I haven't made many posts about SV because of school but now that I have time I want to talk about a broad selection of pokemon that I think are definitely not banworthy but I will say, a bit unhealthy. The most striking thing of this selection is that it restricts team building and make some matchups very unfair. This mainly stems from the fact that gen 9's power creep is absolutely insane and have relegated a lot of mons to the wayside. After I discuss each pokemon, I'll try my best and propose a solution. I will split the pokemon into 2 categories, first are pokemon that are the textbook definition of what feels off with the meta. The second are pokemon that are nowhere near as bad as the first but are worth somewhat talking about.
Category 1: The problem childs

: I don't think we need to beat a dead horse here so I will try to be brief with my thoughts on gliscor. To emphasize here, I don't think it's banworthy but out of all the pokemon right now, it's definitely the most banworthy one. The problem is that gliscor has a few sets that just completely ruins a lot of teams. The fact that it get double leftovers, status immunity, and knock absorption(after toxic orb activate of course) all in one slot is a bit much. For example, most poison players are at a loss on how to beat it without compromising something on their team. Whether it's ice beam glowking or max defense pech, poison has to go out of its way to compensate for it. It also makes life difficult for other types too. Steel, infamous for lacking in water and ice coverage, usualy have to do a bit extra to be safe against it. This usually take the shape of dengo running nasty plot + hex but I have personally shifted to running ID skarm to 1v1 it. Even types that don't have to go out of their way to beat gliscor often take issue with it. With knock off and the ability to set hazards, it becomes annoying for types like water and ice which should do well against it but are still impacted because they rely on boots a lot. Factoring the fact that toxic + eq cover so much of the meta and I think people's complains do have merit.

: I have seen a lot of people complain about it and it's evident why. The rise of double steel dragon has become a massive issue for so many types. Take dragon for example, having access to arch + hoodra means that most fairy types can't do much. You specifically need things like val or contrary superpower enam to beat it. On steel, the two do wondrous work against all the fire and water type moves as well as an extra layer of against electric moves. The fact that archa makes the fire vs steel MU possible is mind boggling considering the existence of hearthflame makes heatran a non factor. In fact, archa is also why the fairy vs steel MU is so bad. Azu can't break through steel if archa is out of +6 aqua jet range and can ohko with tbolt(bit of a range but should be fairly manageable for steel). Although hoodra is really strong, the problem is evidently arch. The main problem stems with stamina. If you click a multi hit move into arch, even with something you want to hit dragons with like triple axel or dragon darts, because of stamina, arch will tank it. This ability also means you can't freely click moves like flip turn or uturn as it will give it a defense boost. This defense boost means whenever you are facing it, it's usually at +1 defense because it switch in on a resisted hit and when you strike back it's a lot bulkier than anticipated. It also does way too much, twave for speed control, rocks(for hazards), dragon tail to phaze without being blocked by taunt, body press to take advantage of your defense boosts. This is a lot, however, it has one killer weakness, no reliable recovery which is what keeps it from being absurd.

: This one is straight forward. Blocking every status move is one of the most busted abilities ever. It also doesn't help that this thing has an absurd movepool giving it access to too many tools. Good as gold blocks too many useful moves. It blocks defog which is awful considering steel loves to spam hazards and ghost benefits a lot from hazards for their offense. It blocks leech seed, spore, sleep powder, and stun spore meaning it walls like 90% of grass types. Breloom is forced to run bulldoze for it and amoongus is forced to run stomping tantrum/foul play. It also blocks things like roar, whirlwind, taunt and encore which means you can't anything about it setting up. This doesn't even account for things like toxic, will-o-wisp, parting shot, strength sap and twave, all of which are crucial moves for some pokemon but just thuds into a dengo. Now comes the movepool. This thing has coverage for days: tbolt, f-blast, power gem, psychic/shock, gleam, etc. Its stab shadow is really spamable and its other stab make it rain is just a slightly weaker overheat than only lowers ONE stage of spa. It also gets screens, np which you can't much about it outside of clicking haze, twave for speed control, and trick to cripple walls for choice sets. The main problem is that it has access to recover. WHY??? Why on earth would you give this thing reliable recovery? The only thing keeping dengo in check is its speed stat which a lot of people are bypassing by running bulkier dengos because of again, RECOVER.

: The main problem is just the sheer damage this thing can output, especially under sun. Mold breaker means steel is effectively a non factor if you can chip arch(again broken checks broken). It also means you can break through the unaware mons if you have the proper coverage. Under sun, very little actually switches into you and usually by the time this is dead, enough of a hole is formed for the rest of the team to finish the job. The only weakness you actually have is that you are very weak to rocks and can't run boots to offset it.

: Lando-I is similar to hearthflame in that the main problem is just the sheer damage. Gravity means that any type that is weak to ground effectively have no way to deal with you outside of outspeeding. On ground, a common combo is to click gravity, then switch to eject button hippo, bringing out band exca. With band exca under sand(which barely anything outspeeds) it's very likely you string up lose 2 or more pokemon. I've seen poison be more and more inclined to run amoongus to deal with it until you realize that earth power + psychic makes poison almost free. The only thing keeping this in check is the speed stat. 101 is good but not unreasonable to outpseed.

: I personally think this should be in category 2 but I've seen enough people complain about this that I will put it in category 1 for now. The main issue is that mane is very hard to outspeed, it does too much damage, and has too many coverage options. The stabs themselves is already really strong with moonblast and shadow ball being 2 of the most spammable moves. Then it has things like mystical fire for steels, power gem for fire, psychic for poison, tbolt for water and flying, even energy ball for ground and water if you need. The issue is that it has this power on top of 135 speed means the only way to outspeed is with a scarf. However, this is kept well in check as it never runs boots meaning hazards chip you a lot and you are very frail meaning priority moves are a huge problem.
Category 2: A bit concerning but not a problem

: This thing is just too bulky. It can set up hazards for days and it can do a surprising amount of damage, especially with ruination and eq off of that 110 base attack. You can hit it with a super effective move and it will do like 30%.

: Again, this just does too much damage, especially with the rise of the loaded dice set. The main reason it's not as controversial as in SS is that it did lose roost, meaning it's forced to rely on boots if you are running a special set and you are weak to rocks if running loaded dice.


: This is hearthflame but to a much lesser extent as the dual stab is much easier to take on. However, it still does way too much damage and the 110 speed is very fast for a wall breaker. Again hazards does very well vs these 2(esp rock pon) hence why it's reasonable to deal with them.

: This just has too many coverage and can reasonably run a mixed set meaning any pokemon that would of checked it now no longer can. Dengo? not if knock/shadow ball. Steel birds? not if tbolt. Pex/other poisons? not if psychic. CC take care of Amuk. The stab complements each other well and the 116 speed means it's quite difficult to outpseed.

: Why did this get SD. Yes the scarf set can do very well against flying but SD is still really strong. This on top of the fact that you can't protect against it and surging strikes always crits means a lot of types are forced into outpseeding it to beat it.

: Very difficult to stop it from snowballing out of control without proper preparing, it's even got morning sun to heal.

: Very reasonable to deal with but late game, it's very hard stop from it cleaning up, Especially with the stupidity that is the dire claw roulette

: It's just flutter mane mini. Does too much damage for its speed. It can even run will o wisp and sub to create a very hard to stop setup sweeper. On top of getting stronger with each KO allowing for snowballing potential. The addition of draining kiss also doesn't help.

: It's just obscenely strong. Playing against this is mainly about keeping it not at full health without it ever getting weak armor and SD simultaneously up which is hard to do when it's signature stab move heals 50% of damage dealt, allowing it to keep its sash.
Overall, you can see that power creep as really gone insane. Pokemon that were previously considered broken like lando-I in gen 8 are now reasonable for the meta to deal with. I would say, even if many may disagree, most of these problem nullify an MU, even if the MU is already bad. Previously, base 100 speed was considered fast, now, the fast pokemon are like base 135 and even the wall breakers reach 110.
Here is my idea. I have talked to a lot of older players(ergo that played more older gens) and asking them about their gripes with the meta. One of the most common complaints is that with the absurd power creep, games feel very swingy where either the MU is BS or one small mistake/moment of bad luck completely ruins the game. Although this idea is unfounded, it still deters many players. ***My proposal is to create an OM that for now we can call "Undercrept Monotype" which is effectively the same as monotype except the absurd broken mons in Category 1 are banned and we can slowly remove those in Category 2 if they become problematic. I understand Monotype LU exists but the main issue with that tier is a lot of type completely loses their defensive core, while others like water, which have so many mons, can simply replace each role with a slightly weaker mon. The point of this OM is to offer an alternative to the monotype we have right now and would give people that constantly complain a point of comparison. The main reason I'm suggesting this over just suspecting the pokemon in Category 1 is because I don't think it's realistic that any of the pokemon mentioned need a ban or even a suspect. They are all manageable in one way or another. Gliscor and maybe arch and ghold are the only ones that realistically we can start a suspect over and I do not believe the community can come to a consensus.