Hello everyone; I'd be particularly interested in hearing your thoughts on Garganacl. Its effects on the OU metagame are fairly non-linear, which makes it a Pokemon that's less of an obviously oppressive entity in the metagame in comparison to past suspects. Because of this, there is much to be discussed.
If you'd like some place to start, try to answer some or all of the following:
1: What placement did you vote Garganacl in the latest tiering survey? Why?
2: What forms of defensive counterplay do you feel exist for it? How about offensive counterplay?
3: What Pokemon does Garganacl pair well with? How easily can it find itself on teams?
4: What are Garganacl's strongest Tera types in your opinion?
5: What sets do you feel are the strongest/most oppressive on Garganacl? Why?
6: What sets do you feel shouldn't really be considered as much? Why?
7: How pressing do you feel it is for Garganacl to be prioritized as an OU suspect in comparison to Shed Tail or Volcarona?
I'll add my thoughts to the fray later this weekend!
1. I gave it a 2 iirc. I don't think it's one of the major issues with the tier right now.
2. Counterplay typically revolves around (A) Covert Cloak (B) Regenerator cores (C) Bulky set-up Sweepers and (D) Wallbreakers
2. (A) Covert Cloak trivializes Garg and completely shuts it down unless it's ID+Body Press or Curse + EQ. ID+Body Press on its own is straightforward to play against without the additional threat of Salt Cure and Curse + EQ sets take a while to get going and lack immediate power. Stealth Rock + Protect sets become an immediate liability against teams with Covert Cloak users by giving away free turns.
2. (B) Stall can handle Garg through regenerator cores such as Toxapex/Amoongus etc. It's easy enough to switch in a regen pokemon on a Salt Cure, threaten it with Surf/Giga Drain and scare it out without it forcing progress due to the regen healing. This is also will typically force it to Tera early, limiting the risk of unpredictable Teras. You'll know by turn 4/5 of the game what it's Tera is.
2. (C) Set-up sweepers that don't get 2/3HKO'd by Garg can use it as set-up fodder and 1v1 it. Physdef Magic Bounce Hatterene is particularly good at doing this. +1'd STAB Draining Kiss is all it takes to reliably 1v1 Garg, no matter what it Tera's to. You can also fish for Sp Def drops with Psychic. Curse + EQ is the only Garg set that has a chance against this, and even then, if you start boosting your Calms Minds before it starts boosting with Curse, you usually win the interaction. Also has the added bonus of preventing it from setting up Rocks.
2. (D) Choice Band Meowscarada Flower Trick go brrrrrrrrrrr. Gholdengo Make it Rain also yeets it. Also applies to Tera Water and Tera Fairy, respectively. Meowscarada is particuarly good at beating Garg due to the way Crits interact with ID/Curse.
3. I've seen Garg work on quite a few different archetypes. It works well as the most offensive pokemon on a hard stall team. It also works as either a physical or special wall and can fit on most balance and offense teams. I don't think it's particularly suited to Hyper Offense as it slows the game down too much.
4. I've tried standard, Tera Water, and Tera Ghost. I had the most success with Tera Water, but that's probably more due to the fact that Tera Water plugged the biggest hole in my team at the time. All things being equal, I find that Tera Fairy is one of the best overall Tera's for defensive utility, and Garg is no exception. However, I have a hard time recommending it because it still gets yeeted by Gholdengo. Ghost is nice for spinblocking, but others do it better (looking at you Ting-Lu) and it feels a bit like a waste of a Tera to me.
5. Curse + EQ is my favourite set. I started running it back when ID + Body Press was the norm, and its surprise factor let it hit really hard and beat things that people weren't used to it beating. Curse + EQ has gotten way more prominent since then, and also more understood, allowing teams to more easily play around it. The newest development I've seen is the Block set. This set is kind of a match-up fish. My current team matches up pretty well against it so I find this to be one of easiest set's to punish because it can't really force progress unless it Blocks the correct pokemon. However, this is definitely a set that can be more lethal in the hands of a good player than a bad one. I'd imagine this set will be a bigger problem on the higher ladder than the lower ladder. The Stealth Rock + Protect set is probably its most flexible. You can stick this on pretty much any team and it works. However, it gets shut down the hardest by Covert Cloak.
6. My controversial hot take is that ID + Body Press was never a good set. It was bad then and it is bad now. It takes too many turns to get going, it relies on your opponent only having physical attackers, it gets hard-walled by Ghosts, and even with max Sp Def investment it still gets OHKO'd by enough things that it's not smart to just sit in and Iron Defense 2/3 turns in a row. This is the easiest Garg set to punish imo.
7. I voted 5 on Shed Tail (eject it into the sun, it's always been the problem) and 5 on Volc (with the caveat that I only voted 5 on Volc because I personally dislike it, probably a 3 otherwise, annoying but fine)
Overall I don't think Garg is a problem. I don't even particularly think Tera makes it significantly worse to deal with. The Tera's I've seen the most are Water and Fairy, and both have crippling weaknesses to very common Pokemon. It doesn't want to be Knocked Off, and also doesn't have immunities to any entry hazards. Hazard Stack teams can wear it down pretty quickly, especially considering Gholdengo's matchup against Garg. It also can't be both max Physdef and Max Sp Def at the same time so once you've sussed which it is, you can hit it on the other side. It also can't be all Tera's at once. If it goes Tera Water to beat Gholdengo, it opens itself up to Meowscarada and Rotom-W can freely pivot around it. If it goes Tera Fairy, it gets yeeted by Gholdengo. Tera Ghost gives it a Knock-Off weakness.
I think the problem people have with Garg is that it can do so many different things. But, the fundamental reason I
don't think it deserves action is because it can't do all of those things in the same set. And each set has weaknesses that can be exploited.
A couple calcs:
252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 4 Def Garganacl on a critical hit: 366-432 (90.5 - 106.9%) -- 43.8% chance to OHKO
252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 4 Def Tera Water Garganacl on a critical hit: 366-432 (90.5 - 106.9%) -- 43.8% chance to OHKO
252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 252+ Def Garganacl on a critical hit: 276-326 (68.3 - 80.6%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Gholdengo Make It Rain vs. 252 HP / 252+ SpD Garganacl: 338-402 (83.6 - 99.5%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Gholdengo Make It Rain vs. 252 HP / 252+ SpD Tera Fairy Garganacl: 338-402 (83.6 - 99.5%) -- guaranteed 2HKO after Leftovers recovery
+1 40 SpA Hatterene Draining Kiss vs. 252 HP / 252+ SpD Garganacl: 84-100 (20.7 - 24.7%) -- possible 6HKO after Leftovers recovery (19.8 - 23.5% recovered) - this calc doesn't look impressive, but in practice, it means you're
recovering more health per turn than you're losing. You lose 12% per turn on Salt Cure while gaining 25-29% back between Draining Kiss and Leftovers. If it tries to stay in and 1v1 you, it just becomes set-up fodder for Hatterene. Its only chance of beating you is if it's Curse + EQ, but it can only win the interaction if it starts Curse-ing before you start Calm Mind-ing.
TL;DR Gholdengo/Meowscarada/Hatterene is the anti-Garg core you're looking for.