Sure... may as well, tired asf rn
My answers
Enjoyment - 8 or 9, idfk i think the meta aside from jolteon spam and prep this tour was fun and playing casually is even more interesting but jolteon is suffering lol.
Comp - 8, jolteon is annoying, some stuff you have to spend a lot of time and be like "fuck this, we are not covering everything" (usually happens regardless in most tiers to an extent). And in general it feels the tier is prob fine, just also the fact that a lot of subs are weak is frustrating a bit. Out of "id rather attend a shitty lecture" to "This is the best games of mons of my life" its a "I would play this again, complain about it a bit, and prob play it again" which is good enough
The pokemon:
Cinderace: 1 - this mon is just generally good, idt its ever shown a bit of broken performance, also it kinda wants a lot of moves and cant fit all of them. Without HJK ur walled by heatran, without gunk shot milo eats u alive, without u-turn u kinda cant pivot in and out, without a utility move you can kinda find urself harder to justify, and sd is only good into teams when their fire resist isnt some fat fire resist and also heavily relies on surprise factor... it doesnt do so well when u reveal it and they know what ur cind is. Why is this on sheet?
Gouging Fire: 2 - its very threatening with its many sets, i even screwed around with d tail a bit and it can work but u sacrifice a decent amount esp without tera, its still very scary and can often times beat its counters or just outlast them thanks to rekindle and crippling potential counterplay. Dont think its broken, if it sacrifices one option to beat smth else it often sacrifices smth even greater in return
Iron Moth: 2 (1 previously) - its good, idt its broken or in any way warrants tiering action. good on terrain and good with booster energy on more offensive teams and i think its plenty viable but id rather not have any tiering action. Grassy terrain its very good on and on sand it makes a potent M beam sweeper, dont think its anything to worry about
Jolteon: 4 - very strong, round just clicks shit and accumulates dmg, signal beam cripples a lot of counterplay (regen, poison heal, ting lu vessel of ruin) and is just generally way to fast for many teams to jsut naturally check it, it can also just play the long game esp since many scarfers are meh in this tier, gholdengo is good and can block round but saw minimal usage this tour and often people opted for zama-h, dragapult, or just booster energy mons
Ogerpon-HF: 1 - rocks weak, has to predict pretty heavily esp since being forced out accumulates chip dmg often and many mons can take a hit or two even smth like pult can switch in and scare it out, zama-h can come in and force it out, iron moth can come in -> force it out... so yeah, good mon idt its warranting tiering action
Ogerpon-Wellspring: 2 or 3 - meh, its very good but generally jolteon is a big enabler as well, without it being able to freely pivot it in via round it cant just abuse free turns like that, outside of jolteon ogerpon-wellspring isnt really putting up good numbers outside of them and while good and potentially worthy of tiering action since it can smoke a lot of stuff esp with grass / water coverage and with SD also being a potential set that can just nuke stuff like skarm, mage, fez, mandi, etc whlie water absorb is amazing utility against wash away mons.
Weavile: 2 - there was green eye discussion, weavile's ability to force progress, and in general being abel to shit out spikes and knock for other teammates is amazing it often gets shit on by stuff like milo, magearna, skarm, crab, mola, etc. I think despite its bad win rate it doesnt really mean much... I think its still really good despite it
G terrain: 3 (1 or 2 before) - Iron hands is very good, it is prob the sole reason I put 3, i explained it underneath but generally this mon trades super well into everything and with sp. def investment even stuff that should beat it doesnt really like iron valiant can lose to iron hands if it even takes any form of chip dmg thanks to drain -> thunder punch ko'ing it while moonblast caps at 78 against a max sp. def hands while smth like roaring moon has to worry even more as drain punch heals back like 80% of the dmg u just did to it. I think it def can be looked atneeds more exploration... was used in 2 games by xrn and generally did ok but its hard to say with a small sample size to consider it. I think it cna potentially show that terrain teams are very strong as before but rn... doubt it
H waste: to be honest.. idk - there are things with h waste, one is fez being a good abuser, but also the fact that the move generally sees minimal use outside of it cuz the mons it sees use on are generally meh .. like pecharunt didnt see any usage, muk saw 2 uses, and fez got 4 which is ok but its prob cuz of healing stones and its amazing utility consideirng most steels wall it.
H Stones: 2 - irritating and often just MU fishy... vs spikes teams it can often suffocate such teams because they often rely on shelter to get rid of it or have to get rid of their own h stones... but against defog, wash away, court change it is kinda meh... and shaymin, fez mainly are just good users but generally I feel like H stone teams are inconsistent at times
Wash away: 4 - outside of 2 or 3 counters which are muk, ogerpon-w and more niche counters like volcanion, clodsire, or using phazing moves to counter them is just generally fishy... and it can often make it so rockers cant get rocks up esp most of them like alo, primarina, dondozo, pex, are just able to shit on most rockers and make their life pain. I think if ogerpon-w ever got worse then we would nerf wash away... and i feel relying on "well if u dont face ogerpon-w then it will be super strong!" isnt very fun nor fun to prep for and account
Potential unbans:
- Urshifu-rs: generally has a lot more counterplay, no tera, and also has to deal with milo, crab, prim, phys def mage, fast fighters, wisp pult, spikes, an awkward speed tier potentially makes it retest worthy
- what we did to rain and potentially figure out wtf we want to do with it, we banned intel, archaludon, damp rock, and raging bolt pre PMPl for it so i feel its worth to figure out what should be done
Other comments:
- buff weak subs... like revavroom star shards, muscle memory, parry, big root, y shard, sand veil / sunblock, decid, decid-h, krookodile, bramble, lax. Many are just very weak and generally is sad to see some people have subs that never see the day of light in a tier ... buffs can help them potentially even see slight niches
** GREEN EYE! this can take advantage of so much shit. You wear smth down? it cant recover cuz u steal it, last mon trying to make smth happen? well u steal that boost either a dd, sd, calm mind, or smth. Hazards? well not that big of a deal cuz the reward isnt huge compared to the risk some of them take
**** btw... zama-c test maybe down the line after everything? sounds bs and it might be but like ... it was tested in SS OU and maybe in vape ou it might be baalnced? prob the last thing after everything is done tho and even then it might be broken
** ANOTHER EDIT (sep 8th) - Iron hands.. iron hands is very very fat for a mon and can often trade 1 for 1 quite easily into anything and with max sp. def (or max hp) it can take a beating from many mons and with its typing and grassy terrain this means that it often is quite synergetic and is very hard to act break with mons considering healing stones, terrain, 1/2 from eq all adds up and makes it so teams often have to rely on smth like sacking a mon and revenge killing it cuz it can often take a shit on many def mons... even stuff it should lose to wisp pult it at least forces a trade and like a lot of pult's hp esp if it took any dmg before hand ... you either die into G terrain or dont because iron hands can apply a shit ton of pressure and can often recover out of range quite quickly with stones, terrain, drain punch recovery, and being hard to wear down thanks to punching glove giving a significant power boost and no contact. Proposal: idfk, it's prob balanced. Dunno it got like 2 uses by xrn
fun post at like 1;20 am
My answers
Enjoyment - 8 or 9, idfk i think the meta aside from jolteon spam and prep this tour was fun and playing casually is even more interesting but jolteon is suffering lol.
Comp - 8, jolteon is annoying, some stuff you have to spend a lot of time and be like "fuck this, we are not covering everything" (usually happens regardless in most tiers to an extent). And in general it feels the tier is prob fine, just also the fact that a lot of subs are weak is frustrating a bit. Out of "id rather attend a shitty lecture" to "This is the best games of mons of my life" its a "I would play this again, complain about it a bit, and prob play it again" which is good enough
The pokemon:
Cinderace: 1 - this mon is just generally good, idt its ever shown a bit of broken performance, also it kinda wants a lot of moves and cant fit all of them. Without HJK ur walled by heatran, without gunk shot milo eats u alive, without u-turn u kinda cant pivot in and out, without a utility move you can kinda find urself harder to justify, and sd is only good into teams when their fire resist isnt some fat fire resist and also heavily relies on surprise factor... it doesnt do so well when u reveal it and they know what ur cind is. Why is this on sheet?
Gouging Fire: 2 - its very threatening with its many sets, i even screwed around with d tail a bit and it can work but u sacrifice a decent amount esp without tera, its still very scary and can often times beat its counters or just outlast them thanks to rekindle and crippling potential counterplay. Dont think its broken, if it sacrifices one option to beat smth else it often sacrifices smth even greater in return
Iron Moth: 2 (1 previously) - its good, idt its broken or in any way warrants tiering action. good on terrain and good with booster energy on more offensive teams and i think its plenty viable but id rather not have any tiering action. Grassy terrain its very good on and on sand it makes a potent M beam sweeper, dont think its anything to worry about
Jolteon: 4 - very strong, round just clicks shit and accumulates dmg, signal beam cripples a lot of counterplay (regen, poison heal, ting lu vessel of ruin) and is just generally way to fast for many teams to jsut naturally check it, it can also just play the long game esp since many scarfers are meh in this tier, gholdengo is good and can block round but saw minimal usage this tour and often people opted for zama-h, dragapult, or just booster energy mons
Ogerpon-HF: 1 - rocks weak, has to predict pretty heavily esp since being forced out accumulates chip dmg often and many mons can take a hit or two even smth like pult can switch in and scare it out, zama-h can come in and force it out, iron moth can come in -> force it out... so yeah, good mon idt its warranting tiering action
Ogerpon-Wellspring: 2 or 3 - meh, its very good but generally jolteon is a big enabler as well, without it being able to freely pivot it in via round it cant just abuse free turns like that, outside of jolteon ogerpon-wellspring isnt really putting up good numbers outside of them and while good and potentially worthy of tiering action since it can smoke a lot of stuff esp with grass / water coverage and with SD also being a potential set that can just nuke stuff like skarm, mage, fez, mandi, etc whlie water absorb is amazing utility against wash away mons.
Weavile: 2 - there was green eye discussion, weavile's ability to force progress, and in general being abel to shit out spikes and knock for other teammates is amazing it often gets shit on by stuff like milo, magearna, skarm, crab, mola, etc. I think despite its bad win rate it doesnt really mean much... I think its still really good despite it
G terrain: 3 (1 or 2 before) - Iron hands is very good, it is prob the sole reason I put 3, i explained it underneath but generally this mon trades super well into everything and with sp. def investment even stuff that should beat it doesnt really like iron valiant can lose to iron hands if it even takes any form of chip dmg thanks to drain -> thunder punch ko'ing it while moonblast caps at 78 against a max sp. def hands while smth like roaring moon has to worry even more as drain punch heals back like 80% of the dmg u just did to it. I think it def can be looked at
H waste: to be honest.. idk - there are things with h waste, one is fez being a good abuser, but also the fact that the move generally sees minimal use outside of it cuz the mons it sees use on are generally meh .. like pecharunt didnt see any usage, muk saw 2 uses, and fez got 4 which is ok but its prob cuz of healing stones and its amazing utility consideirng most steels wall it.
H Stones: 2 - irritating and often just MU fishy... vs spikes teams it can often suffocate such teams because they often rely on shelter to get rid of it or have to get rid of their own h stones... but against defog, wash away, court change it is kinda meh... and shaymin, fez mainly are just good users but generally I feel like H stone teams are inconsistent at times
Wash away: 4 - outside of 2 or 3 counters which are muk, ogerpon-w and more niche counters like volcanion, clodsire, or using phazing moves to counter them is just generally fishy... and it can often make it so rockers cant get rocks up esp most of them like alo, primarina, dondozo, pex, are just able to shit on most rockers and make their life pain. I think if ogerpon-w ever got worse then we would nerf wash away... and i feel relying on "well if u dont face ogerpon-w then it will be super strong!" isnt very fun nor fun to prep for and account
Potential unbans:
- Urshifu-rs: generally has a lot more counterplay, no tera, and also has to deal with milo, crab, prim, phys def mage, fast fighters, wisp pult, spikes, an awkward speed tier potentially makes it retest worthy
- what we did to rain and potentially figure out wtf we want to do with it, we banned intel, archaludon, damp rock, and raging bolt pre PMPl for it so i feel its worth to figure out what should be done
Other comments:
- buff weak subs... like revavroom star shards, muscle memory, parry, big root, y shard, sand veil / sunblock, decid, decid-h, krookodile, bramble, lax. Many are just very weak and generally is sad to see some people have subs that never see the day of light in a tier ... buffs can help them potentially even see slight niches
** GREEN EYE! this can take advantage of so much shit. You wear smth down? it cant recover cuz u steal it, last mon trying to make smth happen? well u steal that boost either a dd, sd, calm mind, or smth. Hazards? well not that big of a deal cuz the reward isnt huge compared to the risk some of them take
**** btw... zama-c test maybe down the line after everything? sounds bs and it might be but like ... it was tested in SS OU and maybe in vape ou it might be baalnced? prob the last thing after everything is done tho and even then it might be broken
** ANOTHER EDIT (sep 8th) - Iron hands.. iron hands is very very fat for a mon and can often trade 1 for 1 quite easily into anything and with max sp. def (or max hp) it can take a beating from many mons and with its typing and grassy terrain this means that it often is quite synergetic and is very hard to act break with mons considering healing stones, terrain, 1/2 from eq all adds up and makes it so teams often have to rely on smth like sacking a mon and revenge killing it cuz it can often take a shit on many def mons... even stuff it should lose to wisp pult it at least forces a trade and like a lot of pult's hp esp if it took any dmg before hand ... you either die into G terrain or dont because iron hands can apply a shit ton of pressure and can often recover out of range quite quickly with stones, terrain, drain punch recovery, and being hard to wear down thanks to punching glove giving a significant power boost and no contact. Proposal: idfk, it's prob balanced. Dunno it got like 2 uses by xrn
fun post at like 1;20 am
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