Metagame SV OU Metagame Discussion v4

literally what is your alternative to improving the tier if the only relatively popular option is to ban kyurem? everything else is considerably less popular for action and it's been this way for the past 8 months

He wants to free Gouging Fire, lol, which was an INSANELY broken mon. I don't know about how he feels about the rest of the tier though.
 
Third Kyurem test is crazy, should never happen but if it does DNB army will pull up and save the tier once again.
Technically if there is enough support, a Pokemon can be suspected as many times as possible. Usually it's once or twice, but natdex for example suspected tera three times before it was banned.

Although I disagree with a Kyurem ban rn (tera blast and waterpon I think would free up the tier a lot), it is still possible and shouldn't be discounted.
 
Technically if there is enough support, a Pokemon can be suspected as many times as possible. Usually it's once or twice, but natdex for example suspected tera three times before it was banned.

Although I disagree with a Kyurem ban rn (tera blast and waterpon I think would free up the tier a lot), it is still possible and shouldn't be discounted.
I'm curious why you disagree with a Kyurem ban? For me I am of the opinion of tiering action on whatever comes next as any action is helpful to limiting the threat saturation the tier has, but I don't see how banning Kyurem or Ogerpon-w or Tblast all don't contribute to the same end goal
 
It's an age-old refrain at this point, I know, but I'd like to bring up the benefits of banning Terastallization in SV OU.

The Problem
As many have said (if you scroll up on this very page, you'll see a great post by Shaymin Sky regarding this), SV OU has major issues. It's clear that we as a community can't agree on what the issue is, so I'd like to raise an option that, while not a panacea, solves many of the problems regarding the metagame - banning Terastallization.

What Does Banning Tera Do?
It's a big leap, but I think it's one that we can stick the landing of. Banning Tera would help balance out the metagame in numerous ways - let's list them below.

:ogerpon-wellspring: Wellspring may be the biggest casualty - it now becomes far less of a plague for Balance teams since it cannot as-effortlessly smash through them with Tera Water Ivy Cudgels (potentially even boosted), while lessening the burden on offense against a 1.5x SpDef Wellspring going for the win or simply nuking an offensive threat. Indeed, this fall in Wellspring's viability indirectly helps stall - it no longer has to worry as much about a top metagame setup threat that beats Dondozo.

:kyurem: SubRoost Kyurem now is saddled with a much worse typing, making it easier to deal with on the whole, while Specs Kyurem now lacks that extra oomph it needs to blast past its few checks like Glowking and defensive Gholdengo and Dragon Dance Kyurem loses one of its biggest tools to deal with Steel-types and Alomomola in Tera Blast. This should help Balance mainly.

:ting-lu: Ting-Lu loves its typing, but not being able to Terastallize out of its few answers and potentially even block Rapid Spin from the likes of Treads and Tusk would make it more manageable for Balance in the long run. It would also make it less of a catch-all check, which is an issue for it.

:gholdengo: Gholdengo would become more manageable as well considering it is now easily beatable in some way, shape, or form by most teamstyles - granted, Stall will struggle with it (particularly Psyshock variants), but balance loves its Tusk being able to beat it while offense and HO appreciate their Dark-types overwhelming it.

Many more threats will be significantly hindered by a Tera ban and we could see some metagame-shifting unbans, but the point of this post is to give a small primer on what major meta threats will be weakened by this ban.

Numerous times in politics have we seen candidates promise a panacea for all of a country's problems and have voters flock to their side despite being an objectively bad person (the past US elections ring a bell, anyone?) - I'll admit this solution is not a catch-all one; there will inevitably be gaps in this metagame, but I think it would put us in a far better state than

I'll do a full writeup later (work to do and it's 9:30 PM), but these are purely the benefits of a Terastallization ban. While I don't foresee it ever happening, I think it would be overall beneficial to the metagame.
 
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I have been reading this thread and I have to agree with you all, I guess in my previous post I was wrong, SV ou is at a crossroad but it wasn't what I thought it was.

I think at this point to fix this tier you'd need to ban 12 mons, just thinking about a tier without Gambit, Zamazenta, Raging Bolt, Iron Valiant, Kyurem, Ogerpon, Gholdengo etc, Is a dream, which I would like to see fulfilled (or ban Tera, but we all know it's not gonna happen, I wish it would tho, it would fix most problems of this tier, and it would be way easier to implement)

The problem is that even this is quite hard to make happen, and it would need extensive support, and I don't know if it has said support. Another problem would be checking if the meta would end up the same as before with super high saturation and set variance, but with uu mons, I doubt it, but it could happen. At the end of the day banning Kyurem is the easiest thing we can do, and it would definitely make the tier better, but it also probably wouldn't be enough because the tier would still fundamentally be the same.
 
literally what is your alternative to improving the tier if the only relatively popular option is to ban kyurem? everything else is considerably less popular for action and it's been this way for the past 8 months
The only other thing I can think of is a wellspring ban, but considering kyurem scored higher on the survey I think its fair to test that first
 
I'm curious why you disagree with a Kyurem ban? For me I am of the opinion of tiering action on whatever comes next as any action is helpful to limiting the threat saturation the tier has, but I don't see how banning Kyurem or Ogerpon-w or Tblast all don't contribute to the same end goal
Idk exactly. Don't get me wrong, if kyurem is suspected I would at the very least try to get reqs to vote ban (I probably should have said a kyurem suspect instead of kyurem ban, that's my b). For tera blast specifically, it means multiple Pokemon that utilise it that aren't really broken get nerfed, and thus helps reduce threat saturation because they cannot suddenly gain a new coverage move. For waterpon, I think it is one of the most constraining mons in the tier, potentially even more constraining then gambit, as it forces at least 2 checks (nothing besides amoonguss really counters it), and multiple teras for defensive teams. With wellspring out of the picture, this means defensive teams are freed up a lot and can dedicate there resources to other threats in the meta.
I think honestly it might just be my priority list on threats which is why I value a waterpon or tera blast suspect over a kyurem suspect.
 
Third Kyurem test is crazy, should never happen but if it does DNB army will pull up and save the tier once again.


I argued against a quick retest of Kyurem in Policy Review, and I'm one of the reliable soldiers in favor of removing Tera Blast (which would help with threat saturation!), and even I concede that a third Kyurem suspect would be justified by the survey. The only other option is Wellspring, which saw action support decrease as qualifications increased, meaning there's little reason to expect a suspect would succeed.

RE: Mass bans, please, if you want to ban literally a third of OU, then UU is right there waiting for you to give it a chance. It even has a bunch of old OU stalwarts for the nostalgia.
 
SV OU is in trouble.
SV OU is a very contentious tier that for the lack of a better word has "mixed" reception in regards to the tiering done so far. Although mostly everyone agrees the tier has a lot of work to be done and is lacking in enjoyability, people still struggle to agree on any singular point beyond a slight majority at best. The point of this post is to attempt to explain the tiers real issues and hopefully unifies at least some people in order to net any sort of tiering progress.
Also I truly do believe SV OU has potential to be the best format, it's not boring and it's genuinely fun to play when not taking it too seriously and that's the hallmark of a tier that has potential to be something great. This is why I am so passionate about fixing the gigantic issue SV OU faces, because I know as someone whos played for 12 years, I know this tier can be SO MUCH more.

A deep look into the nature of SV OU
SV OU prides itself on it's high set variance, which is complimented by it being the most top heavy OU of any modern generation and it's not very close either. This isn't a bad thing inherently though, it's a unique difference compared to other generations that doesn't exactly cause problems on its own. Having a short list of Pokemon viable for OU play usually comes at the cost of enjoyability for both spectators and players, but with dynamic sets for every Pokemon this issue sort of solves itself although not completely. Of course this set variety comes from the Tera mechanic, and set variety can be a good thing but as we all know it always depends on how effective each set is. Pokemon Like Landorus-Therian in the past have had a long list of viable sets however each don't either strain the metagame nor overcentralize. There's still other options for defoggers in SM OU, that are as good as Landorus-Therian and the same can be said for almost every other role it has too.

This is where the cracks begin to show as SV OU fails at this aspect of set variety miserably. Pokemon have a large variety of unique sets that each require their own specific counter play, and these sets as a collective either strain the metagame too much or are too centralizing (the centralizing part is pretty blatant given how top heavy this generation is). Now this wouldn't be a problem as we've had problematic Pokemon like that before such as Volcarona or Gouging Fire, where there's 1 or 2 Pokemon with a long list of highly effective sets that all do their own thing. Usually you just ban those individually broken Pokemon and call it a day, however what happens when it's more than 1 or 2 or even 5 Pokemon with high set variance with each being extremely effective and meta centralizing? Well this is what it looks like, in no particular order.
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The issue of threat saturation and high set variance
Each of these Pokemon has a large variety of highly effective sets that are BOTH highly effective and centralizing, straining the metagame greatly as well as reducing Pokemon creativity. For the sake of this post I'm going to be ignoring centralization from here on out since I believe it to be the lesser of the 2 issues, but I did want to note it as I have seen post saying "its the same pokemon xd", the answer is OU Pokemon do nearly everything the best by far and it's not close at all in Gen 9. Anyways looking at this list, each of these Pokemon has tons of highly effective sets, each requiring their own different counter play and each set can then be wildly exaggerated by the Tera mechanic. It's because of this that it's no surprise that building teams is widely said to be "ass" by the community, along with gameplay feeling not particularly great either all due to the metagame strain from these 17 Pokemon. This is further backed by the decreased ladder activity, along with the resounding 6/10 enjoyment per the recent survey. Keep in mind surveys are always biased in favor of the metagame being "more fun" / Pokemon being "more balanced" than they actually are, because the people who QUIT OU from either not enjoying the metagame or from X Pokemon they think are broken, aren't there to vote on the issues! A biased 6 is a terrible score and I hope this clears up any doubt that the metagame isn't largely seen as a failure at the moment. This isn't to doom post but to force the player base to truly realize the gravity of the situation and to act on it when given the next chance.

Answering Counterpoints
So now that we know there's definitely a problem with SV OU, and I have listed the problem very blatantly we have to address the elephant in the room. The people who don't actually think metagame strain from high set variance is the issue, and here's my general stance on it. There is no individually broken Pokemon, there is no Pokemon in this list above that on their own can even semi-reliably win games. In fact it's this reason why it's so difficult to decide on a Pokemon to ban to begin with, everyone has their own biases and beliefs based upon their own understanding of the game as well as their own personal experiences. Balance player Pinkacross is going to say ban Ogerpon-Wellspring, more often than Roaring Moon while a decent amount of players believe banning Roaring Moon is the answer! The proof for my point that the meta is strained from too high set variance from the tiers threats, is in the fact that nobody can agree on a Pokemon to ban despite people pointing fingers at 10 different Pokemon LOL. Every single one of these Pokemon plays a key role in making the metagame as strained as it feels, everyone knows the feeling of building a team for hours just to love to 5 different pokemon of 10% usage because of "that 1 set can really mess me up". People bring teams to tournaments that lose to metagame staples because there is no better alternative, because the tier is strained to hell and back and outplaying the shit matchups very hard rather than building functional teams is the only thing you can do. I am not saying a team has to beat everything, but I don't even think any SV OU team beats 75% of the metagame which is extremely pathetic because 75% is a low fucking bar.

What routes can we take and how does Democracy work?
Well ok then, what's the solution to the issue of threat saturation, too much high variance whatever you want to call it? There's 2 solutions but only 1 is possible, and I think you know which they are. The first solution is to ban Tera, and this simplifies a shit ton of stuff however this is simply not possible as it's not popular enough. The other solution is to cut down the amount of relevant meta threats to reduce the symptoms of metagame strain like how RU tier was able to do. How Democracy works is you have to go with the flow of whatever is most popular that roughly represents the changes you want to see. For example Kamala in my opinion has a bad viewpoint that we should continue to rely on drilling, but that's the best we are gonna get rather than some miscellaneous 3rd party representative you like who's never going to get the votes to be elected to begin with. I know this seems like a weird tangent but it's the exact same here, just because you think Tera gone would be a good idea doesn't mean you solely only care for Tera at all cost. You simply have to take what life gives you and go from there when it comes to a vote. Democracy for competitive Pokemon is not perfect, however issues are exacerbated by the player base not understanding that you can't get what you want always in a democratic system. The fact of the matter is a Tera ban is widely unpopular, and anyone focusing on banning Tera is making a strategically dumb decision when the other option of banning Pokemon is far more feasible/possible. Again with Democracy you have to take what you can get, whatever is not popular enough by the majority is usually not worth pursuing. Shouting 'ban x unpopular thing' is pointless and all it does is divide people from focusing on the other more pressing issues with significantly more popularity behind them (Kyurem, sort of Ogerpon-Wellspring in this instance).

What do we ban?
So now that we know the issue of the metagame is strain from high threat saturation / high set variance, what Pokemon do we ban? The community can't even get to agree on a ban of a single Pokemon so why would this work? Well the reason the community can't agree on a Pokemon ban is because they don't understand that suspect test happen for different reasons. There's a difference between a suspect test on a Pokemon because the Pokemon is individually broken, compared to a suspect test on a Pokemon who makes the metagame unhealthy. It's this difference that's key. When suspect testing Kyurem you aren't arguing that it's broken on an individual basis, you should instead be arguing how it adds to the metagames strain. This was the major issue with the last Kyurem suspect test as CTC and other players were able to make good points in favor of Kyurem not being broken, with everyone completely misinterpreting the suspect test original reason. This isn't too shocking as it's rare to ban a Pokemon that isn't broken individually, we are used to stuff like Pheremosa or Genesect just nuking everything and going yep ban it. However with Pokemon that are unhealthy in more ambiguous ways like Dugtrio, player bases are historically very poor at gauging if these Pokemon/mechanics should stay in the tier. This is because players struggle to understand how a strategy or Pokemon effect the game outside of a vacuum, it's either 'pokemon auto win on its own or it must be fine xd' and we see this old ass issue popping up again right now. People are saying ban Kyurem or Ogerpon or Moon or Ting-Lu, then someone says well it's not broken and that's the key problem that person saying it's not broken on it's own is missing the overall effect the Pokemon has on the game. Very clearly the combination of Kyurem + Darkrai + Glisco + Roaring Moon + Gholdengo + Ogerpon-Wellspring etc etc is too troubling for the tier, when you put it like THAT it's far easier to quantify for even the non-qualified player base to get the message.

Whats the gameplan for SV OU Tiering then?
My opinion as someone whos played for 12 years and has topped numerous ladders in Gen 9 and Gen 8, someone who is very very knowledgeable on how this tiering shit goes is this. Kyurem is going to get tested per the survey and general community sentiment / close prior suspects. We as a community need to realize that Kyurem is the only thing that can EVER get a 60% vote as everything else in the metagame is too divisive to act on (AKA know how democracy fucking works PLEASE). We as a community need to recognize the issue with the tier is high set variance and threat saturation. We as a community need to understand Tera will never be banned during current gen OU. We as a community need to do as other tiers have like UU and RU and limit the threat amount in order to account for the high set variance from tera that's straining the tier. We as a community need to stop thinking of suspect test as "is x pokemon broken in a vacuum" and instead acknowledge that unique situations involving metagame health also exist. If we cannot ban Kyurem in this up and coming suspect test, there will not be any more tiering progress for the rest of the metagame as nothing in the past 8 months besides Kyurem is even actable on, we need to take this 1 chance we have and realize the real problems this tier faces.

I love the level of detail and dedication you went into this post, but I do disagree with a couple of things. For example.

I don’t consider SV that much top heavy compared to SM or ORAS. There’s alot of creative niche options in the tier that have popped off in high ladder/tournament play.

:okidogi: :fezandipiti: :garchomp: :slither_wing: :rotom_wash: :scizor: :ursaluna: :keldeo: :hydrapple:

:latios: :lokix:
Really love these guys in particular rn. Latios was used 4 times with an impressive 75% winrate in week 1 of SPL. Just an underrated wallbreaker with incredible defensive utility via Tera Steel + Recover. Lokix goes crazy in Ting-Lu meta. You see it on several Voltturn structures and might honestly be OU via usage in the future despite its SR weakness. Strong into offensive teams and even fatter ones too with CB Tera Bug Leech Life.

Not a fan of this meta rn, but I think the matchup saturation issue is a bit over-exaggerated here and the problem can be pinned down to a few suspects. Stuff Kyurem and Wogre require so much attention in the builder that accounting for the other shit becomes a hassle. Teams don’t need a direct answer to everything, cause otherwise ppl would just use that team and nothing else. However, teams should have some kind of gameplan vs the big threats, whether its careful pivoting or out-offensing them. This becomes difficult when you have teams outright designed to fish a specific style or mon like bulky Tera Blast Fairy Moon builds or DD Tera Fire Kyurem making most of Kyurem’s counterplay obsolete. (Honestly you can pinpoint 70% of the issues with the meta to Tera Blast, without Tera Blast, DD Kyurem would be much less of a problem).

Most of the threats you brought up are honestly perfectly fine in the tier. They’re reasonable enough to account for in the builder. As an example, Ting-Lu alone blanket checks like 40% of the mons here, and that is without Tera, allowing it to check even more things like Primarina.

I feel SV OU has a different metric of what’s broken compared to Gen 8. The best we can do as a community besides partake in suspect tests and surveys is to accept that SV OU will not be a Balance-centric tier, its just simply not the nature of the meta. There are a few good Balance structures here and there, but a majority of the consistent teams are BO/HO with some mu fishing webs/stall/weather thrown in the mix.

Its a tier that prioritizes calculated aggression and there’s nothing wrong with that imo, but it’d like the builder to be more flexible without needing to worry about getting 6-0d by Kyurem or Toxic stalled by Gliscor.
 
Pecharunt rode up to my bedside. As it clambered through my window, I heard its toxins dripping, echoing through the mighty palace where Kyurem had shown its valiance in defeating ZapKingLu, the trio of destruction, mere months ago. As it approached the chamber, I grew alarmed. A mighty alarum was heard throughout the castle from a Rillaboom's drumbeat. At this, my loyal Zamazenta went to explore the upper chambers and saw a most frightening sight - the Pecharunt had arrived to my antechamber! Zamazenta attempted to Crunch it to get it to stop, but it simply set a poison curse upon my poor loyal Zama and Recovered off all the damage it had taken. "One man down!" I heard a yell, a deep voice like the Dragonite that had once guided me from the rocks miles offshore to salvation. Just that instant, I saw the Dragonite outside my window! But it was here not to deliver me peace, but rather turmoil - it smashed my window, startling my Ogerpon-Cornerstone. I did not see the fight fully, but a crystal formation on that Dragonite's head betrayed it as having used Tera Ground and killed my poor Stonerpon. Finally, I stood, approaching the Pecharunt in the antechamber, with the Dragonite rapidly approaching. But at last, I heard it. The footsteps of an urn which I had long sought to erase from my mind. "I thought it was dead!" I yelped as the shuddering noise rapidly moved towards me. But as the Ting-Lu walked up to where I stood, frozen, the trio pulled out daggers. When all was lost, my glorious prince Kyurem arrived. The Ting-Lu was the first to attempt to kill it, yet it stood broken by an Ice Beam. The Tera Ground Dragonite took a stab, but it too was felled by a Freeze-Dry. Finally, the Pecharunt attempted to cast another poison curse, but was shattered by an Earth Power before it could even move. Kyurem flew off yet again, but I knew I had just witnessed the bravery that had plagued the OU metagame for generations on end.
 
"Commitment to the bit is exceptional" (referring to my stallcord glaze)
-finchinator, 2025.

I am never stopping the glaze.

In all seriousness, I'm kinda enjoying SV OU a lot less rn. Not because of broken mons, I don't care about that, and not because of Tera, it's fine. It's just because mons is becoming boring to me after a year+ of playing daily. Maybe some people here are mixing up boredom of mons with hating SV OU specifically? Not pointing fingers, just asking for people to do a little inward analysis.

I will now disappear for a while; cyall when I have something important to say.
Honestly to that I would say just expanding the tiers you're playing helps a lot, even looking into some petmods.

It helps with keeping stagnation for a given metagame low and keeps the mind fresh, I hope this helps.
 
Yeah, I can't in good faith call this meta extremely top-heavy given that a lot of random lower tier shit can be effective. The newer generations of mons just have a lot of tools to make these lower tiers work well between Tera, Boots + a bunch of high tier partners like Raging Bolt, Gambit, Gking, or Corv to fall back on for support. I was using JackRG's Entei team earlier, and that's an example of one unique mon with the traits to find a niche between tera normal E-Speed, Sacred Fire, Inner Focus for Lando-T, and the 100 Speed tier. There have been a lot of other interesting lower tier mons that work well as well, like Fezandipti, Quaquaval, Hisuian Goodra, Chesnaught, etc. and I feel like a good chunk of options still haven't been fully explored like Chandelure, Vikavolt, Tauros-P, Slowbro, Salamence, Typhlosion-Hisui and Gyarados to name a few. Most of the defensive cores in this tier have clear weaknesses a lot of low tier mons can capitalize on, with the offensive mons having similar limitations (i.e Kyurem / Gambit's medicore speed tier, Ogerpon's hazard vulnerability, and Zamazenta's proneness to getting walled + reliance on contact moves.
 
Yeah, I can't in good faith call this meta extremely top-heavy given that a lot of random lower tier shit can be effective. The newer generations of mons just have a lot of tools to make these lower tiers work well between Tera, Boots + a bunch of high tier partners like Raging Bolt, Gambit, Gking, or Corv to fall back on for support. I was using JackRG's Entei team earlier, and that's an example of one unique mon with the traits to find a niche between tera normal E-Speed, Sacred Fire, Inner Focus for Lando-T, and the 100 Speed tier. There have been a lot of other interesting lower tier mons that work well as well, like Fezandipti, Quaquaval, Hisuian Goodra, Chesnaught, etc. and I feel like a good chunk of options still haven't been fully explored like Chandelure, Vikavolt, Tauros-P, Slowbro, Salamence, Typhlosion-Hisui and Gyarados to name a few. Most of the defensive cores in this tier have clear weaknesses a lot of low tier mons can capitalize on, with the offensive mons having similar limitations (i.e Kyurem / Gambit's medicore speed tier, Ogerpon's hazard vulnerability, and Zamazenta's proneness to getting walled + reliance on contact moves.
pecharunt rising from UU shitter to OU staple with calls to ban it in like a few months is CRAZY. bro went from B tier to A/A+ worthy along with ting-lu, zama, gholdengo, tusk, and dnite. the GOAT.

also there are a ton of niche options in OU yall cant say it's top-heavy come ON yall are better than those arguments

join stallcord o7 bye
 
pecharunt rising from UU shitter to OU staple with calls to ban it in like a few months is CRAZY. bro went from B tier to A/A+ worthy along with ting-lu, zama, gholdengo, tusk, and dnite. the GOAT.

also there are a ton of niche options in OU yall cant say it's top-heavy come ON yall are better than those arguments

join stallcord o7 bye
obviously niche options are still viable, but it feels like a lot harder to use them in gen 9 compared to oras and sm, so while I don't believe its completely top heavy I feel that argument has a basis in truth
 
I wouldn’t be upset if Rilaboom was somehow gone for whatever reason. The amount of bullshit it enables is excruciatingly painful even if it’s not terribly problematic on its own. People cry about how Woger can just mash Ivy Cudgel after Tera but nobody talks about how Rilaboom can do the same thing and with priority.
rillaboom is probably the worst it's ever been in sv ou right now and i wouldn't be surprised if it fell down to uu lol
 
when RainebowValiant says bye for real for the 40th time this week

week-11.gif


survey results aren't that surprising but do give a pretty grim picture of the future of current gen SV OU. Pecharunt receiving qualified mentions is very funny though, Malignant Chain procs may have stolen a few too many games...
 
January 2025 SV OU tiering survey thoughts

I want to give insight from a qualified user's perspective on how I feel about the metagame. I will put a disclaimer that I do not ladder much and mostly play in tournaments, so my input will be more biased toward the tournament side of the metagame.



My votes

Enjoyment (7)
Competitiveness (7)

I have at least somewhat enjoyed SV OU since the ban of Shed Tail, and my interest in the metagame comes in waves that are usually unrelated to the tier itself and often how busy I am irl or if I am involved in an SV OU tournament, so I do not have a lot to say here. I get a lot of my enjoyment from teambuilding, and the metagame always feels fresh to build. From a competitive standpoint, I think it has been slowly but steadily improving as the meta stabilizes while discoveries continue to push the metagame forward. My only competitive "complaint" is how Pokemon that are objectively bad like Hisuian Sneasel, Torterra, Probopass, etc. can peak ladder. It's one thing to have varied success in 1700s, but seeing these Pokemon reach the top of the ladder tells me that either the metagame is more matchup-dependent than I've experienced or ladder heroes are trash. I give credit to people who can use these Pokemon to great success, and it definitely contributes to the enjoyment of the metagame.

:kyurem: (3)

Kyurem is the most divisive aspect of the tier. It is difficult to scout the set as your team can fall apart quickly if you guess wrong. Kyurem has many sets that are viable and require different counterplay. Freeze-Dry + Earth Power is a lethal combo that hits the entire relevant metagame neutrally, requiring sturdy checks on bulkier teams or one-time checks on offense. Dragon Dance has several sets and requires much different counterplay from special sets. Mixed sets are difficult in some matchups too. Kyurem can run many items: Choice Specs, Choice Scarf, Leftovers, Heavy-Duty Boots, Loaded Dice, and Never-Melt Ice are the only items I have seen, but there is room for innovation as the metagame stables and people experiment more, such as Sitrus Berry, resist berries, and Life Orb. Similarly, its EVs are so good across the board that there are plenty of ways to invest EVs to live hits and still hit hard enough. Its Tera type is somewhat varied, but not much more than other Pokemon. All these attributes make Kyurem a double-edged sword; it can be put on a variety of teams and is the premier Ice-type of the tier, but its potency in many roles makes it oppressive and difficult to build and play around. Seeing the average score of at least 3.5 across all three pools of voters shows that players tend to find Kyurem to be a net negative on the tier, and I would agree, especially as it will continue to adapt to its counterplay.

:ogerpon-wellspring: (3)

Ogerpon is another big threat in the tier. It is more limited in what it can do, but it is easier to slap on a team than Kyurem and is arguably more damaging to metagame diversity. Ogerpon is similar to Kyurem in that it is a balance breaker, and Ogerpon is one of the premier stall breakers as well. While Ogerpon can only run the Wellspring Mask and Tera Water, this does not limit it at all; a 1.2x boosting item with no drawbacks is amazing, Tera Water is great offensively to boost Ivy Cudgel and defensively to become a pure Water-type, and the Embody Aspect special defense boost is very helpful to live hits in a pinch. Ivy Cudgel is the only mandatory move on Ogerpon, as it is 100 BP with 100% accuracy, no contact, a high crit chance, and is boosted by its required tera. One crit can lose the opponent the game, and considering how spammable Ivy Cudgel is and its 1/8 crit chance, it can roll the dice until it finally breaks through. Due to Ogerpon's coverage, there is not a single Pokemon that can check every set. Luckily, Ogerpon has to pick and choose what it can beat; its relevant attack options are Power Whip / Horn Leech for Water-types, Play Rough for Dragon-types, Knock Off for Sinistcha and general item removal, and U-turn for Grass-types and fast pivoting. Ogerpon also has great utility options in Swords Dance, Encore, and Synthesis. There are some niche moves it can run like Grassy Glide, Spiky Shield, Spikes, Taunt, etc. to varied success. 350 Speed is perfect, and I consider it the line between fast and mid speed this generation. Water Absorb is a surprisingly great ability, as it completely neutralizes rain as well as deter the opponent from using Water attacks. Its mediocre bulk paired with its hazard weakness is what keeps the oger in check, as it requires strong removal to last during a game and not fall apart. Its STABs being resisted by Dragons is also huge and something that not too many people talk about, as strong Dragons dominate the metagame, with Raging Bolt and Kyurem being quite resilient into attacks barring +2 Play Rough. Also, bulkier teams can easily throw on a tera Dragon/Grass defensive Pokemon for Ogerpon, though having to use tera is not ideal. It is the premier Water attacker of the tier and helps in the builder a lot on a variety of teams, but it is oppressive for teams that are not HO, Offense, or BO, making it a divisive presence in the metagame. The survey shows it in the 3.1 to 3.42 range, which I agree with as it is not as versatile and difficult to handle all sets as Kyurem is in practice, but it is more limiting from a building perspective.

Tera Blast (3)

Tera Blast is the biggest shift for me personally. I have been very pro-tera throughout the generation, including Tera Blast because it never felt that difficult to handle and increased metagame diversity. Only in the past couple of months have I changed my perspective. Dragonite is the best abuser of Tera Blast in my opinion, as it can completely obliterate would-be checks with Tera Blast Flying or Tera Blast Fairy, both of which are pretty easy to throw onto a team. I have had great success in tournaments recently with Dragonite, and Tera Blast is not too difficult to put on a team but very hard to prepare for and play around. Tera Fairy Kingambit with Tera Blast is a more popular example, and it gives Kingambit coverage that it should not have. The variance Tera Blast adds is absurd, and the commitment is less in practice than I personally felt, especially on fast-paced offenses where losing one moveslot for a matchup fish is not a big drawback. I believe it is a healthy dynamic for Pokemon to have reliable checks. Zamazenta should not have to worry about switching in on Dragonite. Galarian Slowking should not have to worry about switching in on Iron Moth. Tera as a whole somewhat encourages this dynamic, but Tera Blast especially does. I put it only as 3 because few Pokemon make good use of the option and it is a drawback if you do not use tera on the Pokemon, but the Pokemon that use Tera Blast will go from strong, healthy presences in the tier to borderline broken. I am not the only one with this sentiment, as the average vote outcome ranged from 2.77 to 3.07. Tera Blast is less frequent than Kyurem and Ogerpon, but it is more uncompetitive, so I thought a score of 3 to match the others was pretty fair.

:raging-bolt: :kingambit: :gliscor: :zamazenta: (1)

I do not find any of these Pokemon banworthy at the moment.

:raging-bolt: Raging Bolt is a borderline 2 for me, as it is absurdly strong with amazing STAB attacks, sturdy defensive stats, and enough speed to be its own benchmark in the metagame. I am glad that Palafin stayed banned because Raging Bolt felt like a 3 or 4 in that metagame. In my experience, Raging Bolt only feels overwhelming when it uses tera because of its superb bulk tanking neutral hits with ease, but it almost always uses a defensive tera, which is much more manageable than an offensive one as seen with my other higher-rated threats. Its poor speed also means that if it does tera to pick up a kill, it is pretty easy to revenge kill. Its STAB combination is strong, and its moves are potent after a Calm Mind, but it rarely uses non-STAB attacks, making counterplay very manageable. Ground types completely wall Thunderclap, and almost every good team should have a Ground type. During OUPL, I came up with an optimized Great Tusk set of 104 HP / 140 Atk / 12 SpD / 252+ Spe, and this allows Great Tusk to always live a Booster Energy Dragon Pulse from Raging Bolt and always OHKO back with Headlong Rush. Pair this with Heavy-Duty Boots, and you force Raging Bolt to switch and lose its Booster Energy, waste tera to live your hit, or faint. A slow specially defensive pivot (e.g. Galarian Slowking) can come in on any move Raging Bolt uses and pivot out the next turn to the faster Ground type. Ting-Lu is amazing in general, and if it is healthy, Raging Bolt cannot break through. Even if your Ground-type fainted, you can outplay Thunderclap, and it will struggle to OHKO many Pokemon without a Calm Mind boost. Counterplay also overlaps with Ogerpon, as a Grass or Dragon tera that outspeeds Raging Bolt can be very effective at stopping it in its tracks. Conversely, Raging Bolt is the premier Electric type of the tier and offers the tier strong priority against offense, bulky Calm Mind setup, and good breaking potential. The main reason I have it at the top of the 1's is that it is a little too good at its job and dominates usage, which is a little concerning for an Electric type that has to deal with many strong Ground types. The average votes were 2.13 to 2.39, which I consider a tad too high but understand.

:kingambit: Kingambit is above Gliscor only because its ability to sweep at the end of a game against all odds is unmatched across generations. Sucker Punch and Swords Dance are required to bring Kingambit to its full potential, and the other moves are usually two of Kowtow Cleave, Iron Head, Low Kick, and Tera Blast. Despite this always being the case, Kingambit continues to adapt to the metagame with its EVs, items, and teras. It is true that the right tera, item, and/or combination of moves on Kingambit can turn a very favorable match into a loss, but that can be said for a lot of Pokemon. Also, Kingambit's damage output is pretty bad early in the game, meaning it only becomes threatening when you are already down some Pokemon, which is fine if you are trading kills, but sometimes you want to preserve sacks which limits Kingambit. I mention this because Kingambit is really great defensively; it is the only Pokemon that resists both of Dragapult's STABs, and it is one of two Pokemon that resists Gholdengo's STABs. 100 / 120 / 85 bulk is really nice, and HP-invested EV spreads can live many attacks. As difficult as late-game Kingambit is, its role compression is undeniable, and if you play the game well with a good team, you will always have a way to handle a late-game Kingambit. Also, a knowledgeable player will generally know what tera the Kingambit is based on the opposing team's needs, its item, its EV spread, and how it is played. While Tera Blast Fairy is a little bit trickier to play around, those sets almost always run Kowtow Cleave, meaning it only has Dark attacks before tera, making it easy to handle with any Fighting-, Fairy-, or Dark-type. Outside of its occasional reverse sweeps, Kingambit is a very healthy presence in the metagame. The 2.65 to 2.82 average is excessive hating on the king.

:gliscor: Gliscor has had its waves of being too much for the metagame to handle, and if Kyurem and/or Ogerpon is banned, that will likely be the case again. As it currently stands, Gliscor is obnoxious but manageable. The two sets that Gliscor mostly runs are Swords Dance and Spikes. The best SD Gliscor team to date is still CTC's team with Sinistcha and Keldeo; Swords Dance Gliscor is most effective with hazard stack support, meaning you likely need to run Ting-Lu and have two Ground-types or Hisuian Samurott and be more frail, and you definitely cannot afford to have a Great Tusk for hazard removal as Ogerpon and any half-decent Water- or Grass-type will farm the team. So you are pretty restricted in how you optimally build an SD Gliscor team, and the aforementioned team was made during the Kyurem ban as the matchup is pretty terrible if you don't get hazards up quickly. Due to the team's success, the metagame evolved to handle it more effectively; for example, offensive Zamazenta runs Close Combat and Ice Fang to kill Gliscor in its base form and as Tera Normal. SD Gliscor also needs to decide if it runs Earthquake or Facade, both of which are fairly manageable to handle defensively for many teams once you know the coverage. Spikes Gliscor fits on more teams and provides great role compression, much like Landorus. The only part that I understand people find uncompetitive is how difficult it is to chip down since it seemingly heals it all off with a few switches and Protects. SD Gliscor is very oppressive for fat teams as it forces Knock Off on Pokemon like Dondozo and ignores chip damage, and I can sympathize with that. However, SD Gliscor is one of many threats to stall, with Ogerpon being nearly as potent while also having immediate power and great speed. Also, its ease of healing is overstated, as Stealth Rock makes chipping it down quite easy, and your team will (or at least should) always have a way to hit Gliscor hard and keep it low or dead. Unlike anything else on this list, Gliscor has a relevant counter to all its sets in Iron Defense Corviknight. Gliscor is annoying, but definitely not 2.71 to 2.85 level banworthy.

:zamazenta: In my experience, Zamazenta feels the most manageable on this list and offers the most for the metagame. Iron Defense Zamazenta is a great anti-offense Pokemon that doubles as a sweeper. Offensive sets are really fast and hit just hard enough to be threatening but not too hard to be banworthy (base 120 Attack is weak these days). With Dauntless Shield and its pure Fighting type, Zamazenta keeps so many Pokemon in check; in this list alone, it checks Kyurem, Ogerpon, and Kingambit, and it is amazing against all the strong Dark-types in the tier. The speed is phenomenal, as defensive sets are still able to outspeed +1 Adamant Dragonite, Darkrai, and other fast Pokemon, filling a unique roll for a tier that is so offensive. 92 / 115 / 115 bulk is really solid even on all-out attacking sets, and Dauntless Shield is a really great emergency check when needed. ID Zamazenta is the more oppressive set of the two, but this set struggles heavily into many Ghost-types. With no Pursuit, the spammable move Shadow Ball into a metagame with Blissey as the only Normal type, and Rapid Spin being the primary form of hazard removal, this is not a big ask at all. Dragapult outspeeds and can burn it, bulky Gholdengo is usually able to 1v1 if the opponent isn't lucky with Crunch defense drops, the rise of Pecharunt has really been problematic for Zamazenta, and there are other less used Ghosts like Sinistcha and Skeledirge that are difficult too. You do not even need a Ghost resist to handle Zamazenta; Rocky Helmet Landorus with Earth Power chips it down, the Kantonian birds require Stone Edge to beat on offensive sets or Tera Electric/Fire on defensive sets, all of the Fairies handle Zamazenta quite well, and the list goes on. That's not even to say how a random Tera Ghost, which is good in general to block Extreme Speed from Dragonite and Rapid Spin from Great Tusk, can completely stop Zamazenta in its tracks. Zamazenta has plenty of counterplay and is very healthy for the metagame, and I do not know how it was voted as 2.39 to 2.67 when Raging Bolt has less counterplay and offers less value to the metagame.



Other notes

:ting-lu: I found this to be most interesting, as I almost wrote it in as well but decided not to. Ting-Lu is a bit too good at its job, as it can tank the strongest supereffective hits like it's nothing and do something annoying in return. I don't think there is one game that I have felt Ting-Lu has been useless, because it at the very least can scout a set and give me insight into how I should play the game. There is zero risk of running this Pokemon, and there will always be some reward, ranging from scouting a set to stacking hazards to stopping a set-up sweeper to chipping down everything with Ruination and Earthquake... and hazards... and Whirlwind. I used Ting-Lu in 4 of my 8 OUPL games, and it would always do its job of getting hazards up, eating hits with ease, keeping many threats in check, and racking up chip for my teammates. Even when building, I remember trying to make a Greninja team for one of my matches, and one my teammates pointed out that nothing could 2HKO Ting-Lu. I looked, and sure enough, Life Orb Greninja Hydro Pump is an unfavorable roll to 2HKO Ting-Lu with Leftovers. That should not even be possible for a Pokemon allowed in OU, but it makes sense that when you take Vessel of Ruin into account, Ting-Lu's bulk is essentially 155 / 125 / 123, making Pokemon like Ferrothorn and Toxapex look like feathers in comparison. The combination of Ruination and Earthquake off its decent 110 attack stat keep it an offensive presence as well, as you cannot use Ting-Lu as setup fodder. The support Ting-Lu provides a team is pretty unmatched, and I am impressed that it got the most amount of write-ins, but it is not an oppressive Pokemon and is not too hard to hit supereffectively and break down due to its lack of healing moves.

:pecharunt: I remember Vert raving about Pecharunt and Fezandipiti during World Cup last year. While I had very little faith in Fezandipiti (which still is not entirely wrong), I saw some potential in Pecharunt, but still mostly preferred Sinistcha at the time for a spinblocker and Galarian Slowking as a grounded Poison pivot. To no one's surprise, this is one of many examples of Vert being a visionary, as Pecharunt is doing really well in the current meta. This Pokemon is obnoxious like Gliscor but more manageable as common Steel-types and the aforementioned Ting-Lu are pretty great into Pecharunt. Fast pivoting with Parting Shot, a sky-high defense, solid defensive typing, and the RNG of Malignant Chain's 50% toxic chance and Poison Puppeteer's 33% confusion chance is gross. Fast Pecharunt is really difficult to remove against, and I brought it to OUPL finals and won my game. Pecharunt was able to come in Great Tusk late in the game, take only 64% from Headlong Rush, take out the red health Great Tusk with Hex to keep Stealth Rock up, and force red-health Choice Band Roaring Moon to lock into Knock Off to take me out and get picked off by a Dragonite Extreme Speed. I would not have brought Pecharunt if I did not think it was a strong Pokemon, and even though all the Pokemon on my opponent's team could easily 2-shot me, Pecharunt still managed to be quite useful. While it is annoying to deal with, the metagame needs more time to develop around its presence before I can say it is uncompetitive.

:dragonite: Nobody wrote Dragonite in, which makes sense as Tera Blast was asked about in the survey, but I want to shed more light on how difficult Dragon Dance Dragonite is to handle since all the sets require mostly different counterplay. Loaded Dice Dragonite feels the most manageable of the sets, as Fire Punch is weak without tera or several boosts, and the Tera Fire burn immunity does not come into play often, but Scale Shot is a strong move that can help Dragonite spiral out of control, and Encore is a good support option into Kingambit trying to revenge into Dragonite's defense drops. Tera Normal Extreme Speed with Earthquake and Ice Spinner is probably the most common set and the set that players play around, but the coverage is still not to be understated and can be quite difficult to handle. Tera Ground is another alternative, which boosts the power of Earthquake and stops Thunderclap. Rock Slide or Stone Edge can be tech'd on to handle the Kantonian birds. Tera Blast Fairy + Earthquake is nearly unwallable, and I lost one of my OUPL games because my team, which was pretty well-built for most Dragonite, had zero outs late-game once I was weakened a little bit. The set I believe is strongest currently is Jolly Tera Blast Flying with Earthquake and Rock Slide. When I look through my builder, there is not one team that can handle this Dragonite set at +1 if the team is chipped down a little, except for Corviknight teams. I slept on the dragon for a while, but if Tera Blast remains, I think Dragonite could go beyond its role as a revenge killer into something more unhealthy for the metagame and difficult to handle.



I hope this was insightful to some people! I am excited to see how the metagame develops with SPL and OST.
 
I looked, and sure enough, Life Orb Greninja Hydro Pump is an unfavorable roll to 2HKO Ting-Lu with Leftovers. That should not even be possible for a Pokemon allowed in OU,
i don't think this is the metric we should be using because it has more to do with greninja just being kind of bad. it's got 103 spa, of course it's not gonna be 2hkoing everything straight out the gate with life orb. there's a reason we don't see, say, special life orb dragapult
 
i don't think this is the metric we should be using because it has more to do with greninja just being kind of bad. it's got 103 spa, of course it's not gonna be 2hkoing everything straight out the gate with life orb. there's a reason we don't see, say, special life orb dragapult
+1 252 SpA Tera Fairy Glimmora Dazzling Gleam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 246-290 (47.8 - 56.4%) -- 32.8% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Tera Fairy Glimmora Dazzling Gleam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 213-252 (41.4 - 49%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Tera Fairy Gholdengo Dazzling Gleam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 168-198 (32.6 - 38.5%) -- 2.4% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Tera Fairy Gholdengo Dazzling Gleam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 218-257 (42.4 - 50%) -- guaranteed 3HKO after Leftovers recovery

Are these calculations satisfactory for you, DaddyMosquito?
 
BREAKING: mon known as defensive behemoth with no recovery move not die to one hit. seraphyde quoted as saying “why won’t this thing die in one hit to my Tera Fairy Dazzling Gleam?!”. hazards and other chip damage nowhere to be found. more at 7.
 
+1 252 SpA Tera Fairy Glimmora Dazzling Gleam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 246-290 (47.8 - 56.4%) -- 32.8% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Tera Fairy Glimmora Dazzling Gleam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 213-252 (41.4 - 49%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Tera Fairy Gholdengo Dazzling Gleam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 168-198 (32.6 - 38.5%) -- 2.4% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Tera Fairy Gholdengo Dazzling Gleam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 218-257 (42.4 - 50%) -- guaranteed 3HKO after Leftovers recovery

Are these calculations satisfactory for you, DaddyMosquito?
life orb glimm is wild
 
life orb glimm is wild
this isn't even its first appearance in the seraphyde files. he tried to use it as a gliscor check:
252 SpA Life Orb Glimmora Power Gem vs. 244 HP / 228+ SpD Gliscor: 152-179 (43.1 - 50.8%) -- guaranteed 3HKO after Poison Heal

This is a set I cooked in response to missing Meteor Beam too often. Needless to say it doesn’t do much, but if you put this into the calculator it does some insane stuff like 2KOing the metal birds so the fact that Gliscor can survive this very well is yet another indictment against it.
because we all know that glimmora has such a great matchup against ground-types
 
life orb glimm is wild
this isn't even its first appearance in the seraphyde files. he tried to use it as a gliscor check:

because we all know that glimmora has such a great matchup against ground-types
That's not even my set.
 
That's not even my set.
so what you're saying is, it was a victim of the week submission, for a victim that isn't ou, that got *checks notes* zero votes. truly one of the things of all time that should be brought up in ting-lu calcs
 
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