Because clearly Hariyama / Mega Steelix / Piloswine have no reliable recovery outside of Rest, and Super Fang allows them to take half of that damage immediately.
Mega Steelix calc: 252 Atk Refrigerate Glalie Double-Edge vs. 252 HP / 0 Def Steelix: 115-136 (32.4 - 38.4%) -- 2.9% chance to 3HKO after Leftovers recovery
Hariyama: 252 Atk Refrigerate Glalie Double-Edge vs. 0 HP / 128 Def Thick Fat Hariyama: 151-178 (35.1 - 41.4%) -- guaranteed 3HKO
Piloswine: 252 Atk Refrigerate Glalie Double-Edge vs. 252 HP / 0 Def Eviolite Thick Fat Piloswine: 97-115 (24 - 28.4%) -- 96.9% chance to 4HKO I'm just gonna go ahead and assume people run some Def EVs but w.e
Mega Steelix cannot hold Leftovers, just saying. Double-Edge has a 98.3% chance to 3HKO Mega Steelix.
All of these Pokemon unable to switch-in and wall anything else after taking a Super Fang, if you don't see all the "hullabaloo" about a Pokemon that uses Super Fang in order to basically make anything that counters it useless besides things with Recovery, and things that beat Mega Glalie that have Recovery are:
Max Defense Thick Fat Miltank
Mega Glalie literally gets past 80% of its counters with relative ease considering after Super Fang at any time they're basically never able to switch into Glalie again, if you're wondering what the "hullbaloo" or whatever ban me please phrase that was
In this context, if I simply replace 'Super Fang' with 'Double-Edge', the very same scenario applies to all of them (except Piloswine), because Double-Edge's damage approaches Super Fang's damage anyway (in terms of 3HKOing targets), except Double-Edge can still threaten its main targets as opposed to dealing only 50% to them on the off chance they choose to stay in, without the need to predict with Super Fang. I am not doubting Mega Glalie's wallbreaking ability, what I am doubting is Super Fang's usefulness on it as it just seems
incredibly overhyped since it only hits a fair few targets significantly harder than Double-Edge already does. Sure, Super Fang can see use on more conservative Mega Glalie users (which are probably using Return over Double-Edge if they are conservative in the first place), but it occupies a moveslot that could allow Mega Glalie to fend off more targets that Super Fang by itself wouldn't help much against, such as Freeze-Dry, Earthquake, Ice Shard, Spikes, and even Taunt (to fuck with Miltank).
Pangoro's 58 Speed is horrendus, 95 / 78 / 71 doesn't really make up for its lackluster Speed. It has resistances to Ghost / Dark / Rock-types and has the immunity to Psychic but almost every Psychic and Ghost in NU currently has the room to run Dazzling Gleam at anytime, and if they don't then they all outpace Pangoro because it's depressingly slow. The metagame barely had to adapt, and I use the word adapt very loosely considering the only thing Dazzling Gleam doesn't allow you to hit is Steelix. So there's not much adapting going on.
No doubt Pangoro is not as much of a hassle for faster teams to deal with. The issue I find with Pangoro is how much pressure it applies to most defensive teams.
Single-handedly. I'll elaborate on this below...
So basically what you're trying to tell me is that if you don't run a single switch-in on defensive teams (Defensive as in apparently nothing with anything faster than 58 Base Speed) to Pangoro. Like Garbodor / Granbull / Weezing / Qwilfish / Phys Def Vileplume moonblast or not) are all pretty solid options to beat Pangoro, and Pokemon like Gurdurr have the ability to switch-in to it, although that's not a dedicated wall like the former 4 I posted about.
The bolded part makes me believe you've little experience how a wallbreaker Pangoro works; wallbreaker Pangoro runs
max speed, which outruns an absolutely huge majority of the walls in the tier, since it is not nearly as slow as Dragalge and Mega Camerupt. Those defensive measures you've mentioned can be very easily beaten if they don't tailor their movesets accordingly or even simply encounter the wrong set:
- Garbodor needs ~120 Speed EVs to even stand a chance against Pangoro, otherwise it gets OHKOed by +2 Life Orb Knock Off before it can do anything. Even if it does outspeed Panda and land a Drain Punch (albeit uninvested) off, the combined damage of
max damage Drain Punch, Rocky Helmet, Life Orb, and Aftermath would...leave Pangoro at 4%. It doesn't even get KOed from all that, and you need to ensure it doesn't get a Drain Punch off afterward too. This doesn't even go into the fact that attempting this would cost Garbodor valuable bulk it would like to have against other Pokemon in the tier, such as Kangaskhan, Zangoose, and Sawk, essentially rendering it less effective overall.
- Granbull gets OHKOed by +1 (after Intimidate) Life Orb Gunk Shot, and is KOed by +1 non-LO Gunk Shot after SR. The very same applies to Togetic.
- Weezing is one of the more solid counters to Pangoro, but even then it has several things to watch out for. If you see Mold Breaker, you can kiss your chances of walling Pangoro with Weezing goodbye right there (thus forcing you to pack
another check). However, Weezing can always get caught off guard by things like Taunt, Substitute, and Lum Berry, meaning it can get beaten down by Pangoro before it can handle the threat. Alternatively, all Pangoro has to do is hit Weezing on the switch with a Knock Off right off the bat (dealing ~42-50%), prevent Weezing from healing too much with Pain Split using weakened teammates, then simply plow through Weezing with +2 non-item Knock Off later on.
- Qwilfish is again one of the more solid Pangoro responses, however it faces much the same issues as Weezing does. While Qwilfish takes less damage from Pangoro by virtue of Intimidate, lacking a burning move (outside of Scald) means that it cannot cripple Pangoro as hard as Weezing does.
- Vileplume gets flat out OHKOed a majority of the time by +2 Life Orb Knock Off (93.8% chance to OHKO), and easily dying after any sort of residual damage. Relying on Effect Spore to save you is hardly reliable.
- If Gurdurr eats a Knock Off on the switch, it can do nothing about Swords Dance Pangoro next time Panda comes in. To add insult to injury, Pangoro's +2 Drain Punch will easily heal most, if not all the damage sustained by Gurdurr's Mach Punch, so Gurdurr won't even leave a lasting impression.
If these Pokemon fall to Pangoro, the rest of your defensive Pokemon are likely to follow suit.
But... I can't wrap my head around what a "un-overpreapred" defensive team actually is. Is it too hard running a plethora of Pokemon to beat Pangoro, given that 3 out of the 5 walls mentioned are able to set-up hazards it should be pretty easy to beat Pangoro on a regular basis. Considering I have been running bulky slow shit occasionally and have had no problem with Pangoro. But by your logic, it's too hard beating Typhlosion because even though I have a Lanturn and/or Hariyama, the rest of my team fears an Eruption from it.
You probably got off lucky not facing off against the Pangoro sets that are tailored to dismantle stall (Choice Band Pangoro is not as good as Swords Dance Pangoro at doing so). The scenarios I've listed above means that you need to prepare
2 responses for Pangoro alone in order to safely keep it in check, as Pangoro can easily afford different tweaks to its moveset which can vastly change its counters while hardly sacrificing any effectiveness on its part, and often times by the time you've figured out the tech Pangoro is running it can be too late. Very few other wallbreakers in NU has forced defensive teams to run 2
dedicated counters to it despite their varying sets, and they are nowhere near as devastating as Pangoro. Compared to something like Typhlosion and even Mega Glalie, Pangoro has a boosting move, a powerful spammable attack that removes held items, just enough bulk to shrug off uninvested neutral attacks, and to top it off, Pangoro can heal while doing damage, which only augments its bulk even further. Just to rub it in, it resists Stealth Rock as well.