Name: Breloom
Type: Grass/Fighting
Abilities: Poison Heal / Effect Spore (Technician)
New Moves: Power Whip, Close Combat, Hammer Arm, Storm Throw, Strength Sap, Fake Out, Rototiller, U-Turn
Removed Moves: None
Justification: Breloom has fallen from viability lately out of being lacking in every aspect, its offensive presence became mediocre as Grass/Fighting became more of a joke with
,
,
,
,
,
,
,
,
and
being around, and with mediocre bulk, typing and speed tier countless mons could just OHKO it on the spot, and even with that aside
,
,
,
and even current
do its job better, the former can consistently Spore mons out of proper bulk and Regen to keep momentum, Ferrothorn and M-Venusaur have an actual defensive presence and don't just die to about any neutral hit, while the latter two can spam Grass STAB with immediate offensive presence and aren't as easy to force out (especially Rilla removing its niche as a bulky Grass priority sweeper, also lol
). SubSeed is also outclassed by
out of its higher offensive presence as well.
Now, how do these buffs raise it from NDRUBL to NDOU? Well, the answer relies on significant additions. Technician sets now have splashable priority in Fake Out, and have immediate consistent firepower with Storm Throw being effectively a 135BP Fighting STAB with the ability (Breloom recently got Arm Thrust here, so it also has a stronger but a bit more inconsistent option for those that desire it). Poison Heal can also make the most of semi-reliable recovery in Strength Sap that also allows Breloom to check physical attackers like
(lol no Z-Fly here),
(
),
,
,
,
and
, and Rototiller complements Breloom in general to raise its offense, bulk and longevity, especially PHeal sets with 18% HP recovery per turn, bringing back the viability of its classic SubSeed sets, while Technician sets get notably harder to wall out of a notably stronger Bullet Seed.
Power Whip and Close Combat are also appreciated additions for Breloom, as this way PHeal sets aren't restricted into only having Facade as a spammable mean of offensive pressure, Hammer Arm also remains as a slightly weaker alternative that keeps Breloom's bulk long-term, and U-Turn allows Breloom to preserve momentum against the counterplay it lures with some prediction, allowing Breloom to gain momentum with allies that benefit from this, such as
,
,
,
and
.
Name: Metagross | Mega Metagross
Type: Steel/Psychic
Abilities: Clear Body / Iron Fist (Levitate) | Anticipation
New Moves: Psychic Fangs, Defog
Removed Moves: Hone Claws
Justification: Metagross has dropped from viability when its raw bulk could no longer be enought to sustain itself for a significant amount of match-ups in higher tiers, and it didn't help that it had moveslot issues as it can't fit everything it'd want, and its offensive potential as a wallbreaker to stand out from
becoming outclassed as
happened.
Now, how do these buffs raise it from NDRU to NDUU? Well, as
got several buffs lately, it's unlikely it's sticking to the UU version of this metagame, as it already was an S tier mon alongside
. NDRU also won't miss Metagross much with
being around either way.
Anyways, Iron Fist is a recent addition that complements Metagross' main movepool, having a solid Meteor Mash alongside a significantly stronger Thunder/Fire/Ice/Drain Punch, ensuring it can be a solid wallbreaker on the meta. Levitate, on the other hand, ensures Metagross isn't as easy to force out, namely by species reliant on EdgeQuake such as
,
,
,
,
,
, plus
and
, and combines well with Defog and Reconstruct (Which it recently got to have longevity across a match) to act as a solid hazard control option that isn't forced out by most setters. Psychic Fangs also acts as a nice minor buff to let it have a slightly better Psychic STAB over Zen Headbutt, which fits nicely in flavor as the dex often talks about how Metagross munches its prey.
Now, for the mega. I'm aware some may think this deserves to remain in Ubers out of how efficient it could be at being bulky, speedy and hard hitting all at once, but in that meta it can't do anything
and
can do without also consuming a mega slot and a item slot, turning it pretty outclassed and useless over there. Now, you may be asking how a simple ability change renders it friendly for NDOU, and the answer is that without a mean to increase its offensive potential to cheese for a 2HKO roll (especially after an Atk boost given it no longer has Hone Claws) on counterplay like
,
,
,
,
,
or
, and many others depending on its coverage (
,
,
,
), Mega Metagross becomes a welcome presence in the meta (pun not intended) that can fill multiple bulky offensive roles without being centralizing in itself.
Name: Shaymin | Shaymin-Sky
Type: Grass/Fairy | Grass/Flying
Abilities: Flower Veil | Sheer Force
New Moves: Moonblast, Calm Mind, Roost
Removed Moves: None
Justification: Shaymin has fallen across the tiers as it was clear it was budget
, even while it may not have as many weaknesses, it did have a significantly worse movepool that Seed Flare didn't complement enought.
Now, how does it go from NDNU to NDOU? A Fairy typing grants Shaymin with a significant defensive upgrade, and that combined with Flower Veil also ensures it's a quite solid stallbreaker that can freely Leech Seed mons as it forces out
. These factors allow it to pressure
,
,
,
,
(Latias, also lol no stat drop from Mystical Fire),
,
,
,
,
,
,
,
,
and
(lol no Z-Fly), becoming a very solid NDOU alternative overall.
We all know the dumb Serene Grace + Air Slash combo is what made Skymin too uncompetitive for OU, but for Ubers it has remained as an inconsistent at best pick when it requires way more RNG to break past the quite fatter meta, and its bulk preventing it from having nearly any defensive utility. And thus Sheer Force flips its use 180 degrees to become a scary hard hitting mon that can rival
in damage output, however, it isn't stupid enought to go to AG, as it still has a mediocre typing and paper-thin bulk by Ubers standards, and a lower speed tier keeps it as food for
and
.