Metagame SV OU Metagame Discussion v4

You're right that Zama can deal with a lot by itself, but there's a lot of cores that handle it together and minimize how much it can get away with. IDBP Zama has 3 required moves in Body Press, ID, and Crunch, so it only has one move slot free. Lando+Glowking/Ghold weakens Crunch which is the only move Zama can hit them with. Ghost/Glowking + Moltres can scout Stone Edge and bait Zama into crunching and getting burned. Fairy/Burn + strong Ground type can force Zama to tera fire and be handled by ground types, though ID makes that less reliable. Moon/Dragonite / Waterpon can force it to come out early and take good chip that makes it harder for it to set up later.

Zama wants a lot of coverage but commonly used cores can handle it well. It also is usually forced to come in earlier than it would like because of its defensive utility and then loses some of its ease of setup.
That's why I have come to accept that it's more of a "me" problem, because I struggle against it late game more than early game.
I don't know why. I tend to struggle with fast hard hitting mons than the slow ones. Outside Ursaluna-Blood Moon and probably Scor, I have never had much trouble against slower mons.
 
Yeah, I do prefer gen 9 over gen 8 because making progress in the latter isn't something I personally enjoy. However, I also wasn't taking pot shots at it, but rather stating a fact about how different it is from gen 9 in order to make a point about how people's standards need to change. It is quite a balanced metagame, and while it's a bit too safe/slow for me, it's totally fine if u or others enjoy it.
No way people still think ou is in a state of emergency in 2024... this isn't gen 8, people gotta accept that it is ok for progress to be made outside of knock, status fishing, future sight, and pult spdef drops lol.
How are these not shots at gen 8 :worrywhirl:

Stop with this weird obsession over slandering a metagame that you haven't touched for two years - plenty of people like it and the sweeping generalisations you used in your post are ones that you would throw a hissy fit over when they're used against your precious gen 9. Respect goes both ways.
 
I see hazards in OU as a manageable aspect of the game. For instance, Glimmora, a top setter, often faces challenges from powerful Pokémon like Great Tusk and prevalent Water-type attacks. If you check out some YouTubers who play at high ladder levels, you might notice that hazards aren't always utilized to their full potential. It raises interesting questions about the design and balance, especially considering the matchup issues that can lead to bans in OU.
The problem with the current state of hazards isn't the setters; it's the tools people have to keep hazards up. Gholdengo comprises a solid 60% of the issues with the hazard meta, with 30% being the complete lack of viable hazard removal (the other 10% is gliscor). Glimmora wants to be a hazard setter but it also wants to be a wallbreaker with pherb meteor beam AND hazard removal with mortal spin, and it can use rocks but realistically it's only going to get rocks up once without focus sash (not to mention it loses to every tusk aka. the only good spinner in the tier). Gliscor is annoying but it's annoying for reasons other than hazard setting. Gholdengo is able to completely shut down every spinner in the tier with air balloon and it has a reasonable amount of bulk that it can do this multiple times.

If it's any consolation i've been workshopping the corniest brambleghast set ever created just to fuck with the cheese stick.
Brambleghast @ Kasib Berry
Ability: Wind Rider
Tera Type: Ghost
EVs: 148 Atk / 152 Def / 208 Spe
Jolly Nature
- Poltergeist
- Rapid Spin
- Strength Sap
- Power Whip
208 speed+Jolly lets it outspeed every non-scarf dengo, and 148 attack is enough to OHKO with poltergeist. 152 defense improves its matchup into a few physical attackers such as gliscor and (somehow) zamazenta. It's by no means enough to 1v1 the dog but it's not like it's going to try anyways.

It might be worth mentioning that it only 1v1's some sets on gliscor and zama. It can win on 4attack zama but it loses to any set with both bulk up and crunch. Similarly, it 1v1's defensive gliscor with better healing and damage but it loses to SD gliscor that runs knock.

You'll notice a lack of SpDef EV's. "Isn't this supposed to counter a special attacker?" you may ask. But because it outspeeds, it can ALWAYS live a shadow ball through Kasib and realistically who would click make it rain into a ghost type when you have shadow ball which *should* do MORE damage and won't drop your special attack? And if dengo switches out, the spinner can actually do its job.
 
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Idk about anyone else but the meta seems like it’s backed into a corner. Skill floor is super high, so team building and consistent improvement is difficult. You really have to run offense or BO. Balance is very tough to build and use for all but the top players. I don’t really see a path forward for the meta now that Kyurem is back. Gliscor suspect seems pointless, and there are a few things that are mildly broken, but no way would they get a super majority.
 
Idk about anyone else but the meta seems like it’s backed into a corner. Skill floor is super high, so team building and consistent improvement is difficult. You really have to run offense or BO. Balance is very tough to build and use for all but the top players. I don’t really see a path forward for the meta now that Kyurem is back. Gliscor suspect seems pointless, and there are a few things that are mildly broken, but no way would they get a super majority.
Gen 9 has been in a state of "this meta is fucked but no one knows why" for the past year and a half because no one wants to come together and just fucking get rid of something. If we clear out one thing that is definitively overpowered then the dominos will start falling and all the other overpowered bullshit we've been dealing with is going to reveal itself and walk into the wood chipper we call ubers. We were starting to have progress ever since the volc ban but now that kyurem has gotten its ban denied through the most bullshit suspect i've ever seen it's near impossible for any single mon to get a supermajority. Gliscor is kept in check by kyurem and none of the crazy overpowered bullshit like Kyurem or Zama or Gambit are even going to get a suspect because everyone's gaslit themselves into thinking they're fine in a "broken checks broken" meta, while we're simultaneously barely not fucked enough to consider any more drastic tiering action.
 
The problem with the current state of hazards isn't the setters; it's the tools people have to keep hazards up. Gholdengo comprises a solid 60% of the issues with the hazard meta, with 30% being the complete lack of viable hazard removal (the other 10% is gliscor). Glimmora wants to be a hazard setter but it also wants to be a wallbreaker with pherb meteor beam AND hazard removal with mortal spin, and it can use rocks but realistically it's only going to get rocks up once without focus sash (not to mention it loses to every tusk aka. the only good spinner in the tier). Gliscor is annoying but it's annoying for reasons other than hazard setting. Gholdengo is able to completely shut down every spinner in the tier with air balloon and it has a reasonable amount of bulk that it can do this multiple times.

If it's any consolation i've been workshopping the corniest brambleghast set ever created just to fuck with the cheese stick.
Brambleghast @ Kasib Berry
Ability: Wind Rider
Tera Type: Ghost
EVs: 148 Atk / 152 Def / 208 Spe
Jolly Nature
- Poltergeist
- Rapid Spin
- Strength Sap
- Power Whip
208 speed+Jolly lets it outspeed every non-scarf dengo, and 148 attack is enough to OHKO with poltergeist. 152 defense improves its matchup into a few physical attackers such as gliscor and (somehow) zamazenta. It's by no means enough to 1v1 the dog but it's not like it's going to try anyways.

It might be worth mentioning that it only 1v1's some sets on gliscor and zama. It can win on 4attack zama but it loses to any set with both bulk up and crunch. Similarly, it 1v1's defensive gliscor with better healing and damage but it loses to SD gliscor that runs knock.

You'll notice a lack of SpDef EV's. "Isn't this supposed to counter a special attacker?" you may ask. But because it outspeeds, it can ALWAYS live a shadow ball through Kasib and realistically who would click make it rain into a ghost type when you have shadow ball which *should* do MORE damage and won't drop your special attack? And if dengo switches out, the spinner can actually do its job.
until the balloon breaks and poltergeist doesn’t work lol
 
The problem with the current state of hazards isn't the setters; it's the tools people have to keep hazards up. Gholdengo comprises a solid 60% of the issues with the hazard meta, with 30% being the complete lack of viable hazard removal (the other 10% is gliscor). Glimmora wants to be a hazard setter but it also wants to be a wallbreaker with pherb meteor beam AND hazard removal with mortal spin, and it can use rocks but realistically it's only going to get rocks up once without focus sash (not to mention it loses to every tusk aka. the only good spinner in the tier). Gliscor is annoying but it's annoying for reasons other than hazard setting. Gholdengo is able to completely shut down every spinner in the tier with air balloon and it has a reasonable amount of bulk that it can do this multiple times.
[/SPOILER]
Not really. Some hazard stack teams don't even use Ghold because they can just keep up offensive pressure with gen 9 power creep. The main thing Ghold blocks is Corv, which is still good anyways. Most of the spinners hit Ghold hard supereffectively, particularly once Air Balloon is popped. Ace straight bypasses Ghold and hits it supereffectively. Even a lot of niche options like Geezing, Talonflame, and Cyclizar can beat Ghold in the hazard clear game. There are also many things you can do to mitigate hazards with team construction, such as boots or stacking certain anti-hazard types and abilities. Like how Clear Body Pult, Contrary Serp, and Levitate Latias can all beat Webs while a grounded Poison type clears T-spikes.

The biggest problem for sticky hazards is that many of the common hazard leads and setters have differing counterplay. Hamurott is by far the biggest issue, though. Without this thing, practically every OU hazard lead would be countered by fast Taunt and Iron Crown and blocked by Magic Bounce Hatt. That's 3 different counterplay options that would apply across the board without just one pokemon gone. No other singular ban would get the same mileage.

You could maybe argue Kleavor, but it's far less of an issue because A. Stealth Rock doesn't stack like Spikes and B. it loses to Iron Crown anyways. It's also just not that good for OU.
 
The biggest problem for sticky hazards is that many of the common hazard leads and setters have differing counterplay. Hamurott is by far the biggest issue, though. Without this thing, practically every OU hazard lead would be countered by fast Taunt and Iron Crown and blocked by Magic Bounce Hatt. That's 3 different counterplay options that would apply across the board without just one pokemon gone. No other singular ban would get the same mileage.
I might be reading this wrong, but if you are actually suggesting that we ban Samurott-H, I'm going to channel my inner CTC.
 
How are these not shots at gen 8 :worrywhirl:

Stop with this weird obsession over slandering a metagame that you haven't touched for two years - plenty of people like it and the sweeping generalisations you used in your post are ones that you would throw a hissy fit over when they're used against your precious gen 9. Respect goes both ways.
Huh...? There's a lot to unpack here.

'Weird obsession'... 'hissy fit'... Really? That's ironic considering you seem pretty butt-hurt over a several weeks old side comment. Maybe learn from Moyashi on what an actually sensible and proportionate response is to someone disliking a metagame you like. Not only that, the intention behind my comment was to illustrate a separate point being made in my post - certainly not to offend someone, which I think was reasonable to expect.

At worst, I'm making disapproving comments about a metagame I don't personally enjoy, how exactly is this somehow a moral issue of 'respect'? What I said wasn't even 'slander', it's literally how progress was made at least back when I played in 2021/2022. If you think I'm wrong about this, then correct me, don't try to lecture me on 'respect' when you have clearly given none.
 
I might be reading this wrong, but if you are actually suggesting that we ban Samurott-H, I'm going to channel my inner CTC.
I don't think Hamurott is broken in the conventional sense. But if you want to talk hazards, which was the context of the discussion, it should be at the very top of the list. I already outlined why it would be the cleanest solution. In addition to the hazard lead scenario I already spoke about, the other Spike setters still get shut down by Taunt and Magic Bounce. It is literally just Ceaseless Edge breaking that mold.
 
Not really. Some hazard stack teams don't even use Ghold because they can just keep up offensive pressure with gen 9 power creep. The main thing Ghold blocks is Corv, which is still good anyways. Most of the spinners hit Ghold hard supereffectively, particularly once Air Balloon is popped. Ace straight bypasses Ghold and hits it supereffectively. Even a lot of niche options like Geezing, Talonflame, and Cyclizar can beat Ghold in the hazard clear game. There are also many things you can do to mitigate hazards with team construction, such as boots or stacking certain anti-hazard types and abilities. Like how Clear Body Pult, Contrary Serp, and Levitate Latias can all beat Webs while a grounded Poison type clears T-spikes.



The biggest problem for sticky hazards is that many of the common hazard leads and setters have differing counterplay. Hamurott is by far the biggest issue, though. Without this thing, practically every OU hazard lead would be countered by fast Taunt and Iron Crown and blocked by Magic Bounce Hatt. That's 3 different counterplay options that would apply across the board without just one pokemon gone. No other singular ban would get the same mileage.



You could maybe argue Kleavor, but it's far less of an issue because A. Stealth Rock doesn't stack like Spikes and B. it loses to Iron Crown anyways. It's also just not that good for OU.

Hamurott adds skill. That's enough to keep it :worrywhirl: nah seriously, hamurott is actually a mon with quite a wide variety of sets but also adds variety to the metagame anyway, and there are ways to manage it, it's just "good". Concerning hazards what is crown supposed to do in short term to tinglu + fblast absorber, if you don't have hatterene in your team you will be forced to let it spikes anyway, just try to spin w great tusk, hatterene as the only hazard support is only ran on landorus offense idk why we are still complaining about ceaseless edge breaking "that molds" today. If you are talking about rare lead hamurotts, then volt switch Crown into a rocky helmet, as you said it prevents Crown from doing its job or idk what you stated :-:
You didn't say that Hamurott was broken but you clearly see it as an issue, while it is just a top tier progress tool, it has a lot of weaknesses too and this mon usually makes game interesting instead of gliscor vs gliscor spiking up for 30 turns.
(People ain't complain about a 1600ish mon that is Kleavor btw (atm))
 
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I was in favor of banning Hamurott in mid-2023. Since then, DLCs came up, and many options appeared to stop it or to solve its specific hazards problem.

-Kyurem and all the Ogerpons both outspeed and OHKO non Sash Hamurott. Ogerpon specifically can even tech Bullet Seed for Sash variants, 3 hits always OHKO.
-Raging Bolt similarly limits the number of hazards Hamurott can set. Not just with Booster Energy, but Rocky Helmet is a viable item on it too in order to limit Sash Hamurott to one hazard. Hydrapple and Zapdos can work with Rocky Helmet too.
-Lokix made a resurgence for similar reasons.
-Clefable doesn,t prevent Hamurott from setting hazards, but its one Mon immune to them.
-Galarian Weezing is notable for being able to remove the hazards despite Gholdengo being a thing.

In general, power level went up, speed level too, Hamurott is trickier to use than it used to, though I still consider Scarf one great. Gholdengo for me is a centralizing Mon banning which would solve 90% of meta's problem and would prevent more Bans, but Hamurott nowadays is a completely fine Mon that should be no near of a Suspect, just like Zamazenta (another controversial Mon).
 
Hamurott adds skill. That's enough to keep it :worrywhirl: nah seriously, hamurott is actually a mon with quite a wide variety of sets but also adds variety to the metagame anyway, and there are ways to manage it, it's just "good". Concerning hazards what is crown supposed to do in short term to tinglu + fblast absorber, if you don't have hatterene in your team you will be forced to let it spikes anyway, just try to spin w great tusk, hatterene as the only hazard support is only ran on landorus offense idk why we are still complaining about ceaseless edge breaking "that molds" today. If you are talking about rare lead hamurotts, then volt switch Crown into a rocky helmet, as you said it prevents Crown from doing its job or idk what you stated :-:
You didn't say that Hamurott was broken but you clearly see it as an issue, while it is just a top tier progress tool, it has a lot of weaknesses too and this mon usually makes game interesting instead of gliscor vs gliscor spiking up for 30 turns.
(People ain't complain about a 1600ish mon that is Kleavor btw (atm))
Well, yeah, Ting-Lu would require fast Taunt or something. It's not typically one of the HO leads, is it? I mean, you can technically lead it. However, it often comes in a little later so it isn't U-turn fodder. Iron Crown beats mons like Glimmora, Ribombee, and even that Sudowoodo lead that was popping off for a bit. So you aren't on the back foot with hazards turn one and have a chance to continue to deny them with positioning.

Why are we complaining about Ceaseless Edge? Because people try to blame the hazard problem on other things that honestly aren't as impactful. So I bring up Hamurott and how removing it could make the hazard counterplay much more consistent across the tier. I don't think there is a flaw in my logic.

Top tier progress making tool is an interesting code phrase for it abusing hazards. But ok... Maybe you don't see it as a problem? That would be a fair stance to have if you are happy with the state of hazards in gen 9.
I was in favor of banning Hamurott in mid-2023. Since then, DLCs came up, and many options appeared to stop it or to solve its specific hazards problem.

-Kyurem and all the Ogerpons both outspeed and OHKO non Sash Hamurott. Ogerpon specifically can even tech Bullet Seed for Sash variants, 3 hits always OHKO.
-Raging Bolt similarly limits the number of hazards Hamurott can set. Not just with Booster Energy, but Rocky Helmet is a viable item on it too in order to limit Sash Hamurott to one hazard. Hydrapple and Zapdos can work with Rocky Helmet too.
-Lokix made a resurgence for similar reasons.
-Clefable doesn,t prevent Hamurott from setting hazards, but its one Mon immune to them.
-Galarian Weezing is notable for being able to remove the hazards despite Gholdengo being a thing.

In general, power level went up, speed level too, Hamurott is trickier to use than it used to, though I still consider Scarf one great. Gholdengo for me is a centralizing Mon banning which would solve 90% of meta's problem and would prevent more Bans, but Hamurott nowadays is a completely fine Mon that should be no near of a Suspect, just like Zamazenta (another controversial Mon).
My problem with this is Ghold is a red herring for the sticky hazards problem that is actually personified by Hamurott. Most hazards like Webs or T-spikes aren't even problematic this gen. It's literally just Spikes that is an issue for gen 9. And no, I don't think Hamurott is broken. But that's not really the point since Ghold isn't broken, either. You still advocate removing it to solve problems. I disagree with you that it really would, though.

We could again list how all the non-Corv anti-hazard stuff doesn't actually lose and/or get stopped by to Ghold, including some stuff you mentioned here like Geezing or Clef being immune. Say you ban Ghold. You buff Corv Defog and nearly nothing else actually related to hazard removal. Then what? Not much changes, honestly. Teams would just run mons like Sinistcha instead of Ghold as a spin blocker because they already took away Defog from most mons that had it. A lot of hazard stacks don't even run Ghold because they can just keep up offensive pressure or use different spin blockers.

Unless you think there are other problems removing Ghold solves besides hazards?
 
I'm going to channel my inner CTC.
I love how we indirectly agreed that CTC is basically pokemon LowTierGod, and going on an aggresive tangent is part of that
 

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It is literally just Ceaseless Edge breaking that mold.
breaking... the mold.... mold breaking... Tinkaton... used Stealth Rock... it's super effective... the opposing Moltres used Hurricane... hmm yes...

edit: anyway I'm going to experiment with tera Dragon Dragon Pulse Serperior, seems like it could lure and eliminate Kyurem decently well.

also, it's probably just my teambuilding (one team I threw it onto without considering synergy), but Kyurem is so mid bruh
 
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breaking... the mold.... mold breaking... Tinkaton... used Stealth Rock... it's super effective... the opposing Moltres used Hurricane... hmm yes...

edit: anyway I'm going to experiment with tera Dragon Dragon Pulse Serperior, seems like it could lure and eliminate Kyurem decently well.

also, it's probably just my teambuilding (one team I threw it onto without considering synergy), but Kyurem is so mid bruh
imo, serp is just barely viable in OU now, I use that same set in UU and it's not even that good there anymore
 
imo, serp is just barely viable in OU now, I use that same set in UU and it's not even that good there anymore
Serp is very hit or miss, however it does have a bonus in OU of getting a speed boost from webs and checking Woger.

edit: I assumed webs aren't common in UU but I think that might be incorrect actually
 
How viable is Walking Wake outside of Sun? I’ve tried it before, and it did do work but my team building skills ultimately failed it. So was wondering what ya’ll think ideal parters are for Mega Kingdra?

For reference I was running something like this:

Walking Wake @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Dragon
EVs: 4 Def / 252 SpA / 252 Speed
Timid Nature
- Hydro Steam
- Dragon Pulse
- Draco Meteor
- Flip Turn
 
I think I figured out why I like Assault Vest so much this gen. All of the special attackers have perfect coverage and Tera messes things up. Ignoring the type chart and just having a huge ball of stats feels so freeing.

Anyway, here's my second favourite assault vest user now (Ursaluna is still my favourite):

Raging Bolt @ Assault Vest
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
IVs: 20 Atk
- Thunderbolt
- Dragon Pulse
- Thunderclap
- Body Press

Shoutout to this thread for the suggestion. Gigantic ball of stats and bulk. You can frequently just stand your ground, eat the super effective hit and blow them up.

I've found most people's plans are to switch between their fairy and their ground. But the fairies don't actually force you out and Great Tusk doesn't ohko with Headlong Rush so you can kinda just click buttons.

Opponents just switch into various immunities and try to win 5-6 50/50's in a row. If they ever guess wrong they get a giant hole blown in their team.
 
I think I figured out why I like Assault Vest so much this gen. All of the special attackers have perfect coverage and Tera messes things up. Ignoring the type chart and just having a huge ball of stats feels so freeing.

Anyway, here's my second favourite assault vest user now (Ursaluna is still my favourite):

Raging Bolt @ Assault Vest
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
IVs: 20 Atk
- Thunderbolt
- Dragon Pulse
- Thunderclap
- Body Press

Shoutout to this thread for the suggestion. Gigantic ball of stats and bulk. You can frequently just stand your ground, eat the super effective hit and blow them up.

I've found most people's plans are to switch between their fairy and their ground. But the fairies don't actually force you out and Great Tusk doesn't ohko with Headlong Rush so you can kinda just click buttons.

Opponents just switch into various immunities and try to win 5-6 50/50's in a row. If they ever guess wrong they get a giant hole blown in their team.

I believe you should at least run 56 Speed EVs to outspeed Adamant Kingambit. Part of the reason to use Raging Bolt is to screw with the Sucker Punch mindgames from Kingambit after all. Running a set slower than Kingambit feels wrong.
 
I believe you should at least run 56 Speed EVs to outspeed Adamant Kingambit. Part of the reason to use Raging Bolt is to screw with the Sucker Punch mindgames from Kingambit after all. Running a set slower than Kingambit feels wrong.
252 Atk Great Tusk Headlong Rush vs. 0 HP / 252 Def Raging Bolt: 332-392 (84.9 - 100.2%) -- 6.3% chance to OHKO

252 Atk Great Tusk Headlong Rush vs. 0 HP / 200 Def Raging Bolt: 348-410 (89 - 104.8%) -- 31.3% chance to OHKO

This is the calc I'm worried about messing up. I'd originally wanted more damage against Ting Lu too but honestly he doesn't care about your body press anyway.

200 Def Tera Fighting Raging Bolt Body Press vs. 0 HP / 4 Def Kingambit: 336-400 (98.5 - 117.3%) -- 87.5% chance to OHKO

252 Def Tera Fighting Raging Bolt Body Press vs. 0 HP / 4 Def Kingambit: 352-420 (103.2 - 123.1%) -- guaranteed OHKO

There is also this one, honestly I'm leaning towards agreeing with you. 56 Speed might be better.
 
252 Atk Great Tusk Headlong Rush vs. 0 HP / 252 Def Raging Bolt: 332-392 (84.9 - 100.2%) -- 6.3% chance to OHKO

252 Atk Great Tusk Headlong Rush vs. 0 HP / 200 Def Raging Bolt: 348-410 (89 - 104.8%) -- 31.3% chance to OHKO

This is the calc I'm worried about messing up. I'd originally wanted more damage against Ting Lu too but honestly he doesn't care about your body press anyway.

200 Def Tera Fighting Raging Bolt Body Press vs. 0 HP / 4 Def Kingambit: 336-400 (98.5 - 117.3%) -- 87.5% chance to OHKO

252 Def Tera Fighting Raging Bolt Body Press vs. 0 HP / 4 Def Kingambit: 352-420 (103.2 - 123.1%) -- guaranteed OHKO

There is also this one, honestly I'm leaning towards agreeing with you. 56 Speed might be better.
You could also just remove the 56 EVs from Special Attack and invest those in Speed instead
 
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