BH Balanced Hackmons

Don't play SV BH much anymore but following some discussion on Discord a few days back I wondered, why is this meta so boring in-game? This is obviously subjective but, viewing past gen HPL games and trying out old gen BH for myself, the difference is undeniable. The two main differences are that smart midgrounds are not sufficiently rewarded in SV BH, and that the range of viable strategies themselves is more restricted. The former means that a lot of the time you're realistically shoehorned into switching into 1/2 specific Pokemon on your team, even against more defensive Pokemon, or are switching in something else not so much for positional advantage, but because the opposing SoR Garchomp might 2HKO your "main" switch-in(s). The latter means that, one way or another, some class of set, seen in standard play or otherwise, is made unviable by the state of the metagame, and consequently go relatively unseen.

This clearly happens due to some sets being "unable to keep up" with the rest of the meta, but that manifests itself in two ways: either they "can't keep up" (a multitude of meta factors make said sets not worthwhile at that time, though they have theoretical merits), or the "CAN'T KEEP UP" (the meta is constrained into a number of factors with a clearly higher power level than everything else, and so some sets get crowded out). I will go through how, in SV BH, both of these happen from my perspective. I will say first that I go with the perspective that the purposes of tiering are to maximize the expression of playing skill in-game and maximize the variety of viable teams, since otherwise nothing I say past this makes sense.

I will tackle in-game skill expression first. Frankly, quite a few of Gen 9's moves encourage dumbed-down gameplay and offer inordinate reward against the majority of mons, and therefore force rather restrictive gameplay loops. Mortal Spin is probably the worst offender. Due to 8 PP recovery and the ease of inflicting passive damage, regular poison is actually a really annoying status condition in SV BH, and combined with hazard removal and the general passivity of defensive mons it's an extremely spammable move that encourages Steels to come in strongly enough that they almost always do. Mortal poison also acts as a form of Improofing, because it's easy to deny Imposter the chance to heal its status conditions through Improofing Take Heart/Heal Bell/Jungle Healing users. I would say the hazard removal is Mortal's primary presence in-game while the Poison is what shuts down any midground plays involving staying in on the turn the opponent removes hazards. Stone Axe is similar in that it's insanely spammable in-game due to its, for similar reasons to Mortal Spin, extremely desirable effect of setting unblockable, immunity-less hazards. Stone Axe's differences from raw Stealth Rock are extremely relevant from a metagame health standpoint, since it stops Magic Bounce from being counterplay, has a double purpose of threatening Ho-Oh for many users, and is of course usable by RegenVest. Because both moves are attacks with secondaries that are so incredibly valuable in-game, using Stone Axe when practical, as well as Mortal Spin when spreading status or removing hazards are highly prioritized, are usually optimal, to a degree I would consider a roadblock to more complex and engaging gameplay.

Salt Cure is also extremely spammable, since a LOT of relevant targets get chipped 25% per turn and, in combination with Knock Off, even 12.5% completely changes the game position against almost any foe. V-create is something I'm personally fine with but enables very strong mixed attackers that force 50-50s and eliminate many true midgrounds, which would function as bona fide checks up to a point, through allowing for a variety of coverage combinations that 2HKO nearly everything. Triple Arrows, Combat Torque, and Malignant Chain are much more mild but many would-be midground decisions in-game are confounded by the risk of getting flinched/paralyzed/poisoned. These attacks' secondary effects elevate them from just "coverage moves" to strong attacks that carry commanding in-game presences that, in practice, result in a much different matchup spread of these moves than otherwise. Malignant Chain is mostly checked by Steel-types/MG blobs/Scales TH users anyway so its secondary effect is much less impactful than the former two – why no one thinks it's broken. Nevertheless, it's undeniable that secondary effects are extremely impactful in in-game decision making, and to an extent also influence what checks what in the builder.

Burning Bulwark (and to a lesser extent Baneful Bunker) are a special case that necessitates scouting to truly be safe against. Because basically every physical breaker relies on contact moves, something that normally invites physical breakers in like MG Chansey can basically project its non-proactive, one-dimensional version of BH gameplay onto that game by completely discouraging almost any other otherwise feasible strategy.

To summarize, multiple moves constrain in-game decision-making by having an imbalanced matchup spread. If you do NOT accept having to switch into specific mons that aren't as bothered by inordinately strong secondary effects, you take risks with downsides that happen to be too strong in most in-game scenarios. Consequently, boring gameplay ensues.

Now let's switch to the other half: why has the metagame turned out this way, as opposed to something more like standard mons with greater playing depth? In my mind, the main reason is the relative meaninglessness of the constituent Pokemon actually making up the metagame, making the resulting meta more like a bulkier version of Camove Chaos than anything resembling Gen 7 BH. What I mean is that the non-Pokemon substituents of a set (moves, items, and especially their Abilities) make them function like completely different mons in-game. Fur Coat and Ice Scales Audino are going to have completely different matchup spreads and in-game decision patterns. While more minute variations, like FC Take Heart Audino vs. Moonblast/Topsy/Teleport/recovery FC Audino, will still play quite differently, it turns out that doubling the bulk of a mon on either side means a lot of would-be counterplay isn't going to function as such, and as such "universal" counterplay for a mon is going to be much more restricted. Couple that with the numerous constraining moves I covered earlier, and you get a metagame where even defensive Pokemon are almost always checked passively, because direct offensive counterplay that is resistant to all of Salt Cure/Mortal Spin/Nuzzle etc. is rather specific.

Strength Sap doesn't help, either: fast Strength Sap means your breaker needs to OHKO the opposing defensive mon, rather than simply 2HKO, to get past them. The resulting effect is that slow breakers cannot individually break through almost any functional defensive core, and strongly appreciate Sapblocking – another mostly passive mechanism! In old gen BH, a variety of mons can consistently fulfill a breaker role because they just so happen to hit the "main" defensive mons hard through convenient STAB or coverage combinations, but with 18 different 120/120/120 bulk options that can double their bulk and have 120 Speed to Strength Sap anything slower, you're not going to see conventional breaking. A major component of the offensive metagame has no choice but to end up mostly passive – shifted towards role-based gameplay which involves simplified lines and overall non-engaging gameplay.

Special breakers aren't in a much better spot, either – most special breakers are simply not strong enough to break through MG blobs/RegenVests/the few good Ice Scales options by themselves. In old gen BH metagames this is no big deal since you'd switch to something else as their do-nothing mon gets chipped by hazards and is unable to make progress, however, in SV BH Stone Axe, Salt Cure and the like make most of them reasonably proactive in-game, resulting in some more same-y gameplay loops.

I will say that the above is an extremely oversimplified version of the meta, and I didn't go over what makes Take Heart users/bulky setup so threatening, the unhealthy dichotomy between broken secondary effects and Covert Cloak users, the reasons for and effectiveness of mixed breakers, or how Improofing really factors into all that in detail. None of those really promote more engaging/less mindgame-heavy gameplay, though.

Let's see the effect of all this on the tournament metagame. The more direct breaking approach is made niche or artificially slower by defensive mons you can't hope to 2HKO. The easiest way to bypass this is by selecting breakers the opponent isn't likely to bring hard checks for – in essence, educated matchup-fishing. In other words, guessing. But because of the relative monotony of gameplay, there is not much risk in just bringing something else instead. Because of how role-based gameplay is forced to be, the team with a breaker that "has matchup" is overwhelmingly easier to win with – there is less room for error due to simpler, more linearized gameplay patterns. What's the point?

How to fix all this?

Honestly, you can't. There's too much variety in the sets one could viably run even with the changes I suggest for there to really be teambuilding variety and in-game skill expression comparable to the nicer Hackmons metas. However, I think these would help. imo there's fundamentally no reason to tier on the basis of "broken-ness" when none of these contentious elements can ever actually be justified as such – better to just work towards improving the metagame through maximizing skill expression and the variety of viable teambuilding. I don't necessarily support what I listed, just some things to think about.

- Ban Mortal Spin, in my eyes it's the biggest problem with SV BH gameplay and doesn't offer enough to the metagame to really justify it staying. Magic Bounce, -ate Spin, Superman all exist as hazard counterplay regardless of Mortal's existence so I don't think the hazard removal shortage argument really makes sense. It's nice to soft Improof hazard setters I guess but with the options available to defensively Improof -ate spinners I don't think that is realistically a problem either.
- Ban Stone Axe, allows for overly effortless hazard setting, which in turn leads to linearized gameplay and teambuilding patterns. Not much of a problem with Mortal Spin around, though.
- Ban Burning Bulwark, overly limits physical breaking and on the blobs forces passive gameplay focused around the tempo of the blob user. I don't think there are enough checks to passivity or Bulwark-induced status for anti-Bulwark gameplay to remain sufficiently engaging

- Consider banning Arceus? Personally think Arceus in its current implementation is terrible for the format, since you have to prep for all of them with the fewer resources allotted by virtue of only being able to slot 1 per team (which can only be done passively or via raw damage output, which in practice is constraining). It helps curtail breakers' effectiveness but at the same time fast Strength Sap is pretty broken and it's quite proactive with Take Heart
- Maybe ban Salt Cure? Same uninteractive gameplay argument as Mortal/Stone Axe, but it contributes more significantly to the meta in that bulky setup counterplay is already rather passive and spread thin, and another tool is useful.
- Maybe ban Triple Arrows/Combat Torque etc.? Less relevant than the above but can't hurt
- Free and rebalance around Poison Heal? Probably not lol but it's a fun thought experiment. Also Poison Heal is incredible for promoting thoughtful gameplay

Other things to think about even if unrealistic: free Photon, free Mewtwos, free Shedinja, ban Sword/Beads of Ruin, ban Normalize, ban Ice Scales

Also keep an eye on Take Heart, I personally think it's healthy as an anti-status option but Jungle Healing also exists and its counterplay is mostly passive so I get the ban pov
 
Hello just posting here to say I'm gonna be stepping down from the BH Council for the time being.
I still at least somewhat care about BH, but my level of investment has dropped a ton following OMPL. I wanted to manage for HPL II and don't regret doing so, but I think I probably didn't do enough to support my players since by the end I had sort of completely tuned out, since I haven't been enjoying building the tier at all. Even if the Blaziken suspect or other recent tiering decisions had gone the another way I doubt it would be different.

I don't want to stick around in the council if I'm not invested in the tier at all, it would be hypocritical of me. I've also been needing to focus on school and other stuff more than mons as of late. Maybe I'll be back next gen or if somehow something crazy happens.

One last team, the only one I like from my builds during HPL II
RED FORBIDDEN FRUIT V2.c :deoxys: :lunala: :ho-oh: :swampert-mega: :arceus-fairy: :koraidon:
Goofy hyper offense team, fun Deoxys set. Gameplan is bring in Lunala, U-Turn to Korai or detonate it immediately, break shit with Deo and clean up with the rest of the team.
 
I'd like to submit a new sample team if council will allow.

https://pokepast.es/59a056bcf2437550

now while to the naked eye this may just look like bomb squad but with dragon tail > clear smog in ting-lu and electro drift > close combat on mblaziken (and ofc the nature changed) a real BOMB SQUAD enjoyer will realize that this is simply just the evolved form of bomb squad

BOMB SQUAD BUT EDRIFT

for anyone curious bomb squad evolves at level 43 after feeding it too many tournament wins
 
WHEATY HPL II TEAM DUMP RAHHHHHHHHH
Seeing as HPL II is over I thought I would share my favorite of the teams I built for the tour and some post tour thoughts (yes ik there's a post HPL forum I just don't know where it is...)

BOMB SQUAD WITH A VENGENCE
:ting-lu: :alakazam-mega: :celesteela: :blaziken-mega: :chansey: :giratina:
Starting with the least original of the teams I made as it's simply just my beloved BOMB SQUAD but updated for some meta changes I've begun to notice. The first of which is the rise in fc arc water and occasionally slowbro-mega which can be incredibly difficult for chicken to break past hence the change to edrift instead of cc. While this does make chicken more susceptible to psea celesteela idc cuz no one runs that garbage mon and edrift still does like 75 min or smth idk. The team also includes the long been changed dragon tail tin-lu instead of what the current sample has which is clear smog. I'd like to ask council to update the BOMB SQUAD paste if you could for at least dtail > clear smog ting-lu, thank you. Anyways this thing went 2-1 on giraffes and went crazy in OMPL. Good team, don't listen to the haters, give in to the BOMB SQUAD rhetoric.

RATATOUILLE FOUND A GATATOUILLE
:pikachu-starter: :celesteela: :ting-lu: :ho-oh: :audino-mega: :chansey:

The inspiration for this team came from when I attempted to run BOMB SQUAD but with simply shift gear pikachu instead of chicken (do not I repeat DO NOT try this, it was so bad) and from when Akira violated me with a pikachu in OMPL lmao. Team is pretty basic but fur coat ting-lu is cool as long as you do your best not to let chicken click buttons cuz you WILL be getting two shot (this things damage output is actually insane) but it's fine cuz you can pretend to beat it with simply being better and outplaying. Main goal is obviously bait in things that would typically check pika namely koraidon and etern with ting-lu and ho-oh respectively to glare them then proceed to win with button clicker. Luckily even if they don't fall for the glare plan you simply hit them hard then sapblock cuz shore up isn't real. Overall I like the team and it uses imp so it makes council happy!

FRIETUCKY KENNED CLUCKEN
:ferrothorn: :eternatus: :blaziken-mega: :arceus-ground: :ho-oh: :flutter mane:
This team was legit just "I wanna use chicken and make it as hard to wall as possible" so I gave it tough claws slapped a band on it and gave it v-create + 3 coverage moves only for treeko and I to come to the realization that nobody expects THE SPANISH INQUISITION!! I mean nuzzle mega-blaziken. This paired with glare ho-oh + spikes support + bounce etern + flutter to help sapblock + ferro to be extreme slow pivot on opposing vesters + the craziest offensive improof ever makes for one tough ass chicken to wall. This thing is walled by p much exclusively fc tusk, fc mega-swampert, fc arc ground, fc malt, and wbb mega-steelix all of which are quite uncommon and some of which still don't love eating a v-create especially if I get plays right with bounce. Anyways team is sheist blaziken is a bitch to try and wall to begin with and this team brings it to absurd levels so I personally recomend it cuz clicking buttons is really fun.

THE RETURN OF THE FROG THAT CLAS HAS NIGHTMARES ABOUT AND SCHIZOPHRENICALLY VOUCHES FOR IT'S BROKENNESS EVEN THOUGH IT SEES NEXT TO NO USAGE AND THE ENTIRE META IS EXTREMELY HOSTILE TO IT SO IT REALLY DOESN'T DO ANYTHING OF NOTE ASIDE FROM BE COOL TO LOOK AT
:arceus-ground: :garchomp-mega: :ferrothorn: :lunala: :greninja-ash: :audino-mega:
This team was made in an effort to cteam aninjadude which it did effectively but it's also just a super fun team to use with super shaky improofing but it's fine cuz simply win better idk what to tell you. The main goal of the team is to click spout with specs psea ash-gren cuz I don't like having to predict with my clickers and wtf is a water immunity? Aside from that though the team has maybe some of the worst improofing of defensive mons ever outside of lunala and arceus so actually it's just the ferrothorn and audino-mega that aren't improofed but it really shows in game especially when you face some guy on ladder with six imposters but still somehow win cuz none of them are cloak. (don't ask) Anyway team is really fun and I've had a great time using it on ladder and such so I recomend it.

WHEATY HPL II RECAP CUZ OBVIOUSLY YOU GUYS WANT NOTHING MORE THAN TO HEAR ME SPEAK AND SPEW BULLSHIT ABOUT THE META IM NOT AT ALL A PROFESSIONAL AT OUT OF MY ASS AND GET CLOWNED BY BETTER PLAYERS FOR MY TAKES

:ferrothorn: + :cyclizar: - This mon I have found extreme value in as a regenvester and maybe that's just due to my playstyle but a mon who is so easily offensively improofed due to 4x vcreate weakness while being able to get the slow pivot nigh uncontested against opposing regen vesters due to it's absurdly slow speed and allowing for some interesting sets such as the pblades mortal tcage arc-ground I been running (will get to that later) because of it's unique typing is incredibly valueable. Another thing that ferrothorn beneifts from is an overall decrease of torch song usage and fire coverage being a little on the rarer side at least in terms of special attackers and the few rare torch song spammers are eaily checked by easy partners for ferrothorn such as ice scales lunala and arceus-ground. Overall ferrothorn has been a mon that post-hpl I respect a ton more and think others should begin to also.

:arceus-ground: + :furfrou: - Fur coat arceus-ground is actually the greatest pokemon of all time and I think everyone should look into it more. Think about it, gren sees next to no usage, grass types don't exist, garchomp and blaziken don't commonly run any strong coverage for it, kyurem-white barely ever gets used, and kyurem-black doesn't exist, what is hitting this thing for super effective? Hot take but pblades tcage mortal sap arceus-ground is an overall better neutral fc than arceus-fighting and zamazenta right now just due to the fact common magic bouncers come in on them so easily to prevent sap and you no longer care to beat greninja because it's a fraud anyway. This mon is genuienly good and I think more people need to begin to heavily consider it on teams.


:lunala: + :frosmoth: - While lunala may only be on one team I used for HPL I've used it on many behind the scenes teams and testing phase teams and it always puts in the work. Super easy improof with the mspin + infernal + psystrike cloak set and it beats just about every soecial attacker in the current meta while being faster than the big two physical breakers even hitting one of them for nearly an ohko. The only issue with lunala is moonSHEIST but flutter commonly will forgo ghost move and if it does run it it's more commonly astral or infernal unless specs so the only guy you genuinely have to be spooked about in most cases is alakazam which you can slot an audino-mega, ting-lu, or av regen steel on to help handle quite easily. (however where there's a zam there's a way) Mon is sheist and can easily make big time progress while checking several meta threats, heavily recomend.

:blaziken-mega: + :choice band: - Yk I gotta mention my baby. I personally think the utter variation blaziken can have on its banded sets and even lorb sets on occasion is kinda crazy and only adds to the absurdity it can be when dealing with and the strain it can put on the builder. Knock variations with hazard stack I've personally found to be incredibly easy to make constant progress with and nuzzle also has incredible merit when paired with spikes forcing harder checks such as arceus-water and koraidon to either eat a para or eat a bunch of hazard chip. Don't know if I necessarily have changed opinions on how the suspect should've gone but upon looking into more variations of common sets I definitely think this mon has only begun to show it's true colors as it's not difficult to slap random moves on it and still improof just fine.

CLOSING REMARKS
Overall contrary to most people I'm currently enjoying the BH meta and finding new ways to build common concepts and structures with my own little twist on them. I think there are certain things that could be looked at such as triple arrows simply due top it being basically strictly an rng based move but other than that I'm consistently enjoying games and having fun building fun teams while still seeing reasonable amounts of success. (probably would see more if I gave in and used imp lol)

As part of the closing remarks I'd like to shoutout rightclicker and Yoko for drafting me and @ wtv treekos username is for giving me so many test games and allowing me to bounce my ideas off them when teambuilding as me solo building leads to scizophrenic rants with 0 productiveness. HPL was really fun and I'm beyond happy with my performance and especially the fact my team could take home the big W.

I also just cuz why not will be using this as my official entry for all these teams as sample submissions even though I know not a single one will be approved!
 
How to fix all this?

Honestly, you can't.
Agree strongly with this and largely the reason I got sick of the tier recently, but I'm gonna give my opinion on all the suggestions you posted below.

- Ban Mortal Spin, in my eyes it's the biggest problem with SV BH gameplay and doesn't offer enough to the metagame to really justify it staying. Magic Bounce, -ate Spin, Superman all exist as hazard counterplay regardless of Mortal's existence so I don't think the hazard removal shortage argument really makes sense. It's nice to soft Improof hazard setters I guess but with the options available to defensively Improof -ate spinners I don't think that is realistically a problem either.
I actually like Mortal Spin quite a bit, although I can definitely agree with some of the points against it. This one is really tied to Stone Axe though and I think they're a package deal where banning one requires banning the other unless we want to just force rocks-resistant teambuilding (which to be fair I think is a viable style, teams that let rocks stay up but focus on spinning off / bouncing attempts to spike.) The main thing I want to draw attention to though is that Mortal Spin gives you the means to threaten stuff while spinning, but in exchange you spin with a far more dubious typing, with Steels being extremely good in the tier, many viable Steels sharing different weaknesses and able to run immunity abilities. Meanwhile a good ghost type either costs your Arceus slot, has poor physdef with Flutter, or is Giratina, who is very passive. That said Mortal Spin AND Salt Cure can be problematic, but to be fair that means either losing to Cloak, dropping pivoting (which I've only seen a handful of users try) or running a Regenvest with the exact set Knock Mortal Salt U-Turn which is not exactly inspiring against MG or regen Steels.

I think Mortal can definitely cause problems since I agree that unlike Rapid you can't really switch your breaker in, but there ARE Steel breakers in Steelceus and Lucario (Which leads back to Lucario being such a weird mon, since I genuinely cannot think of a reason when theorycrafting why it isn't top tier, but it never seems to ever work? I've been told I'm the only one who thinks this way but... I don't get it?), Eternatus is strong largely for its Mortal resistance on non-MG sets (wonder if breaker Eternatus will ever be seen much again, Blaziken encouraging it to run FC is so annoying...), and many strong progress makers run Magic Guard, where in the case of Ghostceus getting poisoned is advantageous since you won't be Nuzzled. I think the fact Mortal is so much more easily blocked is the tradeoff, essentially you're telling your opponent that they have to adress your spin attempt, but it's much easier to address.

Regarding the hazard game in general, I think the reason it feels so shit is the difficulty of making coherent defensive cores without resorting to the same usual guys. I just talked about how you can run a huge variety of Steels to block Mortal, but in reality it's hard when Steelceus or Regenvest are so desirable for checking Garde, FC Celesteela can't be used as a solo FC since Blaziken will just break through non-FC resists, etc... Another issue is because you need such a large defensive core, you end up wanting to build around BIG breakers that consistently make progress, and to prevent your team being a passive piece of shit you want to turn all your defensive mons into maximised progress makers by packing them full of progress and utility which Mortal Spin Regenvests allow you to compress harder than anything else, there's very little room for specialised sets. You talk about -Atespin but the thing is Atespin is not easy to fit at all, I can't name a single splashable -Ate mon and even then most of them would rather run boomburst and espeed than fit spin. Losing Mortal and/or Salt and Axe without adressing the issues with needing 4-5 mon defensive cores would probably not help the situation since it would even moreso encourage 1 breaker semistall structures that fuck around for 50 turns to get their clicker in once. If there was more builder flexibility, it wouldn't be necessary to use Koff Mortal Regenvests as your only way to make non-passive walls.

- Ban Stone Axe, allows for overly effortless hazard setting, which in turn leads to linearized gameplay and teambuilding patterns. Not much of a problem with Mortal Spin around, though.
I think Stone Axe certainly needs to go if Mortal goes but I've mostly elaborated on my thoughts on the hazard game in the big paragraph above.

The value that Stone Axe does currently provide is it avoids setter / bounce matchup fishing. In oldgens sometimes you just couldn't get your hazards up all game even if you put Spikes on something offensive, but I don't know if I can really argue this is worse than Mortal Spin / Steel type matchups and it's not like you can't run Moldy Spikes if you really want to (although enjoy getting trolled by Ability Shield MBounce occasionally LOL). Encouraging Bounce more also makes Sapblocking MU Fishing more frustrating, not 100% sure how it would end up though.

- Ban Burning Bulwark, overly limits physical breaking and on the blobs forces passive gameplay focused around the tempo of the blob user. I don't think there are enough checks to passivity or Bulwark-induced status for anti-Bulwark gameplay to remain sufficiently engaging
Agree, stupid move, only argument I see in favor of it is that it isn't uncompetitive enough to justify banning.

- Consider banning Arceus? Personally think Arceus in its current implementation is terrible for the format, since you have to prep for all of them with the fewer resources allotted by virtue of only being able to slot 1 per team (which can only be done passively or via raw damage output, which in practice is constraining). It helps curtail breakers' effectiveness but at the same time fast Strength Sap is pretty broken and it's quite proactive with Take Heart
Not possible under current Smogon Tiering Policy wow I love that. Arceus formes have to be tiered separately so what are we gonna do ban Ghostceus and Waterceus? Not helpful. Would probably be a cool idea if it was possible though...

- Maybe ban Salt Cure? Same uninteractive gameplay argument as Mortal/Stone Axe, but it contributes more significantly to the meta in that bulky setup counterplay is already rather passive and spread thin, and another tool is useful.
- Maybe ban Triple Arrows/Combat Torque etc.? Less relevant than the above but can't hurt
Salt is probably a net positive while Take Heart still exists, because the ability to Salt a TH Arc then go to Imposter is genuinely massive in terms of allowing role compression, but that ties back into my point in the Mortal section about how we have to use these moves to role compress because there are so many types of threats that it is unreasonable to handle.
Hax Moves are like fine, meta would be better with them gone but blah blah Smogon Tiering Policy "you can't just ban things because it would improve the meta they need to be uncompetitive or broken" blah blah. Ban Population Bomb if real that move has ZERO healthy use cases every time its used its fishing no Rocky Helmet or fishing accuracy, horrendous.

- Free and rebalance around Poison Heal? Probably not lol but it's a fun thought experiment. Also Poison Heal is incredible for promoting thoughtful gameplay

This I really disagree with, Poison Heal is an ability that makes for a lot of interesting positions but it is really quite insanely broken for setup sets especially in the tier devoid of Core Enforcer AND Spectral Thief. I kept seeing people say if Core got added in dlc we'd free PH but I really think you need both to even consider it. If we wanted to force Poison Heal free I think you'd need to ban fucking Taunt unironically.
Poison Heal is sort of horrible because it's really cool and fun when used "healthily" but there's just so many ways to break it and the sets that break it best aren't the ones that create interesting gameplay.

Regarding Take Heart, I think it's really toxic with how good it is on various Furscales Arceus formes, it's probably fine in the hypothetical universe where we could ban Arceus, people already more or less know why TH is potentially broken and have their opinions on it, but to me it largely exacerbates how bad defensive mons need to role compress and it's just a disaster since again it encourages using Regenvests with Knock Salt etc...

All your points on SSap being toxic are valid but there's no better alternative since 8 PP Recover isn't enough to handle physical threats. Sapblocking doesn't have to be passive but yeah a lot of the time it is... Flutter Mane and offensive Bounce/Gag can be good though.

The general conclusion that the meta is cooked is something I wanted to deny for a while but I'm definitely in agreement these days, it feels like everything is super matchup fishy and trying to build balances that deal with everything leads to ultra depressing builds, while building anything else leads to occasionally loading into unfun near-autolose matchups. I guess I think that you CAN have fun, cityscapes and some of my more eccentric builds have proved that at least, but the most consistent playstyle feels awful a lot of the time and the fun playstyles are far from consistent so ladder is frustrating and tours feel like gambling with them.
 
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This is basically my current thoughts on BH teambuilding right now.

TLDR: you need a lot of defensive mons to cover every possible sets from JUST the common breakers like :garchomp-mega::blaziken-mega::greninja-ash::Gardevoir-mega::arceus: that if you wanna build a consistent team you can only run 1 offensive mon (+ 1 Take Heart defensive :arceus:). This means that you're kinda locked in to using the strongest nukes who can win regardless of matchup thanks to sheer damage alone. This means the rest of your team are just bots that do role compression progress shit like click Stone Axe, Mortal Spin, U-turn, Salt Cure etc. Hence consistent teams are basically 1 giga-unwallable breaker + 5 utility bots, and there isn't that many giga-unwallable breakers to choose from so everyone's running the same mons on every team. Defensively think :arceus::flutter mane::ting-lu::registeel::zamazenta::chansey::blissey::eternatus::celesteela::ho-oh: and offensively think :garchomp-mega::blaziken-mega::gardevoir-mega::flutter mane::greninja-ash::necrozma-ultra:. Unless you wanna fish and run an inconsistent team then you're relgated to running these bozos over and over again.

God forbid you post an original team with off-meta sets in the BH discord by the way, you will draw out these borderline brainwashed meta-slaves that tell you that your team doesn't handle every BH threat available hence it sucks. If you're one of these people just know that I can build standard consistent teams. I know how to press Ctrl + C and Ctrl + V.

Now that's out of the way let me bait you into using some off-meta sets.

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:sv/tyranitar-mega:
Tyranitar-Mega @ Choice Band
Ability: Rocky Payload
Tera Type: Rock
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Accelerock / V-create / Combat Torque
- Diamond Storm
- Stone Axe
- Knock Off

The first set is offensive TTar. It's a very straightforward set, really. Rocky Payload is one of the few 1.5x multiplier available and Diamond Storm is a solid 100 BP move. TTar can Knock Off its own walls and also chunk stuff with Stone Axe and have an alright priority in Accelerock. Alternatively we can run V-create or Combat Torque to hit Steels, notably Combat Torque punishes Imposters very hard especially if you para. Ideally you have Spikes because TTar is guaranteed to force their FC to take a Knock if you play correctly. Unlike the other Physical breakers, TTar also don't mind clicking Knock since it's a STAB move.

:sv/lucario-mega:
Lucario-Mega @ Choice Scarf
Ability: Steely Spirit
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant / Lonely Nature
- Gigaton Hammer
- Sunsteel Strike
- Trick / Tachyon Cutter
- Close Combat / V-create

I personally think this is a very good Lucario set that no one seems to have used. Basically we ditch Band/Specs and opt for Scarf. This shifts Lucario's role and allows Lucario to come in on offensive threats rather than defensive walls which it struggles to OHKO because he's not Garchomp, Blaziken or Garde. Lucario also quad resists rocks and immune to Mortal Spin which lets it switch in more easily. For example, you can now switch into weakened Eternatus, Arceus, Flutter Mane, Necrozma, Sceptile and more, a feat which Band or Specs Lucario could never replicate. As for the set itself, I think we should simply go all in on Gigaton Hammer and Sunsteel Strike by running Steely Spirit. Forget about all the Sharpness or Sword of Ruin propoganda. I believe we should just maximise our best moves and forget about coverage. The 3rd move can be Trick or Tachyon Cutter. Trick is a solid move to cripple walls (you can come in on Mortal Spin and threaten a Trick on their RegenVest) whereas Tachyon Cutter is for steelmaxxers who want to hit certain mons with lopsided defenses like FC Dondozo or Ting-lu, though it's probably worse than Trick. Last move is Close Combat which is honestly weak but it hits Imposters and steels so it's alright. If you wanna hit Celesteela, V-create is also there.

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:sv/arceus-electric:
Arceus-Electric @ Earth Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Thunder Cage
- Judgment
- Strength Sap

Alright to be honest this is something I've put off forever since I really like Wandering Spirit Dialga, Giratina, Eternatus and Palkia to a lesser extent but we can't deny that Arceus is the best mon and also has an immutable item. I just thought it would be boring showcasing a bunch of Arceus with very similar sets but I decided now to share them since I might as well offer some guiding light in this dark RegenVest times. The downside of this set is clear: you can't use a different Arceus but we also can't overlook the fact that Arceus is probably the best Wandering Spirit mon thanks to its stat spread. Arceus Electric is one of a few Arceus that can make use of Wandering Spirit thanks to its immunity to Paralysis.

:sv/arceus-ground:
Arceus-Ground @ Icicle Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Revelation Dance
- Judgment
- Strength Sap

Very similar to the Arceus Electric, Arceus Ground is immune to Nuzzle. The Imposter matchup is worse because you have to knock it first though but that shouldn't be difficult considering the fact that you should ideally be running 2-3 RegenVests (with Knock Off) who bait in Imposters. Thjs Knock Off assumption on opposing Imposter is assumed for most of the Arceus sets below to have consistent self-proofing.

:sv/arceus-steel:
Arceus-Steel @ Fist Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart / Nasty Plot
- Revelation Dance
- Judgment
- Strength Sap

This is an alternative to Dialga. The main benefit is the immunity to Poison which makes it much better vs Mortal Spin but at the same time it's weak to Salt Cure. Nasty Plot is an option though it's worse vs Nuzzle and the occasional Burn.

:sv/arceus-ghost:
Arceus-Ghost @ Spooky Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Judgment
- Secret Sword / Sludge Bomb
- Strength Sap

I mean it's Arceus Ghost, we both know what he does. I actually think Sludge Bomb is a good move to hit Audinos and Yveltal. I will mention that you could run Giratina instead if you're not interested in Judgment's consistency. Gira-O with Griseous Core can actually threaten Imposter somewhat well if you run a Ghost or Dragon move.

:sv/arceus-poison:
Arceus-Poison @ Earth Plate / Mind Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Judgment
- Sludge Bomb
- Strength Sap

Arceus Poison is resistant to Mortal Spin. I would say it's better than Belch Jaboca Eternatus since it actually has reliable coverage on opposing Imposter. I would say for Eternatus, you just run Dragon Energy and call it a day. Belch means you can improof with an offensive Fairy type like Gardevoir because you'll sap block and can't be touched.

:sv/arceus-dragon:
Arceus-Dragon @ Draco Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Dragon
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Judgment
- Torch Song
- Strength Sap

This last Arceus set is a bit of an extra set. I think it has high competition since the Gen 4 Legos and Etern are all Dragons but Arceus Dragon has arguably the best Dragon move in Judgment and unlike the other mons it can't get Knocked. I would say this is the worst set here but hey, it's a cool mon and with the right fishing and support, it can probably win since he's Arceus at the end of the day.

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Alright so in conclusion, what did you learn today?

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Hallward I’m offended you didn’t include mega Alakazam in the list of broken breakers smh my head.

Tyranitar-Mega @ Choice Band
Ability: Rocky Payload
Tera Type: Rock
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Accelerock / V-create / Combat Torque
- Diamond Storm
- Stone Axe
- Knock Off
Physical breaker that never forces out ting-lu or any AV regen steel for that matter and can’t touch fc fighting or ground sounds very hard to justify on several teams and I’d be interested in seeing some teams/replays where this set puts in the work
 
252+ Atk Choice Band Rocky Payload Tyranitar-Mega Diamond Storm vs. 252 HP / 252 Def Celesteela: 372-438 (93.4 - 110%) -- 56.3% chance to OHKO

252+ Atk Choice Band Rocky Payload Tyranitar-Mega Diamond Storm vs. 252 HP / 252 Def Registeel: 142-168 (39 - 46.1%) -- guaranteed 3HKO

252+ Atk Choice Band Tyranitar-Mega V-create vs. 252 HP / 252 Def Registeel: 454-536 (124.7 - 147.2%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar-Mega V-create vs. 252 HP / 252 Def Ting-Lu: 260-306 (50.5 - 59.5%) -- guaranteed 2HKO

252+ Atk Choice Band Tyranitar-Mega Combat Torque vs. 252 HP / 252 Def Ting-Lu: 290-342 (56.4 - 66.5%) -- guaranteed 2HKO

We do in fact force out Celesteela and Registeel if you actually bothered to calc before typing but I have provided these calcs just for you.
 
252+ Atk Choice Band Rocky Payload Tyranitar-Mega Diamond Storm vs. 252 HP / 252 Def Celesteela: 372-438 (93.4 - 110%) -- 56.3% chance to OHKO
The fact the neutral hit with middling bulk (for bh standards) with a neutral nature is a damn near only 50% chance to kill (not accounting for miss chance) is sad in the larger scheme of things

I’d respect the set more if it ran collision course (kills regi after rocks and actually threatens solid damage on ting-lu while doing 65 min to imp) but at the same time being forced to click non stab non ability boosted coverage into AVs to force them out and your stabs not being very strong into any common fur coat option just leaves it hard for me to believe in the sets functionality outside of using funny Rocky payload mega ttar.

I see no reasoning for this Mon to have a niche over other physical breakers such as mchomp mblaz and pika especially when mblaz can easily fit knock off on its banded sets and forces many more switches while overall making much more immediate progress.
 
The aerobee post was a real breath of fresh air for me. I personally fall into the camp of those who believe it's impossible to really model a hypothetical meta after such a drastic change has been made, though this mindset kind of dates me as a fossil without the proper language to talk about metagames and gameplay loops. At any rate, I like seeing that language advance over time and seeing people take a stab at it.

What I wanted to really say here was that we should probably do tiering, like, radically differently. As soon as we're thinking on the level of desirable or undesirable gameplay loops in the first place, it becomes clear that the whole broken/uncompetitive/unhealthy thing is just a completely insufficient framework in the first place, which I argued in my Policy Review thread from a couple months ago.

With BH, since things tend to move more slowly when no team tour is going on and we're several years into a gen, I would almost want to experiment with drastic rule changes on the ladder and get people talking about them. Things being as they are, I want a way for alternate versions of the meta to be playable without wading through the suspect process in the first place. Like the current state of affairs is like "We can't ban V-Create because of the tiering policy framework which was made with OU in mind, also I guess let's unsuspect Lumina Crash or whatever". Regardless of whether Lumina/Photon/etc are broken or not, it's very hard to argue that they'll do anything at all to fix the meta and assuage people's complaints. You want to fix the meta? You have to fuck with Stone Axe/Mortal Spin/V-Create and move pieces around and see what works. I don't give a fuck if none of them are "broken" (especially "in a vacuum", god) or "unhealthy" or any of that useless bullshit.

Will this be a lot of work? Yes. The council will first of all have to do a lot of work both justifying any action and identifying the right actions to take. Council is a high-effort volunteer position, so everyone on there should be willing to do work to improve the metagame and advance the communicative abilities of the playerbase. The playerbase will have to do a lot of work giving any rule change an honest try and sincerely exploring gameplay loops in e.g. a no-Axe, no-Mortal meta. Maybe BH is too dead right now for that kind of work, which is fine, but if you aren't actively doing it then you should stop passively complaining about the "state of the meta" and go sit down and build some offense.

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EDIT: The long-awaited and prestigious next instalment of the Wandering Spirit :dialga-origin: series is finally here:

:dialga-origin::lucario-mega::arceus-water::registeel::ting-lu::chansey:
https://pokepast.es/a4bcd37fc278c6f6

This time I'm featuring everyone's favourite mon to hate on: MEGA LUCARIO :lucario-mega:. So what's The Vision™️ of the team? Dialga will handle all the slow regen guys that Lucario can't break and Lucario will handle all the fast frail guys that are threatening. With the Power of Friendship (Doom Desire + Teleport/U-turn + Steely Spirit), Lucario can also break through resists with raw power. For reference, on an average roll, Doom + 2xSunsteel does 86% on an FC water Arc so you just need rocks and a bit of chip to brute force past it. I am sure everyone including me is looking forward to seeing this team on the samples (heh). I managed to climb from 1575 to 1583 with this team, a unique feat that very few teams have achieved.
 
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