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Resource NU Viability Rankings

Where's Espeon on this list?
Espeon is unranked. It’s largely outclassed by munkidori and doesn’t have the defensive niche of something like meloetta. It has niche as a calm mind mon on grassy terrain (where it makes use of magic bounce but still has competition) but that’s the main use case for it. Scarf espeon is much worse than scarf munki. Articuno-G is a significantly better cm mon. Psychic terrain isn’t used ever. Specs I’d rather run munki or melo. The eject button set on hyper offense is probably usable but like… you’d rather just run a cinccino for removal.

Altogether espeon isn’t the worst mon of all time or anything, but it doesn’t have much of a place either against the competition.
 
Espeon is unranked. It’s largely outclassed by munkidori and doesn’t have the defensive niche of something like meloetta. It has niche as a calm mind mon on grassy terrain (where it makes use of magic bounce but still has competition) but that’s the main use case for it. Scarf espeon is much worse than scarf munki. Articuno-G is a significantly better cm mon. Psychic terrain isn’t used ever. Specs I’d rather run munki or melo. The eject button set on hyper offense is probably usable but like… you’d rather just run a cinccino for removal.

Altogether espeon isn’t the worst mon of all time or anything, but it doesn’t have much of a place either against the competition.
At the very least I think it deserves at least C or B rank for its terrain niche. The power of grassy seed + Magic Bounce can spiral out of control very quickly and it has seen previous success. defensive morning sun sets can also stop rocks up despite how frail it is. Magic Bounce does give it at least some niche overall.

However, I can see why the VR council doesn't want to encourage even more Espeon usage because frankly seeing people run fully offensive scarf/specs sets is absurd. it has almost zero usable coverage beyond fairy and ghost if you don't want to dump tera blast and its as frail as paper. We do have very strong psychic types in the tier and espeon just doesn't quite cut it except in a very specific role.
 
Think Grassy terrain is becoming a fad, the over reliance on Thwacky (DK Jr) without an Eviolite to boot makes Grassy terrain much more unreliable. Rillaboom has far more flexibility wether as a CB U-Turn pivot, a LO SD user, or a bulky SD mon that can take on Ogerpon "#1 Alomo hater" Wellspring differs vastly on how Thwacky can perform even in NU.

The stats ain't it, it's pretty much the Pinchurchin dilemma, you'd rather have Tapu Koko over the passive Urchin.
 
Think Grassy terrain is becoming a fad, the over reliance on Thwacky (DK Jr) without an Eviolite to boot makes Grassy terrain much more unreliable. Rillaboom has far more flexibility wether as a CB U-Turn pivot, a LO SD user, or a bulky SD mon that can take on Ogerpon "#1 Alomo hater" Wellspring differs vastly on how Thwacky can perform even in NU.

The stats ain't it, it's pretty much the Pinchurchin dilemma, you'd rather have Tapu Koko over the passive Urchin.
Ok there is a bit of a misconception here.

The strength of Thwackey is not in the mon itself. As a NFE it is never going to be moving like Rillaboom does in OU even if it is a pre-evolution in a weaker tier.

The strength of Thwackey is in its archetype. The whole point of it is to runs terrain extender to enable an play style and it should be judged on that basis.

:Ninetales: in OU is currently B+ rank and as a standalone mon is too weak to do much of anything with how power creeped that tier is. However it is judged off of the archetype it enables and not on the strength of the Mon in a vacuum.

Additionally, Thwackey is nowhere near as passive as Pincurchin. It has usable priority for the endgame, an explosively strong 156 BP (after terrain) stab move and can u-turn and grab momentum from many staples such as Rhyperior, Vaporeon, Swampert, Basculegion, Barraskewda, etc.

While the stats ‘ain’t it’ most of the value is in the playstyle it enables and not the Mon itself.
 
Ok there is a bit of a misconception here.

The strength of Thwackey is not in the mon itself. As a NFE it is never going to be moving like Rillaboom does in OU even if it is a pre-evolution in a weaker tier.

The strength of Thwackey is in its archetype. The whole point of it is to runs terrain extender to enable an play style and it should be judged on that basis.

:Ninetales: in OU is currently B+ rank and as a standalone mon is too weak to do much of anything with how power creeped that tier is. However it is judged off of the archetype it enables and not on the strength of the Mon in a vacuum.

Additionally, Thwackey is nowhere near as passive as Pincurchin. It has usable priority for the endgame, an explosively strong 156 BP (after terrain) stab move and can u-turn and grab momentum from many staples such as Rhyperior, Vaporeon, Swampert, Basculegion, Barraskewda, etc.

While the stats ‘ain’t it’ most of the value is in the playstyle it enables and not the Mon itself.
Seconding this. One could easily use arboliva as it also sets up gterrain, but since thwackey has U-turn, it’s the preferred choice 95% of time time, despite arbo having much better stats. Honestly I’d probably rather use Grookey over Arbo since it has U-turn + prio.
 
Hey folks. Since we're halfway through shifts, I figured we have enough info about the meta for some noms

Rises:

:Reuniclus: : A -> NUBL
Ban Cresselia

:Chansey: : B -> B+/A-
Stall is viable and it's all this thing's fault. Hence, I would argue its rank should stand for the rank of viability that stall currently has, which is definitely higher than B. Once again, the VR is understating the value of a specially bulky wall with recovery - now with access to stealth rock and consistent damage in seismic toss.

:Espeon:
: UR -> B-
Get this mon back in the VR, by far the most threatening grassy terrain sweeper out of the psychic types that people have attempted to run grassy seed on. Magic bounce is broken. With Graf/Lee being ranked there's no reason for this not to be ranked too.

:Decidueye-Hisui: : UR -> C
That's right, more defensive grass type removal to the tier! I believe Hisuian Decid has a very valid niche in the tier in that it can run STAB - pivot - recovery - removal and still have offensive presence, unlike its sister Tsareena. Triple arrows is broken. Of course, being a defogger limits the amount of teams it can be included in, but if you're not hazard stacking I would argue this fellow is a very valid choice.

:Avalugg: : UR -> C
Stall is viable, hence Avalugg is viable. It's a horrible spinner, but an amazing physical tank that spins sometimes. In stall, where you can run double removal, it's quite the asset to have. Unfairly ranked DNU.

:Cramorant: , :Altaria: : Higher
Removal didn't suddenly become less viable, no idea what that last shift was about.

Drops:

:Munkidori: : S -> A+
This thing can't keep getting away with it. 30% wr in seasonal AGAIN and still ranking S is insane.


Vouching to stay:

:Articuno-Galar: , :Duraludon: : A+ -> A+
Listing both of these together because there have been talks of these guys rising to S. Personally, I do not believe either of them makes the cut, with Galarian Articuno only ever seeing use in one archetype (even though Gunostack is a VERY good archetype) that is not dominant enough to warrant the rank, while Dura still has to contend with Copper and, to some degree, Bronzong/Klefki, for the steel slot of a team.
 
garti is pretty firmly s rank to me rn and it doesnt matter that gunostack is its best archetype (not using the word "only" because that's patently false). guno is the biggest reason building is awful atm because almost none of the counterplay you'd usually rely on to beat a mon like it actually works on a consistent basis.

every dark-type in the tier actively loses to it. incin is amazing but literally cannot reliably contest it because you just give it boosts. woch has to tera. scrafty has to tera and still loses. overqwil. the steels are more of a mixed bag, with duraludon typically getting overloaded because of what guno teams usually look like (hazard stack + knock cinc or just super ho with a toxt to force the damage early), rajah can sometimes trade down vs it but it depends on tera types, and klefki is kinda whatever. bronzong is pretty ok into it so long as you run rock blast + eq stuff, and of course there's offensive stuff that outruns and pressures it pretty well especially post tera like flygon, raikou, and scarf flamigo, but there's not a lot else. hell one of the bigger issues is exactly the fact garti is so fast and imo that's a decent reason why it feels at times harder to stop than reuni. at least the blob is slow as dicks garti just outruns the entire defensive metagame and a significant portion of nu wallbreakers like chandy, toxt, legion, and non-scarf flamigo.

duraludon i'd prob keep a+ though. idt it gaps the other steels quite enough and has some pretty real 4mss issues.

:Cramorant: , :Altaria: : Higher
Removal didn't suddenly become less viable, no idea what that last shift was about.
removal as a concept has been miserable for awhile now, and these two mons are just generally not good. rn both are hard to justify because a) cram is just very frail and thus struggles a lot more in this offense-favored meta and b) altaria is just... dicks. adequate enough mons but i think B is very fitting given the flaws the mons have.
 
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garti is pretty firmly s rank to me rn and it doesnt matter that gunostack is its best archetype (not using the word "only" because that's patently false). guno is the biggest reason building is awful atm because almost none of the counterplay you'd usually rely on to beat a mon like it actually works on a consistent basis.

every dark-type in the tier actively loses to it. incin is amazing but literally cannot reliably contest it because you just give it boosts. woch has to tera. scrafty has to tera and still loses. overqwil. the steels are more of a mixed bag, with duraludon typically getting overloaded because of what guno teams usually look like (hazard stack + knock cinc or just super ho with a toxt to force the damage early), rajah can sometimes trade down vs it but it depends on tera types, and klefki is kinda whatever. bronzong is pretty ok into it so long as you run rock blast + eq stuff, and of course there's offensive stuff that outruns and pressures it pretty well especially post tera like flygon, raikou, and scarf flamigo, but there's not a lot else. hell one of the bigger issues is exactly the fact garti is so fast and imo that's a decent reason why it feels at times harder to stop than reuni. at least the blob is slow as dicks garti just outruns the entire defensive metagame and a significant portion of nu wallbreakers like chandy, toxt, legion, and non-scarf flamigo.

duraludon i'd prob keep a+ though. idt it gaps the other steels quite enough and has some pretty real 4mss issues.


removal as a concept has been miserable for awhile now, and these two mons are just generally not good. rn both are hard to justify because a) cram is just very frail and thus struggles a lot more in this offense-favored meta and b) altaria is just... dicks. adequate enough mons but i think B is very fitting given the flaws the mons have.
Fair reasoning, but if you look at it from the Galarian Articuno player's perspective, building WITH Galarian Articuno is *similarly challenging, if not more. You need chip on bulky walls like Swampert/Rhyperior, which greatly threaten you with knock + phasing (in Pert's case) or ice punch/rock STAB (in Rhyperior's case). You need great pressure on the ever-present steels, unless you want to settle for the defensively inferior tera ground. You need chip on offensive threats such as Chandelure and Basculegion, which you do not KO from full. Munkidori often forces a tera to dodge toxic chain. Hell, hurricane is such an unreliable move, fully offensive Garti is statistically more likely to LOSE to a Wo-Chien from full (49% vs 51%) before tera on either side.

Cycle back to the player that is building with Galarian Articuno in mind, and I would argue the teambuilding is not as restricting as claimed. Bring a sturdier specially defensive core. We have a whole Chansey in the tier. Bring cloak Vaporeon. Bring more Swampert and Rhyperior. Trade with it. Use a scarfer ghost that threatens it, like Chandy or Hoopa. Use the aforementioned threats that outspeed it and threaten a KO after minimal chip or just tera, Flygon, Raikou, Skewda, Kilowattrel. Bring a generic NU team, hell, recycle something from last year's meta to a match against a Galarian Articuno, and more often than not you will have enough tools to win with better play.

Even being broken (which your post's reasoning leans more towards, and one I severely disagree with) wasn't a reason to rank a mon S in the past, with several NUBL mons being former A+ rankers in the past. My point is that Galarian Articuno just doesn't see the usage or splashability on par with, say, a Flygon that would justify a S rank imo.

Not that I'm one to mention usage stats a lot, I believe the sample size is too small, especially considering recycled teams and the amount of players that do not teambuild, but if we are talking about a S-rank mon that is supposed to be one of the main axis of the tier:
Seasonal:
| 13 | Articuno-Galar | 63 | 14.45% | 53.97% |
Last chance:
| 14 | Articuno-Galar | 25 | 11.68% | 52.00% |
NUCL:
| 13 | Articuno-Galar | 14 | 14.58% | 42.86% |
Circuit playoffs:
| 7 | Articuno-Galar | 15 | 20.27% | 53.33% |
Are these numbers really justifying the guy?

--------------------

As for removal, I suppose it doesn't matter as much. I firmly believe boots spam is a B-rank archetype that consistently loses to hazard stack, and therefore every main defogger/spinner should rank relatively high, but if the council considers removal neglectable, the ranking of those two would make sense.
 
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I would also like to agree that Garticuno isn't S tier, but I think when ranking S tiers in general, they fall into two criteria.
1. Fully warps the tier around it to the point that any team that does not specifically account for it heavily is mediocre.
2. Has a wide variety of sets that are very splashable and all do an amazing job.

Flygon fits into number 2 ofc, I don't think I need to explain why, you could probably mention between 5-8 (I'm avoiding mentioning THAT meme) sets off the top of your head that are all at worst, decent, though a good majority are very good.
So I'd like to talk about the first one, and why munkidori is S tier and will probably always be S tier unless shit like Amuk and Registeel suddenly drop (doubtful).
Every serious team in this tier that isn't HO almost mandates having a steel type, which if we look at samples aside from two HO samples, every one has. And looking at usage stats, for up to round 4 of ssnl (the most current one with stats) there is about 74% usage of the steels combined, with circuit playoffs and last chance having 77% and 76% respectively. Now, the steels do a lot, but the primary thing they do, is be the best answers to munkidori. This is part of the reason that duraludon was so shit for a while, people hadn't discovered the spdef sets and thus dura was a steel that was horrible at checking munki, the one thing that steels are meant to do (though dura is still the worst of the conventional steels at checking munki). You could argue that the steels help check stuff like sylveon, the poisons and the psychics, and they do, but there are other answers to these mons that are abundant in the metagame. Every time somebody tries steel-less, they either 1. Have to use very specific mons together such as av glowbro and scrafty to check it, or 2. simply admit they will lose to it. HO doesn't do this ofc since they can usually offensively check it while punishing its choice lock, but anything else needs to have a solid munki answer, which again is the steels.
This is something that IDT you can really brush away, it is a legitimate thing you need to check off the builder and if you don't, you get fucked. Yes its winrate in ssnl is prob shit rn, but wr is an awful stat to determine viability/brokeness and needs to be looked at with other factors. And by that point, you can probably argue without even discussing winrate (for example rillaboom is at 0 wins in SPL with 12 uses, but instead of argueing its shit cause of the wr, you could argue the structures that rillaboom is usually built around are inconsistent in nature, that sorta thing)


Now, for garticuno, IDT it reaches that level. I would honestly call incin more of an S tier then garti in fact, as a lot of what mgjg (shortening his name since I ain't typing that out) said is true, majority of teams will have sufficient counterplay and it can feel pretty awkward to build with at times. And it 100% does not fit the secondary criteria since its basically cm sets and if you wanna get technical, f-sight pivot (pretty mediocre set) and trick with specs/scarf (incredibly niche).

Also will agree on raising altaria. Cram I think can stay, its really passive into certain shit (read, vapo balance) and is pretty frail. Altaria actually has bulk and natural cure, which is great. I think experimentation with perish song (not even fire spin, just perish song as a standalone move with either wisp or bb) to make sure it isn't setup fodder for shit like guno. You can also use moves like eq which can punish toxt and chandy that think they can be funny and stay in. In general I think alt is underexplored but maybe thats just me lol. Also agree on bootless teams being mediocre. You basically are forced into gligar+zong+wish passer to not autolose to spikestack teams (a very good archetype rn) and thus they can feel awkward to experiment with.
 
Fair reasoning, but if you look at it from the Galarian Articuno player's perspective, building WITH Galarian Articuno is just as miserable, if not more. You need chip on bulky walls like Swampert/Rhyperior, which greatly threaten you with knock + phasing (in Pert's case) or ice punch/rock STAB (in Rhyperior's case). You need great pressure on the ever-present steels, unless you want to settle for the defensively inferior tera ground. You need chip on offensive threats such as Chandelure and Basculegion, which you do not KO from full. Munkidori often forces a tera to dodge toxic chain. Hell, hurricane is such an unreliable move, fully offensive Garti is statistically more likely to LOSE to a Wo-Chien from full (49% vs 51%) before tera on either side.

Cycle back to the player that is building with Galarian Articuno in mind, and I would argue the teambuilding is not as restricting as claimed. Bring a sturdier specially defensive core. We have a whole Chansey in the tier. Bring cloak Vaporeon. Bring more Swampert and Rhyperior. Trade with it. Use a scarfer ghost that threatens it, like Chandy or Hoopa. Use the aforementioned threats that outspeed it and threaten a KO after minimal chip or just tera, Flygon, Raikou, Skewda, Kilowattrel. Bring a generic NU team, hell, recycle something from last year's meta to a match against a Galarian Articuno, and more often than not you will have enough tools to win with better play.

Even being broken (which your post's reasoning leans more towards, and one I severely disagree with) wasn't a reason to rank a mon S in the past, with several NUBL mons being former A+ rankers in the past. My point is that Galarian Articuno just doesn't see the usage or splashability on par with, say, a Flygon that would justify a S rank imo.

Not that I'm one to mention usage stats a lot, I believe the sample size is too small, especially considering recycled teams and the amount of players that do not teambuild, but if we are talking about a S-rank mon that is supposed to be one of the main axis of the tier:
Seasonal:
| 13 | Articuno-Galar | 63 | 14.45% | 53.97% |
Last chance:
| 14 | Articuno-Galar | 25 | 11.68% | 52.00% |
NUCL:
| 13 | Articuno-Galar | 14 | 14.58% | 42.86% |
Circuit playoffs:
| 7 | Articuno-Galar | 15 | 20.27% | 53.33% |
Are these numbers really justifying the guy?

--------------------

As for removal, I suppose it doesn't matter as much. I firmly believe boots spam is a B-rank archetype that consistently loses to hazard stack, and therefore every main defogger/spinner should rank relatively high, but if the council considers removal neglectable, the ranking of those two would make sense.
building with garticuno is not miserable. hazardstack and ho are two of the strongest builds in the metagame. garticuno fits seamlessly on each of them. it's not really that hard to support garti either as i outlined in the original post.

much of your suggested counterplay is not reliable or particularly relevant in the metagame. chansey can outright lose to psyshock or tera ghost/ground/elec to mitigate its forms of fighting back, and it's very easy to pressure because it doesnt wanna run boots. scarf chandy and hoopa aren't really used at all (hoopa as a mon entirely is just not very relevant and scarf chandy is cheese/bad). pert is struggling for relevance as is. rhyperior is good agreed, but you should note that freezing glare/psynoise garti 2hkoes pretty easily with a single spike up (thus meaning with any chip), so you have to play it really carefully and ofc keep garti's tera in mind. kilo is pretty dicks but naturally i did state the other ones as being good pending the tera situation. suggesting that people use old and outdated teams is frankly a bit wild lol

being broken=/=s rank by default i agree with. that isn't my point--just part of it. garti warps building around it rn in a way nothing else bar maybe toxt does.

being just outside of top 10 for a few tours and being firmly top 10 for circuit playoffs with an overall positive winrate (if i'm averaging correctly here) is good. but yeah i mean we have mons that'll sit in the high ranks of a tier for months and just not rise like wo-chien in ru did for example (i think it was even a+ at a point on their vr? but it never even rose to the tier). that said this should serve as a reminder that usage stats aren't the end all be all and you are fine to reference them but don't make them some super important conclusion to your argument because imo that's just never a strong way to end it.

---

it is a bit contradictory that you say garti is hard to build with, but then go on to prop up hazard removal with the justification that hazard stack will almost always beat superman/boots spam teams. that's just me tho and i think removal is probably the most polarizing concept the tier has rn because you either love it and mons like tsar/cram/alt/cinc frequently or you hate it and just slam your offense teams into people.
 
Just some morning thoughts:

I totally agree with Rabia; maybe not on Guno being S per se, but on its clear dominance in the metagame. I’ve been saying how good this mon is since Muk-A meta and the only difference between then and now is that it lost the one Dark-type that could actually deal with the Pokémon. All forms of CM sets (different Teras, Tera Blast, Noise vs Shock, Seed) are ridiculous for balance breaking and sweeping while its natural bulk lets it never have a useless matchup into offense either. Saying anything otherwise would be ridiculous.

It’s also extremely easy to build with which is where I heavily disagree with mgjg on this. It’s an extremely splashable mon on every single style of team from full HO to BO to Balance because of its amazing defensive and offensive potential. Like, you can literally throw it onto anything and you’ll be happy with the fit. Find me another mon that can check/soft check Migo, Munki, Flygon, Tox, Vapo, and way more of the top Pokémon in the metagame the way that Guno can.

With that said, I’m not sure if it should be S or if it just hits under that threshold. I’d need to be convinced that a lot of the Psychic-type warping in the metagame isn’t more because of Munkidori than anything else and I think that it’s also not as splashable relative to Flygon in S currently. I’d probably vote it to S just because of its dominant presence in the metagame, but I’d have to think about it.

:dudunsparce:B+ -> A-

I’m not sure if others would agree with me here, but I thought I’d open up Dudun discussion here since it’s a mon that often gets overlooked in the NU space. We’ve seen in ssnl and elsewhere how great Glare Dudun is with its fantastic bulk, utility, and pretty solid power, and I’m wondering how much this shift in role really does for the Pokémon. IMO Dudun is a pretty vastly unexplored mon with a ton of potential that keeps getting unlocked slowly. Even set up stuff is probably still reallllllly hard to deal with, but these Glare sets fit the style of the metagame perfectly.
 
I would also like to agree that Garticuno isn't S tier, but I think when ranking S tiers in general, they fall into two criteria.
1. Fully warps the tier around it to the point that any team that does not specifically account for it heavily is mediocre.
2. Has a wide variety of sets that are very splashable and all do an amazing job.

Flygon fits into number 2 ofc, I don't think I need to explain why, you could probably mention between 5-8 (I'm avoiding mentioning THAT meme) sets off the top of your head that are all at worst, decent, though a good majority are very good.
So I'd like to talk about the first one, and why munkidori is S tier and will probably always be S tier unless shit like Amuk and Registeel suddenly drop (doubtful).
Every serious team in this tier that isn't HO almost mandates having a steel type, which if we look at samples aside from two HO samples, every one has. And looking at usage stats, for up to round 4 of ssnl (the most current one with stats) there is about 74% usage of the steels combined, with circuit playoffs and last chance having 77% and 76% respectively. Now, the steels do a lot, but the primary thing they do, is be the best answers to munkidori. This is part of the reason that duraludon was so shit for a while, people hadn't discovered the spdef sets and thus dura was a steel that was horrible at checking munki, the one thing that steels are meant to do (though dura is still the worst of the conventional steels at checking munki). You could argue that the steels help check stuff like sylveon, the poisons and the psychics, and they do, but there are other answers to these mons that are abundant in the metagame. Every time somebody tries steel-less, they either 1. Have to use very specific mons together such as av glowbro and scrafty to check it, or 2. simply admit they will lose to it. HO doesn't do this ofc since they can usually offensively check it while punishing its choice lock, but anything else needs to have a solid munki answer, which again is the steels.
This is something that IDT you can really brush away, it is a legitimate thing you need to check off the builder and if you don't, you get fucked. Yes its winrate in ssnl is prob shit rn, but wr is an awful stat to determine viability/brokeness and needs to be looked at with other factors. And by that point, you can probably argue without even discussing winrate (for example rillaboom is at 0 wins in SPL with 12 uses, but instead of argueing its shit cause of the wr, you could argue the structures that rillaboom is usually built around are inconsistent in nature, that sorta thing)


Now, for garticuno, IDT it reaches that level. I would honestly call incin more of an S tier then garti in fact, as a lot of what mgjg (shortening his name since I ain't typing that out) said is true, majority of teams will have sufficient counterplay and it can feel pretty awkward to build with at times. And it 100% does not fit the secondary criteria since its basically cm sets and if you wanna get technical, f-sight pivot (pretty mediocre set) and trick with specs/scarf (incredibly niche).

Also will agree on raising altaria. Cram I think can stay, its really passive into certain shit (read, vapo balance) and is pretty frail. Altaria actually has bulk and natural cure, which is great. I think experimentation with perish song (not even fire spin, just perish song as a standalone move with either wisp or bb) to make sure it isn't setup fodder for shit like guno. You can also use moves like eq which can punish toxt and chandy that think they can be funny and stay in. In general I think alt is underexplored but maybe thats just me lol. Also agree on bootless teams being mediocre. You basically are forced into gligar+zong+wish passer to not autolose to spikestack teams (a very good archetype rn) and thus they can feel awkward to experiment with.
I agree with a good chunk of this, primarily the main logic behind S rankings, just thought I would make a side note.

As a steel-less pilot myself, I must disagree with the argument that steel-less balance is unviable. There is a good number of alternative Munkidori checks suck as the newly dropped Chansey, who can shrug off Toxic Chain, the aforementioned AV Glowbro and cloak Vaporeon, pivot tanks such as AV Meloetta, Swampert and a personal unranked favorite of mine, Milotic, who are all able to take a toxic chain and pivot out before taking meaningful damage, as well as any tera steel user and, less recommended but not unviable, combinations of poison/psychic resists such as Glowbro + Incineroar cores, especially in tandem with protect users. I would thus bring into question the point that every team must account for Munkidori heavily, as it is a quite simple threat to tick off the list.

But regardless of the answer, I feel like this is an important point to make because a constant thing I hear people say is that teambuilding in SV feels repetitive or restrictive, or difficult in some form. And while pointers such as "always bring a steel" make teambuilding easier for newer players, treating such pointers as gospel is a recipe for repetitive teambuilding and eventual burnout. That is not to say, of course, that having a steel, or at least a tera steel user on your team won't make your job a lot easier, greatly reducing the number of threats you need manually ensure you're checking, such as every fairy, every psychic, stray Cinccinos/Ambipoms and more.

building with garticuno is not miserable. hazardstack and ho are two of the strongest builds in the metagame. garticuno fits seamlessly on each of them. it's not really that hard to support garti either as i outlined in the original post.

much of your suggested counterplay is not reliable or particularly relevant in the metagame. chansey can outright lose to psyshock or tera ghost/ground/elec to mitigate its forms of fighting back, and it's very easy to pressure because it doesnt wanna run boots. scarf chandy and hoopa aren't really used at all (hoopa as a mon entirely is just not very relevant and scarf chandy is cheese/bad). pert is struggling for relevance as is. rhyperior is good agreed, but you should note that freezing glare/psynoise garti 2hkoes pretty easily with a single spike up (thus meaning with any chip), so you have to play it really carefully and ofc keep garti's tera in mind. kilo is pretty dicks but naturally i did state the other ones as being good pending the tera situation. suggesting that people use old and outdated teams is frankly a bit wild lol

being broken=/=s rank by default i agree with. that isn't my point--just part of it. garti warps building around it rn in a way nothing else bar maybe toxt does.

being just outside of top 10 for a few tours and being firmly top 10 for circuit playoffs with an overall positive winrate (if i'm averaging correctly here) is good. but yeah i mean we have mons that'll sit in the high ranks of a tier for months and just not rise like wo-chien in ru did for example (i think it was even a+ at a point on their vr? but it never even rose to the tier). that said this should serve as a reminder that usage stats aren't the end all be all and you are fine to reference them but don't make them some super important conclusion to your argument because imo that's just never a strong way to end it.

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it is a bit contradictory that you say garti is hard to build with, but then go on to prop up hazard removal with the justification that hazard stack will almost always beat superman/boots spam teams. that's just me tho and i think removal is probably the most polarizing concept the tier has rn because you either love it and mons like tsar/cram/alt/cinc frequently or you hate it and just slam your offense teams into people.
To clarify,
1) Suggesting people use old outdated teams is claiming that Galarian Articuno has been accounted for successfully in the builder for months and years, and challenging the other side of the argument to claim otherwise.
2) Every tera mentioned bar ground is niche and means you will be vulnerable to other things, primarily toxic to cripple your setup chances. Listing niche tera options while neglecting nominations of more niche pokemon as counterplay is certainly a choice. Besides, every variant you dropped bar tera ghost should be losing to Chansey's own tera dark, not to mention CM sets.
2.1) Rhyperior will comfortably live two freezing glares with a single spike up (not at +1 I suppose)
2.2) Why are we acting like forcing tera is a bad trade anyway.
3) "Miserable" was a sad choice of words. My point is that the Galarian Articuno player needs to build as carefully as the player defending against it. Neither side has an easy job, and no advantage on builder is claimed for either player. As the balance builder, if you do not have speed control above 95, no special bulk, no steel or tera steel, no phasing or any anti-setup measures, you're going to struggle with WAY more things than just Guno. And, being the Guno player, you need to account for such things too. It's not the "hurr durr" simple teambuilding you are making it out to be.
*3.1) Spikestack does not build itself, unless you are settling for a mediocre team that does not properly cover for the meta.
4) At risk of sounding uninformed, I would like to see more on the aforementioned HO builds you keep cycling back to. I rarely see a Galarian Articuno unless you either, want to punish removal (usually webs, such as Esteb4ns now illegal webs) or are running some variant of grassy terrain (which is, in my opinion, an inferior choice over Espeon). If you are not punishing defog, there is far less reason to run big Garti, as it does have its share of CM psychics to contend with.
5) I would hope the usage stats are being seen just supporting information, not a super important conclusion. Galarian Articuno has been just ok on paper, and in practice, and there's no reason to hold it in a higher regard than any other teambuilding threat like Basculegion, Flamigo, Munkidori or Chandelure. In less formal terms, there's some insane Galarian Articuno glaze going on that looks more like a "broken toy of the month" syndrome than a proper change from older metas, where this rise was not even a consideration.
6) Galarian Articuno is more often than not used in the aforementioned boots spam teams, though you certainly could slot in removal, as I have myself done in the past. I fail to see the contradiction.

I do apologize for derailing the thread with so many messages about the same subject. But I do want to make my stance as clear as possible, and your points make it seem like I did not come across clear enough - not to mention, of course, the points where we clearly just flat out disagree with each other. *Stance being, Guno is inconsistent, performs unnoteworthy roles outside of spikestack and does not fit either category of S rank. Of course, you can build with it in other archetypes, in the same way you can bring Bellossom to terrain.
 
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to start with you haven't derailed the thread at all. the point of this thread is exactly to discuss this dumb game and try to convey our sides so onlookers can decide who they agree with most. this is the best possible use of the thread tbh especially in an increasingly live chat-heavy environment

To clarify,
1) Suggesting people use old outdated teams is claiming that Galarian Articuno has been accounted for successfully in the builder for months and years, and challenging the other side of the argument to claim otherwise.
2) Every tera mentioned bar ground is niche and means you will be vulnerable to other things, primarily toxic to cripple your setup chances. Listing niche tera options while neglecting nominations of more niche pokemon as counterplay is certainly a choice. Besides, every variant you dropped bar tera ghost should be losing to Chansey's own tera dark, not to mention CM sets.
2.1) Rhyperior will comfortably live two freezing glares with a single spike up.
2.2) Why are we acting like forcing tera is a bad trade anyway.
3) "Miserable" was a sad choice of words. My point is that the Galarian Articuno player needs to build as carefully as the player defending against it. Neither side has an easy job, and no advantage on builder is claimed for either player. As the balance builder, if you do not have speed control above 95, no special bulk, no steel or tera steel, no phasing or any anti-setup measures, you're going to struggle with WAY more things than just Guno. And, being the Guno player, you need to account for such things too. It's not the "hurr durr" simple teambuilding you are making it out to be.
4) At risk of sounding uninformed, I would like to see more on the aforementioned HO builds you keep cycling back to. I rarely see a Galarian Articuno unless you either, want to punish removal (usually webs, such as Esteb4ns now illegal webs) or are running some variant of grassy terrain (which is, in my opinion, an inferior choice over Espeon). If you are not punishing defog, there is far less reason to run big Garti, as it does have its share of CM psychics to contend with.
5) I would hope the usage stats are being seen just supporting information, not a super important conclusion. Galarian Articuno has been just ok on paper, and in practice, and there's no reason to hold it in a higher regard than any other teambuilding threat like Basculegion, Flamigo, Munkidori or Chandelure. In less formal terms, there's some insane Galarian Articuno glaze going on that looks more like a "broken toy of the month" syndrome than a proper change from older metas, where this rise was not even a consideration.
6) Galarian Articuno is more often than not used in the aforementioned boots spam teams, though you certainly could slot in removal, as I have myself done in the past. I fail to see the contradiction.
months and years past become increasingly irrelevant when metagames continue to evolve and change. the meta now is not the same one as a year ago which featured alolan muk and diancie, for example. specifically because the meta has evolved and builds have optimized, garticuno has stepped up more and more as a threat.

i... dont even think i agree that ground is the best tera. steel and even fairy in my experience see the most use, but the point was just garti's very versatile and has unironically 4~ tera types that i'd label as simply generally good that you have to respect. this makes it very hard to find that reliable counterplay to because in any given game, it can decide you do not beat it with your raikou/flygon/etc.

+1 0 SpA Articuno-Galar Freezing Glare vs. 252 HP / 240 SpD Rhyperior: 202-238 (46.5 - 54.8%) -- 98.8% chance to 2HKO after 1 layer of Spikes and Leftovers recovery

did not even suggest that it was bad to force tera.

it actually is insanely straightforward to build with guno. spikesstack builds itself. your analysis of teambuilding relative to checking it is fair because yes you should have many of these roles on your team, but it simplifies matchups far too much

grassy terrain is fine and guno is a great fit. i really dont think espeon is by any stretch just better because you're enabled to run tera elec/steel super easily because you essentially lose the eq weakness post-tera with terrain's help. any reuniclus ho can swap for guno and that is how many steel overload ho teams looked prior to the shift.

calling guno "just ok" is one of this century's understatements for sure. consistently positive winrate in tours for months now. guno has been great for months and is certainly not just some current flavor. noted great mons like munkidori and chandelure meanwhile are pissing out negative winrate performances left and right.

the contradiction was you calling it hard to build with guno which frequently is featured on spikes stack. it is also featured on boots spam you are right. and grassy terrain. and other offenses. the entire idea behind the contradiction is one of your original points that guno is somehow hard to build with when it fits on a litany of structures and is one of the most straightforward pokemon to support with very little drawback to its overall kit.
 
Was bored and curious about the munki fraud status so I checked the replays of round 2 of the seasonal and out of all 38 munki matches I was able to find only 4 replays which had a non-scarf munki...

https://replay.pokemonshowdown.com/gen9nu-2524415156-90qx6hqx2s31vi7md3oddv8f7k9x2v9pw
https://replay.pokemonshowdown.com/gen9nu-2526046237-m6ip9qv7scx25l0tdkvgjvprgshswvlpw
https://replay.pokemonshowdown.com/gen9nu-2523583975
https://replay.pokemonshowdown.com/smogtours-gen9nu-901445

Now I'm not saying people should be running np teraground blast or trick black sludge instead but the scarf set with u-turn/trick/sludge w or b/psymove is what people tend to expect and play around so there's merit to trying something else. Munki just doesn't have the spammable stabs that merit a choice set sadly.

Also want to nominate Bombirdier to atleast C because its a semi decent Reuni answer if they aren't Thunder.

On cuno; I think it's a great mon and really good at dissuading defog but there's counterplay available like setting up your own hazards with any steel switch in and running boots instead. If you really hate galar cuno you can even pretend our C-rank resident snowslash is a viable answer as it's able to switch in and set up spikes AND threatening a spin/knock. Also you don't HAVE to press the defog button on the obvious galar cuno switch, cramorant for example can run ice beam and do some chip.
 
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I will jump on the G-cuno conversation just to say it rise to A+ status isn't neither a surprise or a fluke. Ever since losing Talonflame and Noivern eons ago Hazard Staking became a predominant and powerfull strat in SV NU. So it's presence is more a consequence of its environment than the opposite atm.

The biggest difference from a couple months ago to now is how Kilo lost space because first its speed isn't as valuable as it once was and how utterly useless it becomes when facing a Rhyperior, how it gives free turns to Toxt and how you got 2hko by BOTH Migo stabs.

Cuno has the coveted Psy noise to win most CM wars and stab cane gives it a differentiate over other psychics in combination with Competitive transforming Incin switch in a death sentence.

Future Sights/U-turn sets are cool but comparing with the CM one if I see is that i honestly have a big relief feeling.

Now that I Bughousesplained why G-Cuno is so good.

I dont think it deserves any tiering action or is overwhelming. You still can out offense it task easily said than done and out play it with stuff like koff and trick. On top of that is a mon that ends up needing tera and we have a lot of good mons that can abuse the most commons defensive teras of it. And literally if we get Forre before the end of SV from RU literally Cuno will disappear lol

Just to finish and add to MEB comment.

I still think Flygon and Munki both are still S tier and are just waiting for us to try to question that to come back swinging. That said feeling wise I don't see both as mandatory as they were a couple of months ago.

G-Cuno, Dural, Ryph and Toxt are mons that end up competing for the typing in teams and are super strong. So the usage of those two once undisputed S tiers is in a down thread no?
 
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Hey I have a question I'm getting back to NU and I'm trying to build with a hazard stack team and I'm here to ask is Infernape a good mon to use on a hazard stack?? because I believe he can function as like a pseudo boots meowscarada. He has good speed tier to where he can knock off almost everyone in the tier not named barraskewda killowatrel or espeon, on top of the fact that even on it's checks like G-Cuno (BTW can only switch in once on a knock off) and u-turn out to a teammate to flip its match up. Note I could be very ill informed I haven't played in over 2 months I just some feedback on it
 
Hey I have a question I'm getting back to NU and I'm trying to build with a hazard stack team and I'm here to ask is Infernape a good mon to use on a hazard stack?? because I believe he can function as like a pseudo boots meowscarada. He has good speed tier to where he can knock off almost everyone in the tier not named barraskewda killowatrel or espeon, on top of the fact that even on it's checks like G-Cuno (BTW can only switch in once on a knock off) and u-turn out to a teammate to flip its match up. Note I could be very ill informed I haven't played in over 2 months I just some feedback on it

The difficulty with using Infernape on hazard stack is the combination of his low power and vulnerability to hazards - if you boost his power with Life Orb, you'll be wearing down your HP quickly. If you use Heavy-Duty Boots instead, you won't have enough damage output to wallbreak. However, if you can manage to fit hazard removal on you own hazard stack team (a daunting task) or if you have a fast-paced enough team, Infernape can certainly work. You can even use Infernape as your Stealth Rock setter for some extra role compression. Choice Scarf is also an option for its uniquely good Speed tier, but you'll find yourself on the backfoot frequently if you're locked into a move, and he can be reliant on Tera to secure kills. Here's an example set:

:sv/infernape:

Infernape @ Life Orb
Ability: Blaze
Tera Type: Fighting
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Knock Off
- Overheat
- Encore / Grass Knot / U-turn / Stealth Rock
 
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