Metagame SV OU Metagame Discussion v4

In my opinion OU feels pretty balanced compared to how it was during DLC1. So far it feels like the only Pokemon that should be suspected are Enamorus, Gholdengo, and Kingambit.
Also has anyone found any use for Upper Hand? It sounds way too situational to be useful.
 
This just in; local idiot learns Electro Shot grants you a SpA, even if it hits a Ground Type or hits Protect.

Archaludon is such a rad edition. Glad Rain got something to play with. Patches up a lot of stuff for the archetype.
Archaludon is heat, need to build with him ASAP, especially in Pokebilities and STABmons, as well as OU, like Rain may be back,
 
anyway, now that i've made the funny post i wanted to make, let me make a serious post about a mon that i think will not end up being very relevant:

i've been in multiple discussions about :deoxys-defense: and it seems pretty polarizing—some people think it'll be great, some people think it'll be terrible, and no one seems to fall anywhere in between. i personally think deo-d will be bad as things currently stand, and here's why:
  • first off, the terrible defensive typing undercuts its bulk a lot, especially in a meta with so many good dark-type and ghost-type breakers and setup sweepers
  • deo-d is passive as fuck and can easily be exploited by setup sweepers, even with access to what utility it has
  • said setup sweepers include np ghold, gambit, and now darkrai. here's how that goes for deo-d:
+2 252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 252+ Def Deoxys-Defense: 320-380 (105.2 - 125%) -- guaranteed OHKO
+2 252 SpA Gholdengo Shadow Ball vs. 252 HP / 252+ SpD Deoxys-Defense: 272-324 (89.4 - 106.5%) -- 37.5% chance to OHKO
+2 252 SpA Darkrai Dark Pulse vs. 252 HP / 252+ SpD Deoxys-Defense: 276-326 (90.7 - 107.2%) -- 43.8% chance to OHKO
note that this theoretical deo-d has maximum investment in both defenses, so in practice these matchups may be even harder depending on investment​
  • tera fairy helps it somewhat, but ghold and gambit frequently carry steel stab and darkrai will probably be running sludge bomb a fair amount
  • the literal only thing it can do against ghold is knock off. after this, it can make no meaningful progress against ghold and is always forced out by it. yes, ghold will likely take spikes damage on switch-in, but recover helps a lot with that. having only knock off as an option against ghold didn't work out well at all for mandibuzz and i can't see it working too well for deo-d
  • it can taunt gambit or twave darkrai, but gambit can cleanly 2hko with no boosts so deo has to play taunt/recover mindgames, it has to risk being flinched against darkrai, and it can't cover them both at once
  • luring out gambit and chipping it early is generally valuable, but deo-d isn't doing much in the way of chip unless it sacrifices one of spikes/recover/knock/twave/taunt/skill swap/teleport/whatever. knock is the best option it has to make progress, and sure, that's progress, but deoxys generally dies in that matchup so you arguably lose more than you gain
  • its matchup against gliscor is nonexistent unless you want to slot in ice beam or skill swap. this isn't quite as bad for deo-d as it is in natdex-based metas because gliscor no longer has defog to undo all deo-d's progress, but it's still a pain in the intergalactic ass
  • weavile! weavile is an awful matchup for deo-d thanks to its hard-hitting knock off, and now that it's gotten triple axel back, it's likely to return to its former ou glory. [note: this matchup has occurred fairly frequently in last gen's natdex, which is normally not a good indication of present matchups. however, i feel more than comfortable saying this matchup is bad for deo-d in this format too, since weavile has regained its most meaningful tools and deo-d has lost some of its own]
  • deo-d will likely have about as bad of a time against roaring moon as it does against weavile
  • regen cores. even with spikes up and access to knock off, these are a massive fucking annoyance for deo-d. not only do we already have glowking, amogus, alomomomomola, pex, and torn-t, we also just got a new regenerator mon in hydrapple—among others, hydrapple + glowking seems like it could be a decent core. and we got reuniclus, but that's using magic guard anyway
  • i'm going to be extremely generous here and say it "faces competition" as a bulky spiker from ting-lu and gliscor. i personally would go so far as to say it's outclassed almost entirely by these two, but some people think differently because it's got recover and a better matchup against tusk. this is true, although gliscor can contend very well against tusk if you can play around ice spinner and has a slightly less reliable but way more annoying recovery option
  • one of the arguments i saw in favor of deo-d was that "it absorbs future sight", which ting-lu does literally infinity percent better
  • it's directly outclassed by cresselia in many—in fact, i would even say most—of its non-hazard/knock roles, especially since recover lost its pp advantage over moonlight
  • speaking of recover pp, only 8 of them means that it can't stall out strong attacks with 16 or more pp as easily as it used to
  • obligatory mention that it gets shut down by plenty of normal stallbreaking stuff like encore, taunt, and choice trick
  • at a glance, cosmic power + stored power seems like it could be extremely annoying to break through, but it just takes way too long for stored power to scale enough to start doing actual damage, which allows the opponent ample time to bring in a setup mon and out-setup deoxys with something that gives you +2. and it's hard-walled by dark-types because it doesn't get body press or anything besides stored power that actually deals damage. basically, total kingambit/darkrai/weavile/roaring moon bait
  • being able to viably run teleport is cool and all, but looking at its performances in natdex, it doesn't seem like anyone has been running that in practice. i'm not sure exactly what the reason is for that, so i don't know whether that will translate over to regular ou, but it seems worth mentioning
  • i expect deo-s to be really good, and species clause prevents you from running them both
does anyone else have thoughts about pokemon that they don't think will pan out?
Well Metagross is one. Metagross is one of the lowest tier Pseudos for a reason. While at first its Steel Typing feels like it can only mean good things, being a pychic type really kicks its knees in, especially with Chien Pao running Focus Sash or Sucker Punch to counter Bullet Punch. And without something like Technician which gives Scizor its viability, Bullet Punch actually doesn't do crap on Metagross. Also with Metagross's speed tier, and amount of Sun teams running around thanks to Paradox, its pretty liable to being squashed by Gouging Fire, which I bet is gonna be EVERYWHERE. Its a bad time to be steel or Ice unless you're Kyurem or Baxcalibur.
 
I’ve been hitting the gym teambuilder and done some experimentation. Specifically for Serperior, cause I discovered a set that might actually be worth it. Specially Defensive Serperior.

IMG_2134.gif

@ Leftovers
Ability: Contrary
Tera Type: Ground/Fire/Ghost/Water
EVs: 252 HP / 144 SpD / 112 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Glare
- Leaf Storm
- Tera Blast/Leech Seed

Or

@ Leftovers
Ability: Contrary
Tera Type: Ground/Fire/Ghost/Water
EVs: 252 HP / 208 SpD / 48 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Glare
- Leaf Storm
- Tera Blast/Leech Seed​

The main concept of this set is for Serp to more effectively and consistently get up a Glare vs a majority of the special attackers in the tier. Making it good into several lead matchups. The added bulk makes it more difficult to threaten KOs or break its Sub, thus making it easier to spread para and snowball.

At full it eats a Valiant Moonblast, Specs Draco from Pult, Scarf Enam Moonblast, LO boosted Sludge Bombs/Ice Beams from Darkrai, Zapdos Hurricanes, and even a Bug Buzz from Volc (sometimes with a layer of spikes btw).

252 SpA Volcarona Bug Buzz vs. 252 HP / 144 SpD Serperior: 272-324 (76.8 - 91.5%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Volcarona Bug Buzz vs. 252 HP / 208 SpD Serperior: 258-306 (72.8 - 86.4%) -- guaranteed 2HKO after 1 layer of Spikes and Leftovers recovery


The speed evs differ from set to set. The former spread lets Serp speed creep Kyu while the latter speed creeps Defensive Zapdos.

Stellar is obviously a good option on Serp, but preferably I’d go for defensive Teras like Ground, Fire, Water, or even Ghost.
 
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Well Metagross is one. Metagross is one of the lowest tier Pseudos for a reason. While at first its Steel Typing feels like it can only mean good things, being a pychic type really kicks its knees in, especially with Chien Pao running Focus Sash or Sucker Punch to counter Bullet Punch. And without something like Technician which gives Scizor its viability, Bullet Punch actually doesn't do crap on Metagross. Also with Metagross's speed tier, and amount of Sun teams running around thanks to Paradox, its pretty liable to being squashed by Gouging Fire, which I bet is gonna be EVERYWHERE. Its a bad time to be steel or Ice unless you're Kyurem or Baxcalibur.
or Archaludon, who thrives in the Rain
 
Well Metagross is one. Metagross is one of the lowest tier Pseudos for a reason. While at first its Steel Typing feels like it can only mean good things, being a pychic type really kicks its knees in, especially with Chien Pao running Focus Sash or Sucker Punch to counter Bullet Punch. And without something like Technician which gives Scizor its viability, Bullet Punch actually doesn't do crap on Metagross. Also with Metagross's speed tier, and amount of Sun teams running around thanks to Paradox, its pretty liable to being squashed by Gouging Fire, which I bet is gonna be EVERYWHERE. Its a bad time to be steel or Ice unless you're Kyurem or Baxcalibur.
finally, we have learned to outsmart BOOLET :row:
 
now darkrai dies way too easily to even be a threat without scarf, and scarf sets don't do NEARLY enough damage; anything remotely defensive, including pdef dondozo, completely counters it, and it doesn't do enough damage even to offensive pokemon to be considered as a good revenge-killing option. For instance, it only 3HKOs Garchomp + Gouging Flame and fails to KO pdef Ghold.

I don't think Scarfkrai is bad as you make it out to be. One of the best things about Scarfkrai is its supreme Speed tier. It is fast enough to outspeed +1 Roaring Moon alongside Booster Speed Valiant and most notably, Booster Iron Boulder. If Specs Darkrai wasn't KOing things, it would be a problem, but Scarfkrai's utility comes down to what it can outspeed. It will need most opponents to be weakened before it can cinch a KO (unless it's a super effective move), but a majority of Scarfed revenge killers (that aren't privileged Booster cleaners) need this too.
 
i actually kind of like this more because it gives me a way clearer idea of where i fucked up when i watch my replays so i can get a better idea of what not to do next time. it's a lot easier when it's something like "oh, yep, there it is, i mispredicted the eq on turn 29" instead of "oh yeah, i clicked a second toxic spikes on turn 12 which allowed their breaker to come in on turn 78 and kill two mons instead of one because it was at 7% hp on switch-in and would have died to regular poison in one turn but lived because it was toxic"

Excellent point. There's obviously some moves in pokemon that are good (like clicking psychic w/Zam on a last pokemon Keldeo in gen 5) or bad (clicking focus blast instead). But the vast majority of moves aren't that clear cut. That's why I like the term "progress" a lot more. If I sac my zapdos to deal heavy damage to dengo (e.g. functionally dead after rocks), I would be making progress if my entire team was ripped apart by it. However, if I had amoongus, Ting-lu, and gambit in the back, that trade would not be making progress, because I would have traded Zap for a mon that I likely could have handled. The issue is when those differences (e.g. 12% from spin on tusk) become game changing differences (needing to handle +2 Gambit IH), and that, coupled with Tera, is my biggest issue w/the past SV metagame.
 
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*cries in TF2 Heavy* but seriously, Its not a fun time to be a Steel type rn, unless you are Archaludon, in which case your life is pretty poggers, or even pepega (that is a Max0r joke btw)
:gholdengo::heatran::kingambit:
:excadrill::iron crown::skarmory::scizor:
(I was going to do that spongebob meme with the potatoes (I think they are potatoes) but I can't figure out how to do it.
That seems like too much investment into Atk just so you can do 10% more to Gholdengo. Especially when Gholdengo rarely is at full health.
It was a joke (ish) post anyway, and I have modified it with my ability Pedantic (I.E: concerned with minor details) to show the thing isn't really that serious, :gholdengo: is likely to take chip as you say, sorry. Sorry for a pretty late reply, long day.
 
Finally got around to building an Archaludon team, and I've got to agree that it's an amazing addition to the tier. It's basically Mudsdale and Hoodra rolled into one (two of my favorite lower-tier defensive 'mons), but with a functional speed tier. Dragon/Steel's resistance profile is much friendlier to crappy special bulk than to average physical bulk, and Stamina makes it less painful to invest into SpD, which offers significant gains. I will say, that even with STAB, I've much preferred Roar to Dragon Tail. There are too many 'mons running Sub right now and too many things that like to click Tera Fairy for Dragon Tail to be reliable (plus that 90% accuracy thing). The set I've been rocking:

Archaludon :archaludon: @ Leftovers
Ability: Stamina
Tera Type: Fighting
EVs: 188 HP / 16 Def / 252 SpD / 52 Spe
Bold Nature
IVs: 0 Atk
- Protect
- Body Press
- Dragon Pulse | Flash Cannon | ???
- Roar

(52 Spe outruns the rare Jolly base 50, 16 Def with a Bold nature is just a tiny bit of min/maxing, trading 4 points of HP for 5 points of Def).

Archaludon loves pairing with any Flying type defensively. Something like T-Spkes Gliscor would be a particularly nasty partner to this set, but I've also enjoyed running Archaludon with SpDef Moltres (who appreciates Archaludon's ability to eat water and rock attacks). Moltres feels really good right now, in general, offering a reliable switch-in against Volcarona (until it starts running Tera Water again), Serperior, Iron Valiant, Enamorus, Skarm, Gholdengo, and plenty more in one slot.

In particular, I will probably always love this weird, mixed slow pivot set that's a variation of what I ran up and down UU while Iron Hands was legal there:

Moltres :moltres: @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Dragon
EVs: 208 HP / 56 Def / 216 SpD / 28 Spe
Sassy Nature
- Roost
- Flamethrower
- Brave Bird
- U-turn

Investing in speed with a negative nature may seem weird, but you're sacrificing 7 stat points instead of 20+ in another stat that you're using in order to creep 252 Adamant Gambit. Having both Flamethrower and Brave Bird at your disposal improves your ability to make progress against defensive switch-ins (Gliscor takes 40% from Flamethrower while Glowking takes 40% from Brave Bird, for instance). No Wisp because Flame Body is good enough on a SpDef set where you'll mostly only be switching into resisted physical attacks, anyway.

Other notes from laddering in the 17/1800s:
High Ladder is, indeed, pretty monotonous right now. At <1800 ELO, you'll see all kinds of stuff getting played, but I feel like 80% of the folks I've run into with >1800 ELO are running hazard stacking balance.

I definitely see why some folks think Kyurem is a problem. Specs is so powerful that you need to either sac and hope you get some information or commit hard, which makes its changeups (Sub, Loaded Dice, even Scarf) that much more devastating. And then, of course, we've got the eternal Tera problem to make it that much worse. It's probably public enemy #1 right now, and I'm not sure anything else is close or if Kyurem is even supressing anything else (maybe Roaring Moon as an alternative Dragon, but there's a lot less role overlap there than there was with Bax).

Scarf Darkrai is a joy. No pivoting or protean means it's probably not quite as good as Scarf Meow was in previous metas (especially pre-Home), but it's really made by having the coverage options to potentially hit the rest of the speed control in the tier SE. Suffers a little bit from really needing to run Trick (and leaving some coverage option on the shelf) to not be useless into fat teams, but Trick is also really useful into fat teams, so...

Finally, Flip Turn 'Mola still feels really good if and only if you can use it as a hub to bring other pivots in and out. Every time I build a team that uses it well, this is what my brain does:
JamieTarttAlomomola.jpg

You're welcome and I'm sorry.
 
I don't think Scarfkrai is bad as you make it out to be. One of the best things about Scarfkrai is its supreme Speed tier. It is fast enough to outspeed +1 Roaring Moon alongside Booster Speed Valiant and most notably, Booster Iron Boulder. If Specs Darkrai wasn't KOing things, it would be a problem, but Scarfkrai's utility comes down to what it can outspeed. It will need most opponents to be weakened before it can cinch a KO (unless it's a super effective move), but a majority of Scarfed revenge killers (that aren't privileged Booster cleaners) need this too.
Darkrai with Scarf is a really great revenge killer and the Iron Boulder answer everyone has been asking for this whole time. Outspeeds every Booster Speed mon and has a great matchup against most of them. Base 135 Sp.A is more than enough to threaten to KO basically all of them too, provided you get one or two layers of Spikes up in the most hazard-infested meta to date, so it's practically a given. Dark Pulse/Sludge Bomb/Tera Blast Fairy is all the coverage you'll ever need, and you can even slot Trick in there. I think the Nasty Plot/LO set is probably the overall strongest, but Darkrai's utility as a Scarfer shouldn't be underestimated. I think a lot of people kinda sleep on it because of the "mid legendary" sentiment being shared early on but I still think Darkrai has a lot of potential people are sleeping on.
 
could i have, though? i haven't really seen iron crown making any waves. in fact, i haven't really seen iron crown, period. i legitimately have no idea what it even does
E-force and sashes. In an unrelated topic, why have so many mons gotten eforce? It feels like it has gone from 4 to 5000000000000 or something. I'd expect psyspam to be at least a bit better now, considering how many new and old mons have it now and how it was niche, but had some value even before this.
they're dirty diapers
Oh. Oh. Ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhh.
 
With all the new toy syndrome and the ban talk flying everywhere, I found a pokemon with a very good niche in the tier as a stat dropping, status spreading, SpDef pivot in everyones favorite doubles hellraiser:

:ss/incineroar:
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Parting Shot
- Will-O-Wisp
- Fire Punch

Incineroar's special bulk is nothing to scoff at, and combined with Knock Off, Parting Shot, and Will-O-Wisp, I believe Incineroar has been really close to viable in OU in previous gens, but tera is what finally gives it the edge it needs. Fire/Dark is an okay typing, but ground and fighting type moves are EVERYWHERE, but Tera Water means Incineroar can function as a horribly effective bulky water pivot burning incoming Great Tusk and any other physical attacker who thinks they can take it on, and parting shot setup sweepers who try and get in. Knock provides incredible utility, and 115 base attack is just enough to not be seen as too passive, as no attack investment still means 115 base attack Knock Offs and Fire Punches to put a dent in enemies, or provide great utility in item removal.

The biggest issue Incineroar still faces is lack of recovery, but I found pairing it with a solid wish passer like :alomomola: or :clefable: can allow multiple wish pass swaps and constant debuffs as you pivot in and out being the most annoying thing known to man.

Things you can beat up with an incineroar:
:gholdengo: Doesn't stand a chance, resists both stabs pre-tera, and just destroys it. Too much bulk and attack for Ghold to handle.
4 Atk Incineroar Knock Off (97.5 BP) vs. 0 HP / 0 Def Gholdengo: 248-294 (78.7 - 93.3%) -- guaranteed 2HKO
252+ SpA Choice Specs Gholdengo Make It Rain vs. 252 HP / 252+ SpD Incineroar: 126-149 (31.9 - 37.8%) -- 94.1% chance to 3HKO

Even a Specs Focus Blast is only a roll, and most will not want to risk the roll for getting Knocked:
252+ SpA Choice Specs Gholdengo Focus Blast vs. 252 HP / 252+ SpD Incineroar: 338-398 (85.7 - 101%) -- 12.5% chance to OHKO

:great-tusk: The aforementioned tusk will always think its at an advantage, especially on leads, but the moment tera water and will o wisp comes out, Tusk goes from thinking its at an advantage, to being almost dead weight for the remainder of the match.
252 Atk Great Tusk Headlong Rush vs. 252 HP / 0 Def Tera Water Incineroar: 216-255 (54.8 - 64.7%) -- guaranteed 2HKO
-1 252 Atk Great Tusk Headlong Rush vs. 252 HP / 0 Def Tera Water Incineroar: 144-171 (36.5 - 43.4%) -- guaranteed 3HKO
-1 252 Atk burned Great Tusk Headlong Rush vs. 252 HP / 0 Def Tera Water Incineroar: 72-85 (18.2 - 21.5%) -- possible 5HKO
lmao

:roaring-moon: Same deal with Tusk, believes it can win as Knock Off isnt boosted because of Booster Energy already being used, so they just Dragon Dance believing they've won before getting Will-O-Wisp'd and Parting Shot to become a worthless burned +0 Moon.
+1 252 Atk Protosynthesis burned Roaring Moon Earthquake vs. 252 HP / 0 Def Tera Water Incineroar: 121-143 (30.7 - 36.2%) -- 60.3% chance to 3HKO

:kyurem: Physical Kyurem suffers the same fate as the last 2, while Specs Kyurem cant do enough damage with EP or Draco to kill before taking a Knock Off to remove its main source of power, or Parting Shot to allow something like Glowking to yawn in the face of a literal legendary.
252 Atk burned Kyurem Stone Edge vs. 252 HP / 0 Def Incineroar: 119-141 (30.2 - 35.7%) -- 37.7% chance to 3HKO (taking into account +1 and Intimidate)
+1 252 Atk burned Kyurem Scale Shot (4 hits) vs. 252 HP / 0 Def Tera Water Incineroar: 132-160 (33.5 - 40.6%) -- approx. 3HKO
Once tera'd even at +1 its pathetic
252 SpA Choice Specs Kyurem Draco Meteor vs. 252 HP / 252+ SpD Incineroar: 246-289 (62.4 - 73.3%) -- guaranteed 2HKO
252 SpA Choice Specs Kyurem Earth Power vs. 252 HP / 252+ SpD Incineroar: 226-268 (57.3 - 68%) -- guaranteed 2HKO

:kingambit:
Yeah you know where this is going. Will-O-Wisp on the Sucker Punch or Swords Dance, and Fire Punch it to death, even in a final turns 1v1 situation, you can still come out on top. Resists both stabs, and can tera if you fear Low Kick.
+2 252+ Atk Supreme Overlord 5 allies fainted Kingambit Kowtow Cleave vs. 252 HP / 0 Def Incineroar: 255-301 (64.7 - 76.3%) -- guaranteed 2HKO (lives a non burn +2 full overlord hit, not even intimidate in effect here)
+1 252+ Atk Supreme Overlord burned 5 allies fainted Kingambit Kowtow Cleave vs. 252 HP / 0 Def Incineroar: 95-112 (24.1 - 28.4%) -- 97.8% chance to 4HKO Once intimidate and burn are applied, its kinda sad what Kingambit has become.
+2 252+ Atk Supreme Overlord burned 5 allies fainted Kingambit Kowtow Cleave vs. 252 HP / 0 Def Incineroar: 127-150 (32.2 - 38%) -- 96.7% chance to 3HKO No intimidate

Seriously, give Incineroar some love, this guy has saved me in MULTIPLE games from setup sweepers, and has disabled so many tusks and moons already.
 
Fun: 8, after the MISERY that was DLC1, the new toys, the buff to the old ones and the amount of styles makes me wanna come back and build and experiment, and I already have done more in the first week than the entire dlc1

Balance: 8, you can argue for some snowball / hard to stop mons, but outside gholdengo, nothing feels like an instant danger to us all

:deoxys-speed: it's a 4 in my book, mostly because of hazard meta, and thanks to its speed tier and power creep, it can run offensive sets lol, which are cute and somewhat effective with good positioning, but It's not so bad it's a "please get out"

:kyurem: it's a 3, go go gadget destroy whatever the fuck is infront of me, it's rather slow for meta standards but has no switch ins, and being specs mean It's weak to hazards

:volcarona: 1, flame body doesn't activate, so my boots get knocked off with no burns and I get fucked, its also has some move issues, needs giga drain or bug buzz to pass ting lu / donzo, and psychic to go pex, tera ground tera blast is harder to pull off because rilla just looks at you like a meal

:roaring moon: 2, It's kinda mid now that there's faster things + on contact effects, meow rising back does no favors to this thing either

:gouging fire: 4, this thing's power is brutal, it's weak to hazards and requires support, but man, killing donzo with a neutral physical attack feels like the girl you love whispers to you in your ear and then bites it a bit

:Serperior: 4, it's kinda like gen 7 all over again where it feels like you can win vs this thing but just BARELY by the skin of your teeth, and the trio of glare + sub + leech seed makes you wanna kill yourself if it gets going. Still, just like everything said above, it's manageable enough where you can decently account for it in builder and battle, just stay sharp

:Raging bolt: 3, Dinogambit is dangerous, I know everyone is simping for CM tbolt + dragon pulse + cheeks clap, but specs with tera in sun can reach gouging fire levels of unwallable, It's hard to take down because of the damage output, but if you can dance around it, it will get pressured via chip damage

:iron boulder: 3, this thing has 2 weakness, his desing (which is uglier than kicking a newborn child on his birthday) and 2, WOAT typing, whichs means most teams can basically pack him up if you survive the first attack, but that's a big if considering he has anti gliscor stalling tech in cleave, eq / cc and zen headbutt or psycho cut for hax, fuck, I have seen Morkal running secret sword to laugh at skarm

:enamorus: 3, enamorus just like serperior has contrary stellar, which boost the viability of mix sets, and just like iron boulder, its ugly as shit, the key difference is that serp has boosting while attacking combo in leaf storm + better typing, enam may have better move pool but with stellar blast you need to left either mystical fire, superpower, earth power, sub, or healing wish, and having paper thin defenses + an uncomfortable speed typing in the context of the meta gives her troubles as well

:gholdengo: 4, fucking hazard meta

:kingambit: 1, lol

RE kokoloko method: im agaisnt now, I kinda share CTC's opinion on the matter, if something comes up that requires our attention, it should come out, but for now, let's vibe and have fun in this meta

Are good at the game? no
 
Strike while the iron's hot and all.

:deoxys-speed: 4
Very obviously the overall best thing in the metagame right now. I want to suspect it on principle of it being an Ubers drop that is performing this well, but I don't think it's worthy of a quickban at all. I just think we need to have a focused discussion on if it's banworthy or not, and that discussion probably won't happen unless it gets suspected.

:kyurem: 4
The hazard weakness, reliance on Choice Specs, and mediocre Speed tier hurt it, but that damage output is unreasonable. It's bulkier than you think it is, and it loves that Sticky Webs are still a usable part of this metagame. Kyurem is incredibly brain-off strong and should be suspected.

:volcarona: 2
I don't want to give it a 1 and downplay how genuinely good it is, but Volcarona does not even crack the top ten for busted threats this meta. So much other stuff is so immediately threatening that the setup-reliant Matchup Moth doesn't really hold its title anymore.

:roaring moon: 3
I could go either way. It hasn't gotten any less strong, and it is very strong, but the overall power level of DLC 2 is much higher than DLC 1, and there's a lot more defensive presences now that can fend it off. Not suspect-worthy, but that might change later.

:gouging fire: 2
Also suffers from low Speed and some really extreme 4MSS. You cannot fit all of Flare Blitz, Heat Crash, Dragon Claw, Earthquake, Dragon Dance, Morning Sun, and Burning Bulwark onto your set, and no matter what you drop, it's going to feel like you can't deal with certain options. It is very good, but not overwhelming.

:serperior: 3
I hate this thing. The threat it presents is so immediate that you have to play into its hand right away or risk getting swept, which you just might get anyway. This is the new Volcarona, a setup-dependent matchup fishing sweeper that you need to predict immediately or have a hyperspecific answer to in order to beat. I don't think it's so strong it needs to be banned right now, but keep it in the back of your mind for later.

:raging bolt: 3
I didn't get the hype when I was trying out the Calm Mind sets, but then I tried Specs under sun and it was like night and day. The power this thing can reach is genuinely insane and it will OHKO so much stuff you think it can't with just 70 BP moves. Bad Speed and Thunderclap not playing nice with Specs keeps it from being too broken, but also something to keep an eye on.

:iron boulder: 2
Insane lategame cleaning potential, but so dependent on positioning that you absolutely cannot send it out a second earlier than you need to. Once you get past the hurdle of that huge Speed, you can just treat it like a very one-dimensional Iron Valiant that's more Specially defensive than not.

:enamorus: 3
Similar to Serperior, but instead of sweeping this thing is an insane revenge killer against anything slower, and Stellar pushes it over that hill from good to great. If it was any faster I'd say ban it, but right now just keep an eye out.

:gholdengo: 1
I really wanted to give it a 5 just on principle, but being completely honest with myself, I just can't. Maybe it's just because everyone wants to play with new toys instead, but right now Gholdengo just is not a presence in the metagame. It's still very strong and Good as Gold is still very annoying, but I find myself struggling to find a team slot for it nowadays. Hazards are going to stay no matter what. Hell, Skarmory is way better than Corviknight right now because clearing hazards with Defog is way less practical intrinsically than just setting up your own. If it was banned now, it would purely be because of how it performed in DLC 1's meta, not this one.

:kingambit: 4
This guy's absolutely not fallen off though. I won't waste your time recounting why Kingambit is still crazy when it's been exactly this broken since the start of Gen 9, but I will say it's only a 4 as opposed to a 5 because it hasn't had enough time to warp the meta around itself like it has the past two times in a row yet.

Kokoloko method: No.
The Kokoloko method is a panic button you press when it's not possible to salvage a playable metagame going through the usual process of suspecting things one at a time. This would have been a great idea for DLC 1's meta, but as now now, we're pretty far from that point. Maybe we can ask this again in a month or two.
 
could i have, though? i haven't really seen iron crown making any waves. in fact, i haven't really seen iron crown, period. i legitimately have no idea what it even does
I've been using a booster special attack set for late game cleaning.
Iron Crown @ Booster Energy
Ability: Quark Drive
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tachyon Cutter
- Psychic Noise
- Calm Mind
- Agility
Before I had air slash over calm mind but after some revisions, calm mind just helps to boost your late game potential. After an agility, you outspeed everything in the metagame. The only thing is that you are screwed by steel types, but with support you can chip them into range for crown.
 
Survey Scores:
Enjoyment: 8
Meta has been in OK shape. My enjoyment has decreased since Terapagos left, but LOTS of shit is viable now and there is still a decent amount of choice one can explore when building.

Balance: 8
Nothing is over-the-top broken atm. At best we have some questionable pokemon that may be annoying to face.

:Deoxys-Speed: 1
Honestly, I prefer facing this guy over glimorra / Ting-Lu in most cases as a spiker / rocker. Haven't faced screens, but I'd still rather see this as a setter than A-Tales or Dragapult. And offensive sets have the disadvantage of being a Psychic-type in SV OU where there are 7+ strong Dark-types in the tier including the unbreakable Ting-Lu, and other tough MUs like Dengo. This mon isn't getting that NP boost that freely and isn't dropping stuff from full either.

:Volcarona: 1
Just does the same crap its done the past few generations. I could have given it a 2, but this mon provides a lot of defensive utility to teams while being a great cleaner. Flame Body is annoying tho for priority attackers.

:Kyurem: 3
Annoying for balanced teams to face, but considering how amazing balanced teams are currently, I am not confident that removing this Pokemon is the best course of action. Specs set is strong but has an ok number of switch-ins.

:Roaring Moon: 3
Another annoying mon that I would not be sad to go via quickban, but I've mainly seen it relegated to HO styles. I think some counterplay like Garganacl / Lando-T is unexplored currently, though even if those Pokemon get more usage, this Pokemon is likely to still be too much.

:Gouging Fire: 3
I fucking hate fighting this mon, so I gave it a 3 for bias, but like roaring moon, I also believe some counterplay for it is unexplored & it brings more general utility to a team.

:Serperior: 1
I have not seen this mon do anything banworthy so far.

:Raging Bolt: 2
CM is annoying on such a bulky mon and Thunderclap is really strong. Feels like Ting-Lu is the only real answer from what I've played. That being said, 4MSS is a thing and unfamiliarity w/ this mon might make it more annoying.

:Iron Boulder: 1
The typing is just so ass, that this will be your Tera Target in 99% of matches. Even at +2 and with Booster, this mon isn't dropping everything either since its main STAB is only average power.

:Enamorus: 1
I have never been swept by Tera Blast Enamorus nor have I seen it sweep other players. Scarf is a good cleaner, but not better than other cleaners we've dealt with in the past

:Gholdengo: 1
This mon is worse than its ever been before. Crushing stall isn't enough of a reason to ban a mon.

:Kingambit: 1
This Pokemon feels better rn due to lower Ogerpon and Valiant usage. Still, I don't think its espicially broken. Keldeo is a great new check that's decent in its own right, as is skarm.
 
My entirely subjective thoughts on the tiering survey
Fun 7: The dlc 1 meta after the gliscor ban was straight up boring, zapdos and ting lu were carrying the tier because this was miserable to play, the metagame thread was constantly about who would get banned rather than anything else, thankfully the (underwhelming) second dlc has helped open up a more unique and diverse OU for use to play, hyper offense, bulky offense, balance and even stall are all viable and fun to play and i’ve been able to cook not just with top tier pokemon like iron boulder and gliscor, but with more niche options like cobalion which would be a low ladder gimmick pokemon in the teal mask ou, so yeah pretty fun

balance 9: im glad we’re talking about sets rather than what to ban and what not to unban because like i said, the teal mask OU was so restrictive, i only had one team i brought to ladder because anything else i could build would be match up dependent like alot of teams, nothing feels ”broken” and the few pokemon im keeping my eye on could easily be considered fine to others, i hope this lasts because i like a skill based format that allows me to be creative without messing up my GXE, its not perfect because nothing is, thank god

IMG_2283.png
3 probably our Tiers best lead, versatile, faster than some BOOSTED pokemon and has access to dual screens and dual hazards, ive seen offensive forms running around using deo’s natural speed to deal damage quickly and efficiently like dragapult but with less power and far more speed, i was shocked to see it freed but now im not entirely opposed to the idea of it staying, still not entirely ok with it

IMG_2284.png
2: I was theory crafting some sets that could be used on aurora veil and predicted sub roost dragon dance would be a watered down baxcalibur, its a good wallbreaker with strong ice beams that are hard to switch into and pairs well with slowking galar, the snow sets are ok but no roost and no physical coverage means its not avenging its son in law like that, balance is its main prey because stall runs catch all blissey

252 SpA Choice Specs Kyurem Draco Meteor vs. 0 HP / 252+ SpD Blissey: 186-220 (28.5 - 33.7%) -- 0.6% chance to 3HKO and thats just sets with no hp investment

IMG_2285.png
1: im some what bad at using volcarona, so im not going to speak much about It, but the meta doesn’t seem to be destroyed by it, not that it ever was, i don’t struggle facing either

IMG_2286.png
2: Its very good pokemon to use and im a natural at dragon dance acrobatics sets so its ban devastated me, its 2 because its very storng and top tier, i don’t vision it finding itself in hot water

IMG_2287.png
3 if it were faster and not weak to rocks, i would want this banned instantly, but its shockingly balanced rn, the tide could change but choice band gouging fire has put me in scary situations and i see it on lots of teams but its rarely taken games out of my hands and i use it a lot too, it has so much potential so i’m not entirely against future action, very good wallbreaker, defensive poke and sweeper

IMG_2288.png
2 Its very annoying but yet i don’t want it banned? I dunno maybe its just how i think but sub glare doesn’t feel unhealthy or suffocating due to movepool nerfs
IMG_2289.png
2 calm and choice specs variants seem strong right now, so far i view it has a powerful special attacker and potential win condition with good defensive utility

IMG_2290.png
4 Not as broken as i thought but its a late game beast with choice scarf and can batter teams with unresisted boosting attacks, substitute isn’t broken but choice scarf sets are questionable and wi advise to consider it and have complex discussion about it in the tier,

IMG_2291.png
1 it doesn’t get set up turns easily and offense tends to run some form of priority to stop pokemon like it from stealing the game, rock is a good offensive type that has proven elite in ZU however it has defensive shortcomings and psychics are bullied in this metagame, it uses its typing better than any pokemon could dream however and has proved that it can hold its weight but i wouldn’t be worried about

IMG_2292.png
2 its found more counterplay but better teammates to like deoxys speed, skarmory and the unbanned gliscor, it seems pretty weird that former top gholdengo hater welcome To mars would accept gholdengo after the community began to widely hate it but i most certainly can see the argument against it, mainly blocking hazards when hazard stack would already be good without it to begin with but great tusk threatens it and it has adapted with air balloon which can still be dealt with knock which means great tusk has easier time rapid spinning but must watch out for scarf and cannot switch in, so far so good

IMG_2293.png
4 Ive won games because it and the indigo disk actually added counterplay so terastal kingambit is no longer untouchable but still a huge threat that carries games, we’ll see

please don’t use the kokoloko method, nothing is worth a temporary quick ban and the metagame is at its most balanced, lets go through this normally
 
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Great survey slate, props council for having their eyes on the right things and taking a broad look, no Gliscor is

enjoyment and competitve are a 7! I was ranking like 3 and 2 during DLC1 so this is a huge improvement. A lot of the freed mons are very welcome additions who add a lot to the tier and balance out a lot of would be problematic mons, I'd say I see a lot of equilibrium right now and team style options, however I definitely see how the saturation of threats is forcing certain balance team styles however primarily surrounding Meowscarada, Skarmory, and bulky ground types. I worry about too much action throwing off this relative equilibrium but I'm interested both to see how teams develop and how SPL develops the meta and if improvement is necessary or warranted from there.

:Deoxys-speed: - 1. Still not seeing it. Offensive is good and fast, but on par with all booster mons in the tier. Sure, having the speed persist after switching is nice, but how much switching does it really get to do with that bulk? I'm Still open to having my mind changed on this Mon but have not been presented with sufficient reason to change it.

:Kyurem: - 3, one of the more fucked up things on this survey, the speed tier and ice type help a bit while dealing with it but specs is awfully scary to switch into, the power of this set specifically is not the easiest to prepare for. I'd like To see a suspect at some point.

:Volcarona:- 1. Shared my thoughts on this last night, this Mon is a net positive for this tier offensively and defensively and should remain in the tier for sure, we are way worse off without it and there is 1 and a half real set and you need Tera to sweep and have maybe 2 real Tera options

:roaring moon: - 4. This Mon is still cheap af and really strong and annoying with little positioning, not as much as DLC1 but still. Defensive counterplay is relatively limited since it can punch through Bozo. I don't really think it's enough to warrant a quickban though, which places us in a weird position since it was just suspected. Would we suspect it again so soon? I think it would be a lot closer this time. I also don't really want Ogerpon, grassy spam, or rain taking over without it and we saw the first two gain a lot when roaring moon left the first time. But maybe we still have enough dragons without it? Again I hope this wouldn't be quickbanned. I'd be happy to see a suspect.

:gouging fire: - 3. Another Mon worth a suspect, good inclusion on the survey. Offensive and defensive presence is pretty hard to prepare for, that type is gnarly and the bulk and access to morning sun paired with the offensive profile and dragon dance to mitigate the speed without effort is really a strain in the builder. But can we allow grass types to take over again? Are volc and the Latis, and maybe raging bolt and or Kyurem

:serperior: - 2. Not the strongest or the hardest to deal with but glare is a very good move that complements the snowballing power very well, and I think dragon pulse is the best coverage move. Really not the hardest to pivot around or offensively check though, however glare being able to cheese past that is worth keeping an eye on because para spam is a dangerous trend that SV can easily evolve into as we've seen in the past

:raging bolt: - 2. another Mon with a type that's kind of hard to deal with, but fairies match a little better into it than packing heat, until it pulls out that kind of cheap priority move. Not a huge concern but not worth dismissing either

:iron Boulder: - 1. I think this Mon fits into the game well, useful offensive type, really damn fast, but downright terrible defensive presence, not enough immediate power to be a problem, and far from the only thing that priority helps a lot in dealing with. A good OU Mon.

:Enamorus: - 2. The mixed sets are actually good now, the way substitute synergizes with that is kind of annoying and can make this a bit tricky to deal with especially since substitute blanks a lot of defensive checks and makes it so easy to snowball. Not the hugest concern since it's defensively weak and weak to common attacking types but keep an eye on it

:Gholdengo: - 5! Let's suspect this, it's a really interesting Mon. Might even need 3 weeks to suspect it because there are a lot of pros and cons to banning this. Right off the bat it absorbs trick TWave and other cheap moves, but also uses them, and it's true that one balance is strong right now despite this things presence, but it is one of many things keeping balance a bit formulaic, and allowing Corv to defog freely could add a lot more variety into the builder. Stall also doesn't have as hard a time vs this with clod nearly mandatory but it's still not the safest matchup since you usually are just PP stalling it or forcing it out. Banning this could make balance even stronger and takes away a blanket check to cheese strategies or it could make all teams more diverse and open up a lot of structures as well as take an importance off hazards. But would banning it make it too difficult to make long term progress with balance teams if hazards can be freely removed at any time? We're seeing more defog Corv and a little less Ghold these days anyway. A suspect, again, maybe even 3 weeks, will give us time to figure this out. But it's time to, I'd rather see the changes this would bring than anything else.

:kingambit: - 1. We call this, Skarmory Food. Volc helps so much too but really we have enough counterplay to this now that is relatively free to run on any team that preparing for it is like fine.

WRITE IN: :Heat rock: - it's a little unconventional but a common thread here is Protosynthesis and being able to all benefit from it together on the same time, specifically looking at Roaring Moon, Raging Bolt, and Packing Heat. Sun is becoming quite tricky to prep for while also achieving what team you want to make and preparing for the rest of the meta and removing this item, forcing Torkoal to come in and get chipped more often and giving these mons 3 less turns for their shenanigans would help a lot, i feel.

i didn't write them in on the actual survey but I think :damp rock: is only fair to look into if we look into :Heat rock: since skewda Archaludon and friends becomes a much easier matchup to bank on with sun defanged. :Meowscarada: is also worth keeping an eye on for its power and current dominance but may be more comparable to Dragapult and Zamazenta as a useful tool for balance rather than oppressive threat.

As for Kokoloko, I got my piece out in the NJNP thread but would like to add that I agree with other peoples' arguments that the question of how to determine what to drop when and why is way too much of a crapshoot to be productive and the fact that with dropping threats one at a time, the order is way too much of a factor on the outcome. Let's say we ban everything on this survey, if Volc is tested first it'll be the most broken thing in the universe, if it's tested last it'll be chill but other stuff would be broken without it (like in DLC1.) Finch was spitting when he said we can only evaluate threats in the metagame they're in. Let's stick with a playtesting based approach, not a rhetorical and theorymon on the forums and discord approach.
 
Oh, also survey scores.

Enjoyment: 8
Though this metagame is enjoyable, it does feel like there are a lot of things to account for. I think that is more my skill issue, but it still is enjoyable.

Balance: 8
While there are a few threats that are potentially problematic (looking at you moon and Deo-S), they don't feel super broken right now. Another thing is that you can viably run lower tier mons quite reliably, which is great for metagame health.

Deoxys-Speed: 4
This is a really weird case. On one hand, it is so insanly fast that it can take over endgames and it dominates the hazard game, which is not good in my eyes. On the other, it can be great for checking set-up mons and doesn't have much bulk without investment, which means you aren't using its strenghts effectively. I say potential ban, but keep an eye on it to see if changes help make it more balanced.

Kyurem: 4
This mon can be insanely broken if piloted by the right player. However, it is insanely crippled by hazards, which are still prominent in the metagame. If hazard removal gets better, then this mon is banworthy. However, it could still be broken if players crack the code and develop a structure that brings its full power out without any downsides.

Volcarona: 3
I initially had this as a 4, but after consideration, it's a 3. It can destroy teams easily with quiver, but does struggle with revenge killers that can outspeed and ko it with physical moves. Combine that with a weakness to hazards, and this mon can be managed. However, given the chance, it can show it's brokeness again.

Roaring moon: 5
This is the one mon that I believe is the most broken right now. It's bulk, power and progress making potential is higher than any other mon in the metagame. If it had just two of these traits, it would be fine, but the three combined, means it is insanely hard to stop this and makes it an easy choice to boot from the metagame.

Gouging fire: 2
I don't see what is broken about this mon. Am I missing something? It has an exploitable speed tier that it needs to invest fully and have a jolly nature to outspeed relevant mons like tusk. Once it gets going, it can be a threat, but it can be exploitable otherwise. If it decides to go full power, while it can do insane damage, it has to get everything right and is extremely susceptible to hazards. It's just a great mon that has good highs, but has to sacrifice things to get to those highs.

Serperior: 3
This is the lesser of two evils in terms of contrary mons. It doesn't have the best defensive typing first off and if it decides to get a better typing, it is losing it's best trait in unresisted tera blast. It can be annoying at times but it needs to get going first. Not broken, just really annoying to deal with.

Raging bolt: 3
This feels like kingambit 2.0. While it does struggle with ground types, the main disadvantage over gambit, it can destroy them with dragon type moves. Combine this with insane bulk and making it not easy to slow down, it can be a menace. It's ground weakness is a major downside, but this could easily break the metagame.

Iron boulder: 2
This is just a great mon. While it can run past most of the metagame, it has to have a turn to set up to truly dominate. This leaves it exploitable to a counterattack, which can severly damage or ko it with it's only okay bulk. Plus, it is severly weak to priority unless it tera's, which means you can't tera other mons. Definetely great, but not overpowered.

Enamorus: 4
This is the more broken of the contrary mons. Unlike serperior, it has a lot of coverage to slap every check and while it is slower than serp, it can slap on a choice scarf to outspeed other mons. Combine that with great initial power, this mon can break through almost anything.

Gholdengo: 3
Don't get me wrong, this mon still needs to go, but it has been hurt by new additions and the fact that other mons are higher priority. Its dominance over the hazard game is what pushes it over the edge. The fact that defog is not viable because of this mon is insane. Sure, we don't have many viable defoggers, but we should at the very least see how the metagame changes without this mon.

Kingambit: 3
Like gholdengo, it is less of a priority, but still needs to go. It can do the same things it did before in forcing nasty 50/50s that are in the gambit's favour. Combine that with insane bulk and ability to basically deny its checks, and this is still broken.

Kokoloko tiering: No
I've detailed my thought about this, but it should be done when the metagame is in shambles only, and done in a limited fashion, combined with more traditional methods. It could have been done in DLC1, but not now as the metagame is somewhat stable.
 
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