Inheritance Inheritance (Drought Banned!)

Don Vascus

Certified Wednesday Poster
is a Community Contributoris a Tiering Contributor
Original idea by Snaquaza.

Approved by UT and Isaiah
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Art by ThatStepStone

Inheritance

Any Pokemon in the metagame can "inherit" the moves and ability from a certain Pokemon. It has to inherit both the moves and the ability. You may only use the moves and ability from that Pokemon, so you lose your own (Unless you choose to inherit your own moves/ability). The game will just check if there's any Pokemon with it as a legal combination.

Council
:seismitoad:Don Vascus
:kartana: pannu
:iron valiant: anaconja
:Dunsparce: Dunfan
:volcarona: BijouMode

Rules

Mechanic:
Any Pokemon can inherit any Pokemon's movepool and abilities, replacing theirs.

Clauses: Standard OMs, Ability Clause = 1, Sleep Moves Clause, Terastal Clause, Donor Clause (see below)

Bans:


Donor Clause
• You cannot inherit from banned Pokemon
• No two Pokemon on your team may inherit from the same evolutionary line. The purpose of this rule is to encourage diversity, not to ban broken things.
You cannot Inherit from Toxapex and Mareanie on the same team
You cannot Inherit from Rotom-Wash and Rotom-Mow on the same team
You can Inherit from Vaporeon and Jolteon on the same team


Strategy:

With the ability to inherit from any Pokemon, a lot of Pokemon can use their typing and stats coupled with another mon's movepool and abilities and become even better than before. Iron Hands can inherit Unaware from Quagsire and act as a potent defensive wall, or Sneasler can inherit from Perrserker to run an incredibly strong attacking set with Tough Claws. Inheritance leaves a lot of room to experiment and innovate, new combinations are always possible to discover!

Additional Rules / Clarifications:
  • The pokemon you borrow the moves and abilities from is called the donor. The pokemon that uses them and you send out in battle is called the inheritor.
  • When discussing a specific set for Inheritance a common notation people use is "donor!inheritor". For example, this set would be called Bramblin!Gholdengo as I'm taking Bramblin's movepool and abilities and using them on Gholdengo.
  • To inherit a moveset, simply give one Pokemon any combination of moves and ability that is legal on another (remember you lose your own moves and ability when inheriting). The game will just check if there's any Pokemon with it as a legal combination.
  • Donor Reveal Clause: The game will reveal the donor of each pokemon as they switch in.
  • Pokemon-specific items only work if the right pokemon is the inheritor. For example, a Marowak inheriting from Lucario gets the bonuses from Thick Club, but a Garchomp inheriting from Marowak does not get the boosts of the Thick Club.
  • All factors for the legality of a Pokemon are checked when checking for donor, including IV legality, shiny legality, gender and item needed. In other words, your Inheritor will be forced to be of whatever gender the donor is, If the donor can't be shiny so can't the inheritor, and in order to inherit from non-base Ogerpons, you have to use the respective mask as your held item (The masks will still do nothing if you aren't an Ogerpon).
  • The paradox versions of the swords of justice and the legendary dogs have some oddities when it comes to using them as donors or inheritors. Usually this is fixed by running max IVs on everything, but using them as donors tends to straight up not validate. Please understand as they'll get fixed soon

Resources:
- Sample Teams
- Viability Rankings
- A Comprehensive Guide to Inheritance by Me!
- Guide on Hazard Stacking in Inheritance by BijouMode
 
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Don Vascus

Certified Wednesday Poster
is a Community Contributoris a Tiering Contributor
Inheritance Viability Rankings
Last Updated: 27/03/24 (DD/MM/YY)



S- Rank
:gholdengo:
Gholdengo (Lati@s, Bramblin, Itself)
:iron hands: Iron Hands (Arcanine-Hisui, Illumise, Clefairy)

A Rank:

A+ Rank

:Corviknight:Corviknight (Fletchinder, Squawkabilly, Arcanine-Hisui)
:goodra hisui:
Goodra-Hisui (Cyclizar)
:great tusk:
Great Tusk (Quagsire, Ursaring, Skeledirge)
:kyurem:
Kyurem (Rampardos, Clefairy, Tauros)
:Primarina:
Primarina (Comfey)

A Rank
:darkrai: Darkrai (Clawitzer, Chi-Yu)
:Enamorus therian: Enamorus-T (Espeon, Clefable, Clefairy)
:Landorus therian: Landorus-T (Roaring Moon, Gumshoos, Hariyama)
:roaring moon: Roaring Moon (Perrserker, Cinderace, Bruxish)
:sandy shocks:
Sandy Shocks (Rampardos, Landorus-I)
:sneasler: Sneasler (Perrserker, Lurantis, Liligant-Hisui)
:Suicune: Suicune (Quagsire, Pawmot, Pincurchin)
:urshifu rapid strike: Urshifu-RS (Crawdaunt, Malamar)
:zapdos galar: Zapdos-Galar (Decidueye-Hisui, Braviary-Hisui, Lurantis)

A- Rank
:annihilape:
Annihilape (Garganacl, Gholdengo, Ceruledge)
:gouging fire:
Gouging Fire (Regidrago, Salazzle, Arcanine-Hisui)
:iron moth:
Iron Moth (Rampardos, Clefairy)
:Ogerpon hearthflame:
Ogerpon-Hearthflame (Itself)
:Thundurus therian:
Thundurus-T (Clefairy, Tauros)
:ting lu:
Ting-Lu (Clodsire, Persian-Alola, Cyclizar)
:toxapex:
Toxapex (Quagsire, Pawmot, Toedscruel)
:walking wake:
Walking Wake (Dragalge, Regidrago)
:zapdos:
Zapdos (Clefairy, Persian-Alola, Frosmoth)

B Rank:

B+ Rank

:blissey: Blissey (Clefable, Volbeat, Clefairy)
:deoxys speed:
Deoxys-Speed (Indeedee, Inkay, Spidops)
:fezandipiti: Fezandipiti (Chimecho, Cyclizar, Tornadus-T)
:garchomp: Garchomp (Baxcalibur, Ursaring, Haxorus)
:snorlax:
Snorlax (Mienshao, Cyclizar, Lucario)
:terrakion:
Terrakion (Lycanroc-Dusk, Arcanine-Hisui, Malamar)

B Rank
:chansey:
Chansey (Clefable, Volbeat, Clefairy)
:gliscor:
Gliscor (Clodsire, Fletchinder, Squawkabilly)
:goodra:
Goodra (Cyclizar)
:Infernape: Infernape (Tauros, Rampardos)
:iron boulder:
Iron Boulder (Lycanroc-Dusk, Arcanine-Hisui, Bruxish)
:iron crown: Iron Crown (Venomoth, Chimecho, Latios)
:Landorus:
Landorus-I (Rampardos, Braviary-Hisui, Glimmora)
:moltres: Moltres (Clefairy, Skeledirge, Volcarona)
:thundurus:
Thundurus-I (Clefairy, Tauros)

B- Rank
:heatran:
Heatran (Clefairy, Skeledirge)
:keldeo:
Keldeo (Clawitzer, Dragalge)
:Mamoswine:
Mamoswine (Hitmontop)
:muk alola:
Muk-A (Clodsire, Cyclizar, Mienshao)
:raging bolt: Raging Bolt (Lati@s, Driftblim, Clefairy)
:Registeel:
Registeel (Cyclizar, Clodsire, Arcanine-Hisui)

C Rank:

C+ Rank

:barraskewda:
Barraskewda (Meowscarada, Cinderace, Basculegion)
:Deoxys Defense:
Deoxys Defense (Espeon, Clefable, Garganacl)
:hatterene:
Hatterene (Comfey)
:swampert:
Swampert (Clodsire, Cyclizar, Alomomola)
:zarude:
Zarude (Rillaboom, Maushold)

C Rank
:baxcalibur: Baxcalibur (Minccino, Hitmontop, Cetitan)
:dusclops: Dusclops (Swalot, Gastrodon)
:kingambit: Kingambit (Lokix, Clefable, Clodsire)
:slither wing:
Slither Wing (Lokix, Decidueye-Hisui)
:ursaluna bloodmoon:
Ursaluna-BM (Dudunsparce, Itself)
:Ursaring:
Ursaring (Dragonite, Lucario)
:Zoroark hisui:
Zoroark-Hisui (Toxtricity, Tauros, Kommo-O)
 
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HiZo

我が為に苦しめ。我が為に狂い泣け。我が為に死ね。
is a Programmeris a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
I have been told I can abuse revival blessing, so here's my dumb set.

:sv/bellibolt:
Pawmot (Bellibolt) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Volt Switch
- Revival Blessing

I do not know which rotom works best for this set. But a defensive RestTalk pivot seems like it can work here, especially with natural cure so you can heal consistently instead of playing the sleep odds.

EDIT: I have been told Bellibolt is better.
 

Lots of nutty possibilities this gen, but I'd like to zoom in on Cyclizar. Even with Shed Tail banned, it has a great movepool and Regen is sweet. Off the top of my head, a Shift Gear set could support:
  • Meowscarada (SG+Power Whip+Knock Off+Fire Fang/Overheat)
  • Gyarados (SG+Aqua Tail+Acrobatics+Knock Off/Power Whip)
  • Kingambit (SG+Knock Off+Iron Head+Fire Fang)
  • Baxcalibur (SG+Ice Spinner+Wild Charge+Outrage)
  • Corviknight (SG+Iron Head+Acro+Roost/U-Turn)
  • Chien-Pao (SG+KOff+Ice Spinner+Fire Fang)
Anything off-STAB here could also be replaced with Tera Blast to become a dedicated Tera sweeper.

On the other end of the spectrum, an AV+Regen with Rapid Spin, Knock Off, U-Turn, and Dragon Tail could go on Ting-Lu, Brute Bonnet/Wo-Chien, Kingambit, Umbreon, Goodra, Slither Wing, Garchomp, Tinkaton, Dudunsparce, and probably others depending on the team's needs. Making tweaks to add STAB if desired, of course.

Suffice to say, I think the concept of a "Cyclizar slot" is going to be salient for many teams.

And now for something stupid:
Skeledirge (Iron Moth) @ Salac Berry / Petaya Berry
Ability: Blaze
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Torch Song
- Belch
- Earth Power
- Substitute
 

KaenSoul

Shared:Power Little Knight
is a Community Leaderis a Community Contributoris a Tiering Contributoris a member of the Battle Simulator Staff
Community Leader
Some bad sets

:sv/tauros-paldea-water:
Gallade (Tauros-Paldea-Water) (M) @ Choice Band
Ability: Sharpness
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Cutter
- Sacred Sword
- Trick
- Knock Off / Psycho Cut
Psycho Cut hits pex, but knock is rare and therefor extra valuable this gen, a SD set could also be nice, but I just want to click buttons.

:sv/iron hands:
Pawmot (Iron Hands) @ Leppa Berry
Ability: Iron Fist / Volt Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Mach Punch / Close Combat
- Revival Blessing
- Volt Switch
- Thunder Punch
Lol

:sv/dragapult:
Annihilape (Dragapult) @ Leftovers
Ability: Defiant
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Rage Fist
- Drain Punch
- Taunt
This may actually be decent, set up and force battle with Taunt, Rage Fist is a fair and balanced move as much as pult is a fair and balanced mon.

:sv/pyroar:
Dudunsparce (Pyroar) @ Heavy-Duty Boots
Ability: Rattled
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Flamethrower
- Calm Mind
- Roost / Earth Power / Focus Blast
Ok this may just be a meme, but there must be something you can do with Dudunparce's wide movepool even if the abilities aren't that good.
 
Can we inherit from unreleased? I find a set interesting, it’s
Gholdengo @ Focus Sash
Ability: Toxic Debris
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Mortal Spin
- Spikes
- Stealth Rock
- Flash Cannon
I chose it because it’s immune to both Spins. It could be Pult, but I think there’ll be a lot of Glimmora leads so Steel should be valuable.

I have also thought of this
Vespuquen (Dragapult) @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Hex
- Toxic
- Taunt
Some hard Toxic PP stall.

The Doughy Dog (Blissey) @ Heavy-Duty Boots
Ability: Well-Baked-Body
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Tera Blast
- Wish
- Yawn
- Protect
Now you do have a Chi-Yu switch-in, with a nice little Wish
 
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:sv/Maushold: -> :sv/Cyclizar:
Maushold (Cyclizar) @ Wide Lens
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Population Bomb
- U-turn
- Tidy Up
- Beat Up/Bite
Any Normal type attacker gets dramatically better by inheriting from Maushold. Population Bomb is an insane move on Maushold, imagine using it on something that has a passible or good attack stat, like Cyclizar or Staraptor. Oh wait, you don't have to imagine, you can just go use it.
:sv/Bombirdier: -> :sv/Tyranitar:
Bombirdier (Tyranitar) @ Choice Band
Ability: Rocky Payload
Tera Type: Rock
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Stone Edge
- Sucker Punch/Brave Bird/Drill Run
- U-turn
This might be a problem. Bombitar gets the Dark moves that Tyranitar always dreamed of, and gets the insane wall breaking power of Rocky Payload on its STAB Rock moves, that can be boosted even further by Terra, making it powerful enough to OHKO even Skarm and Pex with a Neutral move.
Code:
Terra Rock 252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Toxapex: 294-346 (96.7 - 113.8%) -- 81.3% chance to OHKO
Terra Rock 252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Skarmory: 312-368 (93.4 - 110.1%) -- 62.5% chance to OHKO
Terra Rock 252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Clodsire: 271-319 (58.4 - 68.7%) -- guaranteed 2HKO
Terra Rock 252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 4 Def Ting-Lu: 226-267 (43.9 - 51.9%) -- 74.2% chance to 2HKO after Stealth Rock
Bombirdier's coverage options also make countering this kinda hard. Ting-Lu resists Dark and Rock but is weak to U-Turn, Bulky fighting types like Great Tusk resists all of those but are weak to Brave Bird, Kingambit and Tinkaton are vulnerable to Drill Run.
 
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drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
I'm 99.99% sure that Rage Fist is banworthy. So let's post sets before it goes!

:sv/iron_valiant::annihilape:
Iron Valiant @ Life Orb / Leftovers
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Drain Punch / Close Combat
- Rage Fist
- Taunt / Ice Punch

This is similar to Kaen's set. I'm trying to emphasize that Rage Fist is broken coverage too.

:sv/iron_hands::annihilape:
Iron Hands @ Leftovers
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Thunder Punch
- Bulk Up
- Rage Fist
- Drain Punch

Oh look Iron Hands being op with op stuff in yet another meta.

:sv/chi-yu::torkoal:
Chi-Yu @ Choice Specs
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Earth Power
- Solar Beam
- Fire Blast

What is a 'wall'?
252 SpA Choice Specs Chi-Yu Eruption (150 BP) vs. 248 HP / 8 SpD Eviolite Chansey in Sun: 360-424 (51.2 - 60.3%) -- guaranteed 2HKO

:sv/Iron_Hands::breloom:
Iron Hands @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance / Bulk Up
- Thunder Punch
- Drain Punch
- Facade

Hello it is I, the banned AAA set, back without Ice Punch

EDIT:
Ok one more set
:sv/gholdengo::espathra:
Gholdengo @ Leftovers
Ability: Speed Boost
Tera Type: Fairy / Psychic / Ghost / Steel / Fighting
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Dazzling Gleam / Shadow Ball / Flash Cannon / Tera Blast
- Roost / Protect

Speed Boost is 100% broken and always has been. The only donor right now is Espathra but it has tools for both bulky abusers such as Gholdengo and more purely offensive abusers such as Armarouge.

Gholdengo in particular is fat, strong, has an excellent typing to set up with, and likes the Speed but isn't so slow it needs +3 to outspeed anything. Espathra has both its STABs and a good coverage choice to pair with Stored Power, along with recovery.

One thing I haven't mentioned is Lumina Crash. The -2 SpD to anything that tries to switch in makes it much tougher for anything to reliably eat hits from.

:sv/armarouge::espathra:
Armarouge @ Choice Specs
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Lumina Crash
- Dazzling Gleam
- Shadow Ball / Energy Ball / Tera Blast
- U-turn / Trick

Armarouge @ Life Orb / Heavy-Duty Boots
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Lumina Crash
- Dazzling Gleam
- Shadow Ball / Tera Blast
 
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Donald (Roaring Moon) @ Choice Band
Ability: Stakeout
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Ice Punch
- Earthquake
- U-turn
Here’s another AAA banned ability, if you predict well you opponent might be taking some damage.
252 Atk Choice Band Huge Power Roaring Moon Earthquake vs. 0 HP / 0 Def Iron Valiant: 374-441 (129.4 - 152.5%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Roaring Moon Crunch vs. 252 HP / 252+ Def Toxapex: 220-259 (72.3 - 85.1%) -- guaranteed 2HKO

None of the bulk doubler abilities have recovery so this meta is going to be hard.

Édit: It was banned in gens 7 and 8 and in BH, just not atm.
 
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Tinkaton (Kingambit) @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Knock Off
- Gigaton Hammer
- Ice Hammer / Stone Edge / Fake Out

Tinkaton’s movepool means Kingambit actually gets Knock Off and boasts a truly nuclear Gigaton Hammer, especially with it keeping Swords Dance. Last slot is for coverage or utility. Mold Breaker is also a pretty decent ability for a bulky SD sweeper to have, especially given how anything can have Unaware should it choose in this meta.
Maushold (Cyclizar) @ Choice Band/Silk Scarf
Just want to say you probably want to run Wide Lens over these abilities for increased accuracy on Population Bomb.
 

Don Vascus

Certified Wednesday Poster
is a Community Contributoris a Tiering Contributor
Donald (Roaring Moon) @ Choice Band
Ability: Stakeout
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Ice Punch
- Earthquake
- U-turn
Here’s another AAA banned ability, if you predict well you opponent might be taking some damage.
252 Atk Choice Band Huge Power Roaring Moon Earthquake vs. 0 HP / 0 Def Iron Valiant: 374-441 (129.4 - 152.5%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Roaring Moon Crunch vs. 252 HP / 252+ Def Toxapex: 220-259 (72.3 - 85.1%) -- guaranteed 2HKO

None of the bulk doubler abilities have recovery so this meta is going to be hard.
Sorry to be the one to remind you of it, but stakeout is free in AAA

In fact, stakeout was never even thought of as broken last gen in inh, mainly because it was locked to thievul's mediocre movepool. The only mon that could use its movepool was grimm, which was only scary strong when you switched into it, notably not being able to 2hko intim celesteela on the switch, and it was terrible at forcing switches due to its poor speed.

However, gumshooos fixes both those issues. Its wider movepool means more pokemon can use it, potentially fast pokemon that can force switchins like the prehistoric megamence set you showed, and it has higher bp options to give as stabs, like earthquake, to mons like old Donfan, which can leverage the higher bp to net more kos. On top of that, users of stakeout especially benefit from tera'ing into the same type, as the tera boost patches the lacking power when not forcing switches and allow them to force more switches due to the higher power. Overall something to keep in mind
 

Don Vascus

Certified Wednesday Poster
is a Community Contributoris a Tiering Contributor
Double posting! i can do that


Sorry you guys but i think stall is gonna dominate inheritance for now


First:

The big bodies

:dondozo: :ting lu:


These behemoths. These monsters. These absolute units

+2 252+ Atk Kingambit Gigaton Hammer vs. 252 HP / 252+ Def Ting-Lu: 364-429 (70.8 - 83.4%) -- guaranteed 2HKO after Leftovers recovery (100.00% chance to 2HKO after accuracy)

252 Atk Life Orb Sheer Force Iron Hands Thunder Punch vs. 252 HP / 252+ Def Dondozo: 289-343 (57.3 - 68%) -- guaranteed 2HKO (100.00% chance to 2HKO after accuracy)

They are FAT.

252 Atk Life Orb Sheer Force Iron Hands Thunder Punch vs. 252 HP / 252+ Def Corviknight: 307-367 (76.7 - 91.7%) -- guaranteed 2HKO (100.00% chance to 2HKO after accuracy)

About 33% fatter than your average wall.
Pair them with anything! Intimidate, Immunity abilities, The Salt Rock thing's movepool, regular ass good utility, and of course....


Unaware

:quagsire: :clodsire: :Skeledirge:

Setup is dead! Drop swords dance on all your teams. Quagsire/Clodsire has toxic moves to force damage, rocks AND spikes, haze to stomp attempt to break through with stored power, and Skeledirge has wisp to further punish physical attackers, encore to punish a lot of things, and torch song to boost, on top of both having quite a flexible movepool being able to give stabs to a lot of mons. check it:

Clodsire (Dondozo) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Liquidation
- Stealth Rock
- Toxic

But of course, the strength of unaware is on the fact that any pokemon can have access to this bevy of good moves. Status, hazards and recovery alone can carry the defensive utility of any base body, and you have two to fit on your team! Corv, Pex, Future Hariyama, the blobs, Goodra, all can come from the wood works to ruin your specific setup sweeper. However, you may be surprised to find out there are better ways of stopping setup that straight up using the ability that make you ignore boosts. Yes, there's something even worse


Sableye

:sableye:

Prankster Encore is straight up better at stopping setup than unaware. Its true! Any time you think theyll press a setup move, or a move you dont like for that matter, you can go to your sableye donor and make them encore, and use the free turns generated from there to force them out or eliminate them outright. Also it has the best way to stop physical attackers in general: Prankster Will o Wisp!

Sylveon @ Leftovers
Ability: Prankster
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Recover
- Dazzling Gleam
- Calm Mind

This set might be able to 1v1 alot of stuff between Prankster CM, Prankster Wisp, And Prankster Recover. This malign mon doesnt stop at these crimes; it has wide utility in its movepool, with moves like Knock, Thunder Wave, Nasty Plot, Trick, Bulk Up, Night Shade, and what have you, so you can get creative with your inheritor. Here:

Sableye (Chansey) @ Eviolite
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Recover
- Encore
- Knock Off / Night Shade


This set is guaranteed to piss many people off between its obsene special bulk, its surprisingly solid physical bulk, and the two most annoying moves sab has to offer.


Lastly, shout outs to the salt rock guy:

Garganacl (literally anything) @ Leftovers
Ability: Purifying Salt
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Body Press
- Iron Defense
- Salt Cure
- Recover

Between Salt Cure being the most annoying move to ever exist and Iron Press being universally useful you can just give these four moves to any pokemon with good physical bulk and a decent defense stat and it will still do work. Salt Rock donors are gonna be the only way to save us from PHeal guys





oh and also Inh is live on the main server! you can go run Maushold!Ursaring and die horribly to a corv with helmet! Have fun!
 
Bagon (Roaring Moon) @ Life Orb
Ability: Sheer Force
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Rush
- Crunch
- Iron Head
- Dragon Dance

Bagon has the cool and unique combination of Sheer Force + Dragon Dance, and Roaring Moon seems to be a decent fit for its movepool. You don't get any recovery or pivoting, which sucks, but in exchange you get a lot of immediate power, which is useful when defensive behemoths like Ting-Lu can run Unaware (though they're still hard to break). For reference, compared to BE Tera Flying Acrobatics, Crunch is a bit weaker, while Dragon Rush is noticeably stronger (when Arceus blesses you with a hit). Roaring Moon also benefits from immunity to Prankster.

Some other options are Dragon Claw/Outrage if you prefer to hit your attacks (with their own disadvantages), Brick Break for Kingambit, Zen Headbutt to hit Great Tusk/Iron Hands harder, and maybe Substitute. Bagon also gets Fire Fang, Thunder Fang, and Rock Slide, although I don't think these are particularly useful in many cases.

I chose Steel as Tera type for STAB on Iron Head and to turn the tables on Fairies, but other options include Dark, Dragon, Poison, and Fairy (possibly with Tera Blast).

252 Atk Protosynthesis Roaring Moon Acrobatics (110 BP) vs. 252 HP / 252+ Def Dondozo: 160-190 (31.7 - 37.6%) -- 91.8% chance to 3HKO

252 Atk Life Orb Sheer Force Roaring Moon Dragon Rush vs. 252 HP / 252+ Def Dondozo: 191-226 (37.8 - 44.8%) -- guaranteed 3HKO

252 Atk Life Orb Sheer Force Roaring Moon Crunch vs. 252 HP / 252+ Def Dondozo: 153-181 (30.3 - 35.9%) -- 39.8% chance to 3HKO

252 Atk Life Orb Sheer Force Dark Tera Type Roaring Moon Crunch vs. 252 HP / 252+ Def Dondozo: 205-242 (40.6 - 48%) -- 59.8% chance to 2HKO after Stealth Rock

252 Atk Life Orb Sheer Force Dragon Tera Type Roaring Moon Dragon Rush vs. 252 HP / 252+ Def Ting-Lu: 239-283 (46.4 - 55%) -- 98.8% chance to 2HKO after Stealth Rock

252 Atk Life Orb Roaring Moon Brick Break vs. 252 HP / 0 Def Kingambit: 385-458 (95.2 - 113.3%) -- 75% chance to OHKO

+1 252 Atk Life Orb Sheer Force Roaring Moon Zen Headbutt vs. 252 HP / 0 Def Great Tusk: 367-434 (84.5 - 100%) -- 18.8% chance to OHKO after Stealth Rock

+1 252 Atk Life Orb Sheer Force Roaring Moon Zen Headbutt vs. 252 HP / 0 Def Iron Hands: 434-512 (84.7 - 100%) -- 43.8% chance to OHKO after Stealth Rock
 
I was going to rejoice that Masq has returned so Suicune x Masq has returned but the lack of Suicune, Scald, and Roost hurts defensive/bulky QD sets. On the plus side, offensive QD sets are still a thing.

Masquerain (Iron Bundle) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Hydro Pump
- Ice Beam
- Giga Drain
This would be good if Iron Bundle wasn't banned. Oh well I tried.

Its not the best I can come up but it will have to do for now. 2 ability limit is annoying.
Breloom inherit is back for poison heal antics.
Not sure if I will play this gen, but intrested to see what everyone comes up with.
As for Stall Teams...
Clodsire (Ting-Lu) @ Leftovers
Ability: Water Absorb / Unaware
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Toxic
- Recover
- Stealth Rock
 
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Gimmicky

You give me chills, I've had it with the drills
is a Smogon Discord Contributoris a Contributor to Smogon
You thought Meowscarada's trickscarf was annoying?

Chien-Pao @ Choice Scarf
Ability: Protean
Tera Type: Ice / Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Tera Blast / Play Rough / Low Kick
- Trick

Meowscarada gives a great movepool for Chien-Pao to inherit from, including a limited distribution Knock Off and a highly spammable STAB U-Turn. Protean may have been nerfed, but it's still perfect for a hit and run attacker. The only real downside is no reliable Ice STAB. Tera Ice can fix this, while Play Rough or Low Kick can round out your coverage nicely. Tricking your scarf allows you to cripple defensive enemies or opposing set-up sweepers.
 
some sets i've used, piggybacking off of some earlier posts:


Squawkabilly (Corviknight) @ Rocky Helmet
Ability: Intimidate
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- Foul Play / Taunt
- Roost
- Parting Shot / U-Turn

almost forgot this parrot thing existed, and also didn't expect it to get parting shot. can punish reckless setup with foul play and intimidate + parting shot is insanely annoying to deal with for the opponent. i used this in a few battles to great effect; it's very reliable in stopping most physical attackers and gets a lot of free pivoting opportunities. unfortunately these are also the only viable moves it has, making it extremely predictable, and with the current dex I can't really imagine anything outside of corv inheriting from it effectively.


Cyclizar (Goodra) @ Assault Vest
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Dragon Tail
- Knock Off
- Thunderbolt / Iron Head / Overheat / Rapid Spin
- U-turn

someone mentioned shift gear cyclizar earlier, but given its scattered movepool filled with viable to semiviable moves I think a standard regenvest set is also a pretty good use for it. In fact, it has everything (phasing, knock, pivoting) that a regenvest user would typically want. generally capable of checking a lot of the strong special attackers (particularly torkoal inheritors and quiver dance spam) running about, and depending on the third move and tera-type it should also be capable of checking specific threats, like iron bundle or espathra inheritors. roaring moon also works but the quad fairy weakness hurts.


Skeledirge (Great Tusk) @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Slack Off
- Will-O-Wisp
- Roar

pretty standard fat unaware set, it has fewer weaknesses than ting-lu on the physical side, and given how everyone and their mom gets cc this gen I can see this being more viable than ting-lu simply due to the cc/bpress neutrality. ting-lu can run the same set but may fear the fighting-types running wild at the moment.


Pelipper (Iron Bundle) @ Choice Specs / Heavy-Duty Boots
Ability: Drizzle
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Surf
- U-turn

psea bundle at home, and arguably better given the lack of scales/desoland users to check it unlike in aaa. most drought users in this meta won't appreciate switching into a surf or hydro. unfortunately lacks freeze dry but that's a sacrifice i'm willing to make. opposing waters are theoretically an issue but i imagine specs tera water surf/hydro are 2hko's on most checks regardless of a resistance. the following calc, for reference:
252 SpA Choice Specs Tera Water Iron Bundle Hydro Pump vs. 252 HP / 252+ SpD Toxapex in Rain: 147-174 (48.3 - 57.2%) -- 45.7% chance to 2HKO after Black Sludge recovery


Garcanacl (Dondozo) @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Salt Cure
- Iron Defense
- Recover

don vascus mentioned garg earlier and i see dondozo as one of its chief inheritors. can't be statused, free ghost resist, and can annoy things with salt cure. pretty self explanatory, i can imagine it being very annoying and absurdly hard to take down but haven't had a chance to use it much myself. max spdef is also a set if that suits your fancy.
 
Grafaiai (Toxapex) @ Red Card
Ability: Unburden
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Swords Dance
- Acrobatics
- X-Scissor



I made a offensive Toxapex. Swords Dance for more damage. Red card for Unburden. Acrobatics for coverage and it's Unburden. Gunk shot for STAB. X-Scissor for coverage and Flying Tera for STAB Acrobatics. This is dumb I know
 
been about 2 weeks since i last posted, and i've built and played a fair amount of inheritance since. built quite a few teams some of which i'll share later, but first i wanna put down some of my thoughts on the meta as it is given no tiering has yet been done. since don vascus mentioned it a few posts up, i think it's appropriate to start off with...

THE FAT
:Dondozo::Great-Tusk::Ting-Lu::Toxapex::Blissey::Roaring-Moon::Goodra::Iron-Hands::Gholdengo::corviknight:

it's no secret that this gen introduced a lot of bulk to play around with and this reflects even greater in inh with the increased set variety; with quag/clod and decent regens in cyclizar/slowking it's pretty easy to get the initial impression that this meta is one that tends towards being more slower and balance/stall oriented, and what better to start off with than what i think is one of the defining pokemon of the current meta...

THE GLUE
(for sample sets, click on the pics of each mon)


it's not even a remote exaggeration to say that dondozo is one of the most consistent pokemon i've used thus far. courtesy of its excellent pure water typing and massive bulk, dondozo has a multitude of viable sets that are easily built around and incredibly reliable. it's not winning any awards for versatility or surprise factor, but even if the opponent anticipates dondozo's exact set just from team preview it's still an extremely reliable staple pokemon that is almost guaranteed to help make progress or prevent it throughout the course of any battle.

THE GREAT WALLS

despite its excellent bulk, dondozo alone can't stem the tide of powerful breakers that litter the metagame. 8pp on all its recovery hurts quite a bit, and its extremely passive nature renders it mostly useless against taunt or setup especially without unaware, not to mention that special breakers easily punish it just for existing. for that, we have other fat mons that can readily take its place or share some of the burden. great tusk and ting-lu both have great physical bulk, and great tusk in particular is significantly less passive and more versatile than dondozo. toxapex fulfills much of the same role as dondozo, although with markedly less physical bulk, but in exchange gains some special bulk, valuable resistances to fighting and fairy as well as an immunity to toxic. blissey rounds off the fattest mons with its nearly mandatory ghost immunity and massive special bulk. chansey can be run over blissey, but its susceptibility to hazards is a huge detriment to its viability.

THE SUPPORT

these are pokemon with utility in checking very specific pokemon or providing support in specific scenarios but are less generally splashable than THE GREAT WALLS. typically they're more reliant on their abilities and typing to accomplish their specific goals and have less bulk overall. they might be harder to slot into many defensive cores but the resistances/immunities and utility they provide can be valuable to many teams.

THE REGENVESTS

regenvesters (inheriting from cyclizar) fit well on most playstyles because of cyclizar's fairly good support movepool, and are important checks to the likes of iron bundle, dragapult, gholdengo, iron moth, and much more due to their longevity and bulk. given how prominent hazards are with clod and quag getting every hazard under the sun, a consistent spinner/knock spammer with good longevity is also an asset to many teams.

PHEAL?? MAYBE??


poison heal, especially bulk up sets on iron hands, have the potential to win certain matchups entirely on their own, but losing to the strongest breakers in the meta i.e. mane, pult, bundle, valiant, tusk, moth, etc. isn't a huge selling point, not to mention breloom's hilariously shallow movepool. that said, poison heal is still poison heal.

that just about wraps up most viable defensive options in the current meta. there are certainly other pokemon with some potential in this regard, but imo it's not really worth deviating from these options unless you have a seriously good reason for doing so. with that out of the way, i can move on to...

THE FIREPOWER
:Flutter-Mane::Dragapult::Iron-Bundle::Iron-Moth::Iron-Valiant::Great-Tusk::Iron-Hands::Ting-Lu::Roaring-Moon::Chi-Yu::Chien-Pao: ... and more ...

the current metagame is littered with incredibly powerful offensive threats that if not prepared for can easily steamroll entire teams with little to no effort. with that in mind, i think it's appropriate to start off with...

THE GHOSTS


i was originally planning to group these with the other special breakers, but in my mind these two are so strong that they deserve an entire section of their own and imo are some of the most banworthy threats in the meta right now. pult is faily versatile and its dragalge set from last gen is as strong as ever. very little is going to be wanting to switch into its draco outside of blissey and adapt shadow ball is as good as it's ever been. mane is much more one-track, but its sheer power and stabs easily make it one of the most daunting pokemon to switch into in the metagame right now. both are incredibly fast and have the capacity to easily revenge kill due to their speed tiers - pult in particular outspeeds everything outside of scarfers or weather boosted mons. both are generally checked by blissey but both have their ways of getting around it (outrage, taunt for pult; psyshock, taunt for mane). generally extremely oppressive in the builder and failing to check either usually translates to a loss.

THE PREMIER WALLBREAKERS


these rely on their strong stabs and high attacking stats to blow holes through teams. they might lack bulk but it doesn't matter because they're incredibly difficult to switch into. most teams should have some way of checking these lest they get steamrolled in 6 moves by them. iron moth's drought eruption in particular is incredibly difficult to handle; even blissey gets obliterated by specs (47.4 - 56% to 252/252+ WITHOUT tera). it is incredibly susceptible to hazards, but it is an incredible amount of pressure on the opponent to prevent a spin or defog given how many pokemon could viably run hazard removal in this metagame. iron bundle's adaptability and drizzle sets are no less scary to face given its speed tier, and iron valiant's tough claws cb set is capable of nearly 2hko'ing even physdef dozo with cc (49.6 - 58.5%). all of these can run scarf to revenge kill although the most effective in this respect is probably moth.

THE OTHER WALLBREAKERS AND SWEEPERS

there do exist other wallbreakers, but they're all lacking in some aspect and mainly should be run to patch up some missing offensive synergy or to beat specific pokemon. tusk and iron hands have low spdef and mediocre/bad speed as well as poor matchups against all of the aforementioned powerful breakers. kingambit can resort to sucker or utilize its defensive profile for easy setup, but struggles with its poor speed and against most of the unawares. roaring moon lacks immediate power on its stabs and struggles with some of the most common defensive pokemon in the tier, especially tusk and dozo. in addition, all of these with the exception of gambit involve a fairly high opportunity cost of not being able to use their more defensively inclined sets.

THE LEADS

rather than listing specific inheritors, here i'll just list donors that are notable for what hazard or lead benefit they may provide. sample sets still here, but under each individual donor rather than by inheritor. these don't encompass all viable leads, but should give an idea of what the lead metagame may look like.

WEATHER SETTERS

i don't think dedicated weather playstyles will be enormously consistent, but they nonetheless have a place in the metagame that should be respected. as with leads, listed by viable donor rather than inheritor. abomasnow has a niche here but due to its lack of pivoting or longevity i'd say it's mostly outclassed by slowking as a dedicated weather setter.

STAKEOUT

stakeout does what it always has. forcing lose/lose decisions on the opponent will always be a good thing and while the only genuinely viable stakeout donor is gumshoos, that alone is enough to make some nasty stakeout sets. great tusk especially is incredibly difficult to switch into.

obviously there's more stuff but this encompasses most of the stuff i think will be at least somewhat common in the metagame. with that all done i'd wrap up my thoughts on the metagame with my personal current threatlist:

SHOULD BE BANNED
:Flutter-Mane: Flutter Mane

SHOULD AT LEAST BE WATCHLISTED
:Dragapult: Dragapult
:Iron-Moth: Iron Moth/Drought
:Iron-Bundle: Iron Bundle

THINGS THAT MIGHT PROVE TO BE UNBALANCED OR UNCOMPETITIVE IN THE FUTURE
:Gumshoos::Spidops: Stakeout
:Pawmot: Revival Blessing
:Primeape::Annihilape: Rage Fist

i've spent way too much time on this post already so i'll just leave some of the teams i've built and be done lol

:Iron-Bundle::Iron-Valiant::Dragapult::Dondozo::Roaring-Moon::Great-Tusk: - hail (built with Jay'sAlt)
:Gholdengo::Ting-Lu::Flutter-Mane::Dondozo::Roaring-Moon::Great-Tusk: - stakeout tusk balance/bo
:Iron-Moth::Ting-Lu::Hatterene::Blissey::Iron-Hands::Great-Tusk: - trick room
:Iron-Bundle::Iron-Valiant::Dragapult::Dondozo::Barraskewda::Great-Tusk: - rain + revival blessing

many thanks to Jay'sAlt, helped me build and form my current opinions on this meta.
also once again, if you missed it, click on pictures of each individual mon in the overview for sample sets.
 
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I got some new meta stuff I want to try out, also I hope this meta gets selected for April OM's.
(Lokix) Slither Wing @ Choice Band
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Axe Kick
- U-turn
- ???

Man lokix's movepool is limited

(Dudunsparce) Zoroark-Hisui @ Choice Scarf
Ability: Serene Grace
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Shadow Ball
- Flamethrower
- Earth Power

Boomburst Zoroark Crazy???

(Dragonite) Greninja @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- Hydro Pump
- Extreme Speed

Wow dragonite has a deep movepool.

Sorry Idk how to use Pokemon images so this looks out of place but Inheritance seems so fun.
 

Don Vascus

Certified Wednesday Poster
is a Community Contributoris a Tiering Contributor
It is a known bug that has happened since last gen with specifically slowbro and slowking, due to them basically sharing a movepool and abilities
 

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