Metagame SV OU Metagame Discussion v3

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to a lesser extent seeing random off meta mons in your opponents team also feels this way. Either it's someone trying to win with their favorites and using the most amazingly bad techs possible (saw Red Card + Acrobatics Alomomola today) or it's a really good player with a very niche but usable mon that will end up on the VR eventually (Whiscash and base Rotom in BW, Frosmoth and a few others this WCoP, etc.)
Red card alomomola is not the worst thing in the world, but it is definetely not the best. The main reason why you would use acrobatics at all is to not get infinetely walled by ogerpon-wellspring and deal at least some damage to it.
0 Atk Alomomola Acrobatics (55 BP) vs. 0 HP / 0 Def Ogerpon: 74-88 (24.5 - 29.2%) -- 99.6% chance to 4HKO
Yeah, not too good, but its better than doing -25% damage to it with every other move. Plus red card can situationaly stop a setup sweeper.
 
to a lesser extent seeing random off meta mons in your opponents team also feels this way. Either it's someone trying to win with their favorites and using the most amazingly bad techs possible (saw Red Card + Acrobatics Alomomola today) or it's a really good player with a very niche but usable mon that will end up on the VR eventually (Whiscash and base Rotom in BW, Frosmoth and a few others this WCoP, etc.)
That's a sample team...
 
the fact that a mon on a sample team is forced to dedicate a moveslot, its tera type, and its item slot to waterpon specifically means there's a problem
It is crazy that ogerpon-wellspring is not considered overwhelmingly broken and yet a pokemon has to basically entirely constrict its options. Waterpon should not be on the ban list for now, but defientely should be looked at in the future. Also, I believe that water absorb is absolutely one of the main reasons why it is so amazing. Ignoring scald burns, one of the best ways to stop physical attackers, is great team support and limits the opponents options. I personally use sitrus berry for more healing, but alomomola would want to use most other items/moves.
 
So I wanted to make this post for a while so here it is. How is gholdengo still around in OU?

Gholdengo is the most centralizing, metagame warping, and restricting pokemon for teambuilding this entire generation. It all stems from its ability "Good as gold" which makes it immune to status moves. This notably stops defog from being used to clear hazards. Furthermore it is a ghost type so it also stops rapid spin. This has lead to 1 of 4 things being true.
1. You run either Great Tusk or Cinderace as your hazard removal.
2. You run HDBs on pretty much every pokemon
3. You play Hyper offence that does not care about spikes
4. You just lose to gholdengo hazards setup.

No lets address each of these points one by one.

Number 1: You run Great Tusk or Cinderace as your hazard removal. Another option that I should mention is that maushold learns tidy up which also works, maushold is just very weak though defensively. So its not hard to just ko the maushold (it also gets worn down with spikes since it runs wide lens) and then commence your hazard stacks. Furthermore cinderace doesn't work that well either. After you court change your opponent can just set up hazards again and then you got nowhere. Tusk is a decent option since it can threaten gholdengo with both knock off and earthquake so it can often force a switch out. Lastly other options such as cyclizar just do not have enough offensive power to reliably answer ghold. Therefore you basically need to be running great tusk as the only way to remove hazards.

Number 2: Your run 6 HDBs. This is a good option to combat ghold + spikes. And certain pokmeon don't need to run boots like corviknight and cresselia since they take neutral damage from rocks and don't take damage from spikes. This option is however weak to knock off since the opposing player can knock off boots and slowly chip away at your team. This can be minimized with a specific knock off absorber such as corviknight or clefable (MG). You still are required to have a specific knock absorber (corv or clef) as well as losing all of your item slots.

Number 3: Play Hype offense. One of the biggest complaints about this metagame is that it has been too polarized with hype offense on one side and stall on the other side and almost no balance. This is because hyper offense is able to bypass removing hazards by minimizing the need to switch out and the length of the game in general. Furthermore balance or fat is pushed out since they are much more reliant on the items (such as leftovers). By keeping gholdengo around we are continuing to push hyper offence while restricting the viability of balance teams.

Number 4: Just lost to Gholdengo + Hazards. This is an option so I didn't want to ignore it. But ghold has been in the top 5 usage for the metagame for the whole year. Losing too it is just not a realistic answer.

At first I thought gholdengo was just an annoying mon that while unfun was probably not banworthy. However as we keep playing ghold seemed to get more and more banworthy until it reached the point where it is imo the main reason why S/V OU is unfun and unbalanced. Gholdengo checks all the boxes for why the last couple of pokemon have been banned. It restricts team building more than any other pokemon (more than roaring moon, blood moon luna, and gliscor all of which this was a defining reason as to why it got banned). It has no real counters to it. Blissey is the closest one but psyshock gholdengo is becoming more popular as an answer to blissey. Other than blissey the only real counters that can wall it are cm unaware tera clefable and amnesia clodsire. Without gholdengo we free up the possibly for defog to be used on Pokémon like mandibuzz and corviknight as well as other rapid spin users to be viable like quaquaval and cyclizar. We also allow for the usage of items instead of restricting it to just HDBs on all non tusk non hype offense teams. Furthermore another reason BM luna and gliscor got banned was its longevity andit being hard to deal with. Gholdengo gets recover has pretty solid defensive stats and also has this longevity that makes it hard to deal with. And what benefit does having ghold in the meta actually do? Does it have any positives it brings to the metagame?

And I am making this post now because I don't know if it will get banned at this point and if so how long it will be. If the metagame was lasting another month it would likely be next on the list to get looked at but with DLC 2 coming out next month it appears we have paused all tiering actions until the release of DLC 2. And once DLC 2 comes out several pokemon will likely get dropped back down from Ubers to OU such as gliscor, volcarona, etc. Also it is likely that there will be some new/returning pokemon that also need to be dealt with after release. It has also been told that tera will be looked at again once DLC 2 comes out. So it is likely that ghold will not be dealt with any time soon since there will be more pressing issues that will be dealt with first that arise from uber drops along with new pokemon being added to the meta along with the tera discussion.

To sum everything up gholdengo is the most teambuilding constricting pokemon of this generation that requires either great tusk, all your item slots + a knock absorber, or running hyper offense. It puts more pressure on team building than pokemon like BL luna, roaring moon, and glsicor which were all banned and a primary reason for their banning was the pressure on teambuilding. Furthermore it has great longevity with its access to recover which was another major reason for the banning of gliscor and bm luna. Lastly it has no real walls or counters to it since it has access to psyshock for blissey, which is one of the only pokemon that can wall NP+ MIR/Shadowball. It also brings no or almost no positive contributions to the metagame. It checks all the boxes for being an overpowered mon that deserves to be in ubers, massive pressure on team building, no counters and walls, and great longevity. For these reasons it amazes me that somehow gholdengo is still around in this metagame.
I think Gholdengo has been in the tier for so long because, until DLC1 (arguably home and even more arguably the release of h-sam), he wasn't really a problem. Hazards were annoying sure, but there weren't as many complementary pokemon to Gholdengo's spinblocking. Like every team appreciated not having their hazards removed don't get me wrong, but the setup sweepers weren't too overwhelming (i.e. valiant was frail and you could afford to put dedicated checks to it, roaring moon didn't have knock off and was also frail, etc.). Kingambit was the problem child in the relationship until DLC 1 when they both became problem children.
 
the fact that a mon on a sample team is forced to dedicate a moveslot, its tera type, and its item slot to waterpon specifically means there's a problem

? No? This is just what teambuilding is, you have to choose moves that deal with relevant meta threats. Alomomola has been running Tera Flying since launch to respond to Meowscarada, and Red Card isn't just for Wellspring, it checks every single setup sweeper in the game. I can't even facetiously ask "should Meowscarada be banned?" or use the example "in previous gens you ran specific hidden power types to hit certain Pokémon, should they be banned?" because you're so comedically trigger happy with advocating for bans that you'd probably say yes. You're STILL advocating for an Iron Valiant quickban for gods sake. What is the logical endpoint of "having to run a move to beat a Pokémon means it's broken?"

Ftr I'd like to see a Wellspring suspect but this logic is not it
 
? No? This is just what teambuilding is, you have to choose moves that deal with relevant meta threats. Alomomola has been running Tera Flying since launch to respond to Meowscarada, and Red Card isn't just for Wellspring, it checks every single setup sweeper in the game. I can't even facetiously ask "should Meowscarada be banned?" because you're so comedically trigger happy with advocating for bans that you'd probably say yes. You're STILL advocating for an Iron Valiant quickban for gods sake. What is the logical endpoint of "having to run a move to beat a Pokémon means it's broken?"

Ftr I'd like to see a Wellspring suspect but this logic is not it
It's moreso that if you don't run acrobatics and a specific tera, alomomola is basically set up fodder for waterpon. Yes, you can switch out, but its still gotten off a swords dance and will likely run away with the game, or at the very least, punch a big whole in your defenses. Before, although you could run acrobatics, not running it wasn't a detriment to alomomola's viability. Now, if you don't run acrobatics, you are simply hoping you don't see waterpon on the opposing team. Which other pokemon is it required for alomomola to run acrobatics? Maybe rillaboom, that's the only other relevant threat I can see it being needed against. Another example of this is great tusk. Before gliscor, it sometimes was using ice spinner. However, when gliscor was allowed in the tier, you had to use it to not get infinitely walled.
TLDR, just because a pokemon can use a move, it isn't the same as having required to use it. If you only have one pokemon to use it against, then that shows signs of an unhealthy mon.
 
It also brings no or almost no positive contributions to the metagame.
No positive contributions to the metagame? Checking the likes of Valiant, cheese Clefable / Cresselia, Kingambit and multiple other setup sweepers with Trick, certain Zama variants, Maushold, Dragonite (if it runs Air Balloon), Hatterene, and screens in addition to being able to act as a status absorber for otherwise lethal status conditions such as Sleep and Paralysis are certainly very positive contributions to the metagame, and I'd argue Gholdengo's ability to make progress in otherwise unprogressable scenarios has also been quite positive. Gholdengo is one of few steels we have with recovery, and the only one that isn't passive as shit. A lot of teams appreciate its utility even if it didn't have Good As Gold as an ability.

I'm not neccisarily agruing against an eventual Gholdengo ban or suspect (at least not anymore), as the survey does indicate enough support for action to eventually be taken. However, A Pokemon can be suspect or banwothy and still bring positive contributions to the metagame. Gliscor, for example, had similar utilities as a Knock Off and status absorber which multiple teams appreciated. There's no need to pretend that Gholdengo doesn't bring positive qualities to the metagame because it absolutely does. If we are suspecting things based off of "bringing few to no positive contributions to the metagame", then why not go after things like Stored Power or Manaphy, which primarily find themselves on cheese squads?

Aside from that, I also don't buy this arguement that HO and Stall are the best playstyles. The best playstyles seems to be BO squads that run Ting-Lu and a legendary bird. Sometimes these squads include Gholdengo, other times, they run Slowking-G instead. I personally haven't been running Tusk on these teams either, but I'm sure more successful players than I have been using Tusk on these styles.

Also don't buy that Gholdengo was the reason Gliscor was banned. I ran Defog Corv in the Gliscor meta and it still had issues removing vs Gliscor teams because of Sticky Barb Clefable, which effectively meant it could never click U-Turn without being worn down. Defog Corv in general would lose the long game to Gliscor + Clef after getting Knocked off, as it would take Stealth Rock damage while those two did not, and would carefully need to manage its Defog PP. Only variant that I believe does not lose is ID / BP / Roost / Defog. Either way, Gliscor's ban has led to several mons that Gholdengo doesn't like to face getting more popular, including Ting-Lu, Heatran (which I believe is still good even w/o Sneasler in the tier), Cinderace, Great Tusk, etc. Garganacl is another mon I've been seeing significantly more with Gliscor banned. Personally, I am not a believer in any other hazard remover suddenly becoming viable w/ a Dengo ban, though they might garner a small niche I suppose.
 
It's moreso that if you don't run acrobatics and a specific tera, alomomola is basically set up fodder for waterpon. Yes, you can switch out, but its still gotten off a swords dance and will likely run away with the game, or at the very least, punch a big whole in your defenses. Before, although you could run acrobatics, not running it wasn't a detriment to alomomola's viability. Now, if you don't run acrobatics, you are simply hoping you don't see waterpon on the opposing team. Which other pokemon is it required for alomomola to run acrobatics? Maybe rillaboom, that's the only other relevant threat I can see it being needed against. Another example of this is great tusk. Before gliscor, it sometimes was using ice spinner. However, when gliscor was allowed in the tier, you had to use it to not get infinitely walled.
TLDR, just because a pokemon can use a move, it isn't the same as having required to use it. If you only have one pokemon to use it against, then that shows signs of an unhealthy mon.

Watching this thread go from "why is someone running Tera flying acrobatics red card on Alomomola, drogas set" to "acrobatics is required on every alomomola due to wellspring, smobon plz ban" in less than a page was really something
 
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So I wanted to make this post for a while so here it is. How is gholdengo still around in OU?

Gholdengo is the most centralizing, metagame warping, and restricting pokemon for teambuilding this entire generation. It all stems from its ability "Good as gold" which makes it immune to status moves. This notably stops defog from being used to clear hazards. Furthermore it is a ghost type so it also stops rapid spin. This has lead to 1 of 4 things being true.
1. You run either Great Tusk or Cinderace as your hazard removal.
2. You run HDBs on pretty much every pokemon
3. You play Hyper offence that does not care about spikes
4. You just lose to gholdengo hazards setup.

No lets address each of these points one by one.

Number 1: You run Great Tusk or Cinderace as your hazard removal. Another option that I should mention is that maushold learns tidy up which also works, maushold is just very weak though defensively. So its not hard to just ko the maushold (it also gets worn down with spikes since it runs wide lens) and then commence your hazard stacks. Furthermore cinderace doesn't work that well either. After you court change your opponent can just set up hazards again and then you got nowhere. Tusk is a decent option since it can threaten gholdengo with both knock off and earthquake so it can often force a switch out. Lastly other options such as cyclizar just do not have enough offensive power to reliably answer ghold. Therefore you basically need to be running great tusk as the only way to remove hazards.

Number 2: Your run 6 HDBs. This is a good option to combat ghold + spikes. And certain pokmeon don't need to run boots like corviknight and cresselia since they take neutral damage from rocks and don't take damage from spikes. This option is however weak to knock off since the opposing player can knock off boots and slowly chip away at your team. This can be minimized with a specific knock off absorber such as corviknight or clefable (MG). You still are required to have a specific knock absorber (corv or clef) as well as losing all of your item slots.

Number 3: Play Hype offense. One of the biggest complaints about this metagame is that it has been too polarized with hype offense on one side and stall on the other side and almost no balance. This is because hyper offense is able to bypass removing hazards by minimizing the need to switch out and the length of the game in general. Furthermore balance or fat is pushed out since they are much more reliant on the items (such as leftovers). By keeping gholdengo around we are continuing to push hyper offence while restricting the viability of balance teams.

Number 4: Just lost to Gholdengo + Hazards. This is an option so I didn't want to ignore it. But ghold has been in the top 5 usage for the metagame for the whole year. Losing too it is just not a realistic answer.

At first I thought gholdengo was just an annoying mon that while unfun was probably not banworthy. However as we keep playing ghold seemed to get more and more banworthy until it reached the point where it is imo the main reason why S/V OU is unfun and unbalanced. Gholdengo checks all the boxes for why the last couple of pokemon have been banned. It restricts team building more than any other pokemon (more than roaring moon, blood moon luna, and gliscor all of which this was a defining reason as to why it got banned). It has no real counters to it. Blissey is the closest one but psyshock gholdengo is becoming more popular as an answer to blissey. Other than blissey the only real counters that can wall it are cm unaware tera clefable and amnesia clodsire. Without gholdengo we free up the possibly for defog to be used on Pokémon like mandibuzz and corviknight as well as other rapid spin users to be viable like quaquaval and cyclizar. We also allow for the usage of items instead of restricting it to just HDBs on all non tusk non hype offense teams. Furthermore another reason BM luna and gliscor got banned was its longevity andit being hard to deal with. Gholdengo gets recover has pretty solid defensive stats and also has this longevity that makes it hard to deal with. And what benefit does having ghold in the meta actually do? Does it have any positives it brings to the metagame?

And I am making this post now because I don't know if it will get banned at this point and if so how long it will be. If the metagame was lasting another month it would likely be next on the list to get looked at but with DLC 2 coming out next month it appears we have paused all tiering actions until the release of DLC 2. And once DLC 2 comes out several pokemon will likely get dropped back down from Ubers to OU such as gliscor, volcarona, etc. Also it is likely that there will be some new/returning pokemon that also need to be dealt with after release. It has also been told that tera will be looked at again once DLC 2 comes out. So it is likely that ghold will not be dealt with any time soon since there will be more pressing issues that will be dealt with first that arise from uber drops along with new pokemon being added to the meta along with the tera discussion.

To sum everything up gholdengo is the most teambuilding constricting pokemon of this generation that requires either great tusk, all your item slots + a knock absorber, or running hyper offense. It puts more pressure on team building than pokemon like BL luna, roaring moon, and glsicor which were all banned and a primary reason for their banning was the pressure on teambuilding. Furthermore it has great longevity with its access to recover which was another major reason for the banning of gliscor and bm luna. Lastly it has no real walls or counters to it since it has access to psyshock for blissey, which is one of the only pokemon that can wall NP+ MIR/Shadowball. It also brings no or almost no positive contributions to the metagame. It checks all the boxes for being an overpowered mon that deserves to be in ubers, massive pressure on team building, no counters and walls, and great longevity. For these reasons it amazes me that somehow gholdengo is still around in this metagame.

I think this is a really good post as to why Gholdengo is a negative influence on the tier all in all. I like the mentioning that Gholdengo really hurts balance structures a lot, which is something that I feel should be considered a lot more as an overall effect on the metagame.

I would like to expand on point 1, however, which even further strengthens the argument for a Gholdengo ban. I want to look at the Gholdengo + spikes setter + Zapdos core that is pretty popular when it comes to hazard stacking.

Here is a sample paste of the core that I feel could be really strong: https://pokepast.es/dcc3f33a64722951

This isn't a perfect example, and I don't have a team that best showcases this, but I have seen these cores pop up a lot more, and when I was playing structures such as balance and bulky offense, these cores really felt incredibly overpowered.

Here's my issue with these cores as a whole:

1. The opponent goes into their hazard setter, which is Ting-Lu in this case, and sets up some hazards. This can be a spike or rocks.

You respond by going to Great Tusk to spin away the hazards. Why wouldn't you?

2. The opponent goes into Zapdos as to not risk their Gholdengo. Yes, this max defense Gholdengo will live a hit, but you can just knock into headlong rush the following turn, and if they switch after getting knocked, they're in range.

Great Tusk successfully gets the hazards off, for now. You lose tempo, but at least teams like these cannot punish you too hard with momentum advantage. Seems fine, right?

3. Over the course of a game, steps 1 and 2 repeat until Great Tusk inevitably gets paralyzed by the static Zapdos.

This doesn't seem like too much of a problem, but this is where the problems start occurring.

4. The hazard setter, Ting-Lu, switches in to get hazards up.

You, again, go Great Tusk to get the hazards off.

5. The opponent either goes into...

a) Zapdos to respond to Great Tusk and threaten it with a hurricane

or b) a full health Gholdengo; Gholdengo outspeeds your Great Tusk now, so this isn't a horrible idea because you can kill it with a make it rain after it headlongs or just recover off the knock off.

For the situation of a), you get the spin off and you are safe. All is well, right?

For the situation of b), you get the headlong off, but because Gholdengo outspeeds you, you need to retreat into something in order to take the attack. You have to deal with hazards for a couple of cycles, but this is only one layer, so it shouldn't be that bad, right?

6. If a) occurred last time, the opponent follows this cycle until, you guessed it, Great Tusk gets paralyzed! Now, you lost your spin chance and your opponent can put even more pressure on you, especially since Great Tusk is slower than almost the entire opposing team. If b) occurred last time, this is even worse, because now the layer on your side is too difficult to get rid of. This is a scary situation to be in against a pretty bulky team. If the opponent even wants to do so, the opponent can try to get even more layers with Ting-Lu (some rocks, for example) and attempt to sack the Gholdengo, going for game with Zapdos + pivot wear down.

This is my problem with Gholdengo. Even if you have the mon that is literally marketed to beat Gholdengo structures, against hazards, Great Tusk is simply forced to spin until it literally gets full stopped and you succumb to hazards.

Now, this is just a sample situation and, consequently, does not always result in the hazard stacker winning. If you have a mon that can punish bulkier structures like these ones in particular, you still have chances. However, these teams aren't always full stall or even necessarily balance; these structures can be what I like to isolate as just "hazard stack," where the opponent has the hazard stack core and anti-offense countermeasures, such as a Dragonite or an Iron Valiant, just to set an example.

What this translates into is a situation where realistically, you cannot get hazards off, even with one of the only hazard remover that can dream of getting hazards off consistently. Yes, Maushold exists, but that gets earthquaked on the switch by Ting-Lu until it goes down. Hatterene also exists, but it struggles to Samurott-Hisui.

Now, my last way to (hopefully) simplify everything in a way that all players would be able to easily understand and relate to is by comparing it to ice spinner during the Gliscor meta. If Great Tusk wants to remove hazards in the face of said cores, you would likely either need protective pads + wish support or head smash and pray the Zapdos is not max defense. Or, looking at a more viable solution that more balanced (and fatter) teams use, we get heavy duty boots spam, the good ol' item that pisses off low ladder players due to the fact that there is no item clause and/or heavy duty boots ban.
 
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Now, if you don't run acrobatics, you are simply hoping you don't see waterpon on the opposing team.

I don't like this logic to claim that something is broken. This can happen in a lot of situations, alomomola is a passive mon with a very tunneled moveset, of course it's gonna be a bit of a sitting duck in some matchups.
Also alomomola isn't even meant to deal with waterpon in the first place? Thats a grass type w good attack dog. Drop acro, run an actually useful move and get a waterpon counter
 
No positive contributions to the metagame? Checking the likes of Valiant, cheese Clefable / Cresselia, Kingambit and multiple other setup sweepers with Trick, certain Zama variants, Maushold, Dragonite (if it runs Air Balloon), Hatterene, and screens in addition to being able to act as a status absorber for otherwise lethal status conditions such as Sleep and Paralysis are certainly very positive contributions to the metagame, and I'd argue Gholdengo's ability to make progress in otherwise unprogressable scenarios has also been quite positive. Gholdengo is one of few steels we have with recovery, and the only one that isn't passive as shit. A lot of teams appreciate its utility even if it didn't have Good As Gold as an ability.
Rotom also gets trick and does the same thing. As for checking things like valiant outside of trick, that is fair but being a check for another major pokemon often runs into the argument that broken checks broken. Also being immune to status I feel is something that pushes it over the edge as a negative not a positive, but I can see the argument for both. And as for teams appreciating its utility, I think that is irrelevant if we determine its ability makes it broken and the metagame unhealthy.

I'm not neccisarily agruing against an eventual Gholdengo ban or suspect (at least not anymore), as the survey does indicate enough support for action to eventually be taken. However, A Pokemon can be suspect or banwothy and still bring positive contributions to the metagame. Gliscor, for example, had similar utilities as a Knock Off and status absorber which multiple teams appreciated. There's no need to pretend that Gholdengo doesn't bring positive qualities to the metagame because it absolutely does. If we are suspecting things based off of "bringing few to no positive contributions to the metagame", then why not go after things like Stored Power or Manaphy, which primarily find themselves on cheese squads?
I made a point that it brings little positive, along with a lot of negatives which I outlined in my post. Does manaphy have restrict team building as much as ghodengo? No. Does it have great recovery and longevity? No. I made 4 or so main points about why it should be banned (none of which where that it brings nothing positive). Those are the reasons I am arguing it should be banned.

Aside from that, I also don't buy this arguement that HO and Stall are the best playstyles. The best playstyles seems to be BO squads that run Ting-Lu and a legendary bird. Sometimes these squads include Gholdengo, other times, they run Slowking-G instead. I personally haven't been running Tusk on these teams either, but I'm sure more successful players than I have been using Tusk on these styles.
So ghold hazard stack, the team I am talking about, is the most common team. This I feel like supports my argument. So we have tusk teams, hyper offense teams, stall teams, and ghold stacks teams. I of course did not talk about hazard stacks teams being super popular and viable because I was addressing non ghold teams in my post since I was talking about what gholdengo does to the metagame. The hazard stack ghold team imposes these constraints so it of course must exist. But the fact that you said the best playstyle is ghold hazard stacks seems to further my point about what ghold does to the metagame and that something should be done.

Also don't buy that Gholdengo was the reason Gliscor was banned. I ran Defog Corv in the Gliscor meta and it still had issues removing vs Gliscor teams because of Sticky Barb Clefable, which effectively meant it could never click U-Turn without being worn down. Defog Corv in general would lose the long game to Gliscor + Clef after getting Knocked off, as it would take Stealth Rock damage while those two did not, and would carefully need to manage its Defog PP. Only variant that I believe does not lose is ID / BP / Roost / Defog. Either way, Gliscor's ban has led to several mons that Gholdengo doesn't like to face getting more popular, including Ting-Lu, Heatran (which I believe is still good even w/o Sneasler in the tier), Cinderace, Great Tusk, etc. Garganacl is another mon I've been seeing significantly more with Gliscor banned. Personally, I am not a believer in any other hazard remover suddenly becoming viable w/ a Dengo ban, though they might garner a small niche I suppose.

I'm not sure if this was directed to my post or not, but I intentionally never mentioned ghold being the reason gliscor was banned. I highlighted similarities between the two like them both having longevity and both constricting team building but I didn't mention ghold as a reason gliscor was banned.
 
? No? This is just what teambuilding is, you have to choose moves that deal with relevant meta threats.
yes, threats. plural. you have a point with the red card and the tera type, but what is alomomomomola running acro for besides waterpon? rilla and meow can't realistically break through tera flying without acrobatics, because of scald. hell, acro doesn't even beat waterpon if the red card's not consumed because waterpon can just sd, eat your weak acro, and then severely chunk you and simultaneously switch out before you can hit her with a strong acro. in fact, an unchipped waterpon can sd twice and then ohko with tera ivy cudgel (i'm assuming alomomomola is tera'd here), which avoids the red card. now you've lost your waterpon lure and you're up against a +4 tera'd waterpon, good luck. acromola isn't even good against the single thing it's run for, so what's it doing on a sample team?
I can't even facetiously ask "should Meowscarada be banned?" or use the example "in previous gens you ran specific hidden power types to hit certain Pokémon, should they be banned?" because you're so comedically trigger happy with advocating for bans that you'd probably say yes.
if you're not "trigger-happy with advocating for bans" in gen 9, you're not paying attention. it's been a year of the fastest action the council could realistically give and this meta is still unbalanced as fuck. why are people insisting we slow down and ban less when every action so far, except arguably volc, has been timely, necessary, and decided by the community, and several bans are long overdue?
 
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acromola isn't even good against the single thing it's run for, so what's it doing on a sample team?

I personally think the set in the sample is... mid, for a lack of a better word. It's not a bad team, it's just that Alomomola set is... not it? I think wish + protect is too good on Alomomola to use and, to be fair, it feels like a surprise set, which gets a lot less value when it's on a, well, sample team.

I do think acrobatics has some merit as a way to hit Ogerpon-Wellspring on the switch, but it shouldn't be the main Ogerpon-Wellspring counter like you said.

That being said, I really hope this thing goes at some point, this thing really has little to no counters. Even Amoonguss hates knock off or, as a move that is barely (but still) ran, drops to a zen headbutt. It's fine for something to not have a hard counter to it, but it isn't when it chains kills on you if you guess wrong.
 
yes, threats. plural. you have a point with the red card and the tera type, but what is alomomomomola running acro for besides waterpon? rilla and meow can't realistically break through tera flying without acrobatics, because of scald. hell, acro doesn't even beat waterpon if the red card's not consumed because waterpon can just sd, eat your weak acro, and then severely chunk you and simultaneously switch out before you can hit her with a strong acro. in fact, an unchipped waterpon can sd twice and then ohko with tera ivy cudgel (i'm assuming alomomomola is tera'd here), which avoids the red card. now you've lost your waterpon lure and you're up against a +4 tera'd waterpon, good luck. acromola isn't even good against the single thing it's run for, so what's it doing on a sample team?

if you're not "trigger-happy with advocating for bans" in gen 9, you're not paying attention. it's been a year of the fastest action the council could realistically give and this meta is still unbalanced as fuck. why are people insisting we slow down and ban less when every action so far, except arguably volc, has been timely, necessary, and decided by the community, and several bans are long overdue?

You are still describing what a Lure Set is, and that's the function of that Alomomola set. To prompt someone to say "hehehe Alomomola is setup fodder for Wellspring" and lose their Ogerpon. Alomomola is on plenty of structures that do not run Acrobatics on it, calling it "a liability without acrobatics" is such a ridiculous blanket statement

"slow down and ban less" are not even the same statement. One can agree with the statement "the current (read: mostly as of teal mask) rate of tiering surveys does not allow sufficient time for counterplay to develop or for informed votes to be cast on tiering surveys" without necessarily asserting that any of the bans were "wrong" or "mistakes" - hell I would say the strongest negative feeling I have about a past ban is "unsure." This is especially relevant in Gen 9 due to Tera, the way Tera trends change weekly (if that) force viability to radically ebb and flow. It's true that Gen 9's release schedule has meant this in practice leads to less tiering action overall, but it's undeniable it leads to more informed and vote results.

More bans has not always equaled a more balanced metagame either as we saw from Gliscor's ban immediately making 2 playstyles near-unviable and Volcarona's ability to offensively and defensively check many Pokémon being sorely missed by many players, even debatably being the domino that began this so-called ban wave. We also cannot blanket apply the logic "if the power level is lowered it will be easier to find balance" as the new Ubers UU has so much more balance (eg more archetypes more viable) than our tier even if it's a bit centralized around a few threats. In fact there has been no correlation between number of bans and balance of tier in the history of Smogon OU.

There's also the matter, and this is too large a topic for this post, of council members and YouTubers reaching "niche internet micro celebrity" status and being able to seriously influence public opinion and suspect/survey votes by being emphatic about a point of view online, as well as the "poppification" of competitive Pokémon leading to a greater rate of uninformed takes/unverified information being passed around through YouTube comments and Reddit, leading to a less informed playerbase overall, and that's sort of what I believe is at the heart of the current outcry against Gholdengo (especially with regards to hazards!) and Kingambit specifically. I also feel "Roaring Moon is broken" was an opinion the playerbase was largely pushed into, as we have seen metagame conditions exist where it's not a broken Mon, even though it may have been the most dangerous Pokémon by far those 2 weeks. At some point "tiering policy dictates we must view pokemon only through the lens of the current metagame" has its limits in how useful it is in reaching a balanced state.

And yes all Pokémon named in this post deserve suspects (except maybe Kingambit.) Two week suspects that give us the time and space to determine whether they are truly an issue and if we'd be better off without them. And often the answer is yes! I will never call the Walking Wake suspect a "waste of time" or "failure" like some, that exploration of the team being spammed that week was exactly what the playerbase needed
 
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I don't like this logic to claim that something is broken. This can happen in a lot of situations, alomomola is a passive mon with a very tunneled moveset, of course it's gonna be a bit of a sitting duck in some matchups.
Also alomomola isn't even meant to deal with waterpon in the first place? Thats a grass type w good attack dog. Drop acro, run an actually useful move and get a waterpon counter
I'm not saying that waterpon is broken, I'm more saying that if you don't want to be completely useless against waterpon, you have to run acrobatics. Alomomola isn't meant to deal with waterpon is fair, but if you are giving free entry to a powerful attacker, you have to cripple/chip it in some way. Frankly, despite its passivity, Alomomola is able to threaten a lot of pokemon with scald burns. Removing waterpon is something that greatly benefits the big fish.
TLDR, you're right but I'm not argueing that waterpon is broken right now, just that being setup fodder to one of the best pokemon in the tier is undesirable, but that you can eleviate this with acro.
 
I really don’t think banning gholdengo is really going to have the effect on the hazard problem that people think it will. Our hazard setters vastly outclass all forms of removal rn. I don’t think the two or three at most removal options suppressed by gholdengo are really going to change the hazard meta
Although you are right that our problems aren't going to be instantly solved by banning ghold, it will at least give us a few more options. Both corviknight and manibuzz will find it a lot easier to defog, which is especially good for corviknight as it is already used a lot. Our mission should be to get the metagame into the balanced/fun position it can be, and banning gholdengo would help. Small steps forward are still steps, no matter how big they are, and should be taken for the health of the metagame.
 
Iron Moth is very good

Iron Moth Use Fiery Dance and constantly gain buffs

Iron Moth Use booster Energy and outspeeds non scarfed or booster speed Pokemon

Iron Moth uses energy ball and Psychic and Sludge

Iron Moth uses cool glasses to break walls

Iron Moth Uses substitute to deal damage behind a wall

Iron Moth is a very good offensive pokemon
 
Iron Moth is very good

Iron Moth Use Fiery Dance and constantly gain buffs

Iron Moth Use booster Energy and outspeeds non scarfed or booster speed Pokemon

Iron Moth uses energy ball and Psychic and Sludge

Iron Moth uses cool glasses to break walls

Iron Moth Uses substitute to deal damage behind a wall

Iron Moth is a very good offensive pokemon
Iron Moth loses to heatran

Heatran runs earth power to fuck Iron Moth

Iron Moth must run bad sets to beat heatran

Heatran is a very good pokemon

Heatran cannot hit a fire move to save its life
 
I really don’t think banning gholdengo is really going to have the effect on the hazard problem that people think it will. Our hazard setters vastly outclass all forms of removal rn. I don’t think the two or three at most removal options suppressed by gholdengo are really going to change the hazard meta
To be fair yeah, but also what little hazard control we have will become a lot better, especially spinners since dragapult doesn't have much longevity
 
I really don’t think banning gholdengo is really going to have the effect on the hazard problem that people think it will. Our hazard setters vastly outclass all forms of removal rn. I don’t think the two or three at most removal options suppressed by gholdengo are really going to change the hazard meta
One thing that I would like to just put out here, is that I think unless we get a defog tm (GF PLEASE) thats always gonna be the case. But when you have gholdengo gone and out of the tier, then
1. There is less stress on the hazard control aspect of teambuilding (less of a need to always run great tusk) and
2. The whole new improvement is that the hazards get removed in the first place.

You can never bring a defog corviknight and expect it do actually use the move at the moment, because you are essentially match-up fishing against hazard stacking teams without gholdengo. With gholdengo in the tier you have to work three times as hard just to click defog, going through all the effort to remove it, which, by the way, the opponent can just deny through good play.
But without Gholdengo, then suddenly you can actually use and bring defog in the first place. The rocks and three layers of spikes that the opponent worked so hard to set up over the course of 4 turns gets removed in 1. Yeah they can always just set up the rocks, but thats a huge weight off your team's shoulders. They'll have to spend at least one turn getting up rocks if their setter is already on the field, and you get the opportunity to switch in your weak revenge killing mon that would've died taking 34.5%. That's the thing that Gholdengo's ban would fix. I would take removing hazards just for them to be set again over never being able to remove them in the first place. In the Gholdless scenario, you actually gain some semblence of momentum from clicking defog, as you can then switch safely. With Gholdengo, the move gets blocked, you switch out, and great tusk takes 25% to spikes and dies to make it rain.

And it's not like the hazard setters of the tier lure in and kill our defoggers (other than heatran and sandy shocks actually), and defog corviknight also can use pressure to just PP stall stealth rock / spikes, so it's not like it loses the war of attrition. TLDR, Gholdengo actually does have an effect on the hazard problem, as you are unable to bring anything that removes hazards other than great tusk, who, again, gets worn down over the course of the game.
 
Iron Moth loses to heatran

Heatran runs earth power to fuck Iron Moth

Iron Moth must run bad sets to beat heatran

Heatran is a very good pokemon

Heatran cannot hit a fire move to save its life
Heatran Loses to Zamazenta

Zamazenra uses Close Combat to Heavily screw over Heatran

Heatran Needs burn to counter Zamazenta

Iron Defense Zamazenta body presses Heatran into Oblivion

Zamazenta is a very good pokemon
 
Heatran Loses to Zamazenta

Zamazenra uses Close Combat to Heavily screw over Heatran

Heatran Needs burn to counter Zamazenta

Iron Defense Zamazenta body presses Heatran into Oblivion

Zamazenta is a very good pokemon


Zamazenta loses to Sableye

Sableye uses encore to Heavily Screw over Body Press Zamazenta

Zamazenta has to read a switch-in with Crunch

Sableye burns Zamazenta into oblivion and recovers off damage dealt

Sableye is a very good Pokemon
 
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