you boost your defenses and heal up. Spite not only fully heals but also diminishes the PP of whatever move they used last- and with Prankster you can diminish the PP first even if they switch moves. Since many users use high powered Base move like Giga Attack/Hyper Beam, Etc. It will be easy to wear down the PP so they cannot use that Z-Move anymore since you must have PP in the base move to Z-move.

Murkrow @ Darkinium Z
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature

- Spite [recovers 100% health and lowers PP]
- Toxic [+1 Def]
- Mean Look / Whirlwind [+1 SpD]
- Featherdance [+1 De]
I didn't know Spite recovered 100% health! Probably a better option, thanks for pointing that out.
 

Champion Leon

Banned deucer.
I didn't know Spite recovered 100% health! Probably a better option, thanks for pointing that out.
I was editing my post Just edited as you wrote yours.

I put my Sabeleye set here. Will-o-wisp adds Attack, burns the foe and allows you to go on the Offense and defense in 1 Move, so you can go use Foul Play for Dark STAB and Ghostinium-Z for Ghost STAB.

Pain Split kills two birds with 1 stone by healing and boosting Defense.

Magic Coat can bounce back many things and boosts SpD + 2. Sabeleye is a multitasker! Posting here:

Sabeleye can work similarly:

Sabeleye @ Ghostinium Z
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature

- Pain split [+1 Def]
- Will-o-Wisp [+1 Atk]
- Magic Coat [+2 SpD]
- Foul Play [175 Base power x 1.5 STAB = 260 Ghost Power!]

Your goal is to Boost, heal, Status, and then your Ghost moves will deal lots of Damage with the Boosts to Atk. Foul Play is for Base power and before you Burn. Magic Coat is to be super annoying, it’s like Mega-Sabeleye but with stronger SpD!

Dark type prevents Prankster and Psychic moves, while Ghost prevents Normal and Fighting moves like Rapid Spin.
 
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Dunno if this set's been posted before but been playing around with rain recently and this is a load of fun to use with.



Tapu Koko @ Fairium-Z
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder
- Hyper Beam
- Rain Dance
- Grass Knot/Calm Mind/Roost/Hidden Power Fire

I realise physical w/ screech is the preferred set but this is really nice on rain. Having both a 200BP Tiwnkle Tackle as well as a 100% accurate Thunder is super nice. Z-Rain Dance is really cool too, as it gets a speed boost which basically allows it to outspeed the whole meta, and avoids speed tying with opposing Kokos which is super nice.
 
So I haven't actively played competitively since the "weather wars" so this is all very new to me. That being said, I've always had a soft spot for trick room teams. I'm mainly looking for guidance as to optimise my team.
Mimikyu @ Fairium Z
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Shadow Sneak
- Wood Hammer
- Curse
- Splash

Slowbro @ Psychium Z
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Trick Room
- Calm Mind

Blissey @ Rockium Z
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Hyper Beam
- Sing
- Light Screen
- Heal Bell

Bronzong @ Groundium Z
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Stealth Rock
- Explosion

Kartana @ Steelium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Giga Impact
- Leaf Blade
- Laser Focus
- Defog

Magnezone @ Firium Z
Ability: Magnet Pull
EVs: 248 HP / 64 Def / 196 SpA
Serious Nature
IVs: 0 Atk / 0 Spe
- Volt Switch
- Hidden Power [Water]
- Substitute
- Flash Cannon


I know I'm very steel heavy but Magnezone is especially useful as a heavy special hitter with a lot of coverage, and I saw this Kartana in an earlier post and it is especially useful when TR is no longer an option.
 
Just a fun little set

Regigigas @ Ghostium Z
Ability: Slow Start
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Psych Up
- Thunder Wave
- Return
- Earthquake/Superpower

It's not the best but regigigas has bulk to tank any unboosted z-move that isn't fighting while being able to fully heal with psych up until its slow start wears off while being able to slow mons down with t-wave.

Heres a battle showing off it's power. http://replay.pokemonshowdown.com/gen7ultimatez-646339303
 
The legend no one deserves.



Catch This Hand (Pyukumuku) @ Waterium Z
Ability: Unaware
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Purify
- Recover
- Counter
- Substitute

I pulled a sweep off


I'm still laughing.

Edit: Pyukumuku hits again. UNBOOSTED. Don't fuku with pyukumuku.
http://replay.pokemonshowdown.com/gen7ultimatez-648000387
Talonflame and Excadrill ONESHOTTED from full by unboosted 100 BP Hydro Vortex LOL.
252+ Atk Pyukumuku Hydro Vortex (100 BP) vs. 0 HP / 0 Def Talonflame: 290-344 (97.6 - 115.8%) -- 87.5% chance to OHKO
252+ Atk Pyukumuku Hydro Vortex (100 BP) vs. 4 HP / 0 Def Excadrill: 332-392 (91.7 - 108.2%) -- 50% chance to OHKO
240 Attack is nothing to laugh at.
 
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Here's my gravity team after playing for a while.
Annoying (Meloetta) @ Normalium Z
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Gravity
- Sing
- Thunder
- Heal Bell

SortOfOkay (Magnezone) @ Steelium Z
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Zap Cannon
- Psych Up
- Gravity
- Light Screen

SeemsOkay (Necrozma) @ Groundium Z
Ability: Prism Armor
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Reflect
- Stealth Rock
- Prismatic Laser
- Gravity

CanBGud (Garchomp) @ Groundium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Stone Edge
- Poison Jab
- Hone Claws

Necessessasssary (Whimsicott) @ Fairium Z
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Hyper Beam
- Grass Whistle
- Tailwind

BranFlakes (Steelix) @ Steelium Z
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Psych Up
- Roar
- Earthquake
- Sleep Talk


Meloetta tends to do a lot of sweeping. Sturdy mons are there to be able to do something before they die. Steelix has sleep talk b/c critz, and b/c its affected by sleep a little less. I mostly have steelix cause I'm afraid of things like snorlax.

Screens seem to be good in this meta. Whimsicott is a useful support mon and it is good at revenge killing. It has grass whistle since it's around 90% accurate under gravity.

Main reason I use gravity is b/c I think it's cool. I also like to use low accuracy moves like thunder, zap cannon, sing, grasswhistle, and stone miss. Also, gravity seems to stop splash making it harder for mimikyu to set up. It also removes immunity to ground moves which can be useful. It's satisfying to me to ohko mons like Rotom-W or talonflame with ground type moves.

replay:
http://replay.pokemonshowdown.com/gen7ultimatez-651020462
 

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