
What are the best abilities for this Legends ZAAAA draft.
It is a legends ZA+AAA draft, I am confused about abilities to give them, any advice? I gave it the Team Building - Others Metagames because wasn't sure what's the best flair for this.

It is a legends ZA+AAA draft, I am confused about abilities to give them, any advice? I gave it the Team Building - Others Metagames because wasn't sure what's the best flair for this.
Was play today and saw this. They have changed the speed info thing.
Upon Mega evolving Mabosstiff uses the Mega Energy and some of its life force in order to create two younger forms of itself to protect it from attackers, it gains the ability As One so one Spirit can Intimidate and the other can act as a Guard Dog, this will make Mabosstiff able to Intimidate the opponents two times in the same turn making a lot more bulky. Its stats change to be a little more slower but a lot more bulky and hitting harder with 160 base attack, it also gains access to some Ghost moves like Grudge, Phantom Force, Shadow Ball, Shadow Claw & Shadow Sneak with the latter allowing it to pick off weak and faster targets.
I have reached highs (1700+ elo) and lows (1400- elo) in SV OU, and I felt myself having some lacks in confidence and certainty, not knowing if the problem is in the way I am playing or if the teams I am building have great issues and, despite my highs in elo, I can't say I am a good player yet if I don't know why I am succeeding (or failing).
Because of that, experienced players, how do you learn to know if the problem is in your skill or in your team?
So far I’ve been team building around sand for some time and in the format I’m playing in, I’m starting to lose hope and believe it’s entirely unviable.
The main problem with sand teams at least in gen 7 is that there is a much higher emphasis on total coverage within a team, as well as a huge need for stealth rock(understandably so because boots can’t save you yet)
The bane of sand teams seem to be wallbreakers, since unless your excadrill can sweep before lando t bullies it, you’re gonna have a deadweight that always gets countered. Most wallbreakers also have a lot of coverage whether it be the mamo stab, boltbeam, or a myriad of colorful types like thunderous’s boltbeam+fighting, or mega medicham who adds steel or psychic to its mix.
How do you exactly plan to counter wallbreakers, without inevitably sacking someone every time they switch it in, or worse, lead off with the wallbreaker. Most Pokemon good in sand don’t like any of the 4 mentioned moves that the majority of Mega Medicham runs. Besides that, barely anything barring full defense reuniclus and clefable can survive a 2 shot, but then you’re just wasting heals.
I also want to be able to use my own wallbreakers. I’ve see teams that try to build around sand. I think pokeaim tried one with agility thunderous t, but it didn’t work so well because it was hard to bring it in.
Tldr: sand sucks, how to counter wallbreakers with insane coverage options.
Ex: Mega Medicham, Shift Gear Magearna, Life Orb special kyurem,
Mamoswine is in a unfortunate grey area in terms of stats.
Its not frail, but its not bulky either with those middling defenses and solid hp
Its not fast but its not very slow either with its 80 Base speed.
It definitely hits very hard, but without being too fast or too bulky it may fall short of putting many holes in teams especially with modern powercreep thus its only UU nowadays.
And its even worse in VGC which is the metagame I moreso care about :<
With slush rush that speed gets patched up and it even gets a defense boost for more survivability.
In singles the classic chilly reception G. Slowking, with mamo holding choice band or even life orb becomes a serious threat!
Its myriad of weaknesses and existence of strong priority moves hold it back but its still really strong. Especially its own priority in ice shard keeping certain foes away.
Its especially strong in doubles too! With mega frosslass or ninetales it could do a lot of damage with extra aurora viel bulk too.
Repost for balancing and removing the speed boost. It will be VERY VERY VERY strong now but not Overpowered especially with modern power creep.
Gonna be Fr Headlong rush is mostly for thematic if its too strong then I see it being removed but personally I dont think it is. If ya lock yourself into it, you are very likely to be finished off by prioirty and various pokemon are immune to it too
Art link: https://www.deviantart.com/cararacap/art/Mamoswine-Pokemon-711158606
I love gallade, and i need to know. Would he be better with inner focus or sharpness? More damage sounds nice
Done this like a week or two ago and felt like doing it again. Just like last time, I tried to keep them balanced but still strong. What do you think?
Hey everyone! I thought of trying out some "Seven Deadly Sins" themed abilities after rewatching Fullmetal Alchemist Brotherhood, so for Week 1, you get "Gluttonous Stomach"! Since Gluttony was already taken, I had to go for a different (better) name.
Unlike Gluttony, which consumes a pinch berry at half health instead, Gluttonous Stomach is a far more devious Ability, especially in Double Battles, which is the competitive standard.
This ability only activates if you consume an item (Berries, Herbs, Seeds, Focus Sash). Using reusable items (Leftovers, Weakness Policy, Toxic Orb, Throat Spray) will not activate it. However, you will effectively and immediately take and destroy all other items on the field before the other Pokémon are able to use it (unless they already used their items before your ability could activate, like in a Terrain-Seed combo situation). You will consume their items regardless of whether its consumable or not. This acts as a passive, conditional form of multi-hitting “Knock-off”.
Unless you manage to get your Pokémon to hold another item, like with Bestow or Trick, or the ability Symbiosis, Gluttonous Stomach will only activate the turn the item is consumed, so you might want to strategize what item your Pokémon has and when you consume it if you want to get rid of your opponent's sash or White Herb.
Your ally’s item will also be consumed, so keep that in mind. You could add it into your strategy by having a Pokémon with Unburden or Sticky Hold. Pokemon with Sticky Hold will not lose their items.
One counter to this is to Trick/Switcheroo the Pokemon's consumable item with your non-consumable item. This is another layer to keep the ability from being too broken.
As for Pokemon, I can really only think of Swalot and Snorlax, and maybe Morpeko as users of this ability, but you can always put it on other Pokemon, like Guzzlord or Wailord if you want to expand this ability from being too much of a rare signature ability.
Anyway, keep an eye out for next week's next deadly sin ability!
Quick explanation on each ability:
Mastermind - Probably the most absurd ability here which gets realistically held back by the fact Mega Malamar gets oneshot by a single U-Turn. Intimidate users are punished by this as they would just intimidate themselves (lmao) and set up sweepers would be punished as they would just be helping the other side max out their stats. Also set up on the users side would be insane as if Mega Mar calm minds it would duplicate the boost to its partner. I imagine there would be a crazy amount of interactions from this single ability.
Auxiliaries - Essentially Parental bond but with 3 strikes instead of 2 strikes. I didn't want to just make this a strict upgrade to Parental bond so a passive evasion nerf would make it more stressful when getting targeted by lower-accuracy moves. I guess its somewhat thematic because more units = easier to target.
Mucus body - Allows Mega Eelektross to keep its niche as the only pokemon with no weaknesses while allowing it to use electric terrain as a trade from its loss of a full immunity. There's already 5 levitate Megas anyway so I don't think we need any more. Also its kinda thematic as mucus traps irritants like dust and keeps your body healthy.
Silver skin - The ability everyone secretly wants for Mega Scrafty (Wonder skin would be cool but its still getting washed by a single moonblast). Would give it a great niche in switching into strong fairy-type attackers like Mega Floette and Sylveon while leaving it with a great solid defensive profile of only having two weaknesses (fighting + flying).
Abilities:
Refrigerate, Snow Warning and NEW Multiscale
Stat Changes:
Atk: 77 to 64
Def: 72 to 85
SpA: 99 to 112
SpD: 92 to 100
Spe: 58 to 66
New Moves:
Moonblast, Aurora Veil, Volt Switch, Recover, Power Gem, Magic Coat, Focus Blast
I think Aurorus would actually be viable and possibly even good in OU as a lead, despite its terrible typing. The role compression it provides as a pivot, rocks setter, and veil setter is so valuable imo.
Plus it becomes incredibly bulky on the physical side as if you invest in defence and go bold, it is almost as bulky as regirock under snow
So I'm generally pretty new to these competitive battling and really have little idea what I'm doing. I know I picked some faster and heavy hitting, some pretty defensive, and some just to hit hard as a whole. I'd just like some pointers
Ice type needs somthink to be good again
Can someone explain to me how I took no damage, because I have no idea if Dancer happened to make this move ineffective.
EDIT: I got my answer that I needed as to why Psychic wouldn't work. So from my understanding, because Gardevoir traced Dancer, it got locked into Revelation dance, as that was the move I used. Because it got locked into Revelation Dance, due to it holding specs, it couldn't use Psychic more.
Idea/concept: everybody knows that person who does things without thinking, whether it’s a stupid stunt, a bad bet, a terrible investment, or rushing to fight while unprepared off of impulse. These pokemon are impulsive rushing into a fight due to anger, arrogance, or foolishness, forget to take a second and consider their strategy.
Ability effect: Pokemon forgets their held item for a turn, held item effect is ignored for first turn on the field and on the first turn after switch.
Interactions:
Choice items - the effects of choice items will be ignored once per switch in, meaning you can select a move without being locked in, until the following turn, this also means you won’t receive the boost from the choice item. after the first turn on the field (meaning both the first turn of the game and the first turn after switching in) the items effect will return, being locked in to one move and also receiving the item effect.
Assault vest: items effects are ignored the first turn on the field , you can use a non attacking move for the first turn in the field, item effect reactivates the following turn.
Berries: item will not activate until even if conditions for activation are met the first turn on the field, if activation condition is still active (and Pokemon is alive + has item still) berry will be consumed.
Healing items (leftovers, black sludge, shell bell) - items effect will be ignored for the first turn on the field, in the case of black sludge item damage (provided it’s not a poison type) will also be ignored.
Toxic/flame orb - item will not status Pokemon for the first turn on the field.
Focus slash - item will not work the first turn, you can die in one hit while holding focus slash until the following turn.
Mega stones/ items that work like mega stones: ability does not work on these items, you can still mega evolve on the first turn.
Effect on meta: item essentially allows the user to phase a turn of restriction or benefit of an item and do something they couldn’t normally do while holding the item. These users also hide their items and its effects for a turn
Infernape: with access to numerous setup moves including nasty plot and agility, infernape can run specs/scarf with a setup and become a sweeper. Infernape still struggles with poor bulk, and is walled by bulky ground/fire types, still being one shot by most ground types or a strong water attacker. Not having its item effect active during the first turn might be detrimental. I’d say it rises to RU and maybe gets banned.
Primeape: poor base stat total, poor bulk and middling speed, and lacking access to setup moves that could be valuable combined with a band/ scarf primeape does not make very good use of this ability. Remains in ZU.
Bisharp: the current evolite set is strong and it is completely outclassed by its evolution. I can see a niche set with a swords dance choice band/ or just a regular choice band set. Remains in RU
Granbull: generally a shitry pokemon suffering from gen 2 syndrome, it does learn bulk up and has serviceable Hp. I can see a niche AV bulk up set that can make it a decent damage sponge as well as attacker. Hard to see it making it out of ZU, maybe a ban if it’s lucky.
Zangoose: honestly one of the better users, decent stats all around with attack and speed standing out, with access to both agility and swords dance it can run either band or scarf to become a fast strong attacker, rises to NU and maybe gets banned.
This ability might fit better on other Pokemon, any recommendations drop them on the comments and as to why it might work. If I missed the mark on my analysis let me know as well.
Edit: yes granbull does not fit, it used to be one of my favorite mons and I’ve been trying to make an ability it fits with to no avail. I had the picture ready on canva so I just slapped it on here. Don’t worry about it too much 😂
Edit edit: thanks for the praise everyone, didn’t think this ability would interest so many people, and yes I spelt “impulse” wrong three different times, I apologize 😭
#Artwork By [VORT3XSN1PER](https://www.reddit.com/r/fakemon/s/H05igKTzqg)
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#[Cryno](https://www.reddit.com/r/fakemon/s/hjYTbl23vP)
**Type:** (**Ice**)
(HP-70/Attack-80/Defense-70/Sp.Attack-35/Sp.Defense-45/Speed-50) BST-350.
**First Ability:** [Hustle](https://www.serebii.net/abilitydex/hustle.shtml).
**Second Ability:** [Refrigerate](https://www.serebii.net/abilitydex/refrigerate.shtml).
**Hidden Ability:** [Slush Rush](https://www.serebii.net/abilitydex/slushrush.shtml)
**Evolution:** Lv40.
#[Horniceros](https://www.reddit.com/r/fakemon/s/hjYTbl23vP).
**Type:** (**Ice**/**Fighting**)
(HP-90/Attack-125/Defense-100/Sp.Attack-70/Sp.Defense-60/Speed-75) BST-520.
**First Ability:** [Sheer Force](https://www.serebii.net/abilitydex/sheerforce.shtml).
**Second Ability:** [Refrigerate](https://www.serebii.net/abilitydex/refrigerate.shtml).
**Hidden Ability:** [Slush Rush](https://www.serebii.net/abilitydex/slushrush.shtml).
**Movepool:** Ice-Shard, Ice-Fang, Ice-Spinner, Icicles-Spear, Icicle-Crash, Mountain-Gale, Avalanche, Ice-Hammer, Glacier-Lance, Ice-Beam, Blizzard, Hail/Snowscape, Brick-Break, Close-Combat, Superpower, Focus-Blast, Bulk-Up, No-Retreat, Rock-Slide, Stone-Edge, Stealth-Rock, Bulldoze, Headlong-Rush, Earthquake, Earth-Power, Iron-Head, Thief, Bite, Crunch, Thunder-Fang, Thunderbolt, Thunder, Lunge, Surf, Megahorn, Headbutt, Body-Slam, Double-Egde, Giga-Impact, Hyper-Beam, Substitute, Protect, Sleep-Talk, Sword-Dances, Zen-Headbutt, Rest, Poison-Jabs, Toxic.
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#And that’s the Wholly Rhino Pokémon by [VORT3XSN1PER](https://www.reddit.com/r/fakemon/s/H05igKTzqg).
**Horniceros** is an **Ice** & **Fighting** Type, with good bulk on its Physical side, being 90/100/60, as it’s Special Defense of 60 is below average, but **Ice** Types aren’t known to be very good at being bulky, but has good 125-Attack, but it’s mostly help from its abilities.
First it’s [Sheer Force](https://www.serebii.net/abilitydex/sheerforce.shtml), that gives a 30% Boost to its attacks, and special attacks, while [Refrigerate](https://www.serebii.net/abilitydex/refrigerate.shtml) turns **Normal** Types attacks into **Ice** Types with an 20% Boosts, and finally [Slush Rush](https://www.serebii.net/abilitydex/slushrush.shtml) that doubles its speed in snow.
With **Sheer Force** & **Refrigerate** increasing its Attacks, and some Special Attacks, with 70 being decent for **Sheer Force**, and **Slush Rush** doubling its 75-Speed, it can hit hard and fast, **Horniceros** could be decent in **RU** as being **Ice** Type could still be detrimental as it’s bulk won’t help it much, but with good support, **Horniceros** could be **UU** as it does have a good Movepool in Ice, Fighting, Electric, Rock, Ground, Steel, Dark, Bug, and Poison, so overall **Horniceros** can be strong as 125-Attack is still hits hard.
This flesh devouring monster takes a lot of inspiration from the Evil ass Piano from Mario 64, and I decided to translate that into a scary ass sweeper. Phantique's stats are pretty beefy besides lacking a good speed stat unless you run Trick Room, but its Hidden Ability Speed Boost could potentially patch it up, but if you're looking for of a VGC 'mon Insomnia would pretty more useful allowing it corner Amoonguss with almost nothing to do. Its movepool has all it really needs with Poltergeist, Shadow Ball, Flash Cannon, Iron Head, First Impression, Leech Life, Crunch, Alluring Voice, Body Press, Wood Hammer, High Horsepower, Stomping Tantrum, Psychic, Psychic Fangs & Boomburst, plus access to both Nasty Plot and Swords Dance. Its signature move "Time Out" is a somewhat healing move as it has decreased priority and heals back the damage it had lost only from that turn, allowing it to recover from a really strong attack but can easily be baited to wasting PP by the enemy using a Set up move or Taunt.
(This is part of a weekly series. See this post for information on my general methodology, links to previous entries, and a list of pokemon I plan to cover in the future. If you want to make suggestions for other pokemon you want me to cover, please make those suggestions on that post.)
Accelgor
Bug type
Moves:
In my Escavalier review, I mentioned that my decision to only give Escavalier 60 special, while it made perfect sense when covering Escavalier in a vaccum, put Accelgor in a rather awkward position if I even wnated to review it in the future. Accelgor and Escavalier are counterparts to each other, and the interest of fairness would favore keeping their base stat totals as close to each other as possible, but doing this when Escavalier only has 60 base special means giving Accelgor only 60 base special, instead of the 100 it could have otherwise have - an obvious letdown to any Accelgor fans in the audience. In this review, I went with the 60 special, because that's what I would consider the closest approximation of what Game Freak would have done if they were making both Accelgor and Escavalier in Gen I, but if you want to, you can imagine that Accelgor has 100 base special instead - it doesn't really make that much of a difference, because Accelgor has much bigger problems to worry about.
So Accelgor, uh, does not learn moves. I mean, it has some interesting stuff to play with - It would be the fastest pokemon in the game, even faster than Electrode, with access to Recover, Agility, and Acid Armor, but this thing just cannot deal damage. It gets non-stab normal moves off of 70 base attack, and it gets Mega Drain and Acid, which both have 40 base power, and that's it. Even with 100 base special, it's not going to be doing much with Mega Drain as its only special attack. It also has absolutely atrocious physical bulk, with only 40 base defense. Recover is not enough to make up for this - you get 2HKOd by so many things that you're stuck just hitting Recover every turn, until you inevitably get paralyzed, and the you're super fucked because Accelgor has absolutely nothing going for it other than its speed. It would be one thing if Accelgor could do something of impact during the scant few turns it gets to be alive, but all it can really do is click a Body Slam that can't even 4HKO Persian without a crit, and pray that you get lucky and inflict paralysis (Accelgor would have a 28.3% crit chance that it could also get lucky with, but Accelgor could land 3 crits in a row and still not KO Tauros, much less anything with serious bulk, so Accelgor's crits just aren't that valuable).
This thing, with 60 special or 100 special, is never so much as getting a whiff of OU, and it proably isn't even seeing UU, because what can it even do? But for all its glaring flaws, Accelgor would be a fairly unique pokemon in the context of RBY's roster - it's a fast Recover user with no Thunder Wave, but relatively high physical attack, which gives it a markedly different niche from other recover users. In PU, it would be competing with Porygon and Staryu, both of whom benefit from much better offensive movepools and TWave access, but Porygon is very slow, even by PU standards, and Staryu is even more fragile than Accelgor. If Accelgor found itself dropping to ZU (or even lower), it would become the only pokemon with non-Rest recovery that would be legal in the tier, which would definitely secure it some kind of niche.
(Before anyone asks, because it's been a while since this has come up, Acid Armor and Quick Attack are incompatible because Shelmet and Accelgor learn different moves by level up. To have an Accelgor with Acid Armor you have to raise it as a Shelmet to a level well past the level where Accelgor would learn Quick Attack, and since there's no move relearner in RBY, you would never be able to legitimately learn Quick Attack. Every other move that only one or the other can learn via level up is either a TM move, or is learned early enough as Shelmet or late enough as Accelgor that it creates no notable conflicts)