The competitiveness and enjoyment were very close to my scores. The rest seems to be very middling whereas many of my score were a bit more on the extreme end this time around.
I'm a little annoyed that there seems to be no clear direction again according to the polls. The tier is in a better spot than it was, but as the competitiveness and enjoyment scores indicate, it could be a bit better.
Also, I have a special shoutout to whoever wrote in to bring back Raoring Moon after we just banned it. Come on, guys.
What really surprised me was the high amounts of Darkrai and Garganacl write-ins, neither of which I feel like are unhealthy right now. What does everyone think of them?
I don't think either mon is a problem. Darkrai is strong, but it has some limitations. Ting-Lu can check it fairly well. There are enough faster pokemon and priority moves in OU where offensive teams can usually RK it. Commonly used items for it like Boots and Scarf generally come with trade offs.
Tera Poison is a little bit crazy on Darkrai since you resist two former weaknesses and get extra power on a Poison coverage move. However, I don't think forcing the Tera Poison on it generally translates to wins for the Darkrai player. I don't know the actual statistics on this. It's just my personal experience having both played and faced Darkrai that Tera poisoned.
There are several strategies to beat Garganacl, but perhaps the best is to have a Covert Cloak mon. You can easily turn Garg from a threat into settup fodder that way. Cloak can be a good item on a decent number of pokemon, so it isn't usually too much to invest in one.
Other than that, mons with passive recovery like Gliscor and Glowking can usually take Salt Cure pretty well. Rillaboom is also good against Garg, but struggles in general right now. Because Garg is so passive, it doesn't like moves such as Taunt that prevent it from doing much. Garg is also a bit of a Tera hog, potentially losing to common Fighting moves that players pack for Gambit if it doesn't. Basically, there are plenty of ways for every archetype to beat it. I don't see it as a problem.
I’m not surprised to see Kyurem score higher than everything on the general side, but seeing the qualified playerbase agree to their sentiment is interesting.
I’ve said it before, but Kyurem is more support reliant than any of the other top wallbreakers in the tier. Needing constant hazard removal and pivoting all contributed to its mediocre defensive typing. The multiple sets it can run could be identified in team preview.
That being said, what are your thoughts on Kyurem? Do you believe it should be banned? Or does it warrant staying in the tier?
Yes, Kyurem is the final mon I really want to see banned this gen. The sheer power and the diversity of its sets makes it a problem in the builder. It's predictability is sort of misrepresented. On one hand, it is definitely harder to predict the set in the builder than many people say. Not only are you trying guess between special wallbreaker and Dragon Dance, but there are also multiple items, Tera types, and different sets like mixed or PP stall that you have to watch out for. Pinkacross did a video on this awhile back where he took the same base team and just kept swapping out different Kyurem sets. Nobody could figure it out in time. Here is the video:
This was like 8 months ago. This aspect has basically not changed since then.
Yeah, there are technically things you can do in team preview to increase your odds of guessing right. If you have hazards up, you can tell if it is boots. And by extension, you can see in the builder if there are proper anti-hazard control things on the opponents team. This can help you determine the likihood of it being boots or not. But this doesn't guarentee anything. You might just be facing a Pinkacross style troll. Even HDB sets can still be physical or special or even mixed. Also, a team with proper anti-hazard support could be just as likely any of the special, physical, or mixed variants.
The boots thing is just one example. Sure, you could take multiple tells and use them to try and make a better prediction on the set. I'm not going to get into every team preview detail. In general, I feel the ability to predict the Kyurem set in team preview is often very overstated. You could be right, but you could also very easily lose a game being overconfident on a wrong Kyurem prediction. A skilled player can just as easily hide an unexpected Kyurem set in team preview as a skilled player can learn to predict them. The team preview method is inherently unreliable here.
On the other hand, I would say it is actually easier to scout Kyurem in game than is often given credit for. It's still dangerous. But you can tell a lot more in game if your team is right. All you have to do is go through the proper progressions:
A. Assume it is special and switch in your special Kyurem check.
B. Have your plan B for if it DDs, and switch into your physical check to force it out.
The reason for this is because the special wallbreaking variants are more immediate with their power. The physial sets need at least a turn to set up, so you can often delay your response to it
IF you have the right one in your back pocket. Once you know the Kyurem set, dealing with it often becomes much easier. It's not a guarentee. You can always be surprised by certain Tera types or different sets like mixed. You can be the victim of freeze hax. It's still a lot easier to scout Kyurem if you can do that, provided you can force it out the first time.
You can also combine this scouting method with regular item scouting. Methods such as using hazards to scout for boots, seeing Leftovers recovery as likely Sub/Tect or PP stall, and scouting for Specs damage or LO recoil. The issue is that, again, a set can take you by surprise the first time. This makes having a method of forcing Kyurem out pretty much mandatory for every team that isn't HO. But scouting it in game isn't too difficult.
The issue I have is that this really constrains what you can do in the builder. Checking Kyurem just specially or physically is a lot due to its wallbreaking and DD setup stregnths. Doing both with one team is a lot harder and harder still when you account for mixed variants. Freeze Dry further limits the list of viable Kyurem checks. When building my teams, unless it's a HO team, I have to take more precautions for Kyurem than virtually any other mon in the tier. It's honestly not that hard in game
IF I have the right teams. But
IF I don't have the right teams, it eats my soul. And
IF it is a set my team is unprepared for, like mixed with DD/Freeze Dry or Tera Water, it's a matchup loss. The builder strain is to a degree where I just don't see it as a healthy presence.
Finally, I really don't like the threat variance Kyurem has as such a strong wallbreaker. We know going into it what something like Ogerpon is going to do. It has the same STABs, Tera, item, and general physical attacking methods. It might have a different coverage move or Encore or even Trailblaze. But I won't usually be surprised by it. Darkrai may have set diversity, but it's usually more special than physical. I'm not going to see it boost both speed and power on the same turn. Hoopa-U may be a powerful wallbreaker that can be physical, special, or mixed. I'm not worried about it setup sweeping on my ass if I guess the wrong set. I could go on. Every other wallbreaker in and around OU is healthier for the metagame than Kyurem.