Metagame SV OU Metagame Discussion v4

WHY DOES SOLGALEO SUCK ? (AND THUS SHOULD BE SUSPECTED)

Despite being one of the box legendaries for Sun and Moon, I have the utter conviction that Solgaleo would be completely fine in Gen 9 OU, and not even just that, I believe it wouldn't even be that good in OU (UUBL AT BEST !!!!!). You may think I'm crazy, and you may be right about that, but not for the reasons you might imagine. Let's take a closer look.


1734481638405.png



At first glance, this mon has great stats ! Amazing bulk and pretty great attack, with meh speed, but still usable, after all you're faster than landorus-therian and kyurem, which are both OU mainstays ! Sounds good for our glorified metagross, right ? But those stats mean nothing if you don't have the tools to use them.

1. Typing

Let's start with Solgaleo's typing. Steel + Psychic is a notoriously terrible stab combination, leaving you unable to neutrally hit Steel types (Dengo, Kingambit, Corv, Iron Treads for example who are all meta defining mons) or H-Samurott without slotting a coverage move. This effectively means that your stabs are never really free to click, leaving you in an awkward spot of always trying to guess the switch or be forced out, either by a bulky support threatening status (Alomomola for example completely walls Solgaleo) or an offensive pokemon coming on a resisted hit to force you out (Dengo or Gambit). And while Solgaleo does possess great coverage options in Close Combat, Earthquake, Flare Blitz, Knock Off or Wild Charge, it suffers from heavy 4MSS. But we'll get back to that later.

Solgaleo's typing is also downright TERRIBLE defensively, which severely undermines his natural bulk. Being weak to ground, fire, ghost and dark which are some of the most common offensive types.

Iron Crown shares the same double-typing, but it has a much better speed tier + an actual pivot move that lets it get momentum when it's counters come it. Solgaleo can do no such thing, as pivoting via Teleport leaves you open to getting taking big damage on the way out.

2. The speed tier

97 is not an horrible speed tier per se, but it's not great at all in today's standards (especially for an offensive pokemon) just missing the golden mark of base 100s. But don't let this vague and outdated hallmark convince you: Let's take a look about every offensive/similar OU mon that's slower/as fast as SolG and draw a comparison ! Perhaps then you'll understand why Solgaleo is unviable trash while they flourish despite their speed tier.

:Samurott-Hisui: Has the most broken move in the game in Ceaseless Edge, two priority options (Solgaleo has none), Swords Dance (Solgaleo can't setup raise his attack), Encore and Taunt (Solgaleo), effectively higher attack when using it's stabs due to Sharpness, better typing offensively and defensively, gets flip turn to pivot (solg has tp but pivot attacks are better for offensive mons)

:Gholdengo: Incredible ability that enables disgusting hstack structures, better typing offensively (and kinda similar defensively, but still better due to fighting immunity), better stab options with similar offensive stat, thunder wave, can run specs scarf defensive offensive balloon etc etc

:Dragonite: Broken ability in multiscale giving it a free turn vs almost anything, better coverage options with
similar offensive stat (ground ice normal or dragon fire normal hits everything), can raise its speed anyways with dragon dance (still no set up moves for solg), amazing prio in espeed, can run bulky sets with roost (solg can do the same with morning sun but we'll get to why that isnt good later)

:Gliscor: Broken ability in poison heal which makes it effectively way more durable over the course of the game despite having lower bulk, amazing defensive double typing giving you a double immunity to help patchup your other mon's weaknesses (whereas solgaleo gives you more weaknesses to patch up), swords dance and agility, gets stealth rock and spikes while solg can't set up hazards, toxic while solg has 0 moves to inflict status, gets uturn (can use both fast or slow depending on set, while solg can only slow pivot and doesnt have ability that lets him heal for free after taking dmg to pivot)

:Rillaboom: Sets up grassy terrain for himself which makes it effectively WAY stronger offensively than Solg when using grass moves, absurdly strong priority, can set up with swords dance too, gets uturn

:Raging bolt: Similar attacking stat but gets to snort booster energy to push it way past, great priority option in thunderclap, almost perfect neutral coverage with elec + dragon so no need for coverage, can set up with calm mind (solg also gets calm mind but it has no prio and much lower special attack which means its not really comparable, although solg could set up and heal which bolt cant do), can pivot with (an absurdly strong) volt switch

:Kyurem: Similar offenses to Solgaleo's attack in both physical and special, making it able to run terryfing mixed sets with a MUCH MUCH MUCH better offensive type and perfect Ice/ground coverage (only walled by cryogonal and levitate bronzong kekw), can set up with dd, can be a fuckign bitch with subtect pressure lefties, AND has lower but similar bulk

:Kingambit: Bro do I even need to say anything?????

I think you'll find it clear now that all these mons slower or with similar speed to Solgaleo all have some incredible traits that stand out and make them worth running that go beyond simply having "great overall stats" on paper, like Solgaleo.

And that's only including mons with roles that could be at least similar to Solgaleo, as I'd find it pointless to compare it with Slowking-G for example.... UNLESS ??????

3. The futureport delusion

A common argument I've been hearing against a Solgaleo retest is that it could run a futureport set, similar to slowking-G. However you might have noticed there's a smmaaaaaaalll difference between these two mons...


1734485073196.png
1734485104184.png


The whole reason glowking works well is because you can fsight, then chilly out, and regen all or part of the damage you took on the way out because of regen. This lets you generate momentum and offensive pressure while conserving health naturally. Solgaleo cannot achieve this, as everytime you come in to futureport, you take chip which you won't naturally regen. This means you need to slot in Morning Sun, which is already very annoying as that only leaves you with 1 free slot (and solgaleo is strapped for moves already). This also means you're much less effective at getting momentum, because you need to also spend turns CLICKING Morning Sun to stay healthy, turns during which something may switch in and force you out, preventing you from getting a Fsight up at all.

Let's move on.

4. The movepool / 4MSS problem (why Solgaleo can't use any of its good moves effectively)

Solgaleo has a pretty good movepool in theory. Its main stab is Sunsteel Strike, a steel-type earthquake that ignores all abilities à-la mold breaker. In theory this would make it good at pressuring unaware mons... except Solgaleo can't increase his attack, so that's a moot point. Its other stab (psychic fangs) is mid, but Solgaleo gets great coverage moves: Close Combat, Flare Blitz and Earthquake are all very strong both in BP and in the typing coverage they offer! It also gets Knock Off to force progress ! You even have morning sun à-la gouging fire with a similar stat profile ! What's not to like?

Well, in practice, dropping one of your coverages to fit in morning sun is very tough on a physical set. For example, Sunsteel Strike/Psyfangs/CC is HARD walled by gholdengo and corv (252 Atk Solgaleo Close Combat vs. 248 HP / 252+ Def Corviknight: 95-112 (23.8 - 28%) -- possible 5HKO), + not running Wild Charge also means you can't hurt Alomomola (252 Atk Solgaleo Psychic Fangs vs. 252 HP / 252+ Def Alomomola: 120-142 (22.4 - 26.5%) -- 25.1% chance to 4HKO, and that's not even mentioning Dondozo).

Dropping CC means you're now walled by H-Samurott and you also can't ohko Kingambit which threatens back hard. If you drop psyfangs, you are now walled by Pecharunt and Pex... and it gets even worse if you try to run both morning sun and knock off. So you can pretty much write off 3 attacks + msun as a cheese pick vs offense which might not even work that well as a lot of mons can actually deal a shitton of dmg to this despite its natural bulk, for example:

252 Atk Protosynthesis Roaring Moon Knock Off (97.5 BP) vs. 0 HP / 0 Def Solgaleo: 408-482 (98.3 - 116.1%) -- 87.5% chance to OHKO
+1 252+ Atk Dragonite Earthquake vs. 0 HP / 0 Def Solgaleo: 346-408 (83.3 - 98.3%) -- guaranteed 2HKO
32 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Solgaleo: 288-338 (69.3 - 81.4%) -- guaranteed 2HKO (+ ace also threatens with willo)
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Solgaleo: 372-440 (89.6 - 106%) -- 37.5% chance to OHKO

This comes back around to Solgaleo's defensive typing and midling speed being a huge hurdle when trying to use it offensively.

The other option is to run a CM set, trying to leverage your huge bulk, but you'll run into the same issues. Morning Sun + CM is required on a set like this, and psynoise is probably the main draw. So you have to choose between flamethrower last and lose to samuh, or focus blast last and lose to gholdengo.

5. Item options (and why they all suck)

- Band hits hard in theory, but because your stabs are extremely bad typing wise, in practice you can never click them so you can't actually break effectively. Getting a wrong predict and clicking Sunsteel Strike into corv/mola is much worse when running band than lefties or something else. And even nailing the correct move doesn't always reward you :
252 Atk Choice Band Solgaleo Wild Charge vs. 252 HP / 252+ Def Alomomola: 254-300 (47.5 - 56.1%) -- 84% chance to 2HKO

- Scarf can fix your offense matchup, but then you become even more hardwalled by all the common ou goons (mola corv dengo etc), and you also become a huge liability vs setup mons (dnite or gambit)

- Expert Belt or LO lets you make good use of your coverage, but then you become very prone to chip from hazards/your own LO and as you're not that fast, in practice you'll get maybe one big chunk of damage (if that) vs a defensive pivot then get forced out by a faster attacker and have to take hazards again when coming back in.

- Boots fixes the problem from above but again goes back to being unthreatening vs any good defensive core.

As you can see, none of these options seem really satisfying.

6. Conclusion

Solgaleo, while scary in appearance with its big stats and shiny signature move, is in reality nothing more than a cowardly cat and he could roam free in the land of OU without making much impact in my opinions. This post might not be perfect; after all, Solgaleo has so many flaws that's there's probably a dozen more I could have pointed out !

TL;DR: Suspect Iron Mufasa so we can all laught at how bad it is.
Oh god I can’t believe I’m actually posting in the forums I’m bouta throw up holy-

Wow, what a great and informative post Delibird Heart! I agree, in the current meta I think Solgaleo would be relative underwhelming and would at least be worth testing to prove that true. The meta could also use a shake up or change as well, since nothing has changed Pokémon wise since the Gouging Fire ban. Bravo to you sir!

Anyways I’m gonna go back to being dead now thanks to Keldeo, Delibird I expect my payment of 3 Shiny Dewpiders and 50 euros within 3-5 business days or else I’m running psychic terrain into monoclaw everytime you go on the ladder. Good night tri state area!
 
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Tusk is no way in hell staying in on araquanid. If your opponent is doing that, then they basically are giving up there mon. Additionally, araq actually does better into hatterene as surf does a lot to non AV sets, which I've found are a lot less common. Ribombee has to dedicate a moveslot to beat it, and bee already struggles to fit skill swap over stun spore or psychic noise.

Sinistcha is very much not a problem for webs, as pokemon such as gholdengo, booster attack tusk, roaring moon and gambit threaten it out heavily. Garganacl is annoying, but bee doesn't really do much better into it. In fact, I'd say it does worse since at least araq forces tera and while garg usually wants to tera, that's better then bee getting off webs, then dying to garg.

Frankly, ribombee sucks. Its one thing it has is getting up webs reliably, but when araquanid already is pretty reliable, you struggle to find a reason to use it that you couldn't just support with teammates. Sure you do struggle into raging bolt, but iron treads fixes that and is a great mon on webs. CM prim is annoying, but webs can usually trade very well into it as something like gambit can hit it really hard for a follow up tusk to bea it. The MU's that bee struggles into are a lot more difficult to counteract. Iron Moth is really difficult for webs to deal with if you can't get up webs, and araq can do that against moth. Cinderace is annoying unless you have serp or some aqua jet mon, but araq sets up on cinder all day.
There's a reason in SPL people have been running araq over bee, bee simply just isn't good enough.
I've taken all 3 web setters into 1700s. Frankly I'm still getting used to webs not being considered cheese. Just giving my preference. But like I said, araquanid fits the bill currently for popular teams. It's not better than ribombee, it's just flavour of the month. Before custap was re-released, ribombee was far more popular than araquanid, and araquanid was using the magic coat set. All I'm pointing out is, there's a number of ways to remove the utility of custap endeavor, at which point it's back to pre custap utility which is quite average. I forgot to mention it is also basically useless into dragapult lead, which is picking up steam again. Ribombee forces dragapult out. Skill swap stun spore is also neat to cripple garg. Araquanid "Forcing" garg to tera water is not much of a selling point, since tera water garg is like an A+ tier pokemon, and better in every conceivable way than standard rock garg.

And if you want to get fruity, which I engage in from time to time, ribombee has access to the most broken setup move in the game. Quiver dance, stored power, screens, trick. That's a lot of surprise utility. The best awaquanid can do outside webs is a surprise specs set, but with 50spA, you're only dealing damage with surf...
 
WHY DOES SOLGALEO SUCK ? (AND THUS SHOULD BE SUSPECTED)

Despite being one of the box legendaries for Sun and Moon, I have the utter conviction that Solgaleo would be completely fine in Gen 9 OU, and not even just that, I believe it wouldn't even be that good in OU (UUBL AT BEST !!!!!). You may think I'm crazy, and you may be right about that, but not for the reasons you might imagine. Let's take a closer look.


1734481638405.png



At first glance, this mon has great stats ! Amazing bulk and pretty great attack, with meh speed, but still usable, after all you're faster than landorus-therian and kyurem, which are both OU mainstays ! Sounds good for our glorified metagross, right ? But those stats mean nothing if you don't have the tools to use them.

1. Typing

Let's start with Solgaleo's typing. Steel + Psychic is a notoriously terrible stab combination, leaving you unable to neutrally hit Steel types (Dengo, Kingambit, Corv, Iron Treads for example who are all meta defining mons) or H-Samurott without slotting a coverage move. This effectively means that your stabs are never really free to click, leaving you in an awkward spot of always trying to guess the switch or be forced out, either by a bulky support threatening status (Alomomola for example completely walls Solgaleo) or an offensive pokemon coming on a resisted hit to force you out (Dengo or Gambit). And while Solgaleo does possess great coverage options in Close Combat, Earthquake, Flare Blitz, Knock Off or Wild Charge, it suffers from heavy 4MSS. But we'll get back to that later.

Solgaleo's typing is also downright TERRIBLE defensively, which severely undermines his natural bulk. Being weak to ground, fire, ghost and dark which are some of the most common offensive types.

Iron Crown shares the same double-typing, but it has a much better speed tier + an actual pivot move that lets it get momentum when it's counters come it. Solgaleo can do no such thing, as pivoting via Teleport leaves you open to getting taking big damage on the way out.

2. The speed tier

97 is not an horrible speed tier per se, but it's not great at all in today's standards (especially for an offensive pokemon) just missing the golden mark of base 100s. But don't let this vague and outdated hallmark convince you: Let's take a look about every offensive/similar OU mon that's slower/as fast as SolG and draw a comparison ! Perhaps then you'll understand why Solgaleo is unviable trash while they flourish despite their speed tier.

:Samurott-Hisui: Has the most broken move in the game in Ceaseless Edge, two priority options (Solgaleo has none), Swords Dance (Solgaleo can't setup raise his attack), Encore and Taunt (Solgaleo), effectively higher attack when using it's stabs due to Sharpness, better typing offensively and defensively, gets flip turn to pivot (solg has tp but pivot attacks are better for offensive mons)

:Gholdengo: Incredible ability that enables disgusting hstack structures, better typing offensively (and kinda similar defensively, but still better due to fighting immunity), better stab options with similar offensive stat, thunder wave, can run specs scarf defensive offensive balloon etc etc

:Dragonite: Broken ability in multiscale giving it a free turn vs almost anything, better coverage options with
similar offensive stat (ground ice normal or dragon fire normal hits everything), can raise its speed anyways with dragon dance (still no set up moves for solg), amazing prio in espeed, can run bulky sets with roost (solg can do the same with morning sun but we'll get to why that isnt good later)

:Gliscor: Broken ability in poison heal which makes it effectively way more durable over the course of the game despite having lower bulk, amazing defensive double typing giving you a double immunity to help patchup your other mon's weaknesses (whereas solgaleo gives you more weaknesses to patch up), swords dance and agility, gets stealth rock and spikes while solg can't set up hazards, toxic while solg has 0 moves to inflict status, gets uturn (can use both fast or slow depending on set, while solg can only slow pivot and doesnt have ability that lets him heal for free after taking dmg to pivot)

:Rillaboom: Sets up grassy terrain for himself which makes it effectively WAY stronger offensively than Solg when using grass moves, absurdly strong priority, can set up with swords dance too, gets uturn

:Raging bolt: Similar attacking stat but gets to snort booster energy to push it way past, great priority option in thunderclap, almost perfect neutral coverage with elec + dragon so no need for coverage, can set up with calm mind (solg also gets calm mind but it has no prio and much lower special attack which means its not really comparable, although solg could set up and heal which bolt cant do), can pivot with (an absurdly strong) volt switch

:Kyurem: Similar offenses to Solgaleo's attack in both physical and special, making it able to run terryfing mixed sets with a MUCH MUCH MUCH better offensive type and perfect Ice/ground coverage (only walled by cryogonal and levitate bronzong kekw), can set up with dd, can be a fuckign bitch with subtect pressure lefties, AND has lower but similar bulk

:Kingambit: Bro do I even need to say anything?????

I think you'll find it clear now that all these mons slower or with similar speed to Solgaleo all have some incredible traits that stand out and make them worth running that go beyond simply having "great overall stats" on paper, like Solgaleo.

And that's only including mons with roles that could be at least similar to Solgaleo, as I'd find it pointless to compare it with Slowking-G for example.... UNLESS ??????

3. The futureport delusion

A common argument I've been hearing against a Solgaleo retest is that it could run a futureport set, similar to slowking-G. However you might have noticed there's a smmaaaaaaalll difference between these two mons...


1734485073196.png
1734485104184.png


The whole reason glowking works well is because you can fsight, then chilly out, and regen all or part of the damage you took on the way out because of regen. This lets you generate momentum and offensive pressure while conserving health naturally. Solgaleo cannot achieve this, as everytime you come in to futureport, you take chip which you won't naturally regen. This means you need to slot in Morning Sun, which is already very annoying as that only leaves you with 1 free slot (and solgaleo is strapped for moves already). This also means you're much less effective at getting momentum, because you need to also spend turns CLICKING Morning Sun to stay healthy, turns during which something may switch in and force you out, preventing you from getting a Fsight up at all.

Let's move on.

4. The movepool / 4MSS problem (why Solgaleo can't use any of its good moves effectively)

Solgaleo has a pretty good movepool in theory. Its main stab is Sunsteel Strike, a steel-type earthquake that ignores all abilities à-la mold breaker. In theory this would make it good at pressuring unaware mons... except Solgaleo can't increase his attack, so that's a moot point. Its other stab (psychic fangs) is mid, but Solgaleo gets great coverage moves: Close Combat, Flare Blitz and Earthquake are all very strong both in BP and in the typing coverage they offer! It also gets Knock Off to force progress ! You even have morning sun à-la gouging fire with a similar stat profile ! What's not to like?

Well, in practice, dropping one of your coverages to fit in morning sun is very tough on a physical set. For example, Sunsteel Strike/Psyfangs/CC is HARD walled by gholdengo and corv (252 Atk Solgaleo Close Combat vs. 248 HP / 252+ Def Corviknight: 95-112 (23.8 - 28%) -- possible 5HKO), + not running Wild Charge also means you can't hurt Alomomola (252 Atk Solgaleo Psychic Fangs vs. 252 HP / 252+ Def Alomomola: 120-142 (22.4 - 26.5%) -- 25.1% chance to 4HKO, and that's not even mentioning Dondozo).

Dropping CC means you're now walled by H-Samurott and you also can't ohko Kingambit which threatens back hard. If you drop psyfangs, you are now walled by Pecharunt and Pex... and it gets even worse if you try to run both morning sun and knock off. So you can pretty much write off 3 attacks + msun as a cheese pick vs offense which might not even work that well as a lot of mons can actually deal a shitton of dmg to this despite its natural bulk, for example:

252 Atk Protosynthesis Roaring Moon Knock Off (97.5 BP) vs. 0 HP / 0 Def Solgaleo: 408-482 (98.3 - 116.1%) -- 87.5% chance to OHKO
+1 252+ Atk Dragonite Earthquake vs. 0 HP / 0 Def Solgaleo: 346-408 (83.3 - 98.3%) -- guaranteed 2HKO
32 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Solgaleo: 288-338 (69.3 - 81.4%) -- guaranteed 2HKO (+ ace also threatens with willo)
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Solgaleo: 372-440 (89.6 - 106%) -- 37.5% chance to OHKO

This comes back around to Solgaleo's defensive typing and midling speed being a huge hurdle when trying to use it offensively.

The other option is to run a CM set, trying to leverage your huge bulk, but you'll run into the same issues. Morning Sun + CM is required on a set like this, and psynoise is probably the main draw. So you have to choose between flamethrower last and lose to samuh, or focus blast last and lose to gholdengo.

5. Item options (and why they all suck)

- Band hits hard in theory, but because your stabs are extremely bad typing wise, in practice you can never click them so you can't actually break effectively. Getting a wrong predict and clicking Sunsteel Strike into corv/mola is much worse when running band than lefties or something else. And even nailing the correct move doesn't always reward you :
252 Atk Choice Band Solgaleo Wild Charge vs. 252 HP / 252+ Def Alomomola: 254-300 (47.5 - 56.1%) -- 84% chance to 2HKO

- Scarf can fix your offense matchup, but then you become even more hardwalled by all the common ou goons (mola corv dengo etc), and you also become a huge liability vs setup mons (dnite or gambit)

- Expert Belt or LO lets you make good use of your coverage, but then you become very prone to chip from hazards/your own LO and as you're not that fast, in practice you'll get maybe one big chunk of damage (if that) vs a defensive pivot then get forced out by a faster attacker and have to take hazards again when coming back in.

- Boots fixes the problem from above but again goes back to being unthreatening vs any good defensive core.

As you can see, none of these options seem really satisfying.

6. Conclusion

Solgaleo, while scary in appearance with its big stats and shiny signature move, is in reality nothing more than a cowardly cat and he could roam free in the land of OU without making much impact in my opinions. This post might not be perfect; after all, Solgaleo has so many flaws that's there's probably a dozen more I could have pointed out !

TL;DR: Suspect Iron Mufasa so we can all laught at how bad it is.
Was gonna post about this but got too lazy.

Yeah, Solgaleo I think is underwhelming in practice. I played several test games with Moisture99 and Solgaleo was usually the most underwhelming mon every game. Bad STAB combo and severe 4MSS hinder a lot of its sets. No matter what it picks, it will lose to one of many staples like Moon, Ting-Lu, Corv, Ghold, Gambit. etc. While recovery + Knock off is a very powerful combo, it is balanced out by Solgaleo's lack of setup moves. This means that even if you guess wrong vs it, it usually will not be the end of the world unlike something like... Gouging Fire.

I think this Pokemon would've been an easier sell in one of the earlier metas with Volc / Gouging Fire, but even now, I think it would be fine while providing some decent positives to the tier like checking Kyurem and Webs. I don't think it needs to be suspected now, but imo it should be fair game for the next likeshop test.
 
I maintain that Kyurem continues to be the highest priority to tackle for the health of the tier. However, I’ve come around on the idea of a Solgaleo suspect eventually, and I think it should probably get a chance down the line. The one asterisk that gives me pause about it is its access to recovery in Morning Sun which Pokémon like Zamazenta do not, and I think rather than trying to pull off fancier FuturePort or Calm Mind sets, a simple 3 attacks + Morning Sun offensive tank would be significantly better than most people would anticipate it to be. It’s not a Pokémon so broken on paper that it doesn’t deserve to even be tested, and it does have some genuinely fun potential utility to provide the tier, but it’s also not something I think should be the immediate priority until the frozen chicken finally gets its wings clipped.
 
While I happen to agree with you, Delibird Heart, that Solgaleo is the most fair potential drop to SV OU and could even benefit the meta, I believe you over-exaggerate how bad it is (UUBL at best? Seriously? No way UU can handle something with that bulk while being able to lure so many mons) and also have some completely inaccurate info in your post, which I will address.

WHY DOES SOLGALEO SUCK ? (AND THUS SHOULD BE SUSPECTED)

Despite being one of the box legendaries for Sun and Moon, I have the utter conviction that Solgaleo would be completely fine in Gen 9 OU, and not even just that, I believe it wouldn't even be that good in OU (UUBL AT BEST !!!!!). You may think I'm crazy, and you may be right about that, but not for the reasons you might imagine. Let's take a closer look.


1734481638405.png



At first glance, this mon has great stats ! Amazing bulk and pretty great attack, with meh speed, but still usable, after all you're faster than landorus-therian and kyurem, which are both OU mainstays ! Sounds good for our glorified metagross, right ? But those stats mean nothing if you don't have the tools to use them.

1. Typing

Let's start with Solgaleo's typing. Steel + Psychic is a notoriously terrible stab combination, leaving you unable to neutrally hit Steel types (Dengo, Kingambit, Corv, Iron Treads for example who are all meta defining mons) or H-Samurott without slotting a coverage move. This effectively means that your stabs are never really free to click, leaving you in an awkward spot of always trying to guess the switch or be forced out, either by a bulky support threatening status (Alomomola for example completely walls Solgaleo) or an offensive pokemon coming on a resisted hit to force you out (Dengo or Gambit). And while Solgaleo does possess great coverage options in Close Combat, Earthquake, Flare Blitz, Knock Off or Wild Charge, it suffers from heavy 4MSS. But we'll get back to that later.

Solgaleo's typing is also downright TERRIBLE defensively, which severely undermines his natural bulk. Being weak to ground, fire, ghost and dark which are some of the most common offensive types.

Iron Crown shares the same double-typing, but it has a much better speed tier + an actual pivot move that lets it get momentum when it's counters come it. Solgaleo can do no such thing, as pivoting via Teleport leaves you open to getting taking big damage on the way out.

Alomomola absolutely does not completely wall Solgaleo since it can run mixed sets. Gholdengo and Kingambit also doesn't always force out Solgaleo for the same reasons.

252 SpA Solgaleo Thunderbolt vs. 252 HP / 4 SpD Alomomola: 330-390 (61.7 - 73%) -- guaranteed 2HKO
252 SpA Expert Belt Solgaleo Thunderbolt vs. 252 HP / 4 SpD Alomomola: 396-468 (74.1 - 87.6%) -- guaranteed 2HKO
252 SpA Expert Belt Solgaleo Fire Blast vs. 0 HP / 4 SpD Gholdengo: 283-334 (89.8 - 106%) -- 37.5% chance to OHKO
252 SpA Expert Belt Solgaleo Fire Blast vs. 0 HP / 0 SpD Kingambit: 298-353 (87.3 - 103.5%) -- 25% chance to OHKO

While you are right that Solgaleo has 4MSS and will always be stopped by something (Gliscor unless you run Tera Blast Ice or Water. Zapdos unless Tera Ice), that is not specific to Solgaleo, and many players can tailor Solgaleo's item and moveset to what their teams need. Iron Crown also doesn't have a MUCH better speed tier as you say since the only meaningful benchmark Iron Crown reaches that Solgaleo doesn't is speed-tying Hydreigon.

2. The speed tier

97 is not an horrible speed tier per se, but it's not great at all in today's standards (especially for an offensive pokemon) just missing the golden mark of base 100s. But don't let this vague and outdated hallmark convince you: Let's take a look about every offensive/similar OU mon that's slower/as fast as SolG and draw a comparison ! Perhaps then you'll understand why Solgaleo is unviable trash while they flourish despite their speed tier.

:Samurott-Hisui: Has the most broken move in the game in Ceaseless Edge, two priority options (Solgaleo has none), Swords Dance (Solgaleo can't setup raise his attack), Encore and Taunt (Solgaleo), effectively higher attack when using it's stabs due to Sharpness, better typing offensively and defensively, gets flip turn to pivot (solg has tp but pivot attacks are better for offensive mons)

:Gholdengo: Incredible ability that enables disgusting hstack structures, better typing offensively (and kinda similar defensively, but still better due to fighting immunity), better stab options with similar offensive stat, thunder wave, can run specs scarf defensive offensive balloon etc etc

:Dragonite: Broken ability in multiscale giving it a free turn vs almost anything, better coverage options with
similar offensive stat (ground ice normal or dragon fire normal hits everything), can raise its speed anyways with dragon dance (still no set up moves for solg), amazing prio in espeed, can run bulky sets with roost (solg can do the same with morning sun but we'll get to why that isnt good later)

:Gliscor: Broken ability in poison heal which makes it effectively way more durable over the course of the game despite having lower bulk, amazing defensive double typing giving you a double immunity to help patchup your other mon's weaknesses (whereas solgaleo gives you more weaknesses to patch up), swords dance and agility, gets stealth rock and spikes while solg can't set up hazards, toxic while solg has 0 moves to inflict status, gets uturn (can use both fast or slow depending on set, while solg can only slow pivot and doesnt have ability that lets him heal for free after taking dmg to pivot)

:Rillaboom: Sets up grassy terrain for himself which makes it effectively WAY stronger offensively than Solg when using grass moves, absurdly strong priority, can set up with swords dance too, gets uturn

:Raging bolt: Similar attacking stat but gets to snort booster energy to push it way past, great priority option in thunderclap, almost perfect neutral coverage with elec + dragon so no need for coverage, can set up with calm mind (solg also gets calm mind but it has no prio and much lower special attack which means its not really comparable, although solg could set up and heal which bolt cant do), can pivot with (an absurdly strong) volt switch

:Kyurem: Similar offenses to Solgaleo's attack in both physical and special, making it able to run terryfing mixed sets with a MUCH MUCH MUCH better offensive type and perfect Ice/ground coverage (only walled by cryogonal and levitate bronzong kekw), can set up with dd, can be a fuckign bitch with subtect pressure lefties, AND has lower but similar bulk

:Kingambit: Bro do I even need to say anything?????

I think you'll find it clear now that all these mons slower or with similar speed to Solgaleo all have some incredible traits that stand out and make them worth running that go beyond simply having "great overall stats" on paper, like Solgaleo.

And that's only including mons with roles that could be at least similar to Solgaleo, as I'd find it pointless to compare it with Slowking-G for example.... UNLESS ??????

The big thing Solgaleo has over most of these mons aside from Kyurem is the ability to run mixed sets, allowing it to lure or force out many offensive Pokemon while not being deadweight into many fat teams. With a little bit of chip, 2HKOes most of OU. Solgaleo 2HKOes Slowking-Galar with Sunsteel Strike with minimal chip, and Solgaleo doesn't need Psychic STAB to beat Great Tusk. Sunsteel Strike also ignores Multiscale. Below is the set I am thinking of:

Solgaleo @ Expert Belt
Ability: Full Metal Body
Tera Type: Psychic
EVs: 16 Atk / 252 SpA / 240 Spe
Naive Nature
- Fire Blast/Earthquake
- Psychic
- Thunderbolt
- Sunsteel Strike/Close Combat

252 SpA Expert Belt Solgaleo Psychic vs. 252 HP / 0 SpD Zamazenta: 283-338 (72.9 - 87.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Solgaleo Fire Blast vs. 0 HP / 0 SpD Great Tusk: 181-213 (48.7 - 57.4%) -- 94.1% chance to 2HKO
16 Atk Solgaleo Sunsteel Strike vs. 0 HP / 0 Def Darkrai: 157-186 (55.8 - 66.1%) -- guaranteed 2HKO
16 Atk Expert Belt Solgaleo Close Combat vs. 0 HP / 0 Def Darkrai: 300-355 (106.7 - 126.3%) -- guaranteed OHKO
16 Atk Solgaleo Sunsteel Strike vs. 0 HP / 0 Def Dragapult: 181-214 (57 - 67.5%) -- guaranteed 2HKO
252 SpA Solgaleo Psychic vs. 0 HP / 0- SpD Dragapult: 189-223 (59.6 - 70.3%) -- guaranteed 2HKO
16 Atk Solgaleo Sunsteel Strike vs. 0 HP / 4 Def Dragonite: 150-177 (46.4 - 54.7%) -- 59% chance to 2HKO
252 SpA Expert Belt Solgaleo Psychic vs. 0 HP / 0 SpD Iron Moth: 295-348 (98 - 115.6%) -- 87.5% chance to OHKO
16 Atk Expert Belt Solgaleo Sunsteel Strike vs. 0 HP / 4 Def Iron Valiant: 374-442 (129.4 - 152.9%) -- guaranteed OHKO
16 Atk Expert Belt Solgaleo Sunsteel Strike vs. 0 HP / 0 Def Kyurem: 377-446 (96.4 - 114%) -- 81.3% chance to OHKO
252 SpA Solgaleo Psychic vs. 252 HP / 0 SpD Landorus-Therian: 160-190 (41.8 - 49.7%) -- guaranteed 3HKO
252 SpA Solgaleo Psychic vs. 0 HP / 4 SpD Ogerpon-Wellspring: 138-163 (45.8 - 54.1%) -- 50.8% chance to 2HKO
16 Atk Solgaleo Close Combat vs. 0 HP / 0 Def Ogerpon-Wellspring: 133-157 (44.1 - 52.1%) -- 16.4% chance to 2HKO
16 Atk Expert Belt Solgaleo Earthquake vs. 0 HP / 4 Def Raging Bolt: 247-293 (63.1 - 74.9%) -- guaranteed 2HKO
252 SpA Expert Belt Solgaleo Thunderbolt vs. 0 HP / 4 SpD Samurott-Hisui: 302-358 (94 - 111.5%) -- 68.8% chance to OHKO
16 Atk Expert Belt Solgaleo Close Combat vs. 252 HP / 4 Def Ting-Lu: 228-269 (44.3 - 52.3%) -- 16.8% chance to 2HKO
16 Atk Solgaleo Close Combat vs. 224 HP / 0 Def Cinderace: 146-172 (40.8 - 48.1%) -- guaranteed 3HKO
252 SpA Solgaleo Psychic vs. 224 HP / 0 SpD Cinderace: 169-201 (47.3 - 56.3%) -- 80.9% chance to 2HKO
16 Atk Expert Belt Solgaleo Sunsteel Strike vs. 252 HP / 52 Def Garganacl: 262-312 (64.8 - 77.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Expert Belt Solgaleo Thunderbolt vs. 252 HP / 204+ SpD Tera Water Garganacl: 173-204 (42.8 - 50.4%) -- 42.2% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Expert Belt Solgaleo Thunderbolt vs. 248 HP / 0 SpD Moltres: 245-290 (63.9 - 75.7%) -- guaranteed 2HKO
16 Atk Solgaleo Sunsteel Strike vs. 0 HP / 0 Def Roaring Moon: 190-225 (54.1 - 64.1%) -- guaranteed 2HKO after Stealth Rock
16 Atk Expert Belt Solgaleo Close Combat vs. 0 HP / 0 Def Roaring Moon: 365-430 (103.9 - 122.5%) -- guaranteed OHKO
252 SpA Expert Belt Solgaleo Psychic vs. 0 HP / 0 SpD Glimmora: 384-454 (125 - 147.8%) -- guaranteed OHKO
252 SpA Expert Belt Solgaleo Fire Blast vs. 0 HP / 4 SpD Assault Vest Iron Crown: 163-194 (50.7 - 60.4%) -- guaranteed 2HKO after Stealth Rock
252 SpA Expert Belt Solgaleo Fire Blast vs. 0 HP / 4 SpD Iron Treads: 348-410 (108.4 - 127.7%) -- guaranteed OHKO
252 SpA Solgaleo Thunderbolt vs. 0 HP / 0 SpD Lokix: 144-170 (50.8 - 60%) -- guaranteed 2HKO after Stealth Rock
252 SpA Expert Belt Solgaleo Fire Blast vs. 0 HP / 0 SpD Lokix: 420-497 (148.4 - 175.6%) -- guaranteed OHKO
16 Atk Solgaleo Sunsteel Strike vs. 0 HP / 4 Def Lokix: 175-207 (61.8 - 73.1%) -- guaranteed 2HKO after Stealth Rock
16 Atk Solgaleo Close Combat vs. 0 HP / 4 Def Lokix: 140-165 (49.4 - 58.3%) -- guaranteed 2HKO after Stealth Rock
252 SpA Expert Belt Solgaleo Psychic vs. 252 HP / 0 SpD Pecharunt: 355-420 (93.4 - 110.5%) -- 62.5% chance to OHKO
252 SpA Expert Belt Solgaleo Thunderbolt vs. 80 HP / 0 SpD Primarina: 190-223 (59.1 - 69.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Expert Belt Solgaleo Fire Blast vs. 252 HP / 24 SpD Tinkaton: 245-290 (65.5 - 77.5%) -- guaranteed 2HKO after Stealth Rock
252 SpA Expert Belt Solgaleo Fire Blast vs. 0 HP / 4 SpD Weavile: 298-353 (106 - 125.6%) -- guaranteed OHKO
16 Atk Expert Belt Solgaleo Sunsteel Strike vs. 0 HP / 0 Def Weavile: 490-576 (174.3 - 204.9%) -- guaranteed OHKO
252 SpA Solgaleo Psychic vs. 248 HP / 0 SpD Zapdos: 145-172 (37.8 - 44.9%) -- guaranteed 3HKO

3. The futureport delusion

A common argument I've been hearing against a Solgaleo retest is that it could run a futureport set, similar to slowking-G. However you might have noticed there's a smmaaaaaaalll difference between these two mons...


1734485073196.png
1734485104184.png


The whole reason glowking works well is because you can fsight, then chilly out, and regen all or part of the damage you took on the way out because of regen. This lets you generate momentum and offensive pressure while conserving health naturally. Solgaleo cannot achieve this, as everytime you come in to futureport, you take chip which you won't naturally regen. This means you need to slot in Morning Sun, which is already very annoying as that only leaves you with 1 free slot (and solgaleo is strapped for moves already). This also means you're much less effective at getting momentum, because you need to also spend turns CLICKING Morning Sun to stay healthy, turns during which something may switch in and force you out, preventing you from getting a Fsight up at all.

Let's move on.

Any mon can look like shit if you use one of its worst sets as an example. Solgaleo probably won't use Future Port sets.

4. The movepool / 4MSS problem (why Solgaleo can't use any of its good moves effectively)

Solgaleo has a pretty good movepool in theory. Its main stab is Sunsteel Strike, a steel-type earthquake that ignores all abilities à-la mold breaker. In theory this would make it good at pressuring unaware mons... except Solgaleo can't increase his attack, so that's a moot point. Its other stab (psychic fangs) is mid, but Solgaleo gets great coverage moves: Close Combat, Flare Blitz and Earthquake are all very strong both in BP and in the typing coverage they offer! It also gets Knock Off to force progress ! You even have morning sun à-la gouging fire with a similar stat profile ! What's not to like?

Well, in practice, dropping one of your coverages to fit in morning sun is very tough on a physical set. For example, Sunsteel Strike/Psyfangs/CC is HARD walled by gholdengo and corv (252 Atk Solgaleo Close Combat vs. 248 HP / 252+ Def Corviknight: 95-112 (23.8 - 28%) -- possible 5HKO), + not running Wild Charge also means you can't hurt Alomomola (252 Atk Solgaleo Psychic Fangs vs. 252 HP / 252+ Def Alomomola: 120-142 (22.4 - 26.5%) -- 25.1% chance to 4HKO, and that's not even mentioning Dondozo).

Dropping CC means you're now walled by H-Samurott and you also can't ohko Kingambit which threatens back hard. If you drop psyfangs, you are now walled by Pecharunt and Pex... and it gets even worse if you try to run both morning sun and knock off. So you can pretty much write off 3 attacks + msun as a cheese pick vs offense which might not even work that well as a lot of mons can actually deal a shitton of dmg to this despite its natural bulk, for example:

252 Atk Protosynthesis Roaring Moon Knock Off (97.5 BP) vs. 0 HP / 0 Def Solgaleo: 408-482 (98.3 - 116.1%) -- 87.5% chance to OHKO
+1 252+ Atk Dragonite Earthquake vs. 0 HP / 0 Def Solgaleo: 346-408 (83.3 - 98.3%) -- guaranteed 2HKO
32 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Solgaleo: 288-338 (69.3 - 81.4%) -- guaranteed 2HKO (+ ace also threatens with willo)
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Solgaleo: 372-440 (89.6 - 106%) -- 37.5% chance to OHKO

This comes back around to Solgaleo's defensive typing and midling speed being a huge hurdle when trying to use it offensively.

The other option is to run a CM set, trying to leverage your huge bulk, but you'll run into the same issues. Morning Sun + CM is required on a set like this, and psynoise is probably the main draw. So you have to choose between flamethrower last and lose to samuh, or focus blast last and lose to gholdengo.

As I indicated before, mixed sets would be Solgaleo's best sets. Of course it looks like shit if you're only going to calc its physical set, which is one of its worst sets. Solgaleo also doesn't learn Psychic Noise, so while that is a point in your favour about Solgaleo being OMG shit, you should at least know Solgaleo's entire moveset before making a comment like this.

5. Item options (and why they all suck)

- Band hits hard in theory, but because your stabs are extremely bad typing wise, in practice you can never click them so you can't actually break effectively. Getting a wrong predict and clicking Sunsteel Strike into corv/mola is much worse when running band than lefties or something else. And even nailing the correct move doesn't always reward you :
252 Atk Choice Band Solgaleo Wild Charge vs. 252 HP / 252+ Def Alomomola: 254-300 (47.5 - 56.1%) -- 84% chance to 2HKO

- Scarf can fix your offense matchup, but then you become even more hardwalled by all the common ou goons (mola corv dengo etc), and you also become a huge liability vs setup mons (dnite or gambit)

- Expert Belt or LO lets you make good use of your coverage, but then you become very prone to chip from hazards/your own LO and as you're not that fast, in practice you'll get maybe one big chunk of damage (if that) vs a defensive pivot then get forced out by a faster attacker and have to take hazards again when coming back in.

- Boots fixes the problem from above but again goes back to being unthreatening vs any good defensive core.

As you can see, none of these options seem really satisfying.

Expert Belt is perfectly fine and good on Solgaleo. Of course if you name the items Solgaleo has the worst synergy with, it will seem like trash. Solgaleo has a usable movepool. You just have to dig deeper. I'm sure some defensive sets used as walls may also be viable for the very high bulk it has.

6. Conclusion

Solgaleo, while scary in appearance with its big stats and shiny signature move, is in reality nothing more than a cowardly cat and he could roam free in the land of OU without making much impact in my opinions. This post might not be perfect; after all, Solgaleo has so many flaws that's there's probably a dozen more I could have pointed out !

TL;DR: Suspect Iron Mufasa so we can all laught at how bad it is.

While I think you're right that it will be fine in OU, I don't think it'll be nearly as bad as you make it out to be. It would completely shit on UU, so it wouldn't be UUBL at best with UUBL actually being its floor. The Christmas Likeshop Suspect would've been better spent on Solgaleo instead of a mon like Palafin which would never be okay in OU as long as Tera is legal.
 
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But like I said, araquanid fits the bill currently for popular teams. It's not better than ribombee, it's just flavour of the month. Before custap was re-released, ribombee was far more popular than araquanid, and araquanid was using the magic coat set.
Firstly, araquanid is definetely not a flavour of the month mon. Its been proven to be good over multiple months. Again, look at SPL, its been winning games when its been brought. Secondly, araquanid doesn't have magic coat in SV, if you mean mirror coat, then it might have.
All I'm pointing out is, there's a number of ways to remove the utility of custap endeavor, at which point it's back to pre custap utility which is quite average.
Sure, but usually its still getting up webs reliably. Which is kinda the whole point of araquanid. And its utility is good. Reflect, pounce, endeavour.
I forgot to mention it is also basically useless into dragapult lead, which is picking up steam again. Ribombee forces dragapult out. Skill swap stun spore is also neat to cripple garg. Araquanid "Forcing" garg to tera water is not much of a selling point, since tera water garg is like an A+ tier pokemon, and better in every conceivable way than standard rock garg.
216+ SpA Water Bubble Araquanid Surf vs. 0 HP / 0- SpD Dragapult: 121-143 (38.1 - 45.1%) -- guaranteed 3HKO
60 Atk Dragapult Dragon Darts (2 hits) vs. 252 HP / 40 Def Araquanid: 138-164 (40.5 - 48.2%) -- approx. 3HKO
No, I don't think its useless into dragapult. It easily gets it down to 40% minimum. If its CB, then araquanid can live one dragon darts and get about 35% min chip on it. And CB is definetely a lot less common.
Skill swap stun spore is complete dead weight into sub iron moth, which honestly atp, you basically are forfeiting two pokemon probably. Which is definetely not good. You have to pick one or the other, and that is heavily constraining.
Forcing garg to tera is definetely not bad, and when garg is probably going to be around 50%ish after araquanid is done, its not necessarily taking on the strong special attackers that webs teams use. Something like choice specs enamorus will now have a good chance to KO garg. So you are getting a good trade with forcing tera, getting webs up and chipping down a wall to 50% hp. That is pretty good for a webs lead.
And if you want to get fruity, which I engage in from time to time, ribombee has access to the most broken setup move in the game. Quiver dance, stored power, screens, trick. That's a lot of surprise utility. The best awaquanid can do outside webs is a surprise specs set, but with 50spA, you're only dealing damage with surf...
Araquanid can run CB sets sometimes on either rain or TR, which definetely are great, but not good. Ribombee isn't really good outside webs, like sure, it can do these things. But 99% of the time, something else is better.

Something that I didn't note beforehand is araquanid has the bulk to get webs up multiple times a match, which is something ribombee could never dream of. This means that you don't necessarily have to sack araquanid immediately and can use its good defensive profile (sits on tusk, darkrai, non stone edge zama) in order to set them up again and again.

If we actually look at usage stats in SPL, ribombee has 3 uses at 66% winrate. Now that sounds good, but then we look at araquanid. Araquanid has 10 uses at 50% winrate. It may look like ribombee is better since it has higher winrate, but at 3 uses, its definetely shown that people far prefer araquanid.
 
WHY DOES SOLGALEO SUCK ? (AND THUS SHOULD BE SUSPECTED)

Despite being one of the box legendaries for Sun and Moon, I have the utter conviction that Solgaleo would be completely fine in Gen 9 OU, and not even just that, I believe it wouldn't even be that good in OU (UUBL AT BEST !!!!!). You may think I'm crazy, and you may be right about that, but not for the reasons you might imagine. Let's take a closer look.


1734481638405.png



At first glance, this mon has great stats ! Amazing bulk and pretty great attack, with meh speed, but still usable, after all you're faster than landorus-therian and kyurem, which are both OU mainstays ! Sounds good for our glorified metagross, right ? But those stats mean nothing if you don't have the tools to use them.

1. Typing

Let's start with Solgaleo's typing. Steel + Psychic is a notoriously terrible stab combination, leaving you unable to neutrally hit Steel types (Dengo, Kingambit, Corv, Iron Treads for example who are all meta defining mons) or H-Samurott without slotting a coverage move. This effectively means that your stabs are never really free to click, leaving you in an awkward spot of always trying to guess the switch or be forced out, either by a bulky support threatening status (Alomomola for example completely walls Solgaleo) or an offensive pokemon coming on a resisted hit to force you out (Dengo or Gambit). And while Solgaleo does possess great coverage options in Close Combat, Earthquake, Flare Blitz, Knock Off or Wild Charge, it suffers from heavy 4MSS. But we'll get back to that later.

Solgaleo's typing is also downright TERRIBLE defensively, which severely undermines his natural bulk. Being weak to ground, fire, ghost and dark which are some of the most common offensive types.

Iron Crown shares the same double-typing, but it has a much better speed tier + an actual pivot move that lets it get momentum when it's counters come it. Solgaleo can do no such thing, as pivoting via Teleport leaves you open to getting taking big damage on the way out.

2. The speed tier

97 is not an horrible speed tier per se, but it's not great at all in today's standards (especially for an offensive pokemon) just missing the golden mark of base 100s. But don't let this vague and outdated hallmark convince you: Let's take a look about every offensive/similar OU mon that's slower/as fast as SolG and draw a comparison ! Perhaps then you'll understand why Solgaleo is unviable trash while they flourish despite their speed tier.

:Samurott-Hisui: Has the most broken move in the game in Ceaseless Edge, two priority options (Solgaleo has none), Swords Dance (Solgaleo can't setup raise his attack), Encore and Taunt (Solgaleo), effectively higher attack when using it's stabs due to Sharpness, better typing offensively and defensively, gets flip turn to pivot (solg has tp but pivot attacks are better for offensive mons)

:Gholdengo: Incredible ability that enables disgusting hstack structures, better typing offensively (and kinda similar defensively, but still better due to fighting immunity), better stab options with similar offensive stat, thunder wave, can run specs scarf defensive offensive balloon etc etc

:Dragonite: Broken ability in multiscale giving it a free turn vs almost anything, better coverage options with
similar offensive stat (ground ice normal or dragon fire normal hits everything), can raise its speed anyways with dragon dance (still no set up moves for solg), amazing prio in espeed, can run bulky sets with roost (solg can do the same with morning sun but we'll get to why that isnt good later)

:Gliscor: Broken ability in poison heal which makes it effectively way more durable over the course of the game despite having lower bulk, amazing defensive double typing giving you a double immunity to help patchup your other mon's weaknesses (whereas solgaleo gives you more weaknesses to patch up), swords dance and agility, gets stealth rock and spikes while solg can't set up hazards, toxic while solg has 0 moves to inflict status, gets uturn (can use both fast or slow depending on set, while solg can only slow pivot and doesnt have ability that lets him heal for free after taking dmg to pivot)

:Rillaboom: Sets up grassy terrain for himself which makes it effectively WAY stronger offensively than Solg when using grass moves, absurdly strong priority, can set up with swords dance too, gets uturn

:Raging bolt: Similar attacking stat but gets to snort booster energy to push it way past, great priority option in thunderclap, almost perfect neutral coverage with elec + dragon so no need for coverage, can set up with calm mind (solg also gets calm mind but it has no prio and much lower special attack which means its not really comparable, although solg could set up and heal which bolt cant do), can pivot with (an absurdly strong) volt switch

:Kyurem: Similar offenses to Solgaleo's attack in both physical and special, making it able to run terryfing mixed sets with a MUCH MUCH MUCH better offensive type and perfect Ice/ground coverage (only walled by cryogonal and levitate bronzong kekw), can set up with dd, can be a fuckign bitch with subtect pressure lefties, AND has lower but similar bulk

:Kingambit: Bro do I even need to say anything?????

I think you'll find it clear now that all these mons slower or with similar speed to Solgaleo all have some incredible traits that stand out and make them worth running that go beyond simply having "great overall stats" on paper, like Solgaleo.

And that's only including mons with roles that could be at least similar to Solgaleo, as I'd find it pointless to compare it with Slowking-G for example.... UNLESS ??????

3. The futureport delusion

A common argument I've been hearing against a Solgaleo retest is that it could run a futureport set, similar to slowking-G. However you might have noticed there's a smmaaaaaaalll difference between these two mons...


1734485073196.png
1734485104184.png


The whole reason glowking works well is because you can fsight, then chilly out, and regen all or part of the damage you took on the way out because of regen. This lets you generate momentum and offensive pressure while conserving health naturally. Solgaleo cannot achieve this, as everytime you come in to futureport, you take chip which you won't naturally regen. This means you need to slot in Morning Sun, which is already very annoying as that only leaves you with 1 free slot (and solgaleo is strapped for moves already). This also means you're much less effective at getting momentum, because you need to also spend turns CLICKING Morning Sun to stay healthy, turns during which something may switch in and force you out, preventing you from getting a Fsight up at all.

Let's move on.

4. The movepool / 4MSS problem (why Solgaleo can't use any of its good moves effectively)

Solgaleo has a pretty good movepool in theory. Its main stab is Sunsteel Strike, a steel-type earthquake that ignores all abilities à-la mold breaker. In theory this would make it good at pressuring unaware mons... except Solgaleo can't increase his attack, so that's a moot point. Its other stab (psychic fangs) is mid, but Solgaleo gets great coverage moves: Close Combat, Flare Blitz and Earthquake are all very strong both in BP and in the typing coverage they offer! It also gets Knock Off to force progress ! You even have morning sun à-la gouging fire with a similar stat profile ! What's not to like?

Well, in practice, dropping one of your coverages to fit in morning sun is very tough on a physical set. For example, Sunsteel Strike/Psyfangs/CC is HARD walled by gholdengo and corv (252 Atk Solgaleo Close Combat vs. 248 HP / 252+ Def Corviknight: 95-112 (23.8 - 28%) -- possible 5HKO), + not running Wild Charge also means you can't hurt Alomomola (252 Atk Solgaleo Psychic Fangs vs. 252 HP / 252+ Def Alomomola: 120-142 (22.4 - 26.5%) -- 25.1% chance to 4HKO, and that's not even mentioning Dondozo).

Dropping CC means you're now walled by H-Samurott and you also can't ohko Kingambit which threatens back hard. If you drop psyfangs, you are now walled by Pecharunt and Pex... and it gets even worse if you try to run both morning sun and knock off. So you can pretty much write off 3 attacks + msun as a cheese pick vs offense which might not even work that well as a lot of mons can actually deal a shitton of dmg to this despite its natural bulk, for example:

252 Atk Protosynthesis Roaring Moon Knock Off (97.5 BP) vs. 0 HP / 0 Def Solgaleo: 408-482 (98.3 - 116.1%) -- 87.5% chance to OHKO
+1 252+ Atk Dragonite Earthquake vs. 0 HP / 0 Def Solgaleo: 346-408 (83.3 - 98.3%) -- guaranteed 2HKO
32 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Solgaleo: 288-338 (69.3 - 81.4%) -- guaranteed 2HKO (+ ace also threatens with willo)
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Solgaleo: 372-440 (89.6 - 106%) -- 37.5% chance to OHKO

This comes back around to Solgaleo's defensive typing and midling speed being a huge hurdle when trying to use it offensively.

The other option is to run a CM set, trying to leverage your huge bulk, but you'll run into the same issues. Morning Sun + CM is required on a set like this, and psynoise is probably the main draw. So you have to choose between flamethrower last and lose to samuh, or focus blast last and lose to gholdengo.

5. Item options (and why they all suck)

- Band hits hard in theory, but because your stabs are extremely bad typing wise, in practice you can never click them so you can't actually break effectively. Getting a wrong predict and clicking Sunsteel Strike into corv/mola is much worse when running band than lefties or something else. And even nailing the correct move doesn't always reward you :
252 Atk Choice Band Solgaleo Wild Charge vs. 252 HP / 252+ Def Alomomola: 254-300 (47.5 - 56.1%) -- 84% chance to 2HKO

- Scarf can fix your offense matchup, but then you become even more hardwalled by all the common ou goons (mola corv dengo etc), and you also become a huge liability vs setup mons (dnite or gambit)

- Expert Belt or LO lets you make good use of your coverage, but then you become very prone to chip from hazards/your own LO and as you're not that fast, in practice you'll get maybe one big chunk of damage (if that) vs a defensive pivot then get forced out by a faster attacker and have to take hazards again when coming back in.

- Boots fixes the problem from above but again goes back to being unthreatening vs any good defensive core.

As you can see, none of these options seem really satisfying.

6. Conclusion

Solgaleo, while scary in appearance with its big stats and shiny signature move, is in reality nothing more than a cowardly cat and he could roam free in the land of OU without making much impact in my opinions. This post might not be perfect; after all, Solgaleo has so many flaws that's there's probably a dozen more I could have pointed out !

TL;DR: Suspect Iron Mufasa so we can all laugh at how bad it is.
Aside from the lack of discussion of mixed sets I believe this is an amazing assessment on how good (or not good) Solgaleo might be in ou. I think that it should be tested without a doubt as it is by far the most viable thing that can drop from ubers rn.

I maintain that Kyurem continues to be the highest priority to tackle for the health of the tier. However, I’ve come around on the idea of a Solgaleo suspect eventually, and I think it should probably get a chance down the line. The one asterisk that gives me pause about it is its access to recovery in Morning Sun which Pokémon like Zamazenta do not, and I think rather than trying to pull off fancier FuturePort or Calm Mind sets, a simple 3 attacks + Morning Sun offensive tank would be significantly better than most people would anticipate it to be. It’s not a Pokémon so broken on paper that it doesn’t deserve to even be tested, and it does have some genuinely fun potential utility to provide the tier, but it’s also not something I think should be the immediate priority until the frozen chicken finally gets its wings clipped.
I get that you want Kyurem to be suspected, and that is fair (even though I personally don't see it as banworthy even now), but I do not think it is going to happen that soon considering that we have already had 2 suspects on this thing, and I don't think the council is keen on doing a third after what happened with the second one. Also, though this isn't a real reason to drop it, another reason Solgaleo should drop is because it would be an amazing check to Kyurem. It can beat almost any set in theory (dd tera fire/ground sets not included) and it can tank at least one hit from Kyurem in theory (haven't done any actual calcs). Of course, like I said before this shouldn't be a reason to drop Solgaleo as broken checks broken is a bad philosophy but as I do not believe Solgaleo is broken this could be the oppurtunity ou is looking for to get another box art legend in the tier finally get a really solid Kyurem check that makes it not broken.
 
I get that you want Kyurem to be suspected, and that is fair (even though I personally don't see it as banworthy even now), but I do not think it is going to happen that soon considering that we have already had 2 suspects on this thing, and I don't think the council is keen on doing a third after what happened with the second one. Also, though this isn't a real reason to drop it, another reason Solgaleo should drop is because it would be an amazing check to Kyurem. It can beat almost any set in theory (dd tera fire/ground sets not included) and it can tank at least one hit from Kyurem in theory (haven't done any actual calcs). Of course, like I said before this shouldn't be a reason to drop Solgaleo as broken checks broken is a bad philosophy but as I do not believe Solgaleo is broken this could be the oppurtunity ou is looking for to get another box art legend in the tier finally get a really solid Kyurem check that makes it not broken.
I will concede Solgaleo being a solid Kyurem check does make a strong case for it to be suspected sooner rather than later, even if I remain unsure as to how healthy it would be. That said, I do believe the council has said they’re open to a potential 3rd Kyurem suspect after SPL concludes if there’s still strong enough community support at the time.
 
Delibird Heart my goat telling em how it is (just a note, solgaleo does not get psychic noise, making special sets even worse)

1. I've got the replays with Magcargo here if anyone wants to see, using a variety of different sets- obviously the games were not too serious with no elo/tournament stakes but there are a lot of moments that would undeniably translate to more serious games

These teams were also not built with solgaleo in mind btw, i literally just looked at my builder and replaced a mon or two, usually swapping out iron crown for solg

https://replay.pokemonshowdown.com/gen9ou-2304912681-ihg545fa8bb39sq3h11l4ggo74l7as9pw
boots solg unable to finish off 18% zama, proceeds to get cooked by oger a few turns later, life orb solgaleo revenges clef, does 36% to 0 phys def lu and eq would have done 50-60 back but it just gets whirlwinded instead - iron crown would have done better lol

https://replay.pokemonshowdown.com/gen9ou-2304907722-8rfvwauqcvl1dhnu88d88d0dlx7crekpw
stall matchup, ting lu and booster tusk auto-won anyway, wp solg just knocked some items off - really nothing broken

https://replay.pokemonshowdown.com/gen9ou-2304902592-135be335moddrmvp68ax6r3f32usv30pw - pretty bad replay since av solg just gets tricked a scarf early on but eh it would have been walled by gliscor anyway

https://replay.pokemonshowdown.com/gen9ou-2304899939-sckg9innofdh38o7hnqpjvqycf3p5hnpw - featuring mixed LO solg vs tport solg, neither make much progress because ting lu is broken lol

https://replay.pokemonshowdown.com/gen9ou-2304896353-tg1ik58930o1hq4jbsbi8mgsqbxij7cpw - to show I'm not cherrypicking, here's a game cm solgaleo won (but kingambit already did irreparable damage to the team, and failure to preserve ting lu was a mistake)

this set of matches ended up being the ting lu show but that's what happens when you can barely touch the best mon in the tier with 80% of your sets (btw cc doesn't 2hko and if u run cc u prob get walled by one/multiple of corv, oger, bolt, glisc, ghold, zap, molt, etc)

I strongly encourage people (preferably strong players) to challenge each other (use /challenge Gen 9 OU, @@@ +Solgaleo) so that we can actually see how the mon works in practice... If no one is willing to test this mon in practice the discussion won't go much further for either side

2. Now lets examine the entire ou tier!
Alo
- walls except for special sets which get goobed by av
Araq - 1v1s solg
Blissey - loses but checks non-psyshock special sets
Ace - wins the 1v1, can switch in prob once
Clef - loses
Corv - walls except for flare blitz which is a roll to 2hko lol, or special sets running fire coverage
Rai - wins the 1v1
Dozo - walls
Pult - wins the 1v1
Dnite - dnite literally beats everyone in this generation so it prob wins the 1v1 with encore or eq or whatever, while fat sets with roost dtail prob a solid counter
Enam - loses
Garg - easily walls if tera water
Ghold - walls unless eq or flare blitz (knock bounces off), or special fire
Glimm - loses
Gliscor - switches into anything, and if band can scout
Tusk - wins the 1v1, can prob switch in once or twice
Hatt - loses
Crown - loses
Moth - wins the 1v1 and switches in safely unless eq or psyfangs
Treads - wins the 1v1, can come in on sunsteel
Val - loses
Gambit - wins the 1v1, can come in on stabs unless cc, flare blitz does like 60 btw
Kyurem - loses unless tera fire/ground/elec dd that still can get roared which is as good as taking kyu out of the game (checking kyurem is positive for the metagame)
Lando - wins the 1v1 but can't really come in because no intim
Meow - wins the 1v1
Molt - walls unless stone edge
Waterpon - the hilarious thing is synthesis ogerpon can consistently check this guy, if not, can come in a few times
Pech - loses, which is positive for the metagame
Prim - prob trades
Bolt - walls unless eq
Rilla - loses
Moon - wins the 1v1, beats non cc especially if fat roost
Samu - wins 1v1 unless cc, can switch in
Ting lu - solg is making very very slow progress into this unless u run cc (sunsteel is not even a 4hko i'm pretty sure) while ting lu gets max layers on your team
Wake - wins 1v1, can switch in
Zama - unless ur running psychic u get used as set up fodder lol
Zapdos - walls unless stone edge

Solg gets checked/countered/at least 1v1ed by the majority of the ou tier lol, and this isn't even considering stuff beyond the ou tier like sinistcha or ursaluna, boots zama clearly has a far better matchup spread than a hypothetical 3atk/4atk solgaleo while also having like 40 more speed

we gotta give this guy a chance... this guy has ZERO snowball potential, it can't sweep, it can't clean, it can't break, i guess it can sit and teleport around, tera is probably a net negative for bro, it does NOT even have to be actively accounted for in the builder, it doesn't even have the best stats in the tier (moon, zama, lu, kyu all prob better), and is probably a net positive for the metagame because it goobs both pech and kyu
 
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WHY DOES SOLGALEO SUCK ? (AND THUS SHOULD BE SUSPECTED)

Despite being one of the box legendaries for Sun and Moon, I have the utter conviction that Solgaleo would be completely fine in Gen 9 OU, and not even just that, I believe it wouldn't even be that good in OU (UUBL AT BEST !!!!!). You may think I'm crazy, and you may be right about that, but not for the reasons you might imagine. Let's take a closer look.


1734481638405.png



At first glance, this mon has great stats ! Amazing bulk and pretty great attack, with meh speed, but still usable, after all you're faster than landorus-therian and kyurem, which are both OU mainstays ! Sounds good for our glorified metagross, right ? But those stats mean nothing if you don't have the tools to use them.

1. Typing

Let's start with Solgaleo's typing. Steel + Psychic is a notoriously terrible stab combination, leaving you unable to neutrally hit Steel types (Dengo, Kingambit, Corv, Iron Treads for example who are all meta defining mons) or H-Samurott without slotting a coverage move. This effectively means that your stabs are never really free to click, leaving you in an awkward spot of always trying to guess the switch or be forced out, either by a bulky support threatening status (Alomomola for example completely walls Solgaleo) or an offensive pokemon coming on a resisted hit to force you out (Dengo or Gambit). And while Solgaleo does possess great coverage options in Close Combat, Earthquake, Flare Blitz, Knock Off or Wild Charge, it suffers from heavy 4MSS. But we'll get back to that later.

Solgaleo's typing is also downright TERRIBLE defensively, which severely undermines his natural bulk. Being weak to ground, fire, ghost and dark which are some of the most common offensive types.

Iron Crown shares the same double-typing, but it has a much better speed tier + an actual pivot move that lets it get momentum when it's counters come it. Solgaleo can do no such thing, as pivoting via Teleport leaves you open to getting taking big damage on the way out.

2. The speed tier

97 is not an horrible speed tier per se, but it's not great at all in today's standards (especially for an offensive pokemon) just missing the golden mark of base 100s. But don't let this vague and outdated hallmark convince you: Let's take a look about every offensive/similar OU mon that's slower/as fast as SolG and draw a comparison ! Perhaps then you'll understand why Solgaleo is unviable trash while they flourish despite their speed tier.

:Samurott-Hisui: Has the most broken move in the game in Ceaseless Edge, two priority options (Solgaleo has none), Swords Dance (Solgaleo can't setup raise his attack), Encore and Taunt (Solgaleo), effectively higher attack when using it's stabs due to Sharpness, better typing offensively and defensively, gets flip turn to pivot (solg has tp but pivot attacks are better for offensive mons)

:Gholdengo: Incredible ability that enables disgusting hstack structures, better typing offensively (and kinda similar defensively, but still better due to fighting immunity), better stab options with similar offensive stat, thunder wave, can run specs scarf defensive offensive balloon etc etc

:Dragonite: Broken ability in multiscale giving it a free turn vs almost anything, better coverage options with
similar offensive stat (ground ice normal or dragon fire normal hits everything), can raise its speed anyways with dragon dance (still no set up moves for solg), amazing prio in espeed, can run bulky sets with roost (solg can do the same with morning sun but we'll get to why that isnt good later)

:Gliscor: Broken ability in poison heal which makes it effectively way more durable over the course of the game despite having lower bulk, amazing defensive double typing giving you a double immunity to help patchup your other mon's weaknesses (whereas solgaleo gives you more weaknesses to patch up), swords dance and agility, gets stealth rock and spikes while solg can't set up hazards, toxic while solg has 0 moves to inflict status, gets uturn (can use both fast or slow depending on set, while solg can only slow pivot and doesnt have ability that lets him heal for free after taking dmg to pivot)

:Rillaboom: Sets up grassy terrain for himself which makes it effectively WAY stronger offensively than Solg when using grass moves, absurdly strong priority, can set up with swords dance too, gets uturn

:Raging bolt: Similar attacking stat but gets to snort booster energy to push it way past, great priority option in thunderclap, almost perfect neutral coverage with elec + dragon so no need for coverage, can set up with calm mind (solg also gets calm mind but it has no prio and much lower special attack which means its not really comparable, although solg could set up and heal which bolt cant do), can pivot with (an absurdly strong) volt switch

:Kyurem: Similar offenses to Solgaleo's attack in both physical and special, making it able to run terryfing mixed sets with a MUCH MUCH MUCH better offensive type and perfect Ice/ground coverage (only walled by cryogonal and levitate bronzong kekw), can set up with dd, can be a fuckign bitch with subtect pressure lefties, AND has lower but similar bulk

:Kingambit: Bro do I even need to say anything?????

I think you'll find it clear now that all these mons slower or with similar speed to Solgaleo all have some incredible traits that stand out and make them worth running that go beyond simply having "great overall stats" on paper, like Solgaleo.

And that's only including mons with roles that could be at least similar to Solgaleo, as I'd find it pointless to compare it with Slowking-G for example.... UNLESS ??????

3. The futureport delusion

A common argument I've been hearing against a Solgaleo retest is that it could run a futureport set, similar to slowking-G. However you might have noticed there's a smmaaaaaaalll difference between these two mons...


1734485073196.png
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The whole reason glowking works well is because you can fsight, then chilly out, and regen all or part of the damage you took on the way out because of regen. This lets you generate momentum and offensive pressure while conserving health naturally. Solgaleo cannot achieve this, as everytime you come in to futureport, you take chip which you won't naturally regen. This means you need to slot in Morning Sun, which is already very annoying as that only leaves you with 1 free slot (and solgaleo is strapped for moves already). This also means you're much less effective at getting momentum, because you need to also spend turns CLICKING Morning Sun to stay healthy, turns during which something may switch in and force you out, preventing you from getting a Fsight up at all.

Let's move on.

4. The movepool / 4MSS problem (why Solgaleo can't use any of its good moves effectively)

Solgaleo has a pretty good movepool in theory. Its main stab is Sunsteel Strike, a steel-type earthquake that ignores all abilities à-la mold breaker. In theory this would make it good at pressuring unaware mons... except Solgaleo can't increase his attack, so that's a moot point. Its other stab (psychic fangs) is mid, but Solgaleo gets great coverage moves: Close Combat, Flare Blitz and Earthquake are all very strong both in BP and in the typing coverage they offer! It also gets Knock Off to force progress ! You even have morning sun à-la gouging fire with a similar stat profile ! What's not to like?

Well, in practice, dropping one of your coverages to fit in morning sun is very tough on a physical set. For example, Sunsteel Strike/Psyfangs/CC is HARD walled by gholdengo and corv (252 Atk Solgaleo Close Combat vs. 248 HP / 252+ Def Corviknight: 95-112 (23.8 - 28%) -- possible 5HKO), + not running Wild Charge also means you can't hurt Alomomola (252 Atk Solgaleo Psychic Fangs vs. 252 HP / 252+ Def Alomomola: 120-142 (22.4 - 26.5%) -- 25.1% chance to 4HKO, and that's not even mentioning Dondozo).

Dropping CC means you're now walled by H-Samurott and you also can't ohko Kingambit which threatens back hard. If you drop psyfangs, you are now walled by Pecharunt and Pex... and it gets even worse if you try to run both morning sun and knock off. So you can pretty much write off 3 attacks + msun as a cheese pick vs offense which might not even work that well as a lot of mons can actually deal a shitton of dmg to this despite its natural bulk, for example:

252 Atk Protosynthesis Roaring Moon Knock Off (97.5 BP) vs. 0 HP / 0 Def Solgaleo: 408-482 (98.3 - 116.1%) -- 87.5% chance to OHKO
+1 252+ Atk Dragonite Earthquake vs. 0 HP / 0 Def Solgaleo: 346-408 (83.3 - 98.3%) -- guaranteed 2HKO
32 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Solgaleo: 288-338 (69.3 - 81.4%) -- guaranteed 2HKO (+ ace also threatens with willo)
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Solgaleo: 372-440 (89.6 - 106%) -- 37.5% chance to OHKO

This comes back around to Solgaleo's defensive typing and midling speed being a huge hurdle when trying to use it offensively.

The other option is to run a CM set, trying to leverage your huge bulk, but you'll run into the same issues. Morning Sun + CM is required on a set like this, and psynoise is probably the main draw. So you have to choose between flamethrower last and lose to samuh, or focus blast last and lose to gholdengo.

5. Item options (and why they all suck)

- Band hits hard in theory, but because your stabs are extremely bad typing wise, in practice you can never click them so you can't actually break effectively. Getting a wrong predict and clicking Sunsteel Strike into corv/mola is much worse when running band than lefties or something else. And even nailing the correct move doesn't always reward you :
252 Atk Choice Band Solgaleo Wild Charge vs. 252 HP / 252+ Def Alomomola: 254-300 (47.5 - 56.1%) -- 84% chance to 2HKO

- Scarf can fix your offense matchup, but then you become even more hardwalled by all the common ou goons (mola corv dengo etc), and you also become a huge liability vs setup mons (dnite or gambit)

- Expert Belt or LO lets you make good use of your coverage, but then you become very prone to chip from hazards/your own LO and as you're not that fast, in practice you'll get maybe one big chunk of damage (if that) vs a defensive pivot then get forced out by a faster attacker and have to take hazards again when coming back in.

- Boots fixes the problem from above but again goes back to being unthreatening vs any good defensive core.

As you can see, none of these options seem really satisfying.

6. Conclusion

Solgaleo, while scary in appearance with its big stats and shiny signature move, is in reality nothing more than a cowardly cat and he could roam free in the land of OU without making much impact in my opinions. This post might not be perfect; after all, Solgaleo has so many flaws that's there's probably a dozen more I could have pointed out !

TL;DR: Suspect Iron Mufasa so we can all laugh at how bad it is.

I most definitely agree with this post and there are a couple of points that I wanted to add:

As described in the post, Solgaleo would fall short as an offensive mon in SVOU. My instinct would say that its best option as a full on offensive mon would be a bulky CM set with Flash Cannon and Flamethrower (but I don't even think that this would be a particularly threatening set whatsoever) followed by something like mixed three attack + Morning Sun (I have included what I believe would be its best set below, although it would probably suck against every matchup other than stall). It has such a unique profile of 4MSS while simultaneously getting none of the moves that it desperately craves (i.e., SD, DD, Stored Power, etc.). I honestly cannot picture Solgaleo being a strong offensive threat in SVOU, and I won't harp on this since Delibird laid it out super cleanly.

Therefore, I think for Solgaleo to be consistent, it would work best as a support mon, but it would be far from broken and possibly even remain a more niche pick. It definitely learns some great support moves (Knock Off, Morning Sun, Future Sight, Teleport, Roar), but those are pretty much it. It lacks so many moves that it would love to have for support (hazards, TWave, Wisp, Taunt, and more). While far from being bad, once again, it is missing some key moves which is what would inevitably restrict it from being amazing in the tier. I think it could quickly get overwhelmed by strong offensive threats, especially given its weaknesses and that it doesn't have a way to cripple them. It also lets things like Ting-Lu get hazards up in its face since it can't Taunt (even Great Tusk will beat this since I doubt it would even run Psychic). Indeed, Future Sight + Teleport is a great combo, but I don't think its enough to overcome everything else that it fails to do, especially given its competition with Slowking-G (who also has Regenerator). Maybe you could see it on a hazard stack team with Roar over Teleport, but I don't even think that would be particularly strong, especially since it invites in Knock Off users + hazard setters.

Its bulk seems daunting at first, but when you look at everything that it has to overcome and how much it gets walled by in the tier, it becomes clear that Solgaleo would be mid. I think that Delibird is underselling is a bit, and I do think it could easily stay OU, but it has an uphill battle for sure. Even though its offensive power would be far from overwhelming, high base stats with high base power moves and recovery means that it can definitely pack a punch and wear down bulky offense teams over the course of the game. Its middling speed stat leaves much to be desired, but there are plenty of slower offensive mons that have succeeded in OU in the past.

SVOU has seen a small resurgence recently so I'm not positive that a change like suspecting solgaleo would be necessary at this exact moment, but I would 100% like to see it suspected eventually. It's also super nice that it is a solid Kyurem check :)
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There is actually one set that I think can be viable in OU, although it would completely suck against every other structure: Stall Killer

There are actually a couple of sets that Solgaleo can run that destroy stall, given its great mixed offenses and solid move pool. Here is what I think would work the best, but there are many variations of this depending on your team. You can also run Tera Electric for Blissey TWave, but then Gliscor will come in on you every time. This set can theoretically beat every standard stall mon before they tera (theory is different than practice, however).

Solgaleo @ Expert Belt
Ability: Full Metal Body
Tera Type: Ice
EVs: 248 HP / 96 Atk / 164 SpA
Rash Nature
- Fire Spin / Morning Sun / Earthquake / Knock Off
- Thunderbolt
- Close Combat
- Tera Blast

Some relevant calcs:
Toxapex: 96 Atk Expert Belt Solgaleo Earthquake vs. 248 HP / 8 Def Toxapex: 170-202 (56.1 - 66.6%) -- guaranteed 2HKO
Blissey: 96 Atk Expert Belt Solgaleo Close Combat vs. 4 HP / 252 Def Blissey: 578-682 (88.6 - 104.6%) -- 31.3% chance to OHKO
Dondozo: 164+ SpA Expert Belt Solgaleo Thunderbolt vs. 252 HP / 4 SpD Dondozo: 310-365 (61.5 - 72.4%) -- guaranteed 2HKO
Corviknight: 164+ SpA Expert Belt Tera Ice Solgaleo Thunderbolt vs. 248 HP / 8 SpD Corviknight: 250-295 (62.6 - 73.9%) -- guaranteed 2HKO after Leftovers recovery
Gliscor: 96 Atk Expert Belt Tera Ice Solgaleo Tera Blast (80 BP) vs. 244 HP / 252+ Def Gliscor: 365-432 (103.6 - 122.7%) -- guaranteed OHKO
Alomomola: 164+ SpA Expert Belt Tera Ice Solgaleo Thunderbolt vs. 252 HP / 252+ SpD Alomomola: 250-295 (46.8 - 55.2%) -- 69.1% chance to 2HKO
Clodsire: 96 Atk Expert Belt Solgaleo Earthquake vs. 248 HP / 8 Def Clodsire: 365-430 (78.8 - 92.8%) -- guaranteed 2HKO
Clodsire: 96 Atk Expert Belt Tera Ice Solgaleo Tera Blast (80 BP) vs. 248 HP / 8 Def Clodsire: 439-518 (94.8 - 111.8%) -- 68.8% chance to OHKO
 
Not 100% sure Solgaleo would be healthy in OU, but is a far better idea for a retest than Palafin's one. I also think it has more chances to be unbanned than Kyurem to be banned (especially since for me Kyurem isnt even close for being the worst offender of the meta). Therefore supporting this retest.

An additional benefit of letting Solgaleo in OU is that teams with 6 cat Mons will be much better, though Chien Pao would certainly be apreciated for this cause.
 
WHY DOES SOLGALEO SUCK ? (AND THUS SHOULD BE SUSPECTED)

Despite being one of the box legendaries for Sun and Moon, I have the utter conviction that Solgaleo would be completely fine in Gen 9 OU, and not even just that, I believe it wouldn't even be that good in OU (UUBL AT BEST !!!!!). You may think I'm crazy, and you may be right about that, but not for the reasons you might imagine. Let's take a closer look.


1734481638405.png



At first glance, this mon has great stats ! Amazing bulk and pretty great attack, with meh speed, but still usable, after all you're faster than landorus-therian and kyurem, which are both OU mainstays ! Sounds good for our glorified metagross, right ? But those stats mean nothing if you don't have the tools to use them.

1. Typing

Let's start with Solgaleo's typing. Steel + Psychic is a notoriously terrible stab combination, leaving you unable to neutrally hit Steel types (Dengo, Kingambit, Corv, Iron Treads for example who are all meta defining mons) or H-Samurott without slotting a coverage move. This effectively means that your stabs are never really free to click, leaving you in an awkward spot of always trying to guess the switch or be forced out, either by a bulky support threatening status (Alomomola for example completely walls Solgaleo) or an offensive pokemon coming on a resisted hit to force you out (Dengo or Gambit). And while Solgaleo does possess great coverage options in Close Combat, Earthquake, Flare Blitz, Knock Off or Wild Charge, it suffers from heavy 4MSS. But we'll get back to that later.

Solgaleo's typing is also downright TERRIBLE defensively, which severely undermines his natural bulk. Being weak to ground, fire, ghost and dark which are some of the most common offensive types.

Iron Crown shares the same double-typing, but it has a much better speed tier + an actual pivot move that lets it get momentum when it's counters come it. Solgaleo can do no such thing, as pivoting via Teleport leaves you open to getting taking big damage on the way out.

2. The speed tier

97 is not an horrible speed tier per se, but it's not great at all in today's standards (especially for an offensive pokemon) just missing the golden mark of base 100s. But don't let this vague and outdated hallmark convince you: Let's take a look about every offensive/similar OU mon that's slower/as fast as SolG and draw a comparison ! Perhaps then you'll understand why Solgaleo is unviable trash while they flourish despite their speed tier.

:Samurott-Hisui: Has the most broken move in the game in Ceaseless Edge, two priority options (Solgaleo has none), Swords Dance (Solgaleo can't setup raise his attack), Encore and Taunt (Solgaleo), effectively higher attack when using it's stabs due to Sharpness, better typing offensively and defensively, gets flip turn to pivot (solg has tp but pivot attacks are better for offensive mons)

:Gholdengo: Incredible ability that enables disgusting hstack structures, better typing offensively (and kinda similar defensively, but still better due to fighting immunity), better stab options with similar offensive stat, thunder wave, can run specs scarf defensive offensive balloon etc etc

:Dragonite: Broken ability in multiscale giving it a free turn vs almost anything, better coverage options with
similar offensive stat (ground ice normal or dragon fire normal hits everything), can raise its speed anyways with dragon dance (still no set up moves for solg), amazing prio in espeed, can run bulky sets with roost (solg can do the same with morning sun but we'll get to why that isnt good later)

:Gliscor: Broken ability in poison heal which makes it effectively way more durable over the course of the game despite having lower bulk, amazing defensive double typing giving you a double immunity to help patchup your other mon's weaknesses (whereas solgaleo gives you more weaknesses to patch up), swords dance and agility, gets stealth rock and spikes while solg can't set up hazards, toxic while solg has 0 moves to inflict status, gets uturn (can use both fast or slow depending on set, while solg can only slow pivot and doesnt have ability that lets him heal for free after taking dmg to pivot)

:Rillaboom: Sets up grassy terrain for himself which makes it effectively WAY stronger offensively than Solg when using grass moves, absurdly strong priority, can set up with swords dance too, gets uturn

:Raging bolt: Similar attacking stat but gets to snort booster energy to push it way past, great priority option in thunderclap, almost perfect neutral coverage with elec + dragon so no need for coverage, can set up with calm mind (solg also gets calm mind but it has no prio and much lower special attack which means its not really comparable, although solg could set up and heal which bolt cant do), can pivot with (an absurdly strong) volt switch

:Kyurem: Similar offenses to Solgaleo's attack in both physical and special, making it able to run terryfing mixed sets with a MUCH MUCH MUCH better offensive type and perfect Ice/ground coverage (only walled by cryogonal and levitate bronzong kekw), can set up with dd, can be a fuckign bitch with subtect pressure lefties, AND has lower but similar bulk

:Kingambit: Bro do I even need to say anything?????

I think you'll find it clear now that all these mons slower or with similar speed to Solgaleo all have some incredible traits that stand out and make them worth running that go beyond simply having "great overall stats" on paper, like Solgaleo.

And that's only including mons with roles that could be at least similar to Solgaleo, as I'd find it pointless to compare it with Slowking-G for example.... UNLESS ??????

3. The futureport delusion

A common argument I've been hearing against a Solgaleo retest is that it could run a futureport set, similar to slowking-G. However you might have noticed there's a smmaaaaaaalll difference between these two mons...


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The whole reason glowking works well is because you can fsight, then chilly out, and regen all or part of the damage you took on the way out because of regen. This lets you generate momentum and offensive pressure while conserving health naturally. Solgaleo cannot achieve this, as everytime you come in to futureport, you take chip which you won't naturally regen. This means you need to slot in Morning Sun, which is already very annoying as that only leaves you with 1 free slot (and solgaleo is strapped for moves already). This also means you're much less effective at getting momentum, because you need to also spend turns CLICKING Morning Sun to stay healthy, turns during which something may switch in and force you out, preventing you from getting a Fsight up at all.

Let's move on.

4. The movepool / 4MSS problem (why Solgaleo can't use any of its good moves effectively)

Solgaleo has a pretty good movepool in theory. Its main stab is Sunsteel Strike, a steel-type earthquake that ignores all abilities à-la mold breaker. In theory this would make it good at pressuring unaware mons... except Solgaleo can't increase his attack, so that's a moot point. Its other stab (psychic fangs) is mid, but Solgaleo gets great coverage moves: Close Combat, Flare Blitz and Earthquake are all very strong both in BP and in the typing coverage they offer! It also gets Knock Off to force progress ! You even have morning sun à-la gouging fire with a similar stat profile ! What's not to like?

Well, in practice, dropping one of your coverages to fit in morning sun is very tough on a physical set. For example, Sunsteel Strike/Psyfangs/CC is HARD walled by gholdengo and corv (252 Atk Solgaleo Close Combat vs. 248 HP / 252+ Def Corviknight: 95-112 (23.8 - 28%) -- possible 5HKO), + not running Wild Charge also means you can't hurt Alomomola (252 Atk Solgaleo Psychic Fangs vs. 252 HP / 252+ Def Alomomola: 120-142 (22.4 - 26.5%) -- 25.1% chance to 4HKO, and that's not even mentioning Dondozo).

Dropping CC means you're now walled by H-Samurott and you also can't ohko Kingambit which threatens back hard. If you drop psyfangs, you are now walled by Pecharunt and Pex... and it gets even worse if you try to run both morning sun and knock off. So you can pretty much write off 3 attacks + msun as a cheese pick vs offense which might not even work that well as a lot of mons can actually deal a shitton of dmg to this despite its natural bulk, for example:

252 Atk Protosynthesis Roaring Moon Knock Off (97.5 BP) vs. 0 HP / 0 Def Solgaleo: 408-482 (98.3 - 116.1%) -- 87.5% chance to OHKO
+1 252+ Atk Dragonite Earthquake vs. 0 HP / 0 Def Solgaleo: 346-408 (83.3 - 98.3%) -- guaranteed 2HKO
32 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Solgaleo: 288-338 (69.3 - 81.4%) -- guaranteed 2HKO (+ ace also threatens with willo)
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Solgaleo: 372-440 (89.6 - 106%) -- 37.5% chance to OHKO

This comes back around to Solgaleo's defensive typing and midling speed being a huge hurdle when trying to use it offensively.

The other option is to run a CM set, trying to leverage your huge bulk, but you'll run into the same issues. Morning Sun + CM is required on a set like this, and psynoise is probably the main draw. So you have to choose between flamethrower last and lose to samuh, or focus blast last and lose to gholdengo.

5. Item options (and why they all suck)

- Band hits hard in theory, but because your stabs are extremely bad typing wise, in practice you can never click them so you can't actually break effectively. Getting a wrong predict and clicking Sunsteel Strike into corv/mola is much worse when running band than lefties or something else. And even nailing the correct move doesn't always reward you :
252 Atk Choice Band Solgaleo Wild Charge vs. 252 HP / 252+ Def Alomomola: 254-300 (47.5 - 56.1%) -- 84% chance to 2HKO

- Scarf can fix your offense matchup, but then you become even more hardwalled by all the common ou goons (mola corv dengo etc), and you also become a huge liability vs setup mons (dnite or gambit)

- Expert Belt or LO lets you make good use of your coverage, but then you become very prone to chip from hazards/your own LO and as you're not that fast, in practice you'll get maybe one big chunk of damage (if that) vs a defensive pivot then get forced out by a faster attacker and have to take hazards again when coming back in.

- Boots fixes the problem from above but again goes back to being unthreatening vs any good defensive core.

As you can see, none of these options seem really satisfying.

6. Conclusion

Solgaleo, while scary in appearance with its big stats and shiny signature move, is in reality nothing more than a cowardly cat and he could roam free in the land of OU without making much impact in my opinions. This post might not be perfect; after all, Solgaleo has so many flaws that's there's probably a dozen more I could have pointed out !

TL;DR: Suspect Iron Mufasa so we can all laught at how bad it is.
Unban Lugia if anything, just an annoying sitting duck.


Solgaleo is bolky, has like koff, I'm p sure it'd run special sets anyways. Why? well it got meteor beam, Fire Blast, Focus Blast, tbolt, it got agility, it got nice bs when u think about it. It's neither Healthy nor easy to deal with
 
Although I tend to be pro-ban/anti unban for almost everything, this post by Delibird Heart is very good.

Of course we will see some "epic" Weakness Police sweeps in the middle of the ladder, but it is a Psychic type without Psychic Noise, Trick or Stored Power. Its best setup moves are Agility, Calm Mind and Meteor Beam. If it uses Teleport it needs to be combined with Boots and Morning Sun and be aware of the Snow turns that Galarking brings.

Its stats are not impressive in this powercreeped metagame. It is too fast to abuse Trick Room. Its Ability is very limited. Solgaleo does not learn any entry hazards.

I would still give it one more chance to try to reduce the tier powercreep on Ogerpon-Wellpring, but I am not opposed to Solgaleo after this, it seems less controversial than Kyurem.
 
Oh god I can’t believe I’m actually posting in the forums I’m bouta throw up holy-

Wow, what a great and informative post Delibird Heart! I agree, in the current meta I think Solgaleo would be relative underwhelming and would at least be worth testing to prove that true. The meta could also use a shake up or change as well, since nothing has changed Pokémon wise since the Gouging Fire ban. Bravo to you sir!

Anyways I’m gonna go back to being dead now thanks to Keldeo, Delibird I expect my payment of 3 Shiny Dewpiders and 50 euros within 3-5 business days or else I’m running psychic terrain into monoclaw everytime you go on the ladder
Psy terrain doesn’t work on claw because it’s not technically classified as prio. Anyway, getting into the solg discussion, I see the merits of the argument but I think uubl might be underrating it. In past gens 97 was an awkward speed tier, sure, but in this gen the speed a mid speed Mon wants to hit to be “fast” is faster than tusk/pecha, which solg is. It also outspeeds kyurem, glisc, lando, and modest enam, which aren’t even necessary but very beneficial. Whether it can make use of that speed tier is certainly another matter, but it’s defo a good one. The only other set I think could have merit you didn’t talk about was ironpress Tera dark knock, maybe with cloak, as a sort of alternative to those Tera dark rest zamas that fixes the issue of pecha being able to spam parting and stall your dark move, in addition to knock having more pp so being harder to stall in general
 
How does solgaleo fair against kyurem? I assume dd cheeseblast can win? What about the rest of the sets? I'm mobile and at work sorry it's too much to run all the necessary calls.

Please spare me that this train of thought is le evil borken chekz borken

Kyurem is likely here to stay and if people think solgaleo might be acceptable or even mid it's worth examining

Edit:
Yuck
+1 252 Atk Tera Fire Kyurem Tera Blast (80 BP) vs. 248 HP / 8 Def Solgaleo: 368-434 (77.1 - 90.9%) -- guaranteed 2HKO after Leftovers recovery

Hoping we can dial in on tera blast now that we know Tera itself is off table. Won't yap too much about it though.

252 SpA Kyurem Earth Power vs. 248 HP / 252+ SpD Solgaleo: 154-182 (32.2 - 38.1%) -- 1.4% chance to 3HKO after Leftovers recovery

Otherwise works. Probably would be better off taking more damage in order to outspeed for a sunstrike OHKO idk
 
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Unban Lugia if anything, just an annoying sitting duck.


Solgaleo is bolky, has like koff, I'm p sure it'd run special sets anyways. Why? well it got meteor beam, Fire Blast, Focus Blast, tbolt, it got agility, it got nice bs when u think about it. It's neither Healthy nor easy to deal with
I think the biggest problem with your argument is that all of those moves are coming off of 113 special attack which isn't bad but is nowhere near broken in this meta. Meteor beam would help boost that special attack but it would mean wasting an item slot on power herb when you would rather use items for longevity on space mufasa anyway. Also you would probably have to run agility on a set like this which only leaves room for 2 moves (unless you are on webs but even so).
 
WHY DOES SOLGALEO SUCK ? (AND THUS SHOULD BE SUSPECTED)

Despite being one of the box legendaries for Sun and Moon, I have the utter conviction that Solgaleo would be completely fine in Gen 9 OU, and not even just that, I believe it wouldn't even be that good in OU (UUBL AT BEST !!!!!). You may think I'm crazy, and you may be right about that, but not for the reasons you might imagine. Let's take a closer look.


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At first glance, this mon has great stats ! Amazing bulk and pretty great attack, with meh speed, but still usable, after all you're faster than landorus-therian and kyurem, which are both OU mainstays ! Sounds good for our glorified metagross, right ? But those stats mean nothing if you don't have the tools to use them.

1. Typing

Let's start with Solgaleo's typing. Steel + Psychic is a notoriously terrible stab combination, leaving you unable to neutrally hit Steel types (Dengo, Kingambit, Corv, Iron Treads for example who are all meta defining mons) or H-Samurott without slotting a coverage move. This effectively means that your stabs are never really free to click, leaving you in an awkward spot of always trying to guess the switch or be forced out, either by a bulky support threatening status (Alomomola for example completely walls Solgaleo) or an offensive pokemon coming on a resisted hit to force you out (Dengo or Gambit). And while Solgaleo does possess great coverage options in Close Combat, Earthquake, Flare Blitz, Knock Off or Wild Charge, it suffers from heavy 4MSS. But we'll get back to that later.

Solgaleo's typing is also downright TERRIBLE defensively, which severely undermines his natural bulk. Being weak to ground, fire, ghost and dark which are some of the most common offensive types.

Iron Crown shares the same double-typing, but it has a much better speed tier (if you use booster) + an actual pivot move that lets it get momentum when it's counters come it (that allows it to run a good AV set, unlike solg). Solgaleo can do no such thing, as pivoting via Teleport leaves you open to getting taking big damage on the way out.

2. The speed tier

97 is not an horrible speed tier per se, but it's not great at all in today's standards (especially for an offensive pokemon) just missing the golden mark of base 100s. But don't let this vague and outdated hallmark convince you: Let's take a look about every offensive/similar OU mon that's slower/as fast as SolG and draw a comparison ! Perhaps then you'll understand why Solgaleo is unviable trash while they flourish despite their speed tier.

:Samurott-Hisui: Has the most broken move in the game in Ceaseless Edge, two priority options (Solgaleo has none), Swords Dance (Solgaleo can't setup raise his attack), Encore and Taunt (Solgaleo), effectively higher attack when using it's stabs due to Sharpness, better typing offensively and defensively, gets flip turn to pivot (solg has tp but pivot attacks are better for offensive mons)

:Gholdengo: Incredible ability that enables disgusting hstack structures, better typing offensively (and kinda similar defensively, but still better due to fighting immunity), better stab options with similar offensive stat, thunder wave, can run specs scarf defensive offensive balloon etc etc

:Dragonite: Broken ability in multiscale giving it a free turn vs almost anything, better coverage options with
similar offensive stat (ground ice normal or dragon fire normal hits everything), can raise its speed anyways with dragon dance (still no set up moves for solg), amazing prio in espeed, can run bulky sets with roost (solg can do the same with morning sun but we'll get to why that isnt good later)

:Gliscor: Broken ability in poison heal which makes it effectively way more durable over the course of the game despite having lower bulk, amazing defensive double typing giving you a double immunity to help patchup your other mon's weaknesses (whereas solgaleo gives you more weaknesses to patch up), swords dance and agility, gets stealth rock and spikes while solg can't set up hazards, toxic while solg has 0 moves to inflict status, gets uturn (can use both fast or slow depending on set, while solg can only slow pivot and doesnt have ability that lets him heal for free after taking dmg to pivot)

:Rillaboom: Sets up grassy terrain for himself which makes it effectively WAY stronger offensively than Solg when using grass moves, absurdly strong priority, can set up with swords dance too, gets uturn

:Raging bolt: Similar attacking stat but gets to snort booster energy to push it way past, great priority option in thunderclap, almost perfect neutral coverage with elec + dragon so no need for coverage, can set up with calm mind (solg also gets calm mind but it has no prio and much lower special attack which means its not really comparable, although solg could set up and heal which bolt cant do), can pivot with (an absurdly strong) volt switch

:Kyurem: Similar offenses to Solgaleo's attack in both physical and special, making it able to run terryfing mixed sets with a MUCH MUCH MUCH better offensive type and perfect Ice/ground coverage (only walled by cryogonal and levitate bronzong kekw), can set up with dd, can be a fuckign bitch with subtect pressure lefties, AND has lower but similar bulk

:Kingambit: Bro do I even need to say anything?????

I think you'll find it clear now that all these mons slower or with similar speed to Solgaleo all have some incredible traits that stand out and make them worth running that go beyond simply having "great overall stats" on paper, like Solgaleo.

And that's only including mons with roles that could be at least similar to Solgaleo, as I'd find it pointless to compare it with Slowking-G for example.... UNLESS ??????

3. The futureport delusion

A common argument I've been hearing against a Solgaleo retest is that it could run a futureport set, similar to slowking-G. However you might have noticed there's a smmaaaaaaalll difference between these two mons...


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The whole reason glowking works well is because you can fsight, then chilly out, and regen all or part of the damage you took on the way out because of regen. This lets you generate momentum and offensive pressure while conserving health naturally. Solgaleo cannot achieve this, as everytime you come in to futureport, you take chip which you won't naturally regen. This means you need to slot in Morning Sun, which is already very annoying as that only leaves you with 1 free slot (and solgaleo is strapped for moves already). This also means you're much less effective at getting momentum, because you need to also spend turns CLICKING Morning Sun to stay healthy, turns during which something may switch in and force you out, preventing you from getting a Fsight up at all.

Let's move on.

4. The movepool / 4MSS problem (why Solgaleo can't use any of its good moves effectively)

Solgaleo has a pretty good movepool in theory. Its main stab is Sunsteel Strike, a steel-type earthquake that ignores all abilities à-la mold breaker. In theory this would make it good at pressuring unaware mons... except Solgaleo can't increase his attack, so that's a moot point. Its other stab (psychic fangs) is mid, but Solgaleo gets great coverage moves: Close Combat, Flare Blitz and Earthquake are all very strong both in BP and in the typing coverage they offer! It also gets Knock Off to force progress ! You even have morning sun à-la gouging fire with a similar stat profile ! What's not to like?

Well, in practice, dropping one of your coverages to fit in morning sun is very tough on a physical set. For example, Sunsteel Strike/Psyfangs/CC is HARD walled by gholdengo and corv (252 Atk Solgaleo Close Combat vs. 248 HP / 252+ Def Corviknight: 95-112 (23.8 - 28%) -- possible 5HKO), + not running Wild Charge also means you can't hurt Alomomola (252 Atk Solgaleo Psychic Fangs vs. 252 HP / 252+ Def Alomomola: 120-142 (22.4 - 26.5%) -- 25.1% chance to 4HKO, and that's not even mentioning Dondozo).

Dropping CC means you're now walled by H-Samurott and you also can't ohko Kingambit which threatens back hard. If you drop psyfangs, you are now walled by Pecharunt and Pex... and it gets even worse if you try to run both morning sun and knock off. So you can pretty much write off 3 attacks + msun as a cheese pick vs offense which might not even work that well as a lot of mons can actually deal a shitton of dmg to this despite its natural bulk, for example:

252 Atk Protosynthesis Roaring Moon Knock Off (97.5 BP) vs. 0 HP / 0 Def Solgaleo: 408-482 (98.3 - 116.1%) -- 87.5% chance to OHKO
+1 252+ Atk Dragonite Earthquake vs. 0 HP / 0 Def Solgaleo: 346-408 (83.3 - 98.3%) -- guaranteed 2HKO
32 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Solgaleo: 288-338 (69.3 - 81.4%) -- guaranteed 2HKO (+ ace also threatens with willo)
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Solgaleo: 372-440 (89.6 - 106%) -- 37.5% chance to OHKO

This comes back around to Solgaleo's defensive typing and midling speed being a huge hurdle when trying to use it offensively.

The other option is to run a CM set, trying to leverage your huge bulk, but you'll run into the same issues. Morning Sun + CM is required on a set like this, and psynoise is probably the main draw. So you have to choose between flamethrower last and lose to samuh, or focus blast last and lose to gholdengo.

5. Item options (and why they all suck)

- Band hits hard in theory, but because your stabs are extremely bad typing wise, in practice you can never click them so you can't actually break effectively. Getting a wrong predict and clicking Sunsteel Strike into corv/mola is much worse when running band than lefties or something else. And even nailing the correct move doesn't always reward you :
252 Atk Choice Band Solgaleo Wild Charge vs. 252 HP / 252+ Def Alomomola: 254-300 (47.5 - 56.1%) -- 84% chance to 2HKO

- Scarf can fix your offense matchup, but then you become even more hardwalled by all the common ou goons (mola corv dengo etc), and you also become a huge liability vs setup mons (dnite or gambit)

- Expert Belt or LO lets you make good use of your coverage, but then you become very prone to chip from hazards/your own LO and as you're not that fast, in practice you'll get maybe one big chunk of damage (if that) vs a defensive pivot then get forced out by a faster attacker and have to take hazards again when coming back in.

- Boots fixes the problem from above but again goes back to being unthreatening vs any good defensive core.

As you can see, none of these options seem really satisfying.

6. Conclusion

Solgaleo, while scary in appearance with its big stats and shiny signature move, is in reality nothing more than a cowardly cat and he could roam free in the land of OU without making much impact in my opinions. This post might not be perfect; after all, Solgaleo has so many flaws that's there's probably a dozen more I could have pointed out !

TL;DR: Suspect Iron Mufasa so we can all laugh at how bad it is.
i just looked at his movepool this shit is so ass but solgaleo psyspam would go hard
 
How does solgaleo fair against kyurem? I assume dd cheeseblast can win? What about the rest of the sets? I'm mobile and at work sorry it's too much to run all the necessary calls.

Please spare me that this train of thought is le evil borken chekz borken

Kyurem is likely here to stay and if people think solgaleo might be acceptable or even mid it's worth examining

Edit:
Yuck
+1 252 Atk Tera Fire Kyurem Tera Blast (80 BP) vs. 248 HP / 8 Def Solgaleo: 368-434 (77.1 - 90.9%) -- guaranteed 2HKO after Leftovers recovery

Hoping we can dial in on tera blast now that we know Tera itself is off table. Won't yap too much about it though.

252 SpA Kyurem Earth Power vs. 248 HP / 252+ SpD Solgaleo: 154-182 (32.2 - 38.1%) -- 1.4% chance to 3HKO after Leftovers recovery

Otherwise works. Probably would be better off taking more damage in order to outspeed for a sunstrike OHKO idk
Those calcs are disgusting. With earthquake Solgaleo can absolutely 1v1 the dd tera fire/electric set and sunsteel strike can beat most other sets. Solgaleo really does seem to be that check to Kyurem we always wanted.
 
Solgaleo is, in theory, a great fatbreaker.

Solgaleo @ Heavy-Duty Boots
Ability: Full Metal Body
Tera Type: Fairy
EVs: 240 HP / 4 Atk / 164 SpA / 100 SpD
Naughty Nature
- Knock Off
- Psychic Fangs
- Thunderbolt
- Morning Sun

This set OHKOs Iron Valiant and 2HKOs the most common stallmons...

...except Gliscor.

Every variant of Solgaleo that isn't literal Ice Tera Blast loses to Gliscor. Non-CC will lose to Ting-Lu. Without TBolt it will get Flip Turned on by Alomomola. Non-CC is also Kingambit fodder. Non-Psychic move is ID Zama fodder. It doesn't get Psynoise by the way...
 
Every variant of Solgaleo that isn't literal Ice Tera Blast loses to Gliscor. Non-CC will lose to Ting-Lu. Without TBolt it will get Flip Turned on by Alomomola. Non-CC is also Kingambit fodder. Non-Psychic move is ID Zama fodder. It doesn't get Psynoise by the way...


252+ Atk Choice Band Solgaleo Sunsteel Strike vs. 244 HP / 36 Def Gliscor: 225-265 (63.9 - 75.2%) -- guaranteed 2HKO after Poison Heal
252+ Atk Choice Band Solgaleo Sunsteel Strike vs. 252 HP / 4 Def Ting-Lu: 231-273 (44.9 - 53.1%) -- 0.4% chance to 2HKO after Leftovers recovery


Of course, this is restricting in how it plays and likely won,t be breaking Stall, but the option exists. Steel is not a good type to be locked into, but Steel + Knock Off + Wild Charge might get away with that. It unfortunately doesn,t get Trick to remove that Band without taking opposite Knock.
 
Every variant of Solgaleo that isn't literal Ice Tera Blast loses to Gliscor. Non-CC will lose to Ting-Lu. Without TBolt it will get Flip Turned on by Alomomola. Non-CC is also Kingambit fodder. Non-Psychic move is ID Zama fodder. It doesn't get Psynoise by the way...
like i said before i think ipress solg could be pretty strong, even if that is still a bad roar zama mu, with cloak idef and recovery it can 1v1 all the other mons you listed, even gliscor (assuming not physdef)
 
like i said before i think ipress solg could be pretty strong, even if that is still a bad roar zama mu, with cloak idef and recovery it can 1v1 all the other mons you listed, even gliscor (assuming not physdef)
Solgaleo does not have Body Press or Stored Power, so actually that isn't even an option. We must free Fraudgaleo immediately for the betterment of the tier.
 
Well, I think with so much discussion about Solgaleo happening rn I should make a "short" post summarizing the main reasons Solgaleo should drop.

  • It's poor defensive typing betrays its solid bulk.
  • It has a terrible offensive stab combination that forces coverage moves against steel types.
  • It has high attack, but it has no way to boost it. It can boost its alright special attack but even with said boosts it isn't hitting for that high of damage.
  • It is at least walled by a huge portion of the tier due to having a somewhat poor movepool that makes it suffer from 4mss.
  • Its speed tier is fine, but its only speed boosting move is agility which raises only its speed.
  • It beats almost every Kyurem set (especially non dd sets) thanks to its slightly higher speed.
  • It beats Pecharunt as it is immune to both parting shot (remember it has what is basically clear body) and malignant chain and it takes unboosted hex like a champ.
  • It is an ok check to Landorus Therian due to it not being affected by intimidate and having a higher speed tier but obviously it has to watch out for earthquake/earth power.
  • Futureport sounds interesting but without regenerator all it can do is be an extremely slow defensive pivot that is forced to use morning sun to heal.
  • It has roar which could make it useful against some of the insane set up sweepers like Zamazenta, Dragonite, and others that I am not thinking of.
  • Finally, Weakness Policy mixed sets will probably be solid, but you are more than likely forced to run agility if you use it outside of webs and Solgaleo still has a somewhat poor movepool.
In conclusion, while I didn't mention everything, I do believe I mentioned all of the most important arguments for Solgaleo. I think Solgaleo could not only be not broken in SV OU but also be healthy for the metagame. I believe this post as well as the majority of posts on the last page of the thread could be used as proof for Solgaleo's merits and weaknesses in the metagame. Thanks for reading and have a good afternoon :)
 
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Gonna be devil's advocate:

Well, I think with so much discussion about Solgaleo happening rn I should make a "short" post summarizing the main reasons Solgaleo should drop.

  • It's poor defensive typing betrays its solid bulk. Psychic is always a poor typing, no matter what its combined with. That being said, Psychic/Steel is far from the worst one.
  • It has a terrible offensive stab combination that forces coverage moves against steel types. Fully agree on this one, though it has coverage for every single Steel.
  • It has high attack, but it has no way to boost it. It can boost its alright special attack but even with said boosts it isn't hitting for that high of damage. < Berries, Band and WP are a thing, but have to agree here I guess.
  • It is at least walled by a huge portion of the tier due to having a somewhat poor movepool that makes it suffer from 4mss. < The movepool is not poor at all, at least from the physical side. It has STABs, the Spammable Knock, EQ, Fire, Electric, Rock and Dragon coverage. This is not a poor movepool, just poor STABs, which already were discussed. The Mon can be walled, but has to be scouted first.
  • Its speed tier is fine, but its only speed boosting move is agility which raises only its speed. < This by itself is not a huge con. Calyrex-Ice has Agility and Trick Room to boost Speed, but its still absurdly broken.
  • It beats almost every Kyurem set (especially non dd sets) thanks to its slightly higher speed. < I mean, its good, but shouldn,t be the main reason to drop.
  • It beats Pecharunt as it is immune to both parting shot (remember it has what is basically clear body) and malignant chain and it takes unboosted hex like a champ. < Same as above, though I don,t think Pecharunt is something problematic and in need of a new check.
  • It is an ok check to Landorus Therian due to it not being affected by intimidate and having a higher speed tier but obviously it has to watch out for earthquake/earth power. < Lando-T is an overrated and not hard to check Mon. In fact, offensive Lando-T sets are rare, so its not something that has to be checked.
  • Futureport sounds interesting but without regenerator all it can do is be an extremely slow defensive pivot that is forced to use morning sun to heal. < True.
  • It has roar which could make it useful against some of the insane set up sweepers like Zamazenta, Dragonite, and others that I am not thinking of. < Well, both Zamazenta and Nite have phazing moves themselves. I can see Nite using DD + Dragon Tail to fuck Zama and Solgaleo.
  • Finally, Weakness Policy mixed sets will probably be solid, but you are more than likely forced to run agility if you use it outside of webs and Solgaleo still has a somewhat poor movepool. < True, though WP is the kind of thing that will pop-up unexpectedly in a tour game and will make someone cry. Which actually brings me joy as long as I am not the victim.
In conclusion, while I didn't mention everything, I do believe I mentioned all of the most important arguments for Solgaleo. I think Solgaleo could not only be not broken in SV OU but also be healthy for the metagame. I believe this post as well as the majority of posts on the last page of the forums could be used as proof for Solgaleo's merits and weaknesses in the metagame. Thanks for reading and have a good afternoon :)


I agree with Solgaleo's drop, but lets not make the Mon look weaker than it actually is, it for sure will be a Top Tier threat with those Stats, ability (which actually makes Webs worse, since it ignores it) and movepool.
 
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