Pet Mod TeraMax [Grand Finale]

Hey guys, with the recent uptick in TeraMax's popularity is very welcome, and in light of Pet Mods Primier League 3 being on the horizon and the likelihood of TeraMax's inclusion being high, we decided to do alot of battoes to get an updated gist on the current state of the meta, and we decided to act accordingly, by implementing a few key nerfs on certain still deemed problematic Pokémon, while bolstering a few buffed threats that have been slacking off in viability in the tier, in order to make the mons worthwhile.

Low Kick / Grass Knot and Heat Crash / Heavy Slam both now affect D-Max/G-Max Pokémon - doing 120 BP damage and 40 BP damage respectively. Giving Pokemon consistent 120 BP damage moves to the dominant slot on an opposing team while not completely invalidating Heavy Slam users gives these users more options to utilize against the GMax/DMax goats without making Heavy Slam and Heat Crash be completely invalid options for movesets.

In addition to that, we are removing the phazing immunity from G-Max mons specifically. Since these Pokémon no longer have a turn limit to how long they can stay on tge field, the immunity still being in place is rather archaic and actually contributes to G-Max's dominance. So Roar, Whirlwind, Circle Throw, Dragon Tail and Red Card now all phaze out G-Max users.

:ss/Kingler::ss/kingler-gmax:
-All Fighting moves

:ss/copperajah-gmax:
-Stamina, +Bulletproof

Steel type G-Max Pokémon have been documented as being some of the most problematic threats in the tier, as their natural movepool, usually great defensive typing and stat distribution make them extremely efficient at racking up stat boosts. Max Knuckle, Max Steelspike and Max Quake all partnered to make an unwallable and unbreakable tank out of these Pokemon. All Steel type G-Maxes were guilty of this fact, but Copperajah and Kingler were seen as the most gross offenders of this due to their additional toolkits that cranked these attributes to the eleventh.

Kingler could rack up Attack boosts with Def + SpD, and then if that wasn't scary enough, could instantly threaten a sweep with Anger Shell proccing. Without access to Max Knuckle, this should make Kingker be much more reliant on its ability to make any offensive leeway versus the opposing team. This also helps to balance Base Kingler, who is surprisingly very difficult to wall thanks fo Tough Claws Close Combat being essentially a third STAB option.

Copperajah is similar, but exploits Stamina to free up Steelspike's slot for its Spike stacking Steel signature, making insane progress. This nerf here makes it have to drop its Spike stacking abilities for regular Max Steelspike, while also not making it take advantage of stuff like U-turn and Knock Off. This should make it far easier for the foes to deal with since doing damage to it doesn't inherently make it harder to face.

:ss/flapple::ss/flapple-gmax:
-10 Attack, +10 SpD

Flapple felt a bit too strong of a wallbreaker here, so we reverted it's attack stat to its standard levels of 110. Make no mistake though, the other buffs it gained still allow both its base form and it's G-Max form to be dangerous threats for any team. Now that +10 SpD might allow it to live a hit it couldn't before probably.

:ss/appletun-gmax:
-Grassy Surge, +Marvel Scale

We felt that Appletun-G- Max could force progress versus the opposing team far too easily thanks to GSurge providing a host of offensive and defensive benefits alike, making it hard to wall and hard to take down. Marvel Scale is in our opinion a much more limited but still interesting ability to use on Appletun, and it really is great regardless.

:ss/darmanitan-galar-zen:
-Freeze Dry

Whoops, Fast Ice types with Freeze Dry are powerful? Who could have seen this coming? Jokes aside, we have seen this dance done before - Freeze Dry on the right Ice types generally push them too far as offensive threats, and Darm-G-Zen was no exception. It's extremely powerful and has borderline perfect coverage between Ice Beam + Fire Blast + Freeze Dry.

With these nerfs in mind, I believe we finally hit a point of equilibrium and balance in the tier.

We also decided to buff the most lackluster of threats that have been "buffed" in the tier, in order to make the efforts of submitters not go to waste.

:ss/iron-thorns:
-20 Atk, +10 Def and +10 Spe

Iron Thorns doesn't use it's Attack stat, so we decided to redistribute its stats some more, giving Thorns extra PhysDef and more importantly jumped the 87 to 89 speed tier creeping threats like Flapple, Great Tusk and Togekiss.

:ss/iron-leaves:
-10 SpA, +10 Spe
+Horn Leech
, Power Whip
Psyblade now also does 1.5 damage under Electric Terrain


Iron Leaves essentially got zero changes in the transition, only getting Bitter Blade (not useful) and Psyblade getting a sidegrade. Getting better Grass STABs outside of Leaf Blade, and Psyblade getting an upgrade will ensure that it can be a real threat in the metagame, without being too good of a threat.

:ss/scream-tail:
Poison/Fairy
+Toxic, Sludge Bomb, Poison Jab, Toxic Spikes, Gunk Shot, Moonblast
-Snarl


Scream Tail is just worse Grimmsnarl, and Grimmsnarl is already not THAT good to begin with. This typing change was agreed upon to make Scream have a much more unique toolkit that seperates them from all the other Fairies that exist in the tier so far, as being a Fairy that preys on other Fairies.

:ss/blastoise-gmax:
-Bulletproof, +Stamina

Blastoise needed a real buff and we wanted to avoid G-Max Pokémon sharing abilities, so we switched with Copperajah. With Stamina Blast gets to be a better wall versus the various physical attackers in the tier, without the snow balling potential of most Steel types.

These are so far the only changes we will be doing going forward, outside of any immediate quickbans, and due to just having a more controlled / stable meta we will not be moving forward with this current slate until post PMPL, so let's celebrate the new changes via some games! Have fun good luck, and look out for a bigger post about TeraMax's metagame in general soon!
 
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With PMPL 3 being around the corner and TeraMax being a part of it, I would like to take the opportunity to discuss some visual bugs that you may find while battling in it. These bugs can in theory be fixed, but it requires a code that isn't benefitial to the server as a whole and thus they sadly will not be fixed. I'm mentioning them here to avoid confusion and irritation.

I would like to start with abilities. Starting with Beads of Ruin. The ability functions as intended in practise. However, when switching in Chi-Yu the text says: "Chi-Yu's Beads of Ruin weakened the Sp. Def of all surrounding Pokémon!".
As far as I know, there's no way to change text like this and so we are stuck with it. The ability lowers Evasiveness and NOT Special Defense, so don't let this confuse you.

Power Spot is the next one. While still having its vanilla effect, if Stonjourner switches out, the next Pokemon that comes in will gain a 1.3x boost to their moves. As far as I know, the damage boost isn't shown to you, but your moves still do 1.3x damage.

Commander now deals 20% more damage if the opponent is slower. 30% if the target is also Water or Dragon. Like with Power Spot, the damage boost isn't shown to you, but it is there.

Moving onto moves, we start with Rage Fist, which kinda gets annoying. You see, when hit, the power of Rage Fist now increases by 25 and NOT 50. However, the Tooltips will show an increase of 50, not 25, so you have to be careful. Rage Fist shows you how much you were hit, so you can calculate how high the new BP is. Also, Rage Fist shows you how much BP it has after attacking, but this after you attack, so you have to be careful with this one.

Doodle should work as intended, but the moves you get don't show the names of the moves. While you can select the doodled moves (they also seem to copy the moves data), you don't see what move is what.

Grass Knot, Low Kick, Heat Crash and Heavy Slam also got changed. I don't know if they are bugged or not, but I thought I'd mention them. The first two now deal 120 BP against Dynamax Pokemon while the latter two deal 40 BP against Dynamax Pokemon. Like I said, here I don't know if they work as intended or not, but in case they aren't here you go.

Regarding G-Max moves, I encourage you to check out the spreadsheet and follow the information there. I will update some of the descriptions for those moves until the tour begins, but to be sure use the Spreadsheet for general information, it is updated and is always up to date.
 
Servus! I'm here again to flood the chat with my awful takes. I wanted to review the meta and give my thoughts on it (also no, this wasn't inspired by Beaf, I planned this post for a while now). I'm gonna share a few things I noticed while building teams and theorycrafting match-ups.

I think a good starting point would be discussing the different archetypes in the tier. I won't discuss all variations of every archetypes but I will discuss the most important ones and the ones with the most potential. Those being:
- Hyper Offense (Standard, Webs, Screens, Terrain)
- Offense (Standard, Bulky, Weather)
- Balance (Standard, Bulky, Hazard)
- Stall (Standard, Semi)

:sv/glimmora::sv/iron-valiant::sv/rillaboom::sv/kingambit:
Hyper Offense will be the most common archetype probably, since it is easy to build and has a lot of the best Pokemon in it. Pokemon like Glimmora as a lead work great on it and Pokemon like Chien-Pao, Kingambit, Dragapult, Gholdengo, Great Tusk, Roaring Moon, Zamazenta, Meowscarada and many more fit perfectly on this archetype. Sticky Web gained a new good setter in Orbeetle who also sets Psychic Surge, so you can build around Psychic Terrain or use the terrain to aid your sweepers. Screens are rather niche. There's no good Aurora Veil setter and Screen setters aren't that good either. Can still work for sure, but not consistant. Grassy Terrain HO has Rillaboom and the Grassy Seed gives a lot of sweepers more opportunity to sweep. Electric Terrain HO got a buff with Max Lightnings and Psyblade creating Electric Terrain. The latter is great especially since Iron Leaves is a decent Pokemon that can threaten Dark-types and can "waste" its item slot on the Terrain Extender.

:sv/cinderace::sv/dragapult::sv/gholdengo::sv/hatterene:
Offense is also really good. You usually fit one or two defensive Pokemon into the mix that help out in your offense by serving as a buffer between you and your opponent or by support via hazards control, rain, future sight, etc. The changed Annihilape, Palafin, Wo-Chien, Stonjourner, Togekiss, Gastrodon, among others, really help in checking threats and support your offense. Rain got a new abuser with the buffed Iron Jugulis, who now has Electro Shot alongside STAB Hurricane, and the nerfed but still excellent Palafin, Iron Bundle and Dracovish. Sun still has its great options in Great Tusk, Walking Wake and Roaring Moon while also being able to include G-Max Coalossal, G-Max Butterfree (due to Magic Bounce), Chi-Yu, buffed Scovillian and changed Flutter Mane, Slither Wing and Brute Bonnet. Sand benefits from this being a less power crept meta, so Excadrill and Tyranitar are more effective. The additions of Dracovish, Dracozolt and buffed Gastrodon help here. Snow is the most niche of the weathers, but it can work with both Baxcalibur and Arctozolt. Having Chilling Reception Slowking also helps, but the Snow Warning Pokemon are rather weak on their own.

:sv/clefable::sv/slowking::sv/togekiss::sv/palafin:
Balance will, in my opinion, be the second most used archetype. You have a lot of great defensive Pokemon in the tier that allow you tank almost anything your opponent can throw at you. You can rely on fast powerful Pokemon like Meowscarada, Iron Bundle and Dragapult to do your immediate damage. Hazard control also becomes way easier for this archetype since you can allow to run slower Defog Pokemon that have a decent match-up against Gholdengo. Speaking of which, a defensive Gholdengo is nice for builds that rely on hazard stack since it tends to do well against certain offensive Pokemon while being good against defensive Pokemon.

:sv/corviknight::sv/clodsire::sv/blissey::sv/dondozo:
Stall is honestly hard to build here. You obviously have good options with Dondozo, Corviknight, Clefable, Clodsire, Toxapex and Blissey among good Pokemon like Gastrodon or certain G-Max Pokemon. However, the offensive Pokemon are way to threatening and diverse for Stall to consistantly check. Tera Dark Kingambit, Psyshock Gholdengo and Tera Stellar offensive Pivots that can punish with Knock Off or status (those usually threaten Knock or status absorbers) really hurt this archetype. Can still work but it is a match-up fish.


Next up, I like to discuss Gigantamax and Dynamax. Before I get into it, I wanted to mention that this is purely restricted to theorycrafting, since I haven't played with the new Gigantamax and Dynamax.

:sv/coalossal-gmax::sv/orbeetle-gmax::sv/appletun-gmax:
Gigantamax and Dynamax are pretty powerful in theory, but I think what holds them back are the lost item slot and the roles of Gigantamax and Dynamax Pokemon. The lost item really plays a huge role and I think that it can be detrimental in a tier with so many hazards being layed. It is not as bad though since it allows a Pokemon to absorb Knock Off and not take too much damage from it and the lost item were issues the Megas also had. Another issue of Gmax and Dmax are how they fundamentily work. First Gmax, it raises HP by 50% and changes only certain moves to Gmax moves (for example Drum Beating on Rillaboom becomes G-Max Drumsolo while other Grass attacks become Max Overgrowth). With that there seems no drawback, until you remember that maxing removes stat changes and you are unable to use status moves since they turn into Max Shield.

Now yes, you are still able to boost with moves, but this leads you into using all-out attacking sets, which nothing bad with that, but you can't afford to run these sets on every G-Max Pokemon. Furthermore, while building, I often realised that my teams don't have place for a G-Max Pokemon. You have to build around your G-Max, which obviously you have to do, but I'd argue that most of them need pretty specific support to work, which would compares them to B or C tier Pokemon. Obviously, not all G-Max Pokemon are like that. Like I said, G-Max Coalossal has a solid place on Sun and some like G-Max Corviknight, G-Max Blastoise or G-Max Venusaur have their place on Stall but they are not necessary on those archetypes. I often times found more use for regular Dmax.

Speaking of which, I think Dmax often has more utility. Gmax is permanent while Dmax lasts for 3 turns, which makes it a nice support option. Setting weather or terrain while still being able to use moves like Leech Seed, Hazards, Destiny Bond, Taunt, Encore and more later on is pretty useful. I might be wrong about all of this, and Gmax and Dmax are better than I'm selling them (obviously, I still think they are good), but I think that they have severe drawbacks to them.

:sv/terapagos:
Lastly Terastal. I think this got off way better than Gmax. Non-Stab moves damage got changed to 1.25x with Tera STABs being changed to 1.75x. You also take less damage from Gmax or Dmax Pokemon. Tera Stellar Blast also does not lower Atk and SpA if hitting a Gmax or Dmax Pokemon. Speaking of which, Tera Stellar also has its Tera STAB boost reduced to 1.75x, while the vanilla 1.2x boost stayed the same. The Stellar boost is also regained upon switching out. With these changes, Tera has more benefits defensively than offensively, meanwhile Tera Stellar is great on offensive pivots, since they the boost on all their moves and like swichting a lot.

Tera is great offensively, but Pokemon like Kingambit and Gholdengo who use it as a defensive mechanic are not bothered by the changes of the type and in fact, really like the changes Terastal has gotten. Tera Dark on Gambit and Tera Ghost or Steel on Gholdengo are still valuable but they are only good if you really need the power, for example against stall, but mostly you want defensive Teras.

:sv/kingambit:
Kingambit is still pretty solidly the best Pokemon in the tier. It has its checks with Palafin, Great Tusk, Zamazenta and more but its Tera potential is unmatched, which makes it the best Pokemon on pretty much every archetype except for Bulky Balance, Semi-Stall and Standard Stall. Its set versatility is also great. You want Sucker Punch and SD on most sets, but then you can customize Kingambit with Low Kick, Iron Head, Kowtow Cleave, Tera Blast, Substitute, Taunt or Stealth Rock (weirdo) and the Tera is also customizable with Dark boosting Kowtow and Sucker, Fighting boosting Low Kick, Flying being good against Fightings and Grounds, Grass being good against Rain, Rillaboom and Grounds, Fairy being also good against Fighting offensively, Ghost making Body Press sweepers set-up fodder, Fire making you immune against burn and better against Fairy and more Teras. I simply think, it is the best and most dangerous Pokemon in the tier.

:sv/gholdengo::sv/great-tusk::sv/zamazenta:
Gholdengo, Great Tusk and Zamazenta are not far behind either. Those also have great defensive utility and are dangerous offensively. They also benefit from Tera immensly. Gholdengo being able to break defensive Pokemon and checking Pokemon like Garganacl and Zamazenta with a Covert Cloak while being able to maintain hazards is valuable. Great Tusk is the best spinner and can set-up pretty well. Zamazentas speed is phenominal and IronPress sets can be really dangerous if you don't let your Ghost get weakened.

:sv/meowscarada::sv/cinderace::sv/iron-bundle::sv/dragapult:
Meowscarada, Cinderace, Iron Bundle and Dragapult are offensive Pivots so they are already appreciate the new Stellar mechanics. Normally you'd have to choose which type gets a boost, but now Stellar gives you (almost) the exact boost for every move regardless of type. Now you still cannot spam every move as much as you like, so you wanna switch out. U-turn, Knock Off or one or two STAB attacks give you pretty much all you need for these Pokemon.


Now I wanna share a few teams I build. Hope y'all like them.
:tyranitar::dracovish::excadrill::drednaw-gmax::gastrodon::clefable: - Sand Offense
:pelipper::drednaw-gmax::seismitoad::barraskewda::iron-jugulis::kingambit: - Rain Offense
:torkoal::great-tusk::walking-wake::roaring-moon::venusaur-gmax::hatterene: - Sun Offense
:glimmora::kingambit::great-tusk::chien-pao::hatterene::staraptor: - Standard Hyper Offense
:orbeetle::gholdengo::iron-valiant::chi-yu::iron-thorns::annihilape: - Sticky Web HO (Version 2)
:gholdengo::garbodor-gmax::great-tusk::volcarona::iron-valiant::roaring-moon: - Hazard Stack HO
:rillaboom::hawlucha::kingambit::copperajah-gmax::roaring-moon::espathra: - Grassy Terrain HO
:orbeetle-gmax::iron-valiant::volcarona::cinccino::hatterene::drednaw: - Psychic Terrain HO
:iron-leaves::iron-moth::iron-valiant::hawlucha::iron-treads::iron-bundle: - Electric Terrain HO
:kingambit::dragapult::slowking::ting-lu::venusaur-gmax::togekiss: - Tera Dragon Kingambit BO
:dragapult::tatsugiri::kingambit::great-tusk::coalossal-gmax::iron-jugulis: - Scarf Giri + Eject Pult HO
:gholdengo::palafin::ferrothorn::clefable::eiscue::great-tusk: - NP Ghold + BU Palafin BO


There's way more I could discuss here, but I think I should get some games before fully discussing the rest of this meta. I had blast while building and I hope that many people will have fun with this meta. See ya.
 
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CORRUPT COUNCIL ANNOUNCEMENT!
1000011169.jpg

:sv/Espathra:
Espathra has been quickbanned from Teramax!

This may come as a surprised to many since it has shown 0 use in the PMPL thus far. However, during various tests, Tier Leader G-Luke gets complaints from Paul and found out that Espathra is an issue that requires immediate attention.

Espathra alongside many ubers were reintroduced to the meta, as we thought that the removal of elements like Shed Tail and more checks would make this Pokemon handable. Further tests however taught us that in reality this mon is still very unhealthy to the metagame, so we have decided to axe it for the sake of the metagame.

We postponed this decision until the end of the week when all games have been played. This decision is active from the beginning of week 2.

Tagging Yoshiblaze to implement.
 
With the conclussion of the first round, I'd like to take the opportunity to talk about the games from Round 1. Before we start, I wanted to mention that I already watched these games and that I know their results. However, I will be talking about these like I've never seen them, so that I can hopefully show some insight into my thought process when battling.



The Matches

:tropius: Irene (Tropius Incorportated) vs Baddy (Slugma Haxballs) :slugma:
https://replay.pokemonshowdown.com/dragonheaven-gen9teramax-5553-3pdb0nauubrcgnea1o8i64ecbgfg3bbpw

First of all, this is a mtach-up between Sun Offense (Irene) and Standard HO (Baddy). This is a match-up that can go either way and both have to be careful regarding their chess pieces.

POV Irene: Walking Wake, Scovillain and Flutter Mane are the main sources of speed control. Walking Wake and Flutter Mane could be boosting their Special Attack, making Scovillain the only main speed control. Walking Wake and Flutter Mane still have speed advantages against half of Baddy's team, thus their lack of speed isn't too limiting. However, in order to win the game, Sun needs to be available and Great Tusk needs to be healthy to deal with Kingambit, which can nullify the speed advantage of sun boosts.

POV Baddy: Irene might have Hatterene, but the Glimmora can still set Toxic Spikes and threaten Hatterene with Poison STAB, making it possible to set Stealth Rock as well. Toxic Spikes are incase the Sun team relies too much on Torkoal/Tusk Spin and Hatterene Magic Bounce for hazard removal. Togekiss seems like a solid pick as well, especially when it has Thick Fat and both Chien-Pao and Kingambit eat the team alive when Sun is unavailable.

Overall, both teams have a good chance at winning, but the game itself needs to prove that.

Turn 1-2
The game starts off strong for Baddy. Togekiss can set-up on Torkoal or start spreading Thunder Wave. Attacking is also a great option, but launching the wrong attack into the wrong Pokemon can set you back immediately. Baddy has for sure the momentum. Irene switches out to Hatterene while Togekiss uses Nasty Plot.

Like in the previous turn, Baddy has the momentum, having complete control over their next move. However, since it has +2 in Special Attack, clicking the wrong move is far less likely. Togekiss clicks Moonblast against Hatterene, which survives with little HP, however, its Eject Button activates, forcing Hatterene to swtich and bringing out Walking Wake and revealing it has a Speed boost from Protosynthesis, suggesting it has Choice Specs or another item, since it does not need an item to boost its speed.

Baddy got a lot of these two turns. Basically KOing Hatterene and possibly revealing Walking Wakes spread. This worked really well for Baddy. However, now Walking Wake got in for free and has a free turn to click Hydro Steam, which has no switch in from Baddy's side. The momentum is now on Irene's side.

Turn 4
Scovillain hits Glimmora, Toxic Spikes on Sun side, Red Card cripples Torkoal
A simple turn but a crucial one. After Scovillain forced out a sacrificial Chien-Pao, it now slams into a Glimmora who not only resists the Flare Blitz, but also sets Toxic Spikes and forces Scovillain out, via Red Card, forcing in Torkoal, who is now crippled. Baddy only lost a third of their Glimmora's HP in exchange for a lot of progress against Irene's team.

Turn 6-8
This is the sequence that decided the game. Both players pivoted. Baddy into Togekiss and Irene into Hatterene. Due to the poison, Hatterene dies and allows Irene to switch into Flutter Mane, which reveals Protosynthesis Special Attack and Heavy-Duty Boots, since it didn't get poisoned. Flutter Mane is at a type disadvantage but its Special bulk allows it to set-up against Air Slash and Hurricane is inaccurate in sun.

However, at the start of the turn, Togekiss goes for Dynamax and launches Max Airstream. Now Max Airstream is weaker than Hurricane and just a bit stronger than Air Slash, however it has perfect accuracy and the extra bulk helps it out a lot. For 2 turns Togekiss attacked Flutter Mane while it used Quiver Dance, barely surviving. Then it Tera'd into Fire and tried to KO Togekiss, or atleast deal a lot of damage, while Togekiss KOs it.

I assume that Irene didn't knew that Tera reduces Max and Gmax damage by 25%. That multiplier and the removal of a Flying weakness would've allowed Flutter Mane to potentially beat Togekiss. I say potentially because as it turns out, the Togekiss was Thick Fat which made it really hard to take down. Thus Flutter Mane faints.

Turn 19-22
Zamazenta wins
After a lot of back and forth. Torkoal fainted and now it is a 2v2 between Kingambit alongside Zamazenta, on Baddy's side, and Great Tusk and Walking Wake, on Irene's side. With Hatterene, Flutter Mane and Torkoal being down, Irene has no chance to outrun or outdamage the Zamazenta. It wins, granting the Slugmas the first win TeraMax for PMPL 3.


:furret: RoFnA (Fast and Furret) vs scionicle (Dave's Dachsbun) :dachsbun:
https://replay.pokemonshowdown.com/...max-5614-imy6ism8ma4szh9kzddkuet5xbavxnjpw?p2

Both players play bulkier builds, with scionicle relying on its speedsters for offense while RoFnA has bulkier heavy hitters to rely on. This will be a longer game, since both teams like to play a more defensive playstyle.

POV RoFnA: Depending on Scream Tail's moves, Melmetal has the potential to switch into it constantly and hit the opposing team for big damage, although Blastoise becomes a great check once Gmax. Other than that, the FWG core has great offensive potential, especially Skeledirge since it has one of the best Tera potential in a match-up like this, being able to potentially beat Blastoise-Gmax

POV scionicle: Aside from Blastoise, this team lacks hazard removal and when Blastoise gigantamaxes, it cannot spin anymore. Luckily, it only seems like Great Tusk on the opposing can set rocks. Other than that, the focus should be on chipping the opponent with hazards, status and pivoting moves to let Rillaboom, Zamazenta or Dragapult win late game.

W.I.P.

:gourgeist: Clas (Gensokyo Gourgeists) vs Tack (Close Combat Comrades) :urshifu:
https://replay.pokemonshowdown.com/...max-5596-d24y0lku92ga9dgigcxot0v59l3yt4kpw?p2

This is a battle between two Balance/Bulky Offense teams. Both have obvious Gmax Pokemon, with Alcremie on Tack's side and Appletun on Clas' side.

POV Clas: Melmetal is really good in this match-up, since it can easily break through a lot of Tack's team. Cinderace is also clutch since it can burn Rillaboom, Palafin and Annihilape while forcing Darmanitan to terastallize in order to get rid of it reliably. Great Tusk helps these two with the bulky Pokemon on Tack's team. Alomomola, Appletun and Togekiss make a great defensive core.

POV Tack: Annihilape is a decent hittaker for Tack that can potentially break through Clas' defensive core. Clas also does not have an obvious scarfer, thus Rillaboom and Palafin don't need to rely on their priority to outrun Clas' most important Pokemon. Darmanitan also has a great speed tier against Clas.

W.I.P.



Usage Stats
great_tusk.png
TeraMax
great_tusk.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Great Tusk         |    3 |  50.00% |  66.67% |
| 1    | Rillaboom          |    3 |  50.00% |  33.33% |
| 3    | Togekiss           |    2 |  33.33% | 100.00% |
| 3    | Melmetal           |    2 |  33.33% | 100.00% |
| 3    | Alomomola          |    2 |  33.33% | 100.00% |
| 3    | Zamazenta-*        |    2 |  33.33% |  50.00% |
| 7    | Kingambit          |    1 |  16.67% | 100.00% |
| 7    | Glimmora           |    1 |  16.67% | 100.00% |
| 7    | Chien-Pao          |    1 |  16.67% | 100.00% |
| 7    | Volcarona          |    1 |  16.67% | 100.00% |
| 7    | Appletun           |    1 |  16.67% | 100.00% |
| 7    | Cinderace          |    1 |  16.67% | 100.00% |
| 7    | Skeledirge         |    1 |  16.67% | 100.00% |
| 7    | Tatsugiri          |    1 |  16.67% | 100.00% |
| 7    | Torkoal            |    1 |  16.67% |   0.00% |
| 7    | Walking Wake       |    1 |  16.67% |   0.00% |
| 7    | Scovillain         |    1 |  16.67% |   0.00% |
| 7    | Hatterene          |    1 |  16.67% |   0.00% |
| 7    | Flutter Mane       |    1 |  16.67% |   0.00% |
| 7    | Darmanitan-Galar   |    1 |  16.67% |   0.00% |
| 7    | Palafin            |    1 |  16.67% |   0.00% |
| 7    | Alcremie           |    1 |  16.67% |   0.00% |
| 7    | Corviknight        |    1 |  16.67% |   0.00% |
| 7    | Annihilape         |    1 |  16.67% |   0.00% |
| 7    | Dragapult          |    1 |  16.67% |   0.00% |
| 7    | Blastoise          |    1 |  16.67% |   0.00% |
| 7    | Scream Tail        |    1 |  16.67% |   0.00% |
| 7    | Ting-Lu            |    1 |  16.67% |   0.00% |

:sv/great-tusk::sv/rillaboom::sv/melmetal::sv/alomomola::sv/zamazenta:
People stuck to what's comfortable to them and it makes sense. These five all have amazing traits and are great Pokemon on their own.

:sv/togekiss:
The most used changed Pokemon. Togekiss got really good buffs here. The additions of Hurricane, Moonblast, Togekiss and a few speed points, noticably allowing it to outrun Gholdengo and Great Tusk, make it so much better. In every game it was used, it got significant value and allowed their users to win their games.

:sv/kingambit:
This one is surprising to me personally, since I considered Kingambit the best Pokemon in the tier. I still think it provides a lot of value and I predict its usage to be higher in later rounds.

Used G-Max:
:ss/rillaboom-gmax:
"Used" is quite misleading since it was Dmax, due to a misunderstanding. You gotta select the Gmax forme in the builder in order to use it. In the match it was intended to being used, it would've get a lot of great value. It didn't use all its moves, so it's hard to guess the strategy, but it was most likely G-Max Drumsolo, Max Overgrowth and then one of Max Quake, Max Airstream and Max Knuckle.

:ss/blastoise-gmax:
It lost even with the bug, but Stamina and G-Max Cannonade is great for being a "crit-me-not" sweeper. It definitively made the match it was used in harder to win in for its opponent. Max Hailstorm summoning Snow is good for it since the hail chip would go against it. Max Quake can also be used for the Special Defense boost.

:ss/alcremie-gmax:
Sadly, this one didn't do anything since it tried to 1v1 a Tera Togekiss. It can heal itself with G-Max Finale while doing big damage, so it can work pretty well as a wall. Its biggest issue is its passivity and vulnerability for status, which were both shown in its match.

:ss/appletun-gmax: (appletun)
This thing did a lot in its match. Stalling out Pokemon while protecting its team from status and dealing great damage with G-Max Sweetness and Max Flare. Max Ooze helps it snowball out of control since it bulk allows it to throw out a lot of strong attacks.



Last Words

I would honestly congratulate everyone who played in the first round. Considering that TeraMax is complex and difficult to learn, while having, admittingly whack stuff, you all did well and I expect a lot more players to get better in this tier and provide better games.

Overall, y'all did good and you can only go up from here.
 
Servus! This week, I wanna do something different. Mostly, because work as exhausting today and my coffee is broken and made me more tired. Instead, I wanna briefly go over the games and talk about certain Pokemons. Furthermore, I wanna do a survey for the players that play the tier and hopefully get bans for next week. Maybe this week too, depends on how big the support is. There's also a useful tool for y'all, which I think you'd be happy about.

First of all, usage stats. Week 2 in particular is crazy. 3 people ran rain and, spoiler, this one will be a talking point today. I'll let you interpret what you want into those stats, most of them are self-explainetory.

pelipper.png
TeraMax
pelipper.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Pelipper           |    3 |  50.00% |  66.67% |
| 1    | Iron Jugulis       |    3 |  50.00% |  66.67% |
| 3    | Barraskewda        |    2 |  33.33% |  50.00% |
| 3    | Melmetal           |    2 |  33.33% |  50.00% |
| 3    | Great Tusk         |    2 |  33.33% |  50.00% |
| 3    | Kingambit          |    2 |  33.33% |  50.00% |
| 3    | Alomomola          |    2 |  33.33% |   0.00% |
| 8    | Bellibolt          |    1 |  16.67% | 100.00% |
| 8    | Iron Treads        |    1 |  16.67% | 100.00% |
| 8    | Dracovish          |    1 |  16.67% | 100.00% |
| 8    | Palafin            |    1 |  16.67% | 100.00% |
| 8    | Venusaur           |    1 |  16.67% | 100.00% |
| 8    | Zamazenta-*        |    1 |  16.67% | 100.00% |
| 8    | Salamence          |    1 |  16.67% | 100.00% |
| 8    | Glimmora           |    1 |  16.67% | 100.00% |
| 8    | Iron Bundle        |    1 |  16.67% | 100.00% |
| 8    | Chi-Yu             |    1 |  16.67% | 100.00% |
| 8    | Kilowattrel        |    1 |  16.67% |   0.00% |
| 8    | Centiskorch        |    1 |  16.67% |   0.00% |
| 8    | Baxcalibur         |    1 |  16.67% |   0.00% |
| 8    | Ting-Lu            |    1 |  16.67% |   0.00% |
| 8    | Clefable           |    1 |  16.67% |   0.00% |
| 8    | Garbodor           |    1 |  16.67% |   0.00% |
| 8    | Volcarona          |    1 |  16.67% |   0.00% |
| 8    | Dragapult          |    1 |  16.67% |   0.00% |
| 8    | Togekiss           |    1 |  16.67% |   0.00% |
| 8    | Toxtricity         |    1 |  16.67% |   0.00% |
great_tusk.png
TeraMax
great_tusk.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Great Tusk         |    5 |  41.67% |  60.00% |
| 2    | Melmetal           |    4 |  33.33% |  75.00% |
| 2    | Alomomola          |    4 |  33.33% |  50.00% |
| 4    | Pelipper           |    3 |  25.00% |  66.67% |
| 4    | Iron Jugulis       |    3 |  25.00% |  66.67% |
| 4    | Kingambit          |    3 |  25.00% |  66.67% |
| 4    | Togekiss           |    3 |  25.00% |  66.67% |
| 4    | Zamazenta-*        |    3 |  25.00% |  66.67% |
| 4    | Rillaboom          |    3 |  25.00% |  33.33% |
| 10   | Glimmora           |    2 |  16.67% | 100.00% |
| 10   | Barraskewda        |    2 |  16.67% |  50.00% |
| 10   | Palafin            |    2 |  16.67% |  50.00% |
| 10   | Volcarona          |    2 |  16.67% |  50.00% |
| 10   | Ting-Lu            |    2 |  16.67% |   0.00% |
| 10   | Dragapult          |    2 |  16.67% |   0.00% |
| 16   | Bellibolt          |    1 |   8.33% | 100.00% |
| 16   | Iron Treads        |    1 |   8.33% | 100.00% |
| 16   | Dracovish          |    1 |   8.33% | 100.00% |
| 16   | Venusaur           |    1 |   8.33% | 100.00% |
| 16   | Salamence          |    1 |   8.33% | 100.00% |
| 16   | Iron Bundle        |    1 |   8.33% | 100.00% |
| 16   | Chi-Yu             |    1 |   8.33% | 100.00% |
| 16   | Chien-Pao          |    1 |   8.33% | 100.00% |
| 16   | Appletun           |    1 |   8.33% | 100.00% |
| 16   | Cinderace          |    1 |   8.33% | 100.00% |
| 16   | Skeledirge         |    1 |   8.33% | 100.00% |
| 16   | Tatsugiri          |    1 |   8.33% | 100.00% |
| 16   | Kilowattrel        |    1 |   8.33% |   0.00% |
| 16   | Centiskorch        |    1 |   8.33% |   0.00% |
| 16   | Baxcalibur         |    1 |   8.33% |   0.00% |
| 16   | Clefable           |    1 |   8.33% |   0.00% |
| 16   | Garbodor           |    1 |   8.33% |   0.00% |
| 16   | Toxtricity         |    1 |   8.33% |   0.00% |
| 16   | Torkoal            |    1 |   8.33% |   0.00% |
| 16   | Walking Wake       |    1 |   8.33% |   0.00% |
| 16   | Scovillain         |    1 |   8.33% |   0.00% |
| 16   | Hatterene          |    1 |   8.33% |   0.00% |
| 16   | Flutter Mane       |    1 |   8.33% |   0.00% |
| 16   | Darmanitan-Galar   |    1 |   8.33% |   0.00% |
| 16   | Alcremie           |    1 |   8.33% |   0.00% |
| 16   | Corviknight        |    1 |   8.33% |   0.00% |
| 16   | Annihilape         |    1 |   8.33% |   0.00% |
| 16   | Blastoise          |    1 |   8.33% |   0.00% |
| 16   | Scream Tail        |    1 |   8.33% |   0.00% |


Now onto the meta. Hyper Offense proves to be really strong, with many strong abusers. What surprised me was the huge appeal of Rain. It was inevitable to see Rain here, since the playstyle has gotten a fundamental buff with Dynamax. However, it is crazy that we had three Rain teams this week and that one of the match-ups was Rain vs Rain.

Dynamax and Gigantamax Pokemon have an easy set-up option with Max Geyser thanks to their bulk. Dracovish and Palafin being back and still strong adds to the power of the playstyle. However, I think the biggest buff to this playstyle is Iron Jugulis, who not only got buffs to function outside of Rain, but who also gained Electro Shot. Similar to Archaludon in vanilla, it adds so much variety in the playstyle helps with a lot of Rains weaknesses. This playstyle has definitively proven its strength this week.

I mentioned Hyper Offenses strength and a lot of Pokemon contribute to it. The main Pokemon that were being mentioned are Volcarona, Roaring Moon, Baxcalibur, Melmetal, Zamazenta and Kingambit. All of them were banned in vanilla at one point or were considered. Obviously, you cannot take arguments from SV OU and apply them to TeraMax, but there's some truth to those arguments. Tera was weakened and Dynamax adds a lot of bulk to a team. However, Dynamax isn't flexible anymore and a dedicated Dynamax Pokemon may not be able to check any of those threats.

Furthermore, while Tera has been nerfed offensively, it was buffed defensively and since a lot of these Pokemon have great bulk, they can counteract Dynamax and Gigantamax and unlike those mechanics, Tera is flexible. They also make much more value due to the defensive type change that Tera provides them and in the case of Kingambit and Volcarona, they are able to run so many types that help in different interactions.

Now, I say this as a test player and spectator, I think we should ban at least, Kingambit, Roaring Moon, Melmetal and Volcarona. I won't go into detail here, but I'm happy to provide for anyone who is interested.

I will now give everyone, especially the players of pmpl, the opportunity to provide their opinions on the Pokemon and some that I may not have mentioned. Tagging PMPL players for this Clas RoFnA scionicle Baddy Gekokeso EeveeGirl1380
https://forms.gle/7zFsq3bUgi4pWVGH6
You should be able to change your input, if not, let me know and I'll make sure your new input is accepted.

Lastly, this is something a lot of people wished. I managed to code a calculator for TeraMax. It is not perfect, but it gets the job done. I will briefly go over some stuff that works and some stuff that doesn't. I appreciate it if you could let me know of bugs that you encounter. Some stuff I quite haven't figured out, so I won't be able to get them done anytime soon. Anyways, here's the stuff I'm aware of:

Calculations that work:
- Dynamax and Gigantamax basepowers (In theory, there was a lot and no easy way to edit them, so I may have gotten one or two Max basepowers wrong)
- The 1.75x and the 1.25x boost that Terastal provides
- Tera Stellar boosts
- Dmax and Gmax power reductions that Terastal Pokemon have
- Seperation between Gmax and Dmax moves for Gigantamax Pokemon (i.e. Grass moves become Max Overgrowth while Frenzy Plant becomes G-Max Vinelash for G-Max Venusaur)
- All changes that Pokemon received to their type, stats and abilities (with Dmax and Gmax basepowers, one or two may have been missed, but this is way less likely here)
- Gorilla Tactis disables Choice items
- Beads of Ruin doesn't lower Special Defense
- Commander deals more damage against slower Pokemon, and even more when they are Dragon or Water
- Steam Engine reduces damage from Fire and Water moves
- Gale Wings deals more damage against slower Pokemon
- Tar Shot and Spicy Extract are attacks now
- Apple Acid got minor changes that won't appear in most calcs
- Hyper Drill is not resisted by Rock and Steel (I coded it in a way, where it hits Rock and Steel for neutral damage, so changing it to Bug will not turn its resistances into neutralities)

Calculations that DO NOT work:
- Gigantamax Pokemon do not gain a 1.5x boost to their HP, but the standard 2x boost. You gotta work around this sorry.
- Adaptability Tera boosts do not have their 2.25x boost. I will need to look into this, but luckily this is a really niche calculation here.
- Tar Shot needs to be added and I don't know how to implement it properly, but you can just disable a few abiliites.

I hope that this will be useful to you for preparing and battling. If you wanna know something that I didn't mention, it's best to contact me.
https://vizarsmogon.github.io/teramaxcalc.github.io/folder/index.html

That's it for today, I will go to Multiverse now and clean up the mess I made there.
Ciao Servus!
 
DISCLAIMER: I MISINTERPRETERED THE DATA, THUS I WENT INTO THIS POST WITH A COMPLETELY WRONG MINDSET. TAKE WHAT I SAY WITH A GRAIN OF SALT!!!

Servus! Sorry for the delay, but I was quite busy.

Google Formulare-Antwortdiagramm. Titel der Frage: On a scale from 1-5, how competitive do you think Rain is?. Anzahl der Antworten: 7 Antworten.

General Score: 3/5
PMPL Score: 2.6/5

Rain having low rates might be surprising since it had such a high appeal last week. However, Rain in and of itself isn't a huge problem since you tend to stack weaknesses and common checks. It was decided by a lot of people that Iron Jugulis is the main problem of rain. Electro Shot and guaranteed hit STAB Hurricane eliminate a lot of the options for counterplay to Rain. It was agreed upon that Electro Shot is too much on it and that it should either be removed or nerfed to a lower basepower.

There were also mentions of Dynamax/Gigantamax being broken on Rain, due to their ability to add bulk to this offensive playstyle, set Rain as a secondary effect (easing the pressure on Pelipper) and generally provide utility outside of it. The Gigantamax abuser doesn't have to be a Water-type either and instead use Max Geyser for coverage.


Google Formulare-Antwortdiagramm. Titel der Frage: On a scale from 1-5, how competitive do you think Kingambit is?. Anzahl der Antworten: 7 Antworten.

General Score: 3/5
PMPL Score: 2.6/5

Google Formulare-Antwortdiagramm. Titel der Frage: On a scale from 1-5, how competitive do you think Volcarona is?. Anzahl der Antworten: 7 Antworten.

General Score: 3.14/5
PMPL Score: 2.8/5

These two received really low numbers, considering the they some of the most valuable Tera Pokemon and set-up sweeper. It is kinda self-explainatory when you consider that the checks to these Pokemon are very common and some of the most used Pokemon.

Kingambit for example serves great as a breaker on top of being a great set-up sweeper. It's Tera is also quite flexible. The issue is that Pokemon like Great Tusk, Palafin and especially Zamazenta are common and really strong. These force Kingambit to Tera quite often and allow you to make for informed decisions against it. Obviously a well-timed Tera from Gambit still messes you up, especially since Flying, Fairy and Ghost are great types it wants to use, but being forced into Tera or being checked so easily by common bulky Pokemon definitively hold it back.

As for Volcarona, it is arguably easier to deal with but more dangerous if it gets out of control. Quiver Dance is really scary and this allows it to set-up on a lot of teams with the right Tera. However, there are many things that check it. Garganacl and Ting-Lu are great options for defensive teams, while offensive teams have priority, faster Scarfers or general speed boosting strategies. Togekiss is also a really big thorn in its sight, since it demands specific counterplay. Volcarona might get a lot of use out of Tera, but unlike Kingambit, the Teras it can use to beat Togekiss aren't as great on Volcarona.


Google Formulare-Antwortdiagramm. Titel der Frage: On a scale from 1-5, how competitive do you think Melmetal is?. Anzahl der Antworten: 7 Antworten.

General Score: 3.29/5
PMPL Score: 3.4/5

Melmetal is quite the presence here. It does not exist in Vanilla, so we don't have a metric for its power with Tera. It isn't needed though, with the results it has shown in battle and practise. It is really great with Tera. Obviously, defensive types like Water, Grass, Fairy, Ghost and Flying are great for it but it can still boost the power of its attacks with Steel, Electric and Flying.

It isn't as versatile as the Pokemon before it, but it makes use of the tools it has. It functions mainly as a breaker, but it can push this rule further with Choice Band, make use of its bulk with Assault Vest or focus more on longevity with Punching Gloves and Leftovers. It can also run a IronPress set that appreciates Tera more than anything.


Google Formulare-Antwortdiagramm. Titel der Frage: On a scale from 1-5, how competitive do you think Zamazenta is?. Anzahl der Antworten: 7 Antworten.

General Score: 3.86/5
PMPL Score: 4.4/5

This quite possibly the biggest surprise out of the entire survey for me. Zamazenta is surely strong, but it doesn't stick out like the others do. Make no mistake though, it is really good. Its main selling point is its high speed and STAB Body Press, potentially boosted by Dauntless Shield. It has two viable sets that have different ways of countering it. IronPress sets struggle against bulkier Pokemon, especially if it has to choose between Iron Head and Crunch. Even then, bulkier variants of said Pokemon, like PhysDef Gholdengo as a weaker example, can even live two hits and hit it back hard or cripple it.

However, there's also Choice Band Zamazenta who only needs one correct prediction or good hazard support to beat its checks. Its high speed, bulk and potential Defense boost make it hard to KO and revenge kill. Dragapult is a Pokemon that can outrun it and deal with it even through Subsitute, but Dragapult cannot switch into it easily, but non Choice variants struggle to KO Zamazenta.


Google Formulare-Antwortdiagramm. Titel der Frage: On a scale from 1-5, how competitive do you think Baxcalibur is?. Anzahl der Antworten: 7 Antworten.

General Score: 3.43/5
PMPL Score: 3.4/5

Baxcalibur in SV Pre- and Post-Home was a somewhat healthy presence but it wasn't broken by all means. However, the DLC buffs it with Scale Shot and in a more limited metagame like this one, this buff got even better than it already is. It didn't win any games, but in testing it did a lot of things. There were examples of it dynamaxing, dragon dancing but the best set it has is Swords Dance. More immediate power and two strong STABs with no real drawbacks.

It also has great abilities with Thermal Exchange, blocking burns and punishing Fire moves, and Ice Body, which pairs well with Slowking and a snow setter. Ice Body is also nice for Dynamax variants, who set their own Snow and who get bulkier with the defense boost. Max Quake also adds to the bulk and after Dynamax, it can Dragon Dance.


Google Formulare-Antwortdiagramm. Titel der Frage: On a scale from 1-5, how competitive do you think Roaring Moon is?. Anzahl der Antworten: 7 Antworten.

General Score: 3.29/5
PMPL Score: 3/5

Another Pokemon that got better with a DLC buff. Knock Off is insane in this meta, removing some really valuable items. The Wishing Stone helps counteract that, but most defensive Pokemon don't Dynamax and some G-Max Pokemon are quite weak to Roaring Moon. Futhermore, it is a Tera candidate which makes Dynamax/Gigantamax even less of an automatic check. Sun is also pretty strong and Roaring Moon is one of its best abusers. Making a good breaking/sweeping core with Walking Wake.


Now onto the Discussion about Terastal, Dynamax and Gigantamax. Overall, the players like the implementation of both mechanics and like what they add to the meta. There were a few nitpicks here and there. Some people believe that Tera could need a nerf offensively and or defensively, some said that D-Max and G-Max moves could overall be lower. Some also said that Gigantamax is way better than Dynamax, while others said the opposite and personally, I think both arguments are valid and it truly depends on the build you're building.


As for things that players could submit freely, a suggestion for buffing Grounds was thrown in there. Iron Jugulis is a huge problem, and the player suggesting this is that Great Tusk and Ting-Lu do not do well against it and that Pokemon like Sandaconda or Stonjourner (wasn't mention by that player) could further help in dealing with it.

Another point someone brought up, was that other weather teams and terrain teams are not far behind Rain and personally, I agree with it. Sun is argubly stronger with Walking Wake and Roaring Moon here, while Great Tusk and Flutter Mane are also strong abusers. Grassy Terrain already provides so to the tier, with Rillaboom being a great Pokemon, and the abusers of it are good as well.

Psychic Terrain got Orbeetle and with set-up sweepers being so much stronger, it has a place in this meta. The DLC strikes back in this regard, giving a lot of Pokemon Expanding Force back, thus making a lot of Pokemon even stronger. Electric Terrain didn't get a new automatic setter, but Iron Leaves is able to set Electric Terrain with its buffed Psyblade and Dynamax also helps in that regard.


Overall, the survey suggests that the meta is overall good, with just a few stinkers. It is undeniable that some of them need more games or are less effective in some games while more effective in others.

The main takeaway I got from this is:
:sv/Zamazenta: BAN
:sv/iron-jugulis: BAN or NERF (removing or weakening Electro Shot)
:sv/melmetal: MAYBE BAN
:sv/baxcalibur: MAYBE BAN
:sv/roaring-moon: MAYBE BAN
:sv/kingambit: NO BAN
:sv/volcarona: NO BAN

At the time of writing this, no games have been played so a few opinions might change around, but a Zamazenta ban and action on Iron Jugulis will be pushed. With enough support from players and a few people involved, we might ban Melmetal, Baxcalibur and Roaring Moon while looking deeper at Kingambit and Volcarona.

At the time of writing this, no games have been played so a few opinions might change around, but action on Iron Jugulis will be pushed. With enough support from players and a few people involved, we might ban more Pokemon, depending on the feedback we receive.
 
Last edited:
OKAY I'M SORRY, I'M STUPID
I forgot that 5 is meant for competitive while 1 is meant for uncompetitive. So I went into this post with the wrong mindset. So, here's the corrent takeaway

:sv/iron-jugulis:BAN or NERF (removing or weakening Electro Shot)
:sv/kingambit:MAYBE BAN
:sv/volcarona:MAYBE BAN


:sv/melmetal: LESS LIKELY BAN
:sv/baxcalibur:LESS LIKELY BAN
:sv/roaring-moon:LESS LIKELY BAN

:sv/Zamazenta: NO BAN
 
Hello everyone! With the main season of PMPL finally over, and us being in the playoffs, Id like to share some thoughts on the development that TeraMax has gone through and what to expect for its immediate and foreseen future.

In regards to how tiering has gone for TeraMax has gone so far, I have gone with a wait and see approach in regards to what is banned from what isn't banned, and always had a secondary goal of the tier - have as much of the local dex be unbanned as possible. Sometthing that I took inspiration from a mod from gen 8 that had a lot of influence on how TeraMax was initially conceived (Perfect Galar). But both from building, playing and just listening to the takes and concerns of other players and spectators who have been involved with TeraMax in one way or another these past five weeks, it has become apparent that this secondary goal runs counterbalance to the main goal of TeraMax - to create a balanced metagame where Terastillization and Dynamax takes centre stage. You can't have your cake and eat it too. So I have decided to take a much more proactive stance on our tiering strategy, and not be afraid to ban Pokemon that may have contrained the building the tier for it being healthy. So we the TeraMax council have determimed the most detrimental aspects of the tier at this very moment and they will be the first bans that take place in our new era. So to have it...

:ss/melmetal:
Melmetal is banned!

Melmetal is one of most influencial Pokémom in the tier, great at Tera usage, good at D-max, and just all around an excellent Pokémon in the tier, having sets to punish any of its proposed checks and counters, especially in a metagame like TeraMax where Pokemon can push past their checks with various tools in the meta. Melmetal was simply too strong for the sake of the metagame, and thus it has been banned from TeraMax!

:ss/iron-jugulis:
Iron Jugulis lost Electro Shot, gained Thunder instead!

The additions of Roost, Aeroblast and a better speed tier have already done wonders for Jugulis's viability, but the move that has catapulted Iron Jugulis into stardom is the move Electro Shot, which made it a staple on the Rain circuit and in general an extremely difficult Pokemon to take on due to its natural speed and very efficient snowballing power, which can be increased by powering up it's EShot with Electric Tera at the (in practice little) cost of losing the power behind it's STABs. Most of Jug's checks cannot swap into repeated EShots, and it's stabs are very dangerous to face once +1 or +2 is behind them. Thus council has determimed that axing the move to preserve the Pokemon is the best path to balance. Thunder was added as a more balanced take on it's initial goals (taking advantage of Rain and being potential D-Max Quark Drive user that can set ETerrain itself) instead, so hopefully with these in mind Juggy will be a much easier threat to handle.

:ss/Volcarona:
Volcarona is banned!

Volcarona is a prime example of shifting into our new style of tiering. Volc was initially allowed to flourish unchecked in TeraMax on the basis of "Tera was nerfed, lets see how it goes". Volcarona has gained zero counterplay in TeraMax and can be argued to have lost one or two, and while Volcarona was more or less absent from PMPL, its a Pokemon that should not have gotten unbanned on principle and we will be correcting that here. Adios!

:ss/centiskorch-gmax:
G-Max Centiferno will no longer have partial trapping damage at the end of the turn!

This last one may come as a bit of a surprise, but if you have been paying attention one would note how effective Centiskorch was in the tier due to how easily it vould dispatch Pokemon. One of the main culprits of this is its ability to wear down its checks with Centiferno, whose chip essentially bypasses the best way of walling a GMax - defensive Tera. The chip makes up for the .75 reduction in damage that the moves do here. We decided that removing the chip damage is the first step at balancing this Pokemon. If necessary, further action will take place.

These are all the Pokémon that action will be taken against apfor the remainder of the tour. These bans were decided last week and were supposed to be updated on Sunday, but life got busy and I was not abke to put them out in time, for that I do apologize. I did have a discussion on Monday with members of each of the remaining tour teams in the TeraMax discord (scionicle Quinn Clas TTTech respectively) though, and they have agreed to a gentlemanly pact to not use and/or inform their team's players to not use Melm, EShot or Volc for this week.

As for other stuff in the future, we have some discussion to be had about that as well

Borderline Threats
:ss/Kingambit::ss/Baxcalibur::ss/Roaring-Moon::ss/togekiss:

All of these Pokemon have received discussion from both the community amd within our council in regards to their status as potentially broken elements. While none were banned today, these Pokemon were still deemed in some way to have alot of negative traits that may negatively imoact the current standings of healthy metagame development in the tier, and you can expect the council to have a very keen eye in regards to how we want to handke these threats moving forward.


A LOT of G-Maxes suck.
:ss/coalossal-gmax::ss/Garbodor-gmax::ss/sandaconda-gmax::ss/lapras-gmax::ss/grimmsnarl-gmax:

Throughout the tour, G-Max variety has been rather low, with many teams opting for D-Max mons. While the G-Max who were used performed spectacularly, many "lesser" options were left in the dust and could be seen as bad options to use right now. Many Pokemon who are currently equipped to be G-Max just are not capable additions to a well balanced team. Expect the council to be invested in doing right by these Pokemon, whether by making voted on buffs, or dedicated rework slates open to the public so these Pokemon can pull their weight. The meta is already slim pickings in regards to what options are available esp when more stuff gets banned so we should be able to have better existing options. Speaking of that....


A lot of "reworks" SUCK
:ss/staraptor::ss/talonflame::ss/ninjask::ss/falinks::ss/slither-wing:

Similar to what was said above, but to largely an even bigger degree, there are alot of Pokemon that were subbed that are not particularly good Pokemon whatsoever, and can seen as honest failures on our part. A similar approach to what will be done regarding bad G-Maxes will have to be taken for these Pokemon as well, though I am personally more invested in rework slates opem to the pubkic for these Pokemon than the G-Maxes. Either way, alot of bad Pokemon, and lots of ways to remedy that.


Lack of Consistent Defensive options

Even accounting for the naturally more offensive leaning this metagame has, I still think many defensive Pokémom currently in the tier are alot weaker than they are in standard OU, and I think that lends heavily to how lopsided some offensive Pokemon are currently. I do think that going forward we should have a greater focus on both introducing better new walls and tweaking existing walls to be better equipped to face and utilize the tools of the TeraMax metagame.

All that is being said, TeraMax is not perfect, far from it actually, but I do truly believe that this tier has the potential to be a fun and competitive tier amd we can help guide this metagame to move forward in new and spectacular ways. To follow up this point, we are currently having slots for council open! A syrong, active and diverse coucilisthe lifeblood of how metagames can function here, and I want TeraMax to have the backing and solid foundation of a strong team to help shape the meta into the best meta it can be. So if you are interested in joining council, reach out to me, Gekokeso or ViZar.

Lastly Id like to sincerely thank everyone who played TeraMax in PMPL. You breathed new life into a long since slumbering metagame and produced some spectacular gameplay, and for that I am truly grateful. Cheers and good luck to the rest of the players for Playoffs!
 
Back again, with some major shakeups in regards to TeraMax as a whole. Once again I'd like to thank everyone who played TeraMax in the tour, yall have absolutely cooked in every match we spectated, and its ypur hard work that allows us to get the data to further grow amd develop our metagame. Now that being said, lets announce our news

Firstly, let's officially and publicly welcome 5 new players in our Council!

ViZar Clas EeveeGirl1380 scionicle and TTTech !

These five people with will help Geko and I shape TeraMax into the competitive powerhouse it was always meant to be!

With that being said, lets announce our first decision made as a united council.

:ss/baxcalibur::ss/roaring-moon:
Baxcalibur and Roaring Moon are hereby banned from TeraMax!
KingambitBaxcaliburRoaring Moon
G-LukeDNBBanBan
GekokesoDNBBanBan
ViZarBanBanBan
ClasBanBanBan
Eeveegirl1380DNBBanBan
scionicleBanBanBan
TTTechDNBBanBan


:baxcalibur:
Even without a viable snow setter, Baxcalibur has proven to still be the phenomenal wallbreaker and set up sweeper it has always been, with Bax being a good D-Max abuser and especially a great Tera abuser to snowball into being a big threat. Bax was deemed to be simply too much for our new metagame we are striving towards, so it was banned unanimously.

:roaring-moon:
Roaring Moon is a very devastating sweeper in TeraMax, being able to Tera out of many negative situations and fully abuse Acrobatics in combination with Booster Energy to level teams after little chip. Many strong Fairies in our tier so far rely on being able to snipe it out of the sky with their Fairy moves, so turning them into set up bait with Tera makes them much hard to answer. With all of those points in mind, RMoon was banned under a unanimous decision.

Kingambit once again proves to be a very contentious and polarizing Pokémon, and ultimately will require more observation before a decision (whether by us or the community) can be made on its fate.

In addition to these bans, council did some brain storming to start addressing some of the other issues we brought up in the earlier posts, specifically of many G-Maxes being rather lackluster picks in our current metagame. Not all G-Maxes mentioned were altered, but many were, so lets see what chaos we have cooked!

:ss/lapras-gmax:
+30 SpA, +10 Spe, Earth Power

Lapras sucked really bad as a dedicated G-Max (not to mention a Pokemon in general), so the buffs subbed helps it out, giving it some more offensive presence, and getting it outta the wonky 60 Speed tier. Earth Power not only doubles as coverage but it also further boosts the SpD of Lapras.

:ss/snorlax-gmax:
G-Max Move: Replaces target held item with Iapapa Berry, immediately consumes all Berries held by the target after that.
G-Max Ability: Natural Cure


Snorlax has potential in being an incredibly potent wallbreaker, but for th longest time it's move and mediocre G-Max ability held it back. No longer, as G-Max Replentish turned into a funny form of item control with built in (limited) healing. Natural Cure also helps it avoid long term cripplig via status. With these buffs Snor will finally shape up as a top tier threat.

:ss/garbodor-gmax:
+20 HP, +13 Def, +3 SpD
+Knock Off, +Earthquake


Garbodor is rather frail for being a defensive utility mon, so Garbodor was humored by granting it's bulk a noticeable buff, and access to new utility and coverage outside of G-Maxing. With these buffs we hope that Garb is better at handling offensive threats.

:ss/sandaconda-gmax:
+2 HP, +17 Atk, +21 SpD
-Sand Veil
+Intimidate
+Rapid Spin, +U-turn


Sandaconda and it's G-Max both struggle in their respective roles as a defensive Ground and self setting weather sweeper respectively. With these buffs, Sandaconda fulfills the often vacant feeling of a bulky Ground pivot that TeraMax has right now, with Intimidate and U-turn making it Landorus-T at home. The SpD boost makes it a better check for Electrix types and being a better pivot in general. The Attack buff on the other hand makes its G-Max form much stronger of a threat, being able to snowball alot easier.

:ss/hatterene-gmax:
+Belch
G-Max Ability: Regenerator


Hatterene is actually a great Pokemon in its base form, but it's G-Max form is comparatively a poor choice in the tier when other options are considered, particularly the other main defensive Fairy in the tier Alcremie. These buffs are minor but imoactful buffs to strengthen the picks of it's G-Max form without buffing it's regular form too much. Belch is the strongest Poison special move available, making it having a strong Max Ooze, and Regenerator helps to heal off chip. Regenerator notably is a powerful option, but the way it interacts with Dynamax mechanics makes it feel like it isn't as strong as an investment as you would think. It still makes its G-Max form a big threat.

:ss/copperajah-gmax:
+25 SpD, Power Whip, Spikes

Nothing too big here, with big Steel Melm gone, Copperajah gets a buff to make it more usable as the "token" Steel of our meta both in base and in G-Max form. Now both it's regular and G-Max form can set Spikes, and Power Whip is really useful in its G-Max form as coverage and as pseudo healing.

:cinderace-gmax: (G-Max sprite is bugged for some reason)
G-Max Move: 90 BP. Switches user out after use.
G-Max Ability: Magic Guard


G-Max Cinderace can't compete with it's base, so we just made G-Max Cinderace be regular Cinderace. Fireball being U-turn makes it a very spammable move, and Magic Guard makes it into one of the best offensive pivots in the tier thanks to it avoiding hazard damage. With these buffs, Cinderace will hopefully become a much better offensive utility pick.

:ss/corviknight-gmax:
G-Max Move: In addition to it's normal effects, heals 1/4th of their maximum HP if it clears away any hazards, screens or terrains.
G-Max Ability: Intimidate


Corviknight was comically known as a terrible G-Max Pokemon due to it having no recovery and a relativeky lacklustre statline, not to mention opportunity cost. With the new buffs provided, hopefully Corviknight can be a much more useful defensive Pokémon for the tier.

:ss/flapple-gmax:
+10 Atk, +10 Def, +3 Spe

These are small buffs for Flapple, with the many developments that have happened during the tour and what is happening moving forward, Flapple has been left very firmly in the dust. These buffs will help Flapple both in base and G-Max be a much better attacker for the meta.

:ss/butterfree-gmax:
-Spore
G-Max Move: Effects of Powder for 3 turns.
G-Max Ability: Soul-Heart


Butterfree like, is vastly outclassed by its base form. Its pretty hard to change Butterfree-GMax without just outright nerfing Butterfree, but hopefully this can lend some extra credence. It's G-Max Move is already very powerful in regards to its BP, and sprinkling Powder to grant it a pseudo immunity to Fire moves makes it a whole lot better mon. Soul-Heart just helps benefits its wallbreaking + snowballing prowess, if you can pull it off. We also removed Spore simply to avoid any potential hax unrest that comes with that combination.

:ss/orbeetle-gmax:
+10 SpA
Ability: Magic Guard
G-Max Ability: Psychic Surge


Swapped the abilities of its base and G-Max , as its base form got barely any usage out of it regardless. Now it can avoid hazard damage util it G-Maxes and its G-Max form can have consistent power behind it's attacks. Now Orbeetle can be seen as a solid offensive threat thanks to it's speed tier.

:ss/grimmsnarl-gmax:
-25 SpA
+25 Spe
G-Max Move: 50 BP. Effects of Pursuit


This is less of a strict buff, and more of a way to carve a very specific not existing in the meta, as effectively the only Pursuit user in the entire tier. Absolutely hard counters non Tera Dragapult but as a trade off is not particularly good as a pick overall in comparison to most other strong generalist picks. The Speed buff is mainly so that it can actually do its job as a Pursuit trapper and threaten Gholdengo.

:ss/coalossal-gmax:
+20 SpA, +5 Spe
Steam Engine - Doubles the power of Fire type moves in addition to current effects.
G-Max Ability: Desolate Land


Coal sucks, and frankly without shedding the Rock typing will most likely be shitty Garg at absolute worse. But with that being said, these buffs are just an attempt to make it even a crumb bit more threatening to face if you are hellbent on using it.

These are what the council helped pitch and decided in what is the best idea for these mons, and hopefully they strengthen not ony the variety in team structures one can use, but also in the (by proxy) defensive mons that were buffed, increasing the defensive options we have in the tier.

Ofc, these tier changes won't affect the finale of the tour, just to clarify.

You can also expect even more news and developments for the tier in the near to immediate future as well. Have a great one everybody and thanks for reading!
 
Last edited:
Hey y'all, long time no see. I guess it's better for you that way. I decided to show up again and show you the usage stats for TeraMax up until this point. Furthermore I'd like to write up some of my thoughts on the votes.

great-tusk.png
TeraMax
great-tusk.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Great Tusk         |    5 |  41.67% |  60.00% |
| 2    | Melmetal           |    4 |  33.33% |  75.00% |
| 2    | Alomomola          |    4 |  33.33% |  50.00% |
| 4    | Pelipper           |    3 |  25.00% |  66.67% |
| 4    | Iron Jugulis       |    3 |  25.00% |  66.67% |
| 4    | Kingambit          |    3 |  25.00% |  66.67% |
| 4    | Togekiss           |    3 |  25.00% |  66.67% |
| 4    | Zamazenta-*        |    3 |  25.00% |  66.67% |
| 4    | Rillaboom          |    3 |  25.00% |  33.33% |
| 10   | Glimmora           |    2 |  16.67% | 100.00% |
| 10   | Barraskewda        |    2 |  16.67% |  50.00% |
| 10   | Palafin            |    2 |  16.67% |  50.00% |
| 10   | Volcarona          |    2 |  16.67% |  50.00% |
| 10   | Ting-Lu            |    2 |  16.67% |   0.00% |
| 10   | Dragapult          |    2 |  16.67% |   0.00% |
| 16   | Bellibolt          |    1 |   8.33% | 100.00% |
| 16   | Iron Treads        |    1 |   8.33% | 100.00% |
| 16   | Dracovish          |    1 |   8.33% | 100.00% |
| 16   | Venusaur           |    1 |   8.33% | 100.00% |
| 16   | Salamence          |    1 |   8.33% | 100.00% |
| 16   | Iron Bundle        |    1 |   8.33% | 100.00% |
| 16   | Chi-Yu             |    1 |   8.33% | 100.00% |
| 16   | Chien-Pao          |    1 |   8.33% | 100.00% |
| 16   | Appletun           |    1 |   8.33% | 100.00% |
| 16   | Cinderace          |    1 |   8.33% | 100.00% |
| 16   | Skeledirge         |    1 |   8.33% | 100.00% |
| 16   | Tatsugiri          |    1 |   8.33% | 100.00% |
| 16   | Kilowattrel        |    1 |   8.33% |   0.00% |
| 16   | Centiskorch        |    1 |   8.33% |   0.00% |
| 16   | Baxcalibur         |    1 |   8.33% |   0.00% |
| 16   | Clefable           |    1 |   8.33% |   0.00% |
| 16   | Garbodor           |    1 |   8.33% |   0.00% |
| 16   | Toxtricity         |    1 |   8.33% |   0.00% |
| 16   | Torkoal            |    1 |   8.33% |   0.00% |
| 16   | Walking Wake       |    1 |   8.33% |   0.00% |
| 16   | Scovillain         |    1 |   8.33% |   0.00% |
| 16   | Hatterene          |    1 |   8.33% |   0.00% |
| 16   | Flutter Mane       |    1 |   8.33% |   0.00% |
| 16   | Darmanitan-Galar   |    1 |   8.33% |   0.00% |
| 16   | Alcremie           |    1 |   8.33% |   0.00% |
| 16   | Corviknight        |    1 |   8.33% |   0.00% |
| 16   | Annihilape         |    1 |   8.33% |   0.00% |
| 16   | Blastoise          |    1 |   8.33% |   0.00% |
| 16   | Scream Tail        |    1 |   8.33% |   0.00% |
alomomola.png
TeraMax
alomomola.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Alomomola          |    3 |  50.00% |  33.33% |
| 2    | Rillaboom          |    2 |  33.33% | 100.00% |
| 2    | Corviknight        |    2 |  33.33% | 100.00% |
| 2    | Centiskorch        |    2 |  33.33% |  50.00% |
| 2    | Hatterene          |    2 |  33.33% |  50.00% |
| 2    | Great Tusk         |    2 |  33.33% |   0.00% |
| 7    | Hawlucha           |    1 |  16.67% | 100.00% |
| 7    | Revavroom          |    1 |  16.67% | 100.00% |
| 7    | Kingambit          |    1 |  16.67% | 100.00% |
| 7    | Gengar             |    1 |  16.67% | 100.00% |
| 7    | Palafin            |    1 |  16.67% | 100.00% |
| 7    | Chi-Yu             |    1 |  16.67% | 100.00% |
| 7    | Kilowattrel        |    1 |  16.67% | 100.00% |
| 7    | Alcremie           |    1 |  16.67% | 100.00% |
| 7    | Clodsire           |    1 |  16.67% | 100.00% |
| 7    | Weavile            |    1 |  16.67% | 100.00% |
| 7    | Annihilape         |    1 |  16.67% | 100.00% |
| 7    | Garganacl          |    1 |  16.67% |   0.00% |
| 7    | Gholdengo          |    1 |  16.67% |   0.00% |
| 7    | Ting-Lu            |    1 |  16.67% |   0.00% |
| 7    | Venusaur           |    1 |  16.67% |   0.00% |
| 7    | Zamazenta-*        |    1 |  16.67% |   0.00% |
| 7    | Melmetal           |    1 |  16.67% |   0.00% |
| 7    | Clefable           |    1 |  16.67% |   0.00% |
| 7    | Dragapult          |    1 |  16.67% |   0.00% |
| 7    | Ninetales          |    1 |  16.67% |   0.00% |
| 7    | Walking Wake       |    1 |  16.67% |   0.00% |
| 7    | Roaring Moon       |    1 |  16.67% |   0.00% |
| 7    | Scovillain         |    1 |  16.67% |   0.00% |
great_tusk.png
TeraMax
great_tusk.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Great Tusk         |    4 |  66.67% |  25.00% |
| 2    | Kingambit          |    3 |  50.00% |  66.67% |
| 3    | Iron Jugulis       |    2 |  33.33% | 100.00% |
| 3    | Iron Moth          |    2 |  33.33% |  50.00% |
| 3    | Rillaboom          |    2 |  33.33% |  50.00% |
| 6    | Dragapult          |    1 |  16.67% | 100.00% |
| 6    | Annihilape         |    1 |  16.67% | 100.00% |
| 6    | Centiskorch        |    1 |  16.67% | 100.00% |
| 6    | Pelipper           |    1 |  16.67% | 100.00% |
| 6    | Palafin            |    1 |  16.67% | 100.00% |
| 6    | Appletun           |    1 |  16.67% | 100.00% |
| 6    | Melmetal           |    1 |  16.67% | 100.00% |
| 6    | Ninjask            |    1 |  16.67% | 100.00% |
| 6    | Iron Valiant       |    1 |  16.67% | 100.00% |
| 6    | Gholdengo          |    1 |  16.67% | 100.00% |
| 6    | Glimmora           |    1 |  16.67% | 100.00% |
| 6    | Garganacl          |    1 |  16.67% |   0.00% |
| 6    | Clefable           |    1 |  16.67% |   0.00% |
| 6    | Arctozolt          |    1 |  16.67% |   0.00% |
| 6    | Slowking           |    1 |  16.67% |   0.00% |
| 6    | Skeledirge         |    1 |  16.67% |   0.00% |
| 6    | Corviknight        |    1 |  16.67% |   0.00% |
| 6    | Roaring Moon       |    1 |  16.67% |   0.00% |
| 6    | Toxtricity         |    1 |  16.67% |   0.00% |
| 6    | Torkoal            |    1 |  16.67% |   0.00% |
| 6    | Walking Wake       |    1 |  16.67% |   0.00% |
| 6    | Scovillain         |    1 |  16.67% |   0.00% |
| 6    | Togekiss           |    1 |  16.67% |   0.00% |
corviknight.png
TeraMax
corviknight.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Corviknight        |    2 |  33.33% | 100.00% |
| 1    | Kingambit          |    2 |  33.33% |  50.00% |
| 1    | Iron Bundle        |    2 |  33.33% |  50.00% |
| 4    | Tyranitar          |    1 |  16.67% | 100.00% |
| 4    | Excadrill          |    1 |  16.67% | 100.00% |
| 4    | Drednaw            |    1 |  16.67% | 100.00% |
| 4    | Toxapex            |    1 |  16.67% | 100.00% |
| 4    | Clefable           |    1 |  16.67% | 100.00% |
| 4    | Alcremie           |    1 |  16.67% | 100.00% |
| 4    | Alomomola          |    1 |  16.67% | 100.00% |
| 4    | Clodsire           |    1 |  16.67% | 100.00% |
| 4    | Weavile            |    1 |  16.67% | 100.00% |
| 4    | Annihilape         |    1 |  16.67% | 100.00% |
| 4    | Pelipper           |    1 |  16.67% | 100.00% |
| 4    | Iron Jugulis       |    1 |  16.67% | 100.00% |
| 4    | Iron Leaves        |    1 |  16.67% | 100.00% |
| 4    | Iron Hands         |    1 |  16.67% | 100.00% |
| 4    | Dragapult          |    1 |  16.67% |   0.00% |
| 4    | Hydreigon          |    1 |  16.67% |   0.00% |
| 4    | Hatterene          |    1 |  16.67% |   0.00% |
| 4    | Kingler            |    1 |  16.67% |   0.00% |
| 4    | Iron Treads        |    1 |  16.67% |   0.00% |
| 4    | Tatsugiri          |    1 |  16.67% |   0.00% |
| 4    | Melmetal           |    1 |  16.67% |   0.00% |
| 4    | Togekiss           |    1 |  16.67% |   0.00% |
| 4    | Great Tusk         |    1 |  16.67% |   0.00% |
| 4    | Darmanitan-Galar   |    1 |  16.67% |   0.00% |
| 4    | Rotom-Wash         |    1 |  16.67% |   0.00% |
| 4    | Toedscruel         |    1 |  16.67% |   0.00% |
| 4    | Gholdengo          |    1 |  16.67% |   0.00% |
| 4    | Gyarados           |    1 |  16.67% |   0.00% |
| 4    | Roaring Moon       |    1 |  16.67% |   0.00% |
| 4    | Volcarona          |    1 |  16.67% |   0.00% |
butterfree.png
TeraMax
butterfree.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Butterfree         |    2 |  50.00% | 100.00% |
| 1    | Roaring Moon       |    2 |  50.00% | 100.00% |
| 1    | Gholdengo          |    2 |  50.00% |  50.00% |
| 1    | Alomomola          |    2 |  50.00% |   0.00% |
| 5    | Toedscruel         |    1 |  25.00% | 100.00% |
| 5    | Kingler            |    1 |  25.00% | 100.00% |
| 5    | Baxcalibur         |    1 |  25.00% | 100.00% |
| 5    | Iron Valiant       |    1 |  25.00% | 100.00% |
| 5    | Quaquaval          |    1 |  25.00% | 100.00% |
| 5    | Ting-Lu            |    1 |  25.00% | 100.00% |
| 5    | Hatterene          |    1 |  25.00% | 100.00% |
| 5    | Alcremie           |    1 |  25.00% |   0.00% |
| 5    | Meowscarada        |    1 |  25.00% |   0.00% |
| 5    | Garganacl          |    1 |  25.00% |   0.00% |
| 5    | Great Tusk         |    1 |  25.00% |   0.00% |
| 5    | Zamazenta-*        |    1 |  25.00% |   0.00% |
| 5    | Togekiss           |    1 |  25.00% |   0.00% |
| 5    | Orbeetle           |    1 |  25.00% |   0.00% |
| 5    | Clodsire           |    1 |  25.00% |   0.00% |
| 5    | Centiskorch        |    1 |  25.00% |   0.00% |
iron_leaves.png
TeraMax
iron_leaves.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Iron Leaves        |    1 |  50.00% | 100.00% |
| 1    | Iron Hands         |    1 |  50.00% | 100.00% |
| 1    | Iron Thorns        |    1 |  50.00% | 100.00% |
| 1    | Iron Treads        |    1 |  50.00% | 100.00% |
| 1    | Iron Valiant       |    1 |  50.00% | 100.00% |
| 1    | Iron Bundle        |    1 |  50.00% | 100.00% |
| 1    | Centiskorch        |    1 |  50.00% |   0.00% |
| 1    | Hatterene          |    1 |  50.00% |   0.00% |
| 1    | Gholdengo          |    1 |  50.00% |   0.00% |
| 1    | Roaring Moon       |    1 |  50.00% |   0.00% |
| 1    | Ting-Lu            |    1 |  50.00% |   0.00% |
| 1    | Zamazenta-*        |    1 |  50.00% |   0.00% |
great_tusk.png
TeraMax
great_tusk.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Great Tusk         |    2 | 100.00% |  50.00% |
| 2    | Roaring Moon       |    1 |  50.00% | 100.00% |
| 2    | Frosmoth           |    1 |  50.00% | 100.00% |
| 2    | Annihilape         |    1 |  50.00% | 100.00% |
| 2    | Kingambit          |    1 |  50.00% | 100.00% |
| 2    | Togekiss           |    1 |  50.00% | 100.00% |
| 2    | Torkoal            |    1 |  50.00% |   0.00% |
| 2    | Hatterene          |    1 |  50.00% |   0.00% |
| 2    | Scovillain         |    1 |  50.00% |   0.00% |
| 2    | Walking Wake       |    1 |  50.00% |   0.00% |
| 2    | Charizard          |    1 |  50.00% |   0.00% |
great_tusk.png
TeraMax
great_tusk.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Great Tusk         |   15 |  39.47% |  33.33% |
| 2    | Kingambit          |   10 |  26.32% |  70.00% |
| 2    | Alomomola          |   10 |  26.32% |  40.00% |
| 4    | Melmetal           |    7 |  18.42% |  57.14% |
| 4    | Rillaboom          |    7 |  18.42% |  57.14% |
| 4    | Roaring Moon       |    7 |  18.42% |  42.86% |
| 4    | Togekiss           |    7 |  18.42% |  42.86% |
| 4    | Hatterene          |    7 |  18.42% |  28.57% |
| 9    | Iron Jugulis       |    6 |  15.79% |  83.33% |
| 9    | Corviknight        |    6 |  15.79% |  66.67% |
| 9    | Zamazenta-*        |    6 |  15.79% |  33.33% |
| 9    | Centiskorch        |    6 |  15.79% |  33.33% |
| 9    | Gholdengo          |    6 |  15.79% |  33.33% |
| 14   | Annihilape         |    5 |  13.16% |  80.00% |
| 14   | Pelipper           |    5 |  13.16% |  80.00% |
| 14   | Ting-Lu            |    5 |  13.16% |  20.00% |
| 14   | Dragapult          |    5 |  13.16% |  20.00% |
| 18   | Palafin            |    4 |  10.53% |  75.00% |
| 18   | Iron Bundle        |    4 |  10.53% |  75.00% |
| 18   | Alcremie           |    4 |  10.53% |  50.00% |
| 18   | Clefable           |    4 |  10.53% |  25.00% |
| 18   | Scovillain         |    4 |  10.53% |   0.00% |
| 18   | Walking Wake       |    4 |  10.53% |   0.00% |
| 24   | Glimmora           |    3 |   7.89% | 100.00% |
| 24   | Iron Valiant       |    3 |   7.89% | 100.00% |
| 24   | Iron Treads        |    3 |   7.89% |  66.67% |
| 24   | Clodsire           |    3 |   7.89% |  66.67% |
| 24   | Volcarona          |    3 |   7.89% |  33.33% |
| 24   | Torkoal            |    3 |   7.89% |   0.00% |
| 24   | Garganacl          |    3 |   7.89% |   0.00% |
| 31   | Chi-Yu             |    2 |   5.26% | 100.00% |
| 31   | Appletun           |    2 |   5.26% | 100.00% |
| 31   | Weavile            |    2 |   5.26% | 100.00% |
| 31   | Iron Leaves        |    2 |   5.26% | 100.00% |
| 31   | Iron Hands         |    2 |   5.26% | 100.00% |
| 31   | Butterfree         |    2 |   5.26% | 100.00% |
| 31   | Barraskewda        |    2 |   5.26% |  50.00% |
| 31   | Venusaur           |    2 |   5.26% |  50.00% |
| 31   | Skeledirge         |    2 |   5.26% |  50.00% |
| 31   | Tatsugiri          |    2 |   5.26% |  50.00% |
| 31   | Kilowattrel        |    2 |   5.26% |  50.00% |
| 31   | Baxcalibur         |    2 |   5.26% |  50.00% |
| 31   | Iron Moth          |    2 |   5.26% |  50.00% |
| 31   | Kingler            |    2 |   5.26% |  50.00% |
| 31   | Toedscruel         |    2 |   5.26% |  50.00% |
| 31   | Toxtricity         |    2 |   5.26% |   0.00% |
| 31   | Darmanitan-Galar   |    2 |   5.26% |   0.00% |
| 48   | Frosmoth           |    1 |   2.63% | 100.00% |
| 48   | Bellibolt          |    1 |   2.63% | 100.00% |
| 48   | Dracovish          |    1 |   2.63% | 100.00% |
| 48   | Salamence          |    1 |   2.63% | 100.00% |
| 48   | Chien-Pao          |    1 |   2.63% | 100.00% |
| 48   | Cinderace          |    1 |   2.63% | 100.00% |
| 48   | Hawlucha           |    1 |   2.63% | 100.00% |
| 48   | Revavroom          |    1 |   2.63% | 100.00% |
| 48   | Gengar             |    1 |   2.63% | 100.00% |
| 48   | Ninjask            |    1 |   2.63% | 100.00% |
| 48   | Tyranitar          |    1 |   2.63% | 100.00% |
| 48   | Excadrill          |    1 |   2.63% | 100.00% |
| 48   | Drednaw            |    1 |   2.63% | 100.00% |
| 48   | Toxapex            |    1 |   2.63% | 100.00% |
| 48   | Quaquaval          |    1 |   2.63% | 100.00% |
| 48   | Iron Thorns        |    1 |   2.63% | 100.00% |
| 48   | Charizard          |    1 |   2.63% |   0.00% |
| 48   | Garbodor           |    1 |   2.63% |   0.00% |
| 48   | Flutter Mane       |    1 |   2.63% |   0.00% |
| 48   | Blastoise          |    1 |   2.63% |   0.00% |
| 48   | Scream Tail        |    1 |   2.63% |   0.00% |
| 48   | Ninetales          |    1 |   2.63% |   0.00% |
| 48   | Arctozolt          |    1 |   2.63% |   0.00% |
| 48   | Slowking           |    1 |   2.63% |   0.00% |
| 48   | Hydreigon          |    1 |   2.63% |   0.00% |
| 48   | Rotom-Wash         |    1 |   2.63% |   0.00% |
| 48   | Gyarados           |    1 |   2.63% |   0.00% |
| 48   | Meowscarada        |    1 |   2.63% |   0.00% |
| 48   | Orbeetle           |    1 |   2.63% |   0.00% |

As you may have seen, I voted ban on everything for the reason that they are huge threats. G-Luke already summed up my thoughts on Baxcalibur and Roaring Moon, so I'll focus on Kingambit. I voted ban on it mostly because I voted Ban on the other two. On its own Kingambit really lacks the impact it needs for a ban, however I think banning Roaring Moon and Baxcalibur will give Kingambit more opportunity to set-up, sweep or wallbreak. Removing Moon and Bax from the tier will just make Gambit better and I think it is already a borderline case, that just doesn't have enough support, thus I supported a ban on Kingambit.

I will also update the Spreadsheet and Calculator when I get to it, but it will take a while since I'm incredibly busy.
Cya
 
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Welcome to the first slate in a post PMPL world! TeraMax has undergone a host of changes in the time that has passed between PMPL, and as we promised before, of the many things we do plan to tackle to ensure the metagame proceeds according to iur vision, many different issues will be addressed - this slate here promises to tackle the remaining lacklustre untouched G-Maxes that roam the tier.

:ss/charizard::ss/toxtricity::ss/toxtricity-low-key::ss/inteleon::ss/duraludon::ss/gengar:

Slate 1b: Gigantamax Part 3

Restrictions

For All
- HP cannot be modified
- Can replace one ability with another
- Typing can be modified, but only one that doesn't correspond to the G-Max signature
- G-Max form abilities and signature moves can be changed or modified, sans move type.
- Up to 20 points can be removed from a single stat to inflate the other stats.

:Charizard:
- Can add up to 35 more points to BST, with 15 per stat maximum in any single stat.
- Can add up to 2 new moves

:toxtricity:
- Can add up to 35 more points to BST, with 20 per stat maximum in any single stat.
- Can add up to 3 new moves.
- Overdrive can be adjusted.
- Each form can be treated as their own form, so you can buff and modify them and their corresponding G-Max differently. Still counts as one submission.

:Inteleon:
- Can add up to 35 more points to BST, with 15 per stat maximum in any single stat.
- Can add up to 4 new moves.
- Snipe Shot can be adjusted.

:Duraludon:
- Can add up to 35 more points to BST, with 15 per stat maximum in any single stat.
- Can add up to 3 new moves.
- Stalwart can be adjusted.

:Gengar:
- Can add up to 35 more points to BST, with 15 per stat maximum in any given stat.
- Can add up to 3 new moves.

Submissions close on the 15th of September, so get those subs in! Good luck dveryone, and hopefully the lessons learnt from PMPL will help guide your subs.
 
Wanted to share the teams I used for PMPL. A few of them were hit by bans, but those can mostly be fixed by giving Jugulis Thunder.

:Dragapult::Rillaboom::Blastoise-Gmax::Scream Tail::Ting-Lu::Zamazenta:
One of my first attempts at a TeraMax team. I realized late into the week that Zamazenta is incapable of Dynamaxing, so I quickly had to pivot to something else. Gmax Blastoise seemed pretty funny with tspikes, but I accidentally brought Toxic instead of Toxic Spikes and Scream Tail got crit to death and I didn't have a way to knock or pressure Alomomola. I changed it to Toxic Spikes here but it could probably use more Knock Off to deal with bulky teams.

:Bellibolt::Pelipper::Iron Treads::Iron Jugulis::Dracovish::Barraskewda:
At this point I was 0-1 and matched up with a strong player, so I decided to load cheese. Iron Jugulis was an obvious candidate thanks to Electro Shot. I was pretty unhappy with how Gmax had felt week 1, so I had made a list of strong Dmax options. Bellibolt's Electromorphosis, ability to set terrain and weather, and access to Max Ooze made it seem pretty strong, so I aimed for a similar structure to this team.

:Centiskorch-Gmax::Hawlucha::Rillaboom::Hatterene::Revavroom::Kingambit:
Two other people also decided to bring Jugulis cheese week 2. I wanted to be ready to beat both stall and opposing rain. Gmax Centiskorch seemed like a great option for that thanks to its signature move (better Magma Storm) and access to Dry Skin for rain. The team ended up with Grassy Terrain to keep Centiskorch alive, give me priority for Swift Swim sweepers, and unlock more cheese. Hatterene was chosen to deter hazards for Centiskorch and potentially win with Stored Power.

:Pelipper::Iron Jugulis::Palafin-Hero::Appletun-Gmax::Melmetal::Ninjask:
None of the week 3 teams seemed to have adequate rain prep, so I brought it again. Went with a bulkier version this time to help get Palafin into Hero form safely- that mon is definitely still cracked after the changes. Gmax apple was added to protect Palafin from status and Ninjask was added because it's a funny guy and I needed speed + utility + a ground type.

:Pelipper::Iron Jugulis::Iron Leaves::Iron Bundle::Iron Hands::Kingambit:
Rain worked again and Jugulis still wasn't nerfed, so I wanted to see it with rain AND terrain support. Iron Hands fills Bellibolt's role this time, reaching like 1000 HP and power boosts from both of its STAB attacks.

:Toedscruel::Butterfree::Kingler-Gmax::Baxcalibur::Roaring Moon::Iron Valiant:
Jugulis sadly got nerfed, so I looked to the remaining broken Pokemon. The dragons are self-explanatory, and I had been wanting to use Toedscruel and Butterfree since the start. The idea was to have a bunch of bulky setup sweepers supported by Toedscruel, but it tragically got crit and died before it could do anything. Gmax Kingler was just added for its resistances, but it ended up putting in a ton of work.

:Iron Leaves::Iron Hands::Iron Thorns::Iron Treads::Iron Valiant::Iron Bundle:
For semis tiebreak I spent more time prepping than any other, but everything went out the window when I saw that Rising Voltage Iron Thorns can OHKO spdef Garganacl. I was really hoping to fight Great Tusk and no Gholdengo with this based on the team's scout, but they changed it up and Iron Thorns had to pull off a miracle to win.

:Torkoal::Hatterene::Great Tusk::Scovillain::Walking Wake::Charizard-Gmax:
Charizard looked solid into the scout for finals, and it's just a cool guy. Pretty standard sun otherwise. Scovillain was used as a Dmax mon every time I saw it in other games, so I wanted to try a different approach by using it as more consistent speed control with the option of Tera to help protect it from Kingambit. It has Stomping Tantrum instead of Close Combat to hit Glimmora which ended up being the wrong call. Also misplayed the game a bit so I think the team is fine.

Big shoutouts to Mana for helping me cook and big tony 2014 for being willing to test. Also to the people who've contributed to TeraMax; it's been fun and I look forward to seeing how it grows.
 
i had a lot of fun building and playing this tier so i wanted to do a team dump too

week 1 vs irene :kingambit: :glimmora: :chien-pao: :volcarona: :togekiss: :zamazenta:

just some generic strong offensive mons. i wanted to build with red card glim because it looked insane in this tier with all the setup and stuff. i expected some weird team from irene and this offense is kinda anti bs, especially kingambit and zama who benefit a lot from t spikes being up from glim. i was very sure i wanted to use togekiss as a dynamax sweeper as well because max airstream is broken, though at the time i didn't realise the base power was nerfed. either way it put in work and could have won on the spot.

for the actual game, matchup was easily in my favour so i didn't have to do much to win here. all i had to do was get rocks + t spikes up and then my kingambit/zamacan win.

week 2 vs clas :zamazenta: :salamence: :glimmora: :iron bundle: :chi-yu: :kingambit:

built around the same core of glim + zama + kingambit again because it worked so well last week. this time i used salamence as my dynamax sweeper because it looked insanely broken on paper, having max airstream + moxie + defense boosting max moves. i was expecting clas to bring something fat so i thought sub np chi yu might be a good bring. i thought bundle looked funny too because it got destiny bond, so maybe i could catch something off guard.

in the game i knew melmetal was leading to counter glim so i counter lead with chi yu. i wanted to get chip on togekiss because it walled so much of my team, but +2 fire blast did nothing. they are forced to roost so i can go bundle and encore and from there bundle puts in work. kingambit did stuff to finish it off but at this point chi yu probably would have won too. salamence didn't get to come out unfortunately but this mon could have swept easily.

week 3 vs scionicle :garganacl: :gholdengo: :ting-lu: :venusaur-gmax: :zamazenta: :alomomola:

wanted to change up from offense this week and experiment with something more fat, even though i believed offense to be the superior option in this tier. i expected something quite offensive and thought garg and co should be very good for that, plus water garg + mola + venu should be good into the rain they were using.

i clearly got owned in the actual game, because they read my soul and brought anti fat stuff. sub stored power hatt was a very tough matchup because my ghold wasn't np. centiskorch trapping my garg t1 was also stupid from me, but realistically this mon was going to own me regardless.

week 4 vs eeveegirl1380 :kingambit: :iron valiant: :gholdengo: :iron moth: :glimmora: :rillaboom:

after last week i decided i was bringing offense every week because it would be stupid not to. also thought gmax mons sucked so wanted to go back to using dynamax. i wanted to abuse max air stream again but also wanted a mon that could boost their attack or special attack at the same time. i knew iron moth had hurricane so i thought this could be funny, as it has stab max ooze too which boosts special attack. max flare was good for boosting fire blast damage too as well as removing rain and max starfall was good for removing offensive terrain options. red card glim + kingambit made its return for obvious reasons.

matchup looked ok to me for the game, but anti leading wake was tough. valiant was basically the only lead that didn't make me lose a lot from a wake lead so i kinda gambled on that. they lead torkoal which is fine, means i get a free knock but they go toxtricity because it walls my stabs. for the 2nd time in 4 weeks i catch a gmax toxtricity with a destiny bond and now their toxic spikes absorber is dead. however walking wake is still a huge threat so i am basically back to turn 1 where i have to counter lead it. rillaboom is probably my best option as they end up going wake like i expected. i figured they wouldn't stay in and would switch to one of their 3 rilla counters. because glim was good into all 3 of them i doubled out so i could get free rocks. eventually i realised i could tera ghost in front of tusk and get them to set up t spikes for me. with wake killing glim, i figured i could set up with moth now and sweep, which i did.

week 5 vs rofna :dragapult: :hydreigon: :hatterene: :kingler-gmax: :iron treads: :kingambit:

we had already secured playoffs at this point so i didn't really care about this game. i thought sub np drei looked good into their scout so i just paired this with a random offense. kingler looked funny as a good anti weather mon, with max rockfall to remove both sun and rain.

my anti weather mon ended up supporting his weather here but it still looks insane. they end up wasting tera early vs kingler as it proceeds to kill pex too. it still looked good into them so i decided to save it. t21 i get scared in case this is shell smash so i am forced to stay in. i go pult to threaten status as it would completely nullify this mon, but knowing clef was very free from them i doubled. they ended up staying in and as i went pult again i missed so game was over.

semis vs clas :gholdengo: :quaquaval: :ting-lu: :hatterene: :butterfree: :roaring moon:

they had been loading the same basic easy to exploit fat and i was certain they wouldn't change from this. taunt moon + psyshock gholdengo looked very good so i just brought some random stuff to go with it. quaquaval looked cool as a dynamax sweeper as it had max airstream and stab max knuckle. just like salamence, with moxie it could easily sweep. butterfree looked broken, idk why it has spore. av hatt is a cool mon that allows you to check way more mons than normal hatt whilst still outputting damage. i ran a good amount of special attack on it so i can actually do damage vs some of their fatter mons.

in the actual game they loaded exactly what i thought they would, so i knew i had a win as long as i played well. ting lu lead was probably bad but whatever, i lead it anyway. i know they are going to the magic bouncer so i get a free eq, but i did not expect wisp. on t3 the gmax is obvious and i debated for a while if i should rocks or not but for whatever reason i didn't. they attack me and get forced out to mola, so i get my free rocks there. t5 they expect me to switch or something and don't grass move me so i get a free whirlwind and now centiskorch is basically dead. i go hard hatt on zama and kill it. they go togekiss which allows me to sac ting lu and set up with ghold. they try to revenge with orbeetle but i sac hatt which gives me free setup with moon, which wins me the game.

finals vs scionicle :roaring moon: :frosmoth: :annihilape: :kingambit: :great tusk: :togekiss:

for the final game i was pretty sure they would expect me to bring glim again so i decided to mix it up and use lead ape as my rocker. kingambit + moon made its return because they are good pokemon and the pair can beat most styles of team. honestly i didn't really build with scionicle in mind, i just wanted to build a team i thought would be good to use in general as last time i tried to catch them out it didn't work. just like in week 1 i used dynamax togekiss because it's just strong and bulky. i was very torn between using it vs salamence but decided togekiss is the better option on this team. i needed a ground type and some better speed control so i added booster tusk. at this point i realised bundle is very tough for me. frosmoth looked like a funny option so i went with that.

loading into sun was tough, my matchup into wake especially sucked. my rocker was also completely walled by hatt. i lead it anyway as they lead zard. i know for sure they won't go hatt here so i just set up rocks as they are insanely good here. i knew zard was going to destroy my team but as long as i could get rocks up and chip it/force it out i was in a good spot again. i have to trade togekiss and ape just to get zard low but gambit ends up forcing it out. they go tusk so i reveal tera ghost and set up an sd. they stay in and take an iron head whilst doing barely anything back to gambit, who is looking insane rn. i genuinely thought i might just win here. i go for sucker as they go torkoal which sucks, as it gave them a free turn. they sac tusk to safely bring in wake who ends up being tera fairy. with tera exhausted and tusk dead i figure moon can just win here as i hope they are locked into hydro steam. luckily they are not mystic water so i get a free dd with moon as they stay in. i may have just won from here, but i was scared hatt living +1 knock as it was a roll to kill standard defensive hatt from here. i risk the crit and set up another dd and win.

i built all these teams myself but ty to the people who helped me test
 
https://pokepast.es/c56e988cb54f4372 - Week 1, built by me, played by Irene. Sun team that was one of my old team dump teams.
https://pokepast.es/5401f7d6ca5c3473 - Week 2, built and played by Taka, corrections by me and G-luke. Rain (change electro shot on jugulis for thunder)
https://pokepast.es/3949c26126e6e6cc - Week 3, built and played by me, slight corrections by G-luke. Gengar Balance
https://pokepast.es/a0378557ce68825f - Week 4, built by G-luke, played by me. Centipede Balance
https://pokepast.es/4f974609c5b83e9d - Week 5, built and played by me, Tatsugiri balance (replace melmetal with another steel dynamax- gigantamax)

:Charizard-gmax:
Name: Charizard
Stats: 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe | BST: 515
Abilities: Blaze / Solar Power
G-Max Ability: Adaptability
New / Changed Moves: U-turn, Thunder.
Justification: Partially inspired by one of the Gmax-Cinderace buffs proposed that didn't make it through. Given that Zard already wants to spam Fire moves by varying between its sun setting G-move and its signature move it now hits even harder. Loses strong coverage it would want with solar power in exchange for nuclear fire type attacks and a strong speed boosting move in Max Airstream.

:inteleon-gmax:
Name: Inteleon
Stats: 70 HP / 90(+10) Atk / 85 Def / 125 SpA / 65 SpD / 110(-10) Spe | BST: 530
Abilities: Torrent / Super Luck
G-Max Ability: Stakeout
New / Changed Moves: G-Max Hydrosnipe.
G-Max Hydrosnipe: 80bp - +1 priority. Fails if the opponent hasn't selected a move.
Justification: Avoided giving Inteleon poison coverage so as to not make it too overwhelming, might change stats later after feedback but right now they should work well, especially due to the speed nerf. Thanks to Stakeout, Inteleon becomes a very powerful damage dealer capable of breaking teams. Thanks to its buffed gmax move, Inteleon forces opponents to play a guessing gane between attacking and eating a water type sucker punch or switching out and taking immense damage from its ice coverage. Meanwhile as base it can use Super Luck + Snipe Shot to take out mons like Hatterene in an emergency. Should be balanced due to the prevalence of bulky waters and Tera mons, as well as faster mons like Bundle or Dragapult being able to tank snipe shot.

:gengar-gmax:
Name: Gengar
Stats: 60 / 65 / 75(+15) / 130 / 90(+15) / 110 | 530(+30)
Abilities: Levitate
G-Max Ability: Earth Eater
New / Changed Moves: None
Justification: Similar to ana's sub, only that the ability is different to keep the theme of gmaxes having different abilities, as well as investing in bulk so that it can actually use its trapping capabilities.
 
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:ss/toxtricity-gmax: :toxtricity:
Name: Toxtricity
Type: Poison/Electric
Stats: 75 HP / 113 (+15) Atk / 80 (+10) Def / 104 (-10) SpA / 70 SpD / 95 (+20) Spe | BST: 537
Abilities: Punk Rock | Electromorphosis | Technician
G-Max Ability: Defiant
New Moves: Supercell Slam

:ss/toxtricity-low-key-gmax: :toxtricity-low-key:
Name: Toxtricity Low-Key
Type: Poison/Electric
Stats: 75 HP / 78 (-20) Atk / 85 (+15) Def / 114 SpA / 90 (+20) SpD / 95 (+20) Spe | BST: 537
Abilities: Punk Rock | Electromorphosis | Technician
G-Max Ability: Punk Rock
New Moves: Earth Power

Changed Moves:
Overdrive: becomes a physical attack if the user's Attack is greater than its Special Attack, including stat stage changes.

Justification: So from what I've watched, Toxtricity is absolute ass as a Gmax option and an option in general. I gave them both forms their original G-Max abilities, as well as better speed and bulk so that they can actually do something first that isn't dying. Overdrive now has Photon Geyser effect, so G-Max Stunshock can either be physical or special.

Amped now can either be physical or special, equipped with Shift Gear to boost itself further and heal up with Drain Punch. Defiant can punish Defog users and the new Intimidate G-Maxes. Lowkey on the otherhand is purely special now, doing its usual shtick of blasting with Specs sound moves or G-Maxing and boosting itself with Max Ooze. Earth Power is there to help it against Steel-types. Gave Lowkey Punk Rock still because did you know G-Max Stunshock is supposed to be sound-based. wild.
 
:ss/charizard-gmax:
Name: Charizard
Stats: 78 / 64 / 88 / 119 / 85 / 100 | 534
Abilities: Blaze / Intimidate
Movepool: + Smog, U-Turn
G-Max Ability: Solar Power
New / Changed Moves:
G-Max Wildfire: 110 BP, burns the target
Justification: intim + uturn in base makes it a somewhat appealing defensive pivot; gmax can get huge amounts of power when using max flare, and wildfire is unchanged so it can still be offensive/defensive support or spread status to stallbreak. also smog cause funny 60 bp boosting move

:ss/toxtricity-gmax:
Name: Toxtricity
Stats: 75 / 78 / 80 / 127 / 80 / 90 | 530
Abilities: Punk Rock / Plus / Competitive
Movepool: + Focus Blast, Slack Off
G-Max Ability: Earth Eater
New / Changed Moves:
Overdrive: bypasses abilities
G-Max Stun Shock: 100 BP, paralyzes the target if it resists the move
Justification: base exists as a better version of itself now that it can outspeed more things (particularly with scarf) as well as hit ferro if it wants. gmax gets earth eater as coal loses it so it switches to a more tank/stallbreaker role, blocking stuff like tusk/sandaconda who would offensively force it out

:ss/toxtricity-low-key-gmax:
Name: Toxtricity-Low-Key
Stats: 75 / 78 / 90 / 117 / 90 / 80 | 530
Abilities: Punk Rock / Minus / Regenerator
Low-Key Movepool: + Sparkling Aria, Slack Off
G-Max Ability: Surge Surfer
New / Changed Moves:
Overdrive: bypasses abilities
G-Max Stun Shock: 100 BP, paralyzes the target if it resists the move
Justification: somewhat bulky but awkward typing regen pivot who can come in on fairies and volt on them. gmax gets surge surfer to boost its speed to outspeed up to 107 at +1 after using a max lightning, as well as sparkling aria to hit grounds (cant hit ferro though).

inteleon-gmax.gif

Name: Inteleon
Stats: 70 / 85 / 65 / 125 / 65 / 120 | 530
Abilities: Torrent / Mold Breaker
Movepool: + Focus Blast
G-Max Ability: Sniper
New / Changed Moves:
Snipe Shot | Water | Special | 80 BP | 100% Acc | Bullet | Doubled damage against resisted targets.
G-Max Hydrosnipe: 70 BP, always results in a critical hit
Justification: base is a big stab clicker who can do such things like 2hko ferro in rain with specs, while gmax leans more into neutral hits with a 180 bp nuke

:ss/duraludon-gmax:
Name: Duraludon
Abilities: Heavy Metal / Sturdy / Stalwart (This Pokemon's Special Defense is 1.5x.)
Movepool: + Earth Power
G-Max Ability: Filter
New / Changed Moves:
G-Max Depletion: 140 BP, heals 50% of the damage dealt
Justification: basic fatmon, huge spd with its typing means it goes places in base. gmax loses all its spd but makes up for it by having a healing nuke

:ss/gengar-gmax:
Name: Gengar
Stats: 60 / 60 / 60 / 130 / 75 / 115 | 500
Abilities: Levitate
G-Max Ability: Levitate
New / Changed Moves:
G-Max Terror: 120 BP, target is forced out at the end of the turn
Justification: bumped up speed helps it outspeed jugulis, moth, and leaves (not in terrain), and levitate helps it spinblock tusk. gmax can help shuffle the opp for hazards or to lose momentum
 
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:sv/Charizard-gmax:
Name: Charizard
Type: Fire / Flying
Abilities: Blaze / Solar Power (H)
G-Max Ability: Battle Bond
Stats:
78 / 99 / 85 / 109 / 85 / 113 (+15 Atk, +7 Def, +13 Spe)
New Moves: Smog, Roost
G-Max Move:
110 BP, Burns target + becomes physical if Atk > SpA
Justification:
Charizard has a great physical movepool that's going to waste without Mega X. The stat buffs make physical sets do decent damage and all sets compete with the new fast Pokemon. Battle Bond is great sweeping ability that currently doesn't exist in TeraMax and helps both physical and special sets. Smog was the most thematic option for Max Ooze to give special sets a way to boost. Roost can let it heal up before Gmaxing or stick around if you're running a non-Gmax set for some reason. Keeping the 100% burn on its signature move because it needs a good effect to compete with Max Flare.



:sv/Toxtricity-gmax:
Name: Toxtricity
Type: Electric / Poison
Abilities: Punk Rock / Iron Fist / Technician (H)
G-Max Ability: Merciless
Stats:
75 / 118 / 70 / 118 / 70 / 86 (+20 Atk, +4 SpA, +11 Spe)
New Moves: Ice Punch, Barb Barrage, Needle Arm

Name:
Toxtricity-Low-Key
Type: Electric / Poison
Abilities: Punk Rock / Storm Drain / Technician (H)
G-Max Ability: Electromorphosis
Stats: 75 / 78 / 90 / 129 / 90 / 75 (-20 Atk, +20 Def, +15 SpA +20 SpD)
New Moves: Nasty Plot, Slack Off, Icy Wind

G-Max Move:
120 BP, Toxtricity-Gmax - Physical + Poisons target. Toxtricity-Low-Key-Gmax - Paralyzes target.
Overdrive: 85 BP
, becomes physical if Atk > SpA
Justification:
To differentiate the two forms; I made Amped a stronger mixed attacker and Low Key a special attacker with better bulk.
Amped got Iron Fist because of Shift Gear and all its punching moves (including the new Ice Punch). Its Gmax ability lets it get some value out of its Poison typing even as a physical attacker, especially when combined with the new Gmax move effect and Barb Barrage. Needle Arm is a rare move that gives it coverage on Technician sets and a stronger Max Overgrowth than Trailblaze.
Low Key is functionally a better version of the current Gmax Toxtricity, keeping its ability and gaining relevant stats plus a stronger move effect. Storm Drain and its new status moves help its non-Gmax sets a bit, while Icy Wind lets it pressure the Ground types it invites in while dynamaxed.



inteleon-gmax.gif

Name: Inteleon
Type: Water
Abilities: Torrent / Sniper (H)
G-Max Ability: Dazzling
Stats:
70 / 85 / 75 / 130 / 75 / 115 (+10 Def, +10 SpA, +10 SpD, -5 Spe)
New Moves: Focus Blast, Rapid Spin, Knock Off, Bullet Seed
Snipe Shot: 90 BP
, same effect
G-Max Move: 130 BP, changes target's ability to Damp
Justification:
Gave Inteleon some bulk and power so it can function better as a Gmax. Dazzling and Max Airstream makes it hard to revenge kill, so it lost some speed to be slower than Iron Valiant. The Gmax move can no longer hit Water-immune Pokemon, but it's better at annoying things like Alomomola and other Pokemon with strong abilities.



:sv/Duraludon-gmax:
Name:
Duraludon
Type: Steel / Dragon
Abilities: Light Metal / Bulletproof / Stalwart (H)
Stalwart: Effects of Sturdy + Regenerator
G-Max Ability: Unaware
Stats:
70 / 95 / 115 / 110 / 60 / 85 (-10 SpA, +10 SpD)
New Moves: Power Gem
G-Max Move: 110 BP,
Drains 2 PP of target's last move + heals Duraludon by foe's total remaining PP * 2
Justification:
Stall gmax stall gmax



:sv/Gengar-gmax:
Name:
Gengar
Type: Ghost / Poison
Ability: Levitate
G-Max Ability: Neutralizing Gas
Stats:
60 / 65 / 75 / 135 / 90 / 107 (+15 Def, +5 SpA, +15 SpD, -3 Spe)
New Moves: Memento, Burning Jealousy
G-Max Move:
120 BP, applies Embargo
Justification:
Stat changes and the new abilities help it act as a wallbreaker and spinblocker
 
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:sv/gengar:
Name: Gengar
Type:
Ghost.png
Poison.png

Abilities: Levitate
G-Max Ability
: Corrosion
Stats
: 60/65/70/135/85/120 (535) [+10 Def, +5 SpA, +10 SpD, +10 Spe]
Move Additions: +Aura Sphere, +Chilly Reception
G-Max Terror
: New Effect: 30% chance to poison the foe(s).
:berry-juice:G-Max Attacker:berry-juice:
Gengar-Gmax @ Wishing Stone
Ability: Corrosion
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Dazzling Gleam
- Focus Blast

:choice-specs:Choice Sets:choice-scarf:
Gengar @ Choice Specs / Choice Scarf
Ability: Levitate
Tera Type: Fighting / Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Aura Sphere / Trick
- Chilly Reception / Trick

Description: This is a random idea I had. G-Max Terror being a Ghost move allows Gengar to poison Steel-types, which can be helpful to deter Pokemon like Copperajah, Ferrothorn and Kingambit from switching in since they don't like the status, especially the first two. I decided not to buff its offenses too much. Its new speed is quite nice and gets the jump on a lot of Pokemon while the new "bulk" allows it to survive more hits especially with the G-Max bulk. Aura Sphere gives it more reliable coverage and I thought that Chilly Reception fits on Gengar and gives it a unique new tool.


Might do some for the other guys, but I gotta take care of the swimming pool that has accumulated in my basement.
 
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As promised, vetos are here!

https://pokepast.es/c56e988cb54f4372 - Week 1, built by me, played by Irene. Sun team that was one of my old team dump teams.
https://pokepast.es/5401f7d6ca5c3473 - Week 2, built and played by Taka, corrections by me and G-luke. Rain (change electro shot on jugulis for thunder)
https://pokepast.es/3949c26126e6e6cc - Week 3, built and played by me, slight corrections by G-luke. Gengar Balance
https://pokepast.es/a0378557ce68825f - Week 4, built by G-luke, played by me. Centipede Balance
https://pokepast.es/4f974609c5b83e9d - Week 5, built and played by me, Tatsugiri balance (replace melmetal with another steel dynamax- gigantamax)

:inteleon-gmax:
Name: Inteleon
Stats: 70 HP / 90(+10) Atk / 85 Def / 125 SpA / 65 SpD / 110(-10) Spe | BST: 530
Abilities: Torrent / Super Luck
G-Max Ability: Stakeout
New / Changed Moves: G-Max Hydrosnipe.
G-Max Hydrosnipe: 90bp - +1 priority. Fails if the opponent hasn't selected a move.
Justification: Avoided giving Inteleon poison coverage so as to not make it too overwhelming, might change stats later after feedback but right now they should work well, especially due to the speed nerf. Thanks to Stakeout, Inteleon becomes a very powerful damage dealer capable of breaking teams. Thanks to its buffed gmax move, Inteleon forces opponents to play a guessing gane between attacking and eating a water type sucker punch or switching out and taking immense damage from its ice coverage. Meanwhile as base it can use Super Luck + Snipe Shot to take out mons like Hatterene in an emergency. Should be balanced due to the prevalence of bulky waters and Tera mons, as well as faster mons like Bundle or Dragapult being able to tank snipe shot.

We think Inteleon having such strong priority (especially with Rain into account) while being able to nuke switch ins may be too strong. Request a nerf to it's BP.

:ss/charizard-gmax:
Name: Charizard
Stats: 78 / 64 / 88 / 119 / 85 / 100 | 534
Abilities: Blaze / Intimidate
Movepool: + Smog, U-Turn
G-Max Ability: Solar Power
New / Changed Moves:
G-Max Wildfire: 110 BP, traps and damages the target for 4-5 turns
Justification: intim + uturn in base makes it a somewhat appealing defensive pivot; gmax can get huge amounts of power when using max flare, and wildfire acts like 101% acc magma storm to stallbreak. also smog cause funny 60 bp boosting move

inteleon-gmax.gif

Name: Inteleon
Stats: 70 / 85 / 65 / 125 / 65 / 120 | 530
Abilities: Torrent / Mold Breaker
Movepool: + Focus Blast
G-Max Ability: Sniper
New / Changed Moves:
Snipe Shot | Water | Special | 80 BP | 100% Acc | Bullet | Doubled damage against resisted targets.
G-Max Hydrosnipe: 80 BP, always results in a critical hit
Justification: base is a big stab clicker who can do such things like 2hko ferro in rain with specs, while gmax leans more into neutral hits with a 180 bp nuke

:ss/duraludon-gmax:
Name: Duraludon
Abilities: Heavy Metal / Sturdy / Stalwart (This Pokemon's Special Defense is doubled.)
Movepool: + Earth Power
G-Max Ability: Filter
New / Changed Moves:
G-Max Depletion: 140 BP, heals 50% of the damage dealt
Justification: basic fatmon, huge spd with its typing means it goes places in base. gmax loses all its spd but makes up for it by having a healing nuke

:Charizard-gmax: Requesting that the Gmax Move Effect be altered, since we are not looking to replicate GMax Centiferno here.

:inteleon-gmax: Hydrosnipe is too strong in combination with Sniper, requesting a BP nerf to 70 BP to make it more reasonable of a move to switch into.

:duraludon-gmax: Since Duraludon currently can use Eviolite, we ask that Stalwart is nerfed so its base form isn't such a formidable beast to take down without Knock Off.

:sv/Gengar-gmax:
Name:
Gengar
Type: Ghost / Poison
Ability: Levitate
G-Max Ability: Neutralizing Gas
Stats:
60 / 65 / 75 / 135 / 90 / 107 (+15 Def, +5 SpA, +15 SpD, -3 Spe)
New Moves: Memento, Burning Jealousy
G-Max Move:
120 BP, applies Heal Block and Throat Chop
Justification:
Stat changes and the new abilities help it act as a wallbreaker and spinblocker
Council had concern as to how effective at denying recovery a damage dealing Heal Block combined with Neutralizing Gas was, so it was ultimately decided that one of these two aspects have to go, so please make do.

24 hour window to change these vetoes and we move on to votes, good luck!
 
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