Metagame Shared Power [Under Re-Construction!]

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AquaticPanic

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So I was wondering what people would think about going for an immunity spam team just to annoy everyone?

-Heatran (Flash Fire)
-Rhyperior (Lightningrod)
-Gastrodon (Storm Drain)
-Azumarill (Sap Sipper)
-Mismagius, Latios, Latios, Uxie, Azelf, Cresselia or even Vikavolt (Levitate + a Fighting resist - can use Washtom if a Fighting resist isn't needed due to 6th slot)
-The 6th slot is very flexible. You can go with Soundproof to beat Boomburst Spam, Dazzling/QM to ignore priority like FakeSpeed -ate spamming, Magic Guard to ignore hazards, toxic and to some extent Burn, Thick Fat to weaken Ice moves, Bulletproof to ignore things like Sludge Bomb and Shadow Ball or whatever (goes well with some of the levitate providers and Azu), Cloud Nine to take Weather out of the equation, Protean to make hitting your mons SE even more annoying, or just a good offensive ability to patch up that weakness.
I just battled one of these (With Magic Guard as last slot); It can work decently enough but I'm not sure of how good/bad it is (Since I battled it with a gimmicky team)

Either way, a combo I'm enjoying a lot is Simple + (Native) Speed Boost + Beast Boost (Moxie/Soul-Heart works too. If you have both (Moxie for Physical, Soul for Special) even better).
Basically you either Protect turn 1, getting +2 Speed, or you switch-in onto an easy kill, getting +2 to your attacking stat (+3 with Soul/Moxie). Every turn you gain +2 Speed; and you easly snowball onto the foe. Tho, you are limited to Scolipede, Sharpedo, Ninjask, Yanmega and Combusken as your only options since Speed Boost isn't passable. Still, they can do their job. Yanmega was in a team I made pretty much because it was made when I didn't realize Speed Boost wasn't passable, and really surprised me

Just be sure to have control over Priority. However, Unaware counters this strategy.

Also, here's the team I posted earlier with Scizor and all. Dusk Lycanroc took Mega Zard's place because of the Megas not passing abilities (Not sure if fixed), and Venomoth was scrapped for Moxie Scarf Krookodile (Sets below for anyone who wants to use them):

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower

Stakataka @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Protect
- Rock Blast

Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Anchor Shot
- Power Whip
- Shadow Claw
- Knock Off

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Aqua Jet
- Crabhammer
- Knock Off

Lycanroc-Dusk @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Accelerock
- Stone Edge
- Drill Run

Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Earthquake
- Rock Tomb



Also the ammount of meme teams you can make with this is amazing. Here are some I made for fun:

Rlly relisient against SE moves:
https://replay.pokemonshowdown.com/rom-gen7sharedpower-198441
https://replay.pokemonshowdown.com/rom-gen7sharedpower-198539
https://replay.pokemonshowdown.com/rom-gen7sharedpower-198545

Don't touch:
https://replay.pokemonshowdown.com/rom-gen7sharedpower-198458

Best team ever possible:
https://replay.pokemonshowdown.com/rom-gen7sharedpower-198512
 
Milotic @ Toxic Orb
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Recover
- Protect
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Earthquake
- Defog
- Protect
- Knock Off
Venusaur-Mega @ Venusaurite
Ability: Overgrow
IVs: 0 Atk
- Synthesis
- Leech Seed
- Giga Drain
- Toxic
Drampa @ Toxic Orb
Ability: Cloud Nine
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Protect
- Roost
- Glare
Quagsire @ Toxic Orb
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Protect
- Earthquake
Goodra @ Toxic Orb
Ability: Sap Sipper
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Fire Blast
- Dragon Pulse
- Protect

Team I made. Not super good, but eh. Anywaays, I see Drampa or Golduck or whoever becoming big in this meta, giving everything cloud nine, thus dismantling weather teams. I'm of course loving toxic orb + marvel scale, but Thick Fat I think will also be big. While its not an immunity, taking a lot less from ice beams or ice punches. Not a lot to contribute, just initial thoughts.
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
Milotic @ Toxic Orb
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Recover
- Protect
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Earthquake
- Defog
- Protect
- Knock Off
Venusaur-Mega @ Venusaurite
Ability: Overgrow
IVs: 0 Atk
- Synthesis
- Leech Seed
- Giga Drain
- Toxic
Drampa @ Toxic Orb
Ability: Cloud Nine
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Protect
- Roost
- Glare
Quagsire @ Toxic Orb
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Protect
- Earthquake
Goodra @ Toxic Orb
Ability: Sap Sipper
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Fire Blast
- Dragon Pulse
- Protect

Team I made. Not super good, but eh. Anywaays, I see Drampa or Golduck or whoever becoming big in this meta, giving everything cloud nine, thus dismantling weather teams. I'm of course loving toxic orb + marvel scale, but Thick Fat I think will also be big. While its not an immunity, taking a lot less from ice beams or ice punches. Not a lot to contribute, just initial thoughts.
The best way to kill a weather is to use another weather. And ftm megas can't share ability. Still interesting for a first team: I didn't really thought about how status could be used in this meta.
 
You’re right. It’s not supposed to do that. The way it’s supposed to work is that the first Pokemon in the team takes priority.
Unfortunately I don't think the server gives me an easy way to decide the order in which abilities are processed.
Levitate is also not working correctly. Latios does not spread Levitate to its teammates. All other immunity abilities work, however.

Sheer Force appears to be bugged or not spreading. Pokemon with Life Orb are still taking recoil damage after using a move like Liquidation, despite Nidoking being on the team.
Also, a bug i found is that Cloud Nine doesnt work either. it activates, but nothing happens.
These weren't working due to a typo. Sorry about that.
Megas aren’t working as they should either. It’s currently always stuck on the pre-mega ability, so Altaria will always offer Cloud Nine even after Mega Evolving and not Pixilate.
This should now be fixed, although I haven't tested it.
Fix this pls lmao,trace is BROKEN.
As a temporary workaround, I'm going to have to ban Trace from being shared.
 
Dragonite is dumb.

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Return
- Superpower

Crawdaunt @ Focus Sash
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Double-Edge

Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Liquidation
- Stone Edge
- Cross Chop

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Feint
- Return
- Earthquake

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Psychic
- Shadow Ball
- Focus Blast

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Wood Hammer
- Horn Leech
- Megahorn
- Stone Edge

Magic Guard makes it so I never have to worry about hazards or Poison/Burn, and it ensures I always get one Multiscale off as well as protecting Crawdaunt's and Barbaracle's Sashes. Grassy Surge is to break theoretical Psychic Surges, but I'm not entirely sure it's gonna be too useful. TC/Ad Grassy Surge Wood Hammers fucking hurt, though.
 

AquaticPanic

Intentional Femboy Penguin
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Community Leader
Dragonite is dumb.

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Return
- Superpower

Crawdaunt @ Focus Sash
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Double-Edge

Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Liquidation
- Stone Edge
- Cross Chop

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Feint
- Return
- Earthquake

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Psychic
- Shadow Ball
- Focus Blast

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Wood Hammer
- Horn Leech
- Megahorn
- Stone Edge

Magic Guard makes it so I never have to worry about hazards or Poison/Burn, and it ensures I always get one Multiscale off as well as protecting Crawdaunt's and Barbaracle's Sashes. Grassy Surge is to break theoretical Psychic Surges, but I'm not entirely sure it's gonna be too useful. TC/Ad Grassy Surge Wood Hammers fucking hurt, though.
A suggestion I'd make is to change pre-mega Pinsir's ability to Moxie so even if it isn't Mega it can still give a more useful ability to the team
 
So here is one big monster of a team

Meet pure destruction in physical form. It has Beast Boost from Blacephalon, Magic Guard from Clefable, Simple from Swoobat, Drought from Mega Charizard Y, Soul Heart from Magearna, and Solar Power Heliolisk.

Beast Boost/Soul Heart (With Simple) will grant Blacephalon/Charizard/Magearna +4 SpA, Swoobat/Heliolisk a +2 in SpA/Spe, and Clefable a +2 to Def/SpA.
Magic Guard prevents Toxic damage, Hazard damage, Solar Power recoil, and Mind Blown recoil. This allows Charizard, Swoobat, and Blacephalon to switch more often, gives everyone a free Choice Specs for a few turns under Drought, and makes Mind Blown a spammable move.
Simple helps Magearna, Swoobat, and Clefable with Calm Mind and Shift Gear respectively, and like mention before doubles Beast Boost and Soul Heart.
Drought works in conjunction with Solar Power as it gives everyone on the x1.5 boost to SpA, which has no downsides due to Magic Guard. Drought also boosts lots of the coverage moves like Fire Blast, Heat Wave, Solar Beam, and of course Mind Blown. In case for some reason you're not convinced at how powerful Mind Blown is with this abilities, here is the GOAT Special Wall (ft. Ho-oh and Reshiram) with 0 faints before:
252 SpA Solar Power Blacephalon Mind Blown vs. 252 HP / 252+ SpD Eviolite Chansey in Sun: 288-339 (40.9 - 48.1%) -- guaranteed 3HKO
252 SpA Solar Power Blacephalon Mind Blown vs. 252 HP / 252+ SpD Ho-Oh in Sun: 162-192 (38.9 - 46.1%) -- guaranteed 3HKO
252 SpA Solar Power Blacephalon Mind Blown vs. 252 HP / 252+ SpD Reshiram in Sun: 97-115 (24 - 28.4%) -- 97.5% chance to 4HKO
and after 1 faint:
+4 252 SpA Solar Power Blacephalon Mind Blown vs. 252 HP / 252+ SpD Eviolite Chansey in Sun: 858-1009 (121.8 - 143.3%) -- guaranteed OHKO
+4 252 SpA Solar Power Blacephalon Mind Blown vs. 252 HP / 252+ SpD Ho-Oh in Sun: 487-573 (117 - 137.7%) -- guaranteed OHKO
+4 252 SpA Solar Power Blacephalon Mind Blown vs. 252 HP / 252+ SpD Reshiram in Sun: 292-344 (72.2 - 85.1%) -- guaranteed 2HKO
You get the picture with Soul Heart and Solar Power.

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Shadow Ball
- Trick
- filler
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Calm Mind
- Fire Blast/Flamethrower
- Moonblast
Swoobat @ Salac Berry/Leftovers
Ability: Simple
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Stored Power
- Heat Wave
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Focus Blast
- Filler
Magearna @ Electrium Z
Ability: Soul-Heart
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shift Gear
- Ice Beam
- Thunderbolt
- Focus Blast
Heliolisk @ Choice Scarf
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Thunderbolt
- Dark Pulse
- Volt Switch

Now there are a few glaring weaknesses with the team. Specifically 3.
  • Flash Flare
  • Unaware
  • Other Weathers
These 3 can cause a lot of trouble for this Enola Gay team.
Flash Flare, especially those with decent SpD and resistance to the coverage will prevent you from just spamming too often, but isn't all that bad.
Unaware completely invalidates Beast Boost, Soul Heart, Shift Gear, Clefable's Calm Mind, and makes Swoobat's set weaker, but still functional. Solar Power will still make every Pokemon get a free Choice Specs tho.
Lastly, Other Weather is tied with Unaware to be a major killer of this strategy. It makes it extremely difficult to maintain the massive Damage Per Turn on Fire moves and the other Special moves, forcing extremely careful and aggressive predictions that will prevent the opponent from switching. Other weathers will also make it so that boosts from weather abilities like Swift Swim and Sand Rush will make it difficult to land a hit.
Tyranitar in General can be a pain to deal with, especially if the team has Unaware & Flash Flare.

Some other team options would be using other Magic Guard and Solar Power users if you want to switch around the team. Using a Mold Breaker user as a substitute for Heliolisk is a decent option, although this means you'll probably be using a physical attacker that is weakened by Intimidate, doesn't benefit from Soul Heart, and leaves the team without a Solar Power user.
 
Dragonite is dumb.

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Return
- Superpower

Crawdaunt @ Focus Sash
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Double-Edge

Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Liquidation
- Stone Edge
- Cross Chop

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Feint
- Return
- Earthquake

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Psychic
- Shadow Ball
- Focus Blast

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Wood Hammer
- Horn Leech
- Megahorn
- Stone Edge

Magic Guard makes it so I never have to worry about hazards or Poison/Burn, and it ensures I always get one Multiscale off as well as protecting Crawdaunt's and Barbaracle's Sashes. Grassy Surge is to break theoretical Psychic Surges, but I'm not entirely sure it's gonna be too useful. TC/Ad Grassy Surge Wood Hammers fucking hurt, though.
Why aren't you running Espeed on Dragonite?
 
This is an ability that I haven’t seen many people talk about.


Stakeout is an amazing ability that doubles your attacking stat when a target is switching out. While it’s not incredibly difficult to play around for players who see this in Team Preview, having a free nuke to just about any switch-in is really great. Gumshoos is a really horrible Pokemon obviously, but I believe it’s worth using on some teams due to how good Stakeout is.

I think this ability is more useful against more defensive teams that become easier to break due to the doubled attacking stat as they switch out, but it can still be good. Hyper Offensive teams will have to pick a sack a lot of the time. What do you guys think?
 
I've talked about Stakeout a bit in passing, but I'm still questioning it's use due to how situational it is. Still, the power it's capable of providing is absurd, and if people find a way to make regenerator stall work, I could see it getting a huge rise in usage. As it stands, most teams I've seen and had success with have been more straightforward offensive teams that get more mileage out of just pummeling the opponent until whatever mon that's currently out dies, so I don't think Stakeout is viable at this stage in the meta.

Also Hakuunite, I'm curious as to what your stance would be on banning the combination of specific abilities rather than abilities themselves? I don't have anything in mind at the moment, but I'll use a team I saw on ROM earlier as an example. The team carried Weak Armour, Competitive, Defiant and Simple, causing all mons on the team to receive a Shell Smash boost after getting hit. While I don't think this strategy is broken in this meta, I decided to use it as an example because it's a good showcase of abilities that are only as effective as they are because of the specific abilities they're being used in conjunction with. If the community decided something like this was broken, would you ban one of these abilities despite the fact that none of them are considered broken on their own, or would you be open to the idea of a complex ban on using specific abilities on the same team to avoid certain broken combinations?
 
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I've talked about Stakeout a bit in passing, but I'm still questioning it's use due to how situational it is. Still, the power it's capable of providing is absurd, and if people find a way to make regenerator stall work, I could see it getting a huge rise in usage. As it stands, most teams I've seen and had success with have been more straightforward offensive teams that get more mileage out of just pummeling the opponent until whatever mon that's currently out dies, so I don't think Stakeout is viable at this stage in the meta.

Also Hakuunite, I'm curious as to what your stance would be on banning the combination of specific abilities rather than abilities themselves? I don't have anything in mind at the moment, but I'll use a team I saw on ROM earlier as an example. The team carried Weak Armour, Competitive, Defiant and Simple, causing all mons on the team to receive a Shell Smash boost after getting hit. While I don't think this strategy is broken in this meta, I decided to use it as an example because it's a good showcase of abilities that are only as effective as they are because of the specific abilities they're being used in conjunction with. If the community decided something like this was broken, would you ban one of these abilities despite the fact that none of them are considered broken on their own, or would you be open to the idea of a complex ban on using specific abilities on the same team to avoid certain broken combinations?
I’m very much against the concept of complex bans in Shared Power. Thanks to Share Clause, there are actually 0 banned abilities and we have much more freedom as to how many abilities we can restrict. If something like that becomes broken in the metagame, we would ban the element that makes it broken rather than the combination of them. Banning specific combinations opens the door for an incredibly complicated banlist. Do we ban Sand Stream + Sand Rush? Intimidate + Regenerator?

On another note, I’ve seen several people making teams to make one specific Pokemon as good as possible, and I couldn’t disagree more. Switching is more common here than most metagames, so it is absolutely ideal to make all of your teamslots work. This is the problem with certain combinations like the one you’ve mentioned; while they may seem good, they involve the use of suboptimal Pokemon and can just fall to stronger teams. This was the idea behind the name of Shared Power, and the focus should be on the entire team in conjunction with each other.
 
Metagross @ Life Orb
Ability: Clear Body
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Hammer Arm
- Zen Headbutt
- Stealth Rock

Clefable (M) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Flamethrower
- Heal Bell

Magnezone @ Focus Sash
Ability: Magnet Pull
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Discharge
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch

Victini @ Life Orb
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- Reversal

Serperior (M) @ Life Orb
Ability: Contrary
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Leech Seed
- Taunt

Latios-Mega @ Latiosite
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Ice Beam
- Roost

So I have created a team, and good luck on OMotM in January, where all hazards are negated. Magic Guard from Clefable negates most hazards and Metagross's Clear Body negates Sticky Webs. Latio's Levitate helps Metagross, Victini and Magnezone. Magnezone's Magnet Pull is mostly for Victini. Victini also utilizes Serperior's Contrary. I don't have a Simple mon because I find immunity better than bigger boosts. Unsure if this team works because at the time of writing, ROM is down. I plan testing at home but if this works, tell me.
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
Rain + Simple Bulky Offense

Yeah I got a lot of rain bulky offense. But this time I don't even have a replay :/

1513618784733.png1513618816217.png1513618868857.png1513618889503.png1513618918486.png1513618945712.png
» Importable «

Easy strategy : You got two Shell Smash nukes (Omastar and Crustle) who -can set up in one turn thanks to simple -don't care about priorities thanks to dazzling -have a free turn thanks to sturdy -don't care to have their power or their speed reduce thanks to beast bosst and drizzle + swift swim.

"And what about unaware?" won't you tell me. Just know that not only those two mons can sweep teams. Choice band x Swift swim Bruxish is extremly strong, and Xukitree even without boosting can pierce through stalls. (And Swoobat has stored power.)

I haven't tried it yet, but in theory this team is barely unbeatable.
Thoughts?

EDIT: Change Xurk's Lefties with Damp Rock, and vice versa with Pelipper. And this team has a really reaaly bad time against Mold Breaker.
 
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So I have created a team, and good luck on OMotM in January, where all hazards are negated. Magic Guard from Clefable negates most hazards and Metagross's Clear Body negates Sticky Webs. Latio's Levitate helps Metagross, Victini and Magnezone.
The fact that you're using Levitate already ignores Spikes, Toxic Spikes, and Sticky Web, and even if you weren't, the presence of Contrary means that webs would give you a speed boost from anyone foolish enough to put those up. Clear Body isn't really doing anything here.
 
So isn't weather (aside from potentially hail) just kinda utterly broken? Six mons that can ALL set their weather, get a speed buff from it, get power boosts and other stuff like that? I mean sure, you could run a cloud nine mon, but literally all of them are straight trash and a waste of a teamslot. The only other thing that stops weather is opposing weather, and the whole meta has devolved into pointless weather wars.
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
So isn't weather (aside from potentially hail) just kinda utterly broken? Six mons that can ALL set their weather, get a speed buff from it, get power boosts and other stuff like that? I mean sure, you could run a cloud nine mon, but literally all of them are straight trash and a waste of a teamslot. The only other thing that stops weather is opposing weather, and the whole meta has devolved into pointless weather wars.
If I remember corectly, Weathers are in the watchlist.
 
Sorry for the small update, but you should expect to see a Shared Power VR out relatively soon. Keep in mind the rankings will be in a very early state and subject to change! We will use this thread for now to discuss VR noms. I’ll ask for noms to not happen until the VR is actually out!

On another note regarding Imposter and weather-inducing abilities- they will be put on the council vote for next week for sure. I’d like to see more discussion regarding the two, though, and especially replays since the metagame is in a very early stage (we were theorymoning just a day ago)!
 
So isn't weather (aside from potentially hail) just kinda utterly broken? Six mons that can ALL set their weather, get a speed buff from it, get power boosts and other stuff like that? I mean sure, you could run a cloud nine mon, but literally all of them are straight trash and a waste of a teamslot. The only other thing that stops weather is opposing weather, and the whole meta has devolved into pointless weather wars.
I actually haven't had a huge problem going up against weather, but I think that's mainly because the teams I've built all have specific ways of dealing with it so I can't comment on how much of a problem it really is, just that there are ways around it that don't involve Cloud Nine/Other weather. Though honestly, Drampa isn't as wasteful on a team as it sounds, and Altaria is pretty decent, as it can lend Cloud Nine early game and go Pixilate later on if Weather isn't an issue.

I’m very much against the concept of complex bans in Shared Power. Thanks to Share Clause, there are actually 0 banned abilities and we have much more freedom as to how many abilities we can restrict. If something like that becomes broken in the metagame, we would ban the element that makes it broken rather than the combination of them. Banning specific combinations opens the door for an incredibly complicated banlist. Do we ban Sand Stream + Sand Rush? Intimidate + Regenerator?

On another note, I’ve seen several people making teams to make one specific Pokemon as good as possible, and I couldn’t disagree more. Switching is more common here than most metagames, so it is absolutely ideal to make all of your teamslots work. This is the problem with certain combinations like the one you’ve mentioned; while they may seem good, they involve the use of suboptimal Pokemon and can just fall to stronger teams. This was the idea behind the name of Shared Power, and the focus should be on the entire team in conjunction with each other.
Fair enough, I briefly forgot about the restriction on sharing abilities vs outright banning them and you're right, that seems like a much better solution than outright banning them. Was just curious if complex bans were something you'd consider but I understand why you'd like to avoid them.

Sorry for the small update, but you should expect to see a Shared Power VR out relatively soon. Keep in mind the rankings will be in a very early state and subject to change! We will use this thread for now to discuss VR noms. I’ll ask for noms to not happen until the VR is actually out!

On another note regarding Imposter and weather-inducing abilities- they will be put on the council vote for next week for sure. I’d like to see more discussion regarding the two, though, and especially replays since the metagame is in a very early stage (we were theorymoning just a day ago)!
Impostor in it's current state is downright broken, it provides a mon with like, 11 abilities and also bypasses the way that abilities don't stack. Meaning a team with beast boost + impostor copying another team with beast boost will receive +2 to whatever stat. If the glitches with Impostor aren't able to be dealt with, I'm 100% in favour of it being banned, otherwise I'm not so sure, but still weary of it's potential.

Weather on the other hand is something I'm more conflicted over, it's a strategy that absolutely needs to be accounted for but I've yet to have an experience that made me think that it was significantly more broken than every other HO option in this meta.
 
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I've been having a lot of fun with a core of Cheek Pouch + Harvest + Multiscale + Prankster.

http://replay.pokemonshowdown.com/rom-gen7sharedpower-199643

While the donors for the first two aren't incredible, the strategy is so effective that even they become useful on this team, and Diggersby's movepool actually has a few decent support moves to make use of prankster. Trevenant is a bit of a weak link here but Harvest is so good that I can't get rid of it. It does have prankster Will-o-Wisp and Destiny Bond at least. I might scrap Thundurus for a different prankster user, and I'm not sure whether or not I'll be keeping Kommo-o, but if it goes, Comfey likely will as well. At any rate, I'm really happy with how this has been working out so far.

I know the bot's team isn't the greatest, but I think this replay does a good job at showcasing what this strategy is capable of considering the two deadliest mons on the team (Dragonite and Kommo-o) don't even see any use.
 
The fact that you're using Levitate already ignores Spikes, Toxic Spikes, and Sticky Web, and even if you weren't, the presence of Contrary means that webs would give you a speed boost from anyone foolish enough to put those up. Clear Body isn't really doing anything here.
Thanks for your input, so I have replaced Metagross with Deoxys-Defense.
Deoxys-Defense @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psycho Boost
- Psyshock
- Ice Beam
- Thunderbolt
 
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