
I'd also like to talk about Ceruledge. Right now, I find that Ceruledge feels somewhat overbearing - versus most teams, I feel like I can just throw it in and getting three kills throughout the game simply because people are having to use mons very vulnerable to Ceruledge to check the metagame - it's extremely easy to get Ceruledge in on doubles via forcing something out with a faster threat - Zamazenta, Roaring Moon, sometimes even Latios can do it. Ceruledge imo has generally forced the metagame to simply outspeed it or die in most instances - Pokemon like Landorus-Therian and Great Tusk are often forced to adjust to its speed tier, sacrificing their strength vs other threats in the metagame in order to be able to deal with the sheer pressure that Ceruledge offenses often force on the metagame. I do think that there are a few Pokemon people are underutilizing that prevent Ceruledge (especially Swords Dance) from making instant progress in Regenerator Ting-Lu and Unaware Ursaluna-BM, but these Pokemon are also shaky into 4 attacks variants of Ceruledge, and aren't always instant stops.
It would also seem like Ceruledge is a Pokemon that would be easy to pressure through hazard and chip damage, but the past few months has made it extensively clear that this is not really enough to stop Ceruledge from wrecking a team. Bitter Blade is already stupendously strong under Ceruledge's usual statline, but with a Life Orb and Adaptability / Sword of Ruin, it's usually doing enough damage (outside of outright immunities) that it often manages to recover enough health to the point where Stealth Rock damage is mitigated. In addition to this, Ceruledge is so often capable of taking a KO without very specific Pokemon being present that it often doesn't really matter that Ceruledge is taking serious damage from hazards, LO recoil, Rocky Helmet etc. Specific immunities to this Pokemon are only really affordable on particularly fat teams that actually have to take Ceruledge seriously, and from my experience, these mons aren't exactly good on fats anyway, which itself is already a somewhat difficult (but not unviable!) teamstyle to utilize in the current metagame. I would ideally like to see a suspect on this soon, I feel like removing this Pokemon would be a net positive for the metagame and would help set up a better metagame for OMPL.

I'd also like to talk about this troublesome fella. Ghold has recently been getting on my nerves. Specs sets I think are fine, although they're very dangerous wallbreakers, they're not particularly special compared to any of the other breakers (besides Ceruledge) that we have right now. Scarf is also fine, and that set is really nice and it makes me not want to talk about Ghold because losing that set would be so lame for building and would make other mons that are already somewhat borderline (i.e Zamazenta) even more frustrating. However, it's the immunity sets that I really think have made Gholdengo really frustrating to deal with at the moment, especially when item variance gets in the way. Colbur + Immunity Ghold has been a really reliable staple in my experience, being able to easily check Zamazenta and Roaring Moon, and, in the case of EE / Lev Ghold, eat Knock Offs from Tusk and Treads too. The problem with these sets IMO comes with the fact that fitting checks that get around all of the relevant immunities (Colbur / Fluffy, EE / Levitate, Well-Baked Body) is quite a strain on the builder and IMO forces teams to build around somewhat limiting team structures.
EE Ghold is, in particular, a major threat to the game at the moment because of how easily it sits on removal, and how those removal options that thwart EE Ghold have also become less useful. Tusk sets that aren't Scrappy have a terribly difficult time actually spinning on Ghold whilst it easily sets up in front of it, and Scrappy Tusk sets don't actually do a whole lot into the metagame at large. Offensive sets generally struggle to check much defensively, and defensive sets generally struggle to get anything done into the relevant mons - Ghold is quite easily capable of forcing a trade with Scrappy Tusk at high HP, and can quite easily get back in the game. Other sets like Fluffy can genuinely just sit on non Moldy, non EQ Tusk as well, making it very difficult for Tusks to realistically remove from them. Treads is in a similar boat, but at least has Volt Switch to pressure Ghold switches.
I'd also like to say that WBB Ghold is a bit toxic right now. Even getting a single predict wrong vs WBB Ghold can kinda force you into a losing position without specific special attackers, and the Fires that I feel are necessary for EE Ghold are kinda forced to pick between the two sets at preview (barring Heatran, which can just EP for a 2HKO). I don't think it's much of an issue right now given that WBB Ghold can't really enforce the same spinblocking that EE can (although Balloon sets aren't bad at all rn), but it's definitely very scary to face. In the coming months I will have my eyes set on Ghold, seeing what it can do in a tournament setting and how people adapt to it. Personally I think we've adapted to it quite well in the meantime between last OMPL and now, but it's definitely still feeling very dominant in teambuilding.
Other things I believe are worth talking about:

Spikes! They're great, but the setters have changed a lot since OMPL imo. I think Skarm and Shocks are both really mediocre spikers, they're both fairly easy to stop from throwing them out and generally speaking, Shocks doesn't really match up well enough into the metagame to even justify using at the moment. Skarm is a pretty solid blanket physical check, but it doesn't really spike all that well in practice - it's very easy to force out, very easy to punish, and generally speaking can't exactly stay in to throw out more spikes on many targets like Ting-Lu and Garchomp can.
As for the other spikers, I'd like to talk about Ting-Lu and Garchomp a bit right now. IMO Ting-Lu is possibly in the best spot that it's ever been in, with the metagame mainly centralizing around Ceruledge, Gholdengo and (somewhat) Latios as the strongest wallbreakers, Ting-Lu being able to pivot into all three of them is a pretty huge deal.

Thundurus-Therian (M) @ Life Orb
Ability: Sheer Force
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Dark Pulse
- Agility
Ability: Sheer Force
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Dark Pulse
- Agility
Probably the best HO spikes abuser right now. Glory is probably capable of explaining this one better than me, given he's used it against me so often now. Just know that if you don't have something like a Latios or priority, this guy is likely to be a pain when Spikes go up.

In regards to fats in the current metagame, I think they're alright. You do need to be paying attention a lot whilst playing them, but I do think that they're capable of easily pressuring more specifically made offenses, and are actually capable of competing with the top teamstyles in the metagame if played well. They're not actually that restrained other than needing a true Ceruledge check, and most of the fats that I've built are good against Ceruledge, but it always feels like they're unrefined right now, and it may be the case that it's just better to pick up some of the faster threats (MGLO Moon, Zamazenta, Adapt Scarf Ghold) and make a somewhat bulky balance with them instead. I've found the slower, almost stall-like fats to be somewhat matchup fishy, but I think that generally, this is the case for stall in modern gens too, and the matchup fishy playstyle may be easier to mitigate, either on ladder, where people probably aren't running the few breakers fats can't really handle (i.e Thundy-T),
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