Metagame Gods and Followers

Another option for a punishment could be an accuracy drop upon each switch in after your god dies. I understand that this adds more hax to the game than necessary, but it wouldn’t be an immediate loss for you. And it would be severe enough to still be worried about losing your god. Or maybe not even an accuracy drop, but a drop to your highest stat upon switch in?
 
First of all, the team validator broke again. Now it only checks the type of the follower’s pre-mega form.
Ex: You can run Zard-X on Yveltal teams

For the punishment for losing your god, here’s another option: embargo + your active mon loses 1/16 of its max hp each turn. This would increase the penalty for losing your god while not being too debilitating to any individual mon or play style. Another option could be a special embargo which also prevents z-moves and mega evolution.

Lastly, here’s the team I used to get to #9 on the ladder.

Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 76 HP / 200 Atk / 40 SpD / 192 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Sunsteel Strike
- Earthquake

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 248 Def / 8 SpD
Relaxed Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Toxic
- Stealth Rock

Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Surf
- Psyshock

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Fleur Cannon
- Iron Head
- Ice Beam
- Volt Switch
The EVs on Necrozma let it outspeed scarf base 95s at +2 and lets it almost always survive life orb Yveltal’s dark pulse and OHKO with a +2 Sunsteel Strike. Scarf Kartana is an excellent revenge killer and late-game cleaner. Celesteela is a physically defensive pivot/wall. Magearna is very specially bulky and has a slow volt switch, which is why I run min speed to have an even slower volt switch. Ice beam on Magearna OHKOes stuff that this team has trouble with such as Lando-T and Zygarde. Air balloon Heatran checks fire types which threaten Celesteela and Magearna, and is a great check to Pdon and opposing Necrozma-DM. Specs Latios has a ridiculously powerful Draco meteor which punches holes in most teams, being able to OHKO defensive Lando-T and some Pdon sets.

Weak matchups:
Ho-oh/Reshiram - lots of strong fire types which can be difficult to check if heatran goes down
Pdon/Zygarde-C - pretty much any team with Zygarde on it is threatening. If it gets set up it’s nearly impossible to take down.
Arceus-Normal - Ditto stops Necrozma sweeps completely, and Z-Conversion Porygon-Z with Shadow Ball destroys everything except Magearna
 
I don't play much anymore, but I thought I would dump this team because I think its fun.

Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Sunsteel Strike
- Earthquake
- Photon Geyser / Stone Edge

Uxie @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Stealth Rock
- Trick Room

Magearna @ Fightinium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Trick Room
- Focus Blast
- Calm Mind

Mawile-Mega (F) @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Play Rough
- Fire Fang / Thunder Punch
- Swords Dance
- Sucker Punch

Victini @ Figy Berry
Ability: Victory Star
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Power-Up Punch
- Trick Room

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Zen Headbutt
- Power-Up Punch
- Trick Room

Pretty fun trick room team that lives and dies by offensive momentum. The main goal is to set up screens and overwhelm opponents with powerful attacks. I never really liked TR teams with 2 or 3 bulky setters, and much prefer 5 setters to continually put pressure on the other team. The squad has a lot of good matchups, especially if they are not expecting TR, but does have trouble with some prevalent gods - namely Groudon, Yveltal, and Zygarde. The team also has a little trouble with ferro/tran cores, and usually requires sacing victini early. Overall a team that is a blast to use, especially if you're sick of losing to geomancy Xern.

Edit: Im stupid
 
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Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 168 Def / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Calm Mind
- Roost

Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Knock Off

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Hidden Power [Fire]
- Focus Blast

Klefki (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Foul Play
- Spikes

Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Fire Blast


This is a Xerneas team that I used.
 
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 168 Def / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Calm Mind
- Roost

Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Knock Off

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Hidden Power [Fire]
- Focus Blast

Klefki (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Foul Play
- Spikes

Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Fire Blast


This is a Xerneas team that I used.
>Just posting this to spark some discussion on the best metagame. Why Babiri Berry on Clefable?

Also is any Uber mon decent as a god because of a typing?
 
>Just posting this to spark some discussion on the best metagame. Why Babiri Berry on Clefable?

Also is any Uber mon decent as a god because of a typing?
The berry used because the normal monotype metagame uses it where it is used as a “steel type check” so Scizor doesn’t just auto-win against fairy teams.

Also yes the typing of the god matters a lot. In fact the types of Pokémon each god has is actually more important than how good the god on its own is.
 

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