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Metagame Champions OU Metagame Discussion

I don't think Raichu Y is a problem, I mean I understand but there is one Mon that has been an issue since the start of Champions Ou and that is Hisuian Samurott. I never liked Hisuian Samurott since it was released in SV. It's one of the most braindead mons that you can use without thinking. Just click Ceaseless Edge and that's it. That's all the progress you need. You won basically. It's so oppressive. It invalidates other dark types. If this Mon was banned, the tier will be better.
 
What are people's thoughts on revival blessing, Lucario-Z (it isn't broken) and Sneasler?
BOOMY.webp

I've seen so many Pawmot teams now that it is becoming a little ridiculous. I do understand that as a mon it is basically just death fodder with a crazy move, although reviving two mons in a tier like this feels a little cheap. Just wondering --
 
Revival Blessing is Good, but you Need be in a Good Spot to take Advantage of this Move and even then it's not that Big of a GameChanger.

But it also has to do that Pawmot Might Be Potentially Good in the Metagame thanks to BoltBeam Coverrage, Revival Blessing and the Speed Tier to Outspeed Garchomp.
 
What are people's thoughts on revival blessing, Lucario-Z (it isn't broken) and Sneasler?
View attachment 863086
I've seen so many Pawmot teams now that it is becoming a little ridiculous. I do understand that as a mon it is basically just death fodder with a crazy move, although reviving two mons in a tier like this feels a little cheap. Just wondering --
Revival blessing does have potential, I don’t think it’s that easy to simply bring it in and revive Mons, I honestly think the leppa berry revival blessing set is weaker than an offensive set with life orb. There isn’t anything special about revival blessing, you know it’s coming and often times your opponent will play like shit cause they have it in the pocket, hazards and positioning beats it easy.

I am concerned about megas coming back as megas when revived, some current megas are insanely valuable even at 50% hp, especially those with some bulk and the ability to heal.
 
Anyone who thinks Pawmot's a Revival Blessing bot is failing to recognize how insanely threatening it is to common defensive cores. Double Shock being boosted by Iron Fist allows it to chunk practically whatever it wants, while common Electric switch-ins do not enjoy taking CC or Ice Punch. It's a bit tricky to use since you get one use of your big fat STAB move before needing to switch out but if that use helps net you a KO you probably needed to get out of dodge anyway. Last slot can be whatever, Revival Blessing is a great tool for abusing the shit out of the tiers many offensive threats but is not strictly needed when you can also opt for coverage or some evil technology like Encore. I had a ton of fun playing with it as both a wallbreaker and late-game wincon, the ability to bring back an ally is really just a luxury if you're so inclined.
 
Cataloging some older Pokemon that may see more play / new roles with the new items or terrains:

:Garchomp: Garchomp :Garchomp:
  • + Rocky Helmet very potent on Physically Defensive sets, trading 28% with many physical attackers such as Samurott losing a good majority of their health for clicking their primary stab moves
  • + Specially defensive sets with leftovers and protect enjoy additional recovery from Grassy Terrain
  • + New Mega Evolution grants greater versatility to offensive sets and can serve as new form of speed control on certain teams.
  • + Red Card is also a valuable item to phase out opposing sweepers while also removing its items to make it immune to poltergeist
  • - Air Balloon and Grassy Terrain make it easier for teams to contain its offensive threat level
:Corviknight: Corviknight: :Corviknight:
  • + Rocky Helmet lets it punish many physical attackers such as Kingambit or Samurott-H
  • + Can also make use of Eject Button or Red Card to either safely pivot into a teammate or phase out set up opposing set up sweeper
  • - Rocky Helmet is also bad for Corviknight as it can make it riskier to click any of its attacks against common Pokemon such as Garchomp or Opposing Corviknight due to inflicting high chip damage combined with the damage it will be taking from rocks

:Hatterene: Hatterene: :Hatterene:
  • + Benefits from terrains. Psychic Terrain increases its expanding force's power, while grassy terrain grants it extra recovery & lowers EQ damage, making it easier for it to swap into Garchomp
  • + Great user of Helmet, seeds and Eject button. Can even make use of air balloon on certain offensive teams to more safely switch into Garchomp
  • - Opposing Rocky Helmet users make clicking Draining Kiss or Nuzzle more annoying

:Sneasler: Sneasler :Sneasler:
  • + Greatly benefits from to terrains, making it easier to position itself for game ending sweeps
  • + Air balloon can be valuable on non-terrain teams as well to grant it safer pivot into various threats and new setup opportunities
  • - Does not like rocky helmet or red card

:Glimmora: Glimmora :Glimmora:
  • + Red card is good addition to lead sets, letting it disrupt various attackers and potentially inflict a poison on an unassuming target
  • + Air Balloon allows it to annoy Garchomp more easily and potentially chip it with Dazzling Gleam or inflict poison with Mortal Spin
  • - Air Balloon makes it easier for many Steel-types to switch into it

:Toxapex: Toxapex :Toxapex:
  • + Rocky Helmet is good to dissuade many physical attacker, making up for its general passivity
  • + Can use Eject button to safely pivot in teammates or Red card to phase out game ending sweepers such as Volcarona
  • + Benefits from G-Terrain passive recovery
  • - G-Terrain passive recovery also makes it easier for many sweepers to exploit its passivity
  • - Matches up poorly into psychic and electric terrain

:Excadrill: Excadrill :Excadrill:
  • + Defensive sets can benefit from g-terrain granting it additional recovery + nullifying its Ground weakness
  • + Balloon is a good item to make to allow Excadrill to more easily spin against spike stacking teams + allow it to check opposing Garchomp in a pinch
  • + More offensive archetypes with terrain teams enjoy excadrill's presence as a spinner
  • + Mold Breaker Rocks are higher value with Hatterene's increased usage
  • - G-Terrain is also not great as it forces Excadrill to use High Horsepower over EQ, which forces it to take potential rocky helmet chip from the enemy, notably garchomp
  • - Does not like Rocky Helmet chipping its health when it spins and worsening its already poor Corviknight MU
  • - Opposing Balloon users are annoying to face.

:Aegislash: Aegislash :Aegislash:

  • + Enjoys presence of G-terrain to grant it passive recovery and nullify EQ Weakness
  • + Rocky Helmet is great new item for it that allows it to chip opposing U-Turn users such as Corviknight
  • + Air Balloon is a good item on more offensive teams to grant aegislash a greater number of setup oppurtunities and spinblock excadrill

:Tinkaton: Tinkaton :Tinkaton:
  • + Air Balloon is a big buff, allowing it to pivot into and check a greater swath of Pokemon, notably Garchomp and Hippowdon (not Baxcalibur unfortunately)
  • + Mold Breaker is higher value ability with Hatterene's increased usage
  • + Situationally can make use of Red Card or eject button
  • - Still competes heavily with other Steel-types such as Corviknight and Excadrill, which are both also annoying MUs for it
  • - Baxcalibur and Mega Salamence bans are arguably not great for it, as it was great partner for those two pokemon

:Decidueye-Hisui: Hisuian Decidueye & Chesnaught :Chesnaught:

  • + Rocky Helmet is big buff for these two Pokemon as now they can actually punish Samurott for clicking Ceaseless edge as opposed to generally trading neutrally or negatively before
  • + Knock Off utility more valuable to remove opposing items
  • + Chesnaught matches up well into Rillaboom, while Decidueye's Triple Arrows doesn't mind Helmet's inclusion

:Slowbro: Slowbro :Slowbro:

  • + Rocky Helmet lets it more easily punish key phsyical attackers such as Mega Metagross
  • + Red Card / Eject button grant it additional niche utility against misc threats such as Charizard X or for pivoting in general
  • + Niche expanding force user on TR Psyterrain teams ig
  • - Does not match up well into Rillaboom

:Hawlucha: Hawlucha :Hawlucha:

  • + Benefits greatly from the new terrains granting it newfound use on a variety of archetypes over sneasler due to its unique tools such as Encore, Roost, Taunt, STAB on Acrobatics, and unique defensive typing.
  • - Does not like Rocky Helmet or red card

:Raichu-Alola: Alolan Raichu :Raichu-Alola:
  • + Benefits from both Psychic and Electric Terrain. Electric terrain gives it incredibly powerful rising voltages + doubles its speed, while Psychic terrain gives it powerful expanding forces and negates priority as counterplay

Probably like 20 more mons I'm missing, but I did want to cover a blend of meta staples and shiest guys.
 
I really disagree with suspecting Raichu over sammurot first. Having such reliable spikes enables everything else offensive, so I think there is a very good chance that even if it does prove to be banworthy, that it won't be once spikes take effort.

Without spikes, all the sudden a lot of the things that it normally threatens are barely surviving, or are forcing prediction that can let you bring in priority or a choice scarf user.

I also think that banning a Pokemon that is primarily a problem for more offense focused teams, when offense is already the strongest play style in the meta, is just not a good idea. If spikes are harder to get and keep, all the sudden bulkier teams can thrive, and most of those have tools for playing around Raichu. I think that generally, Pokemon that enable multiple overpowered issues should be prioritized over individual overpowered pokémon, especially when one enables the other. I think that samu is going to get banned no matter what, and I think it should remain banned until heavy duty boots are released. I think that mega rai y is something that is going to become less of a problem over time.

I also hope that, after major content drops, we are willing to drop previously banned things down. I think that the default status of Pokemon remaining banned unless a specific justification for unbanning them is found just does not work in a live service game. We currently have far fewer options than we will this time next year, and I really hope that we take account of that and are willing to do short tests of dropping stuff for like a week at a time rather than just assuming that everything needs to stay banned. Obviously for stuff that's only going to get stronger, that is not the case, but for hisuian sammurott for example, as soon as we get either heavy duty boots or more hazard removal options, I think it will be worth testing dropping it. This is assuming it gets banned, since frankly I don't understand why it isn't the number one priority for a suspect test. I don't think it needs to get quick banned, but sneasler is the only thing I could consider as potentially a bigger problem right now.

I will defer to what others have said about the tournament battles, I have not been keeping up with those super reliably for this meta game yet. But please do not let a single dominant week create a long-term decision, that is recency bias, not an informed reaction.

Also, probably worth mentioning here, I have never actually gotten to use mega Raichu y yet, I have been trying stuff I expected to get banned first. So I am coming at this purely as someone who has faced it. I think that it is only a dominant problem if you are playing hyper offense, I think anything with a real defensive backbone can play around it to either bring in a healthy enough galarian slowking, get a tank chomp in on zap Cannon, get rillaboom in on anything besides focus blast (and it can still take one), or any of the other backbones. It is also very vulnerable too defensive berries in my opinion, due to how frail it is. Especially on stuff with priority. It is just an absurdly frail pokémon, which makes it difficult to use and easier to play around with good team building
 
I also hope that, after major content drops, we are willing to drop previously banned things down. I think that the default status of Pokemon remaining banned unless a specific justification for unbanning them is found just does not work in a live service game. We currently have far fewer options than we will this time next year, and I really hope that we take account of that and are willing to do short tests of dropping stuff for like a week at a time rather than just assuming that everything needs to stay banned. Obviously for stuff that's only going to get stronger, that is not the case, but for hisuian sammurott for example, as soon as we get either heavy duty boots or more hazard removal options, I think it will be worth testing dropping it. This is assuming it gets banned, since frankly I don't understand why it isn't the number one priority for a suspect test. I don't think it needs to get quick banned, but sneasler is the only thing I could consider as potentially a bigger problem right now.

There’s no real issue with retesting banned pokemon, the issue is that unless the newest regulation actually adds stuff to make a previously banned Mon more palatable and balanced, all a test does is waste a week or two of time that could go to potential other issues that may exists. With how small the roster updates have been so far, and now GF insists on adding mainly low tier mons so far with sprinklings of more relevant stuff (like 5-6 on average so far between these first two post launch updates), you don’t really need to retest stuff when none of what gets added really does anything to addressed what’s currently banned. Plus it’s also more than just having answers, but about making sure they’re balanced and healthy overall.

As for Samurott-H, if we suspect and ban it (and I hope we do), I don’t think Boots really makes any serious difference due to the enforced Item Clause. Plus it’s a problem Mon not just because of spikes but its raw damage is really strangling for bulkier teams to handle long term.
 
There’s no real issue with retesting banned pokemon, the issue is that unless the newest regulation actually adds stuff to make a previously banned Mon more palatable and balanced, all a test does is waste a week or two of time that could go to potential other issues that may exists. With how small the roster updates have been so far, and now GF insists on adding mainly low tier mons so far with sprinklings of more relevant stuff (like 5-6 on average so far between these first two post launch updates), you don’t really need to retest stuff when none of what gets added really does anything to addressed what’s currently banned. Plus it’s also more than just having answers, but about making sure they’re balanced and healthy overall.

As for Samurott-H, if we suspect and ban it (and I hope we do), I don’t think Boots really makes any serious difference due to the enforced Item Clause. Plus it’s a problem Mon not just because of spikes but its raw damage is really strangling for bulkier teams to handle long term.
In the case of Samurott H the more faster fighting types or hazard removal that is added the more a retest would at least make sense for it. Especially if legendaries like Urshifu gets added back. Obviously case by case but we have already seen more experimentation in champions than we have before so retests are definitely more valid for consideration
 
In the case of Samurott H the more faster fighting types or hazard removal that is added the more a retest would at least make sense for it. Especially if legendaries like Urshifu gets added back. Obviously case by case but we have already seen more experimentation in champions than we have before so retests are definitely more valid for consideration
to add the emo samurott suspet test we have the mega bug ie mega goilsepod to kill it with first inprsion
 
to add the emo samurott suspet test we have the mega bug ie mega goilsepod to kill it with first inprsion

FI is honestly a bit of a trap on M-Gol. Its far better off running SD to break defensive teams and even contribute more comfortably vs offense, since both Sucker Punch and Aqua Jet can be used multiple turns in a row and have better typings to pressure opposing pokemon. FI also often comes up short vs stuff and late game it not being spammable is pretty unfortunate.

Moving away from Samurott for a minute, Magcargo mentioned terrains in their post and there's one pokemon that I feel was already very strong in the past format yet ladder seemed to never want to use despite being strong, but has only gotten better in this newest format. And that would be...

Mega Metagross: Has the novelty worn off? | Smogon Forums


Metagross-Mega @ Metagrossite
Ability: Tough Claws
Level: 50
EVs: 32 Atk / 2 SpD / 32 Spe
Jolly Nature
- Psychic Fangs / Ice Punch
- Meteor Mash / Bullet Punch
- Earthquake / Body Press
- Thunder Punch

Mega Meta was always strong but somehow passed over by ladder (cough ladder please stop spamming base Scizor it's not very good cough), but it had offensive counterplay in common priority like Shadow Sneak and Sucker Punch as well as Earthquakes from pokemon it may fall just short of KOing in one go. However a big addition in this format is that of the return of terrains. Specifically, Rillaboom and Indeedee. The former is huge in not only providing it passive recovery via GTerrain, but also cutting EQ damage against it in half. The recovery is particularly big in mitigating passive damage it may take from Spikes or Helmets when brawling and going in and out of battle. Psychic Terrain meanwhile completely shuts off the priority of these slower pokemon that might threaten it (Ceruledge, Kingambit, Samurott-H) and allows it to more freely spam attacks. A Hamurott cannot switch into a Psychic Terrain supported Mega Metagross really as it will not be able to chase it out with the threat of Sucker Punch, Ceruledge is dropped by Psychic Terrain Psychic Fangs after spikes, and Kingambit fears fighting coverage. Which also brings me to a thought.

I don't think you really need Earthquake. Outside Aegislash, the move doesn't really cover anything that fighting moves cannot. Aegislash is great of course, but it's also not that hard to prep for due to the nature of Poltergeist's limitations and it's easier to simply build with a partner for Mega Meta to fall back on, and loading up a fighting move lets it freely beat down other mons. In particular Body Press is a great move on it that smashes Kingambit lacking Chople Berry, Samurott-H, Meowscarada, Hydreigon, and in general it's a fairly fine move to throw out to punish would be switch ins of these mons, as it still does quite fine damage thanks to Tough Claws and Meta's high defense stat.

This to me, is a mon to watch in this format (it already was last format but yknow), and once the metagame develops more and if we see the ban of brokens (cough sam cough) it only stands to get even better. It still farms bulky teams like almost nothing else does, and the terrains give it the ability to smack down with offense more easily.

Sprites animados de Pokémon » Pokémon Espada y Pokémon Escudo - Pokémon  Paraíso


Hatterene (F) @ Kebia Berry
Ability: Magic Bounce
Level: 50
EVs: 32 HP / 26 Def / 8 Spe
Bold Nature
- Nuzzle
- Psychic Noise
- Draining Kiss
- Healing Wish

I lied there's more.

Hate Glimmora leads and want to deny their hazards near guaranteed (and still block other hazards from Garchomp and such)? It still mostly functions in its role I find. Just be sure to pack a partner special attacker or a grounded poison, not that either is hard to do I think. Also has the benefit of messing with its usual would be switchins via Nuzzle and Psychic Noise.

Image regular


Chesnaught @ Rocky Helmet
Ability: Bulletproof
Level: 50
EVs: 32 HP / 29 Def / 5 Spe
Impish Nature
- Spikes / Knock Off
- Body Press
- Iron Defense / Wood Hammer / Knock Off
- Synthesis

SUPER underrated physical wall right now. Awesome into Kingambit, Samurott-H, Mega Lopunny (still very cracked btw), Mega Scizor, Cinderace, Excadrill, Meowscarada, Mega Swampert, and even able to act as a solid back up check to Mega Raichu-Y thanks to being immune to Zap Cannon and blanking Focus Blast as well, only vulnerable to Alluring Voice variants. You can even speed creep Mega Golisopod and run Iron Defense to effectively check it as well, should you desire. Rocky Helmet is the big focus here though, as it punishes all these physical attackers with chip, and its capacity to lay out Spikes while doing so is very valuable for teams in wearing their opponent's down. Oh and this set also bullies non Brave Bird Corv which I find quite funny.

Super neat pokemon that I recommend giving a go.
 
Sprites animados de Pokémon » Pokémon Espada y Pokémon Escudo - Pokémon  Paraíso


Hatterene (F) @ Kebia Berry
Ability: Magic Bounce
Level: 50
EVs: 32 HP / 26 Def / 8 Spe
Bold Nature
- Nuzzle
- Psychic Noise
- Draining Kiss
- Healing Wish

I lied there's more.

Hate Glimmora leads and want to deny their hazards near guaranteed (and still block other hazards from Garchomp and such)? It still mostly functions in its role I find. Just be sure to pack a partner special attacker or a grounded poison, not that either is hard to do I think. Also has the benefit of messing with its usual would be switchins via Nuzzle and Psychic Noise.
Another fun fact: It also makes for a last-ditch effort Sneasler check (I say last-ditch because Dire Claw can still... yknow...)
 
FI is honestly a bit of a trap on M-Gol. Its far better off running SD to break defensive teams and even contribute more comfortably vs offense, since both Sucker Punch and Aqua Jet can be used multiple turns in a row and have better typings to pressure opposing pokemon. FI also often comes up short vs stuff and late game it not being spammable is pretty unfortunate.

Moving away from Samurott for a minute, Magcargo mentioned terrains in their post and there's one pokemon that I feel was already very strong in the past format yet ladder seemed to never want to use despite being strong, but has only gotten better in this newest format. And that would be...

Mega Metagross: Has the novelty worn off? | Smogon Forums


Metagross-Mega @ Metagrossite
Ability: Tough Claws
Level: 50
EVs: 32 Atk / 2 SpD / 32 Spe
Jolly Nature
- Psychic Fangs / Ice Punch
- Meteor Mash / Bullet Punch
- Earthquake / Body Press
- Thunder Punch

Mega Meta was always strong but somehow passed over by ladder (cough ladder please stop spamming base Scizor it's not very good cough), but it had offensive counterplay in common priority like Shadow Sneak and Sucker Punch as well as Earthquakes from pokemon it may fall just short of KOing in one go. However a big addition in this format is that of the return of terrains. Specifically, Rillaboom and Indeedee. The former is huge in not only providing it passive recovery via GTerrain, but also cutting EQ damage against it in half. The recovery is particularly big in mitigating passive damage it may take from Spikes or Helmets when brawling and going in and out of battle. Psychic Terrain meanwhile completely shuts off the priority of these slower pokemon that might threaten it (Ceruledge, Kingambit, Samurott-H) and allows it to more freely spam attacks. A Hamurott cannot switch into a Psychic Terrain supported Mega Metagross really as it will not be able to chase it out with the threat of Sucker Punch, Ceruledge is dropped by Psychic Terrain Psychic Fangs after spikes, and Kingambit fears fighting coverage. Which also brings me to a thought.

I don't think you really need Earthquake. Outside Aegislash, the move doesn't really cover anything that fighting moves cannot. Aegislash is great of course, but it's also not that hard to prep for due to the nature of Poltergeist's limitations and it's easier to simply build with a partner for Mega Meta to fall back on, and loading up a fighting move lets it freely beat down other mons. In particular Body Press is a great move on it that smashes Kingambit lacking Chople Berry, Samurott-H, Meowscarada, Hydreigon, and in general it's a fairly fine move to throw out to punish would be switch ins of these mons, as it still does quite fine damage thanks to Tough Claws and Meta's high defense stat.

This to me, is a mon to watch in this format (it already was last format but yknow), and once the metagame develops more and if we see the ban of brokens (cough sam cough) it only stands to get even better. It still farms bulky teams like almost nothing else does, and the terrains give it the ability to smack down with offense more easily.

Sprites animados de Pokémon » Pokémon Espada y Pokémon Escudo - Pokémon  Paraíso


Hatterene (F) @ Kebia Berry
Ability: Magic Bounce
Level: 50
EVs: 32 HP / 26 Def / 8 Spe
Bold Nature
- Nuzzle
- Psychic Noise
- Draining Kiss
- Healing Wish

I lied there's more.

Hate Glimmora leads and want to deny their hazards near guaranteed (and still block other hazards from Garchomp and such)? It still mostly functions in its role I find. Just be sure to pack a partner special attacker or a grounded poison, not that either is hard to do I think. Also has the benefit of messing with its usual would be switchins via Nuzzle and Psychic Noise.

Image regular


Chesnaught @ Rocky Helmet
Ability: Bulletproof
Level: 50
EVs: 32 HP / 29 Def / 5 Spe
Impish Nature
- Spikes / Knock Off
- Body Press
- Iron Defense / Wood Hammer / Knock Off
- Synthesis

SUPER underrated physical wall right now. Awesome into Kingambit, Samurott-H, Mega Lopunny (still very cracked btw), Mega Scizor, Cinderace, Excadrill, Meowscarada, Mega Swampert, and even able to act as a solid back up check to Mega Raichu-Y thanks to being immune to Zap Cannon and blanking Focus Blast as well, only vulnerable to Alluring Voice variants. You can even speed creep Mega Golisopod and run Iron Defense to effectively check it as well, should you desire. Rocky Helmet is the big focus here though, as it punishes all these physical attackers with chip, and its capacity to lay out Spikes while doing so is very valuable for teams in wearing their opponent's down. Oh and this set also bullies non Brave Bird Corv which I find quite funny.

Super neat pokemon that I recommend giving a go.
hey has any one else thought of double dance mega goilspod
 
I def am hoping that the council is considering taking action on Zard X. Hazard control options improving w/ G-terrain + G-terrain itself negating chip from Rocks or Flare Blitz recoil makes this Pokemon feel more oppressive than before. This mon beats a majority of the best scarfers, many of the Waters, and most counterplay feels like its relegated to 50/50s entirely in its favor, whether it be outplaying Sucker Punch Mind games with Roost, DDing on the switch to Corv or Garchomp when they attempt to inflict helmet chip, or switching out. In many cases, it feels like it (and Blaziken) can very easily win on the spot if they setup or inflict gashing holes in a team which can't be easily recovered from.

I do not believe this Pokemon is too far behind Baxcalibur in how oppressive it is and would prefer if some action is taken or considered sooner rather than later.
 
I decided to revamp that four-bug webs team that Mega Scizor made so oddly effective and Pod managed to make it nearly viable.
Here's the team and a brief breakdown of it and Golisopod. I got to 1520 before I dropped a little and wanted to try something new.
POD 2.gif

Goatlisopod (Golisopod-mega) (M) @ Golisopite
Ability: Tough Claws
Level: 50
EVs: 2 HP / 32 Atk / 32 Spe
Adamant Nature
- Iron Head/Leech Life
- Close Combat
- Aqua Jet/Sucker Punch
- Swords Dance​

Overall, this is a ludicrously good Pokemon. I wouldn't say it is broken, although it's one true hinderance is being Burned or being outsped and even that doesn't seem to matter half the time. Jet counters all of the Fire types at +2, OHKOing most, two shotting the rest, and Punch somehow does just enough after rocks to kill most weaker mons like Pult, Delphox, Hisui-Zoro or Edge to name a few. Here's the really interesting part, with this speed tier you actually reach just barely enough speed to serve so many roles. Helps out speed Clef in and out of webs, even non invested Mega Clef that would avoid it otherwise, and it also allows you to speed creep anything at 112 speed, (base 50), like Gambit or Slash. I do think some defense can be traded for though.

​

Goatlisopod (Golisopod) (M) @ Golisopite
Ability: Tough Claws
Level: 50
EVs: 2 HP / 32 Atk / 32 Spe
Adamant Nature
- Iron Head
- Close Combat
- Sucker Punch
- Swords Dance

Self Explanatory --

Araquanid (M) @ Mental Herb
Ability: Water Bubble
Level: 50
Shiny: Yes
EVs: 30 HP / 4 Def / 32 SpA
Quiet Nature
- Surf
- Sticky Web
- Endeavor
- Ice Beam

I gave Nid Ice beam as a way to break early lead Garchomp, especially helmet Chomp, which would otherwise annoy Scizor and Pod immensely. For the most part though, webs bot unless it is needed to counter a certain fire type like Ace or opposing Volc.

Glimmora (M) @ Air Balloon
Ability: Toxic Debris
Level: 50
EVs: 27 HP / 32 SpA / 7 Spe
Modest Nature
- Earth Power
- Mortal Spin
- Stealth Rock
- Power Gem

Balloon helps get a spin off against Hippo and Chomp, sometimes, although for the most part it just lets you come into them and sack Glim for both a switch and a lack of rocks. I went with a bulkier set with 113 speed which allows you to be faster than Adamant max speed Gambit and Slash out of webs. The bulk has also been very crucial against things like Edge and Pult. Edge can't poltershiest and Pult has to Draco to do enough to KO even with ORB and good chip on Glim.

Hatterene @ Kasib Berry
Ability: Magic Bounce
Level: 50
Shiny: Yes
EVs: 30 HP / 32 Def / 2 SpA / 2 Spe
Bold Nature
- Psyshock
- Draining Kiss
- Mystical Fire
- Calm Mind

Straight forward, although I added Shock as a way to literally shock Slowking. Nothing more. Usually I try to be careful when switching this in to rock users as most players are going to attack predicting that which is why I opted for max defense.

Volcarona (M) @ Passho Berry
Ability: Flame Body
Level: 50
Shiny: Yes
EVs: 1 HP / 32 SpA / 1 SpD / 32 Spe
Modest Nature
- Fiery Dance/Flamethrower
- Giga Drain
- Psychic
- Quiver Dance

Just a broken Moth. Nah, but really this is a crucial component of the team and the saving grace of most games. Rocks are the bane of your existence so making sure those are removed is paramount. Modest helps with Corv, mostly. Flame can be put over Dance as a way to kill special defensive Corv.

Scizor (M) @ Life Orb
Ability: Technician
Level: 50
EVs: 6 HP / 32 Atk / 28 Spe
Adamant Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Dual Wingbeat

Straight forward really, although Wingbeat over CC is for Ape, Toxapex which makes Pod's life miserable without SD up, and can also KO a ton of mons CC cannot.
 
Image regular


Chesnaught @ Rocky Helmet
Ability: Bulletproof
Level: 50
EVs: 32 HP / 29 Def / 5 Spe
Impish Nature
- Spikes / Knock Off
- Body Press
- Iron Defense / Wood Hammer / Knock Off
- Synthesis

SUPER underrated physical wall right now. Awesome into Kingambit, Samurott-H, Mega Lopunny (still very cracked btw), Mega Scizor, Cinderace, Excadrill, Meowscarada, Mega Swampert, and even able to act as a solid back up check to Mega Raichu-Y thanks to being immune to Zap Cannon and blanking Focus Blast as well, only vulnerable to Alluring Voice variants. You can even speed creep Mega Golisopod and run Iron Defense to effectively check it as well, should you desire. Rocky Helmet is the big focus here though, as it punishes all these physical attackers with chip, and its capacity to lay out Spikes while doing so is very valuable for teams in wearing their opponent's down. Oh and this set also bullies non Brave Bird Corv which I find quite funny.

Super neat pokemon that I recommend giving a go.
I've been fanboying this Pokemon ever since I used it on that no big 4 team a long time ago. Glad to see other people are realizing the strengths of this mon! I believe that Idef+Spikes are best and just giving up on the ghost MU however when hrott gets banned I can see Knock Off being a lot better because stacking hazards are a great way to pressure hrott teams.
 
Some thoughts on a few things:

:samurott-hisui:
I don't see how this is banworthy more than anything else in this tier. Even during MB regulation I was sceptical of supporting a ban since there were and still are a fair share of checks, like Clefable, Primarina, Mega Meganium, Hydreigon etc. But looking at it now, with the introduction of Rillaboom, who is easily able to dispatch Hisuian Samurott, and has Grassy Terrain to mititgate Spike damage, as well as Cinderace with access to Court Change to completely deny Spikes progress altogether, and being another Fire-type that Hisuian Samurott cannot deal with due to Libero U-turn, it makes me question how people think this is broken, when majority of bulky offense and offense teams can easily deal with it, regardless of what set it is. Even something as small as Rocky Helmet hurts Hisuian Samurott's viability, especially on physically defensive Garchomp and Clefable. Of course, if you run balance teams, then Hisuian Samurott is a pain in the ass, but isn't that the case for all slower teams in any other tier?

I feel like it is strange to associate the power of broken Pokemon like Mega Raichu Y (who I will get to), to Hisuian Samurott being overbearing, especially when it offers quite a lot for the tier defensively too (i.e a check to Mega Delphox, Aegislash, Kingambit, acts as a consistent way of breaking both stall and regenerator cores, has strong priority, and makes for a strong Taunt user which this tier doesn't have much of when you think about it). Powerful? Yeah, undeniably. But is it REALLY that powerful to make it an Ubers-level threat? I don't think so.

Also, to anyone who's saying that Hisuian Samurott's presence hurts other Dark-types, literally every Dark-type thats viable has something that Hisuian Samurott doesn't and if anything can be ran ALONGSIDE it for offensive overlap. Kingambit has stronger priority and is bulkier, Meowscarada is faster and has better coverage, Hydreigon is a special attacker with Levitate, Mega Absol Z is also faster while being stronger than non-Black Glasses variants. Even nicher options like Mega Gyarados and Weavile have their niche over it, such as Mold Breaker + Earthquake, and Ice-STAB being broken respectively. Suggesting these guys are "outclassed" by Hisuian Samurott is super disingenuous.

:golisopod-mega:
This Pokemon is rather annoying to deal with, since it is disgustingly tanky, and it does hit quite hard! But at the same time, even with Tough Claws its offensive typing is rather poor into Toxapex, Rotom-W, Corviknight, and it is really prone to being worn down and chipped throughout slightly longer games, where it can't go for 1v1 trades like how it should be doing. It is a bit of a hassle seeing Swords Dance out of nowhere, but a lot of the time it just feels like a worse Kingambit. I would say it is better than Mega Scizor, but not by too much since Mega Scizor is a much more sturdy defensive piece on balance structures. That being said, I'm not sure which set is better between the mentioned Swords Dance, or pivoting U-Turn sets, and as far as I know there isn't any optimal SP spread either, so I guess time will have to tell.

:raichu-mega-y:
There's barely any good reason to keep this little midget around especially when preparing against it is an absolute nightmare. It has coverage to hit basically everything for super-effective except Galarian Slowking, who almost gets 2HKO'ed by Zap Cannon anyways. Sucker Punch and other priority don't work because of Substitute. Trying to be smart and doing double-switches is even riskier because of Volt Switch. And don't get me started on Nasty Plot end-game just sweeping everything. This is one of the Pokemon people love to exaggerate how Hisuian Samurott makes broken, when in actuality, it was broken from the get-go since the counterplay to it is stupidly linear (billions must use Galarian Slowking + Hippowdon), which Hisuian Samurott can take advantage of easily. Not to mention its stupid little gimmick of Zap Cannon paralysis, so even trying to out-offense it becomes increasingly more risky. When bulk is the only concern that Mega Raichu Y has, compared to other powerful Mega Evolutions such as Mega Delphox (has to use weaker BP attacks due to otherwise poor accuracy), Mega Charizard X (questionable longevity and crippling Stealth Rock weakness), Mega Lopunny (more consistent defensive checks such as Clefable and Skeledirge), and Mega Mawile (slow), it starts to become clear that this is a very low-skill high-reward option, and the currrent CPL weeks have proven this with its high usage and winrate.
 
Some thoughts on a few things:

:samurott-hisui:
I don't see how this is banworthy more than anything else in this tier. Even during MB regulation I was sceptical of supporting a ban since there were and still are a fair share of checks, like Clefable, Primarina, Mega Meganium, Hydreigon etc. But looking at it now, with the introduction of Rillaboom, who is easily able to dispatch Hisuian Samurott, and has Grassy Terrain to mititgate Spike damage, as well as Cinderace with access to Court Change to completely deny Spikes progress altogether, and being another Fire-type that Hisuian Samurott cannot deal with due to Libero U-turn, it makes me question how people think this is broken, when majority of bulky offense and offense teams can easily deal with it, regardless of what set it is. Even something as small as Rocky Helmet hurts Hisuian Samurott's viability, especially on physically defensive Garchomp and Clefable. Of course, if you run balance teams, then Hisuian Samurott is a pain in the ass, but isn't that the case for all slower teams in any other tier?

I feel like it is strange to associate the power of broken Pokemon like Mega Raichu Y (who I will get to), to Hisuian Samurott being overbearing, especially when it offers quite a lot for the tier defensively too (i.e a check to Mega Delphox, Aegislash, Kingambit, acts as a consistent way of breaking both stall and regenerator cores, has strong priority, and makes for a strong Taunt user which this tier doesn't have much of when you think about it). Powerful? Yeah, undeniably. But is it REALLY that powerful to make it an Ubers-level threat? I don't think so.

Also, to anyone who's saying that Hisuian Samurott's presence hurts other Dark-types, literally every Dark-type thats viable has something that Hisuian Samurott doesn't and if anything can be ran ALONGSIDE it for offensive overlap. Kingambit has stronger priority and is bulkier, Meowscarada is faster and has better coverage, Hydreigon is a special attacker with Levitate, Mega Absol Z is also faster while being stronger than non-Black Glasses variants. Even nicher options like Mega Gyarados and Weavile have their niche over it, such as Mold Breaker + Earthquake, and Ice-STAB being broken respectively. Suggesting these guys are "outclassed" by Hisuian Samurott is super disingenuous.

:golisopod-mega:
This Pokemon is rather annoying to deal with, since it is disgustingly tanky, and it does hit quite hard! But at the same time, even with Tough Claws its offensive typing is rather poor into Toxapex, Rotom-W, Corviknight, and it is really prone to being worn down and chipped throughout slightly longer games, where it can't go for 1v1 trades like how it should be doing. It is a bit of a hassle seeing Swords Dance out of nowhere, but a lot of the time it just feels like a worse Kingambit. I would say it is better than Mega Scizor, but not by too much since Mega Scizor is a much more sturdy defensive piece on balance structures. That being said, I'm not sure which set is better between the mentioned Swords Dance, or pivoting U-Turn sets, and as far as I know there isn't any optimal SP spread either, so I guess time will have to tell.

:raichu-mega-y:
There's barely any good reason to keep this little midget around especially when preparing against it is an absolute nightmare. It has coverage to hit basically everything for super-effective except Galarian Slowking, who almost gets 2HKO'ed by Zap Cannon anyways. Sucker Punch and other priority don't work because of Substitute. Trying to be smart and doing double-switches is even riskier because of Volt Switch. And don't get me started on Nasty Plot end-game just sweeping everything. This is one of the Pokemon people love to exaggerate how Hisuian Samurott makes broken, when in actuality, it was broken from the get-go since the counterplay to it is stupidly linear (billions must use Galarian Slowking + Hippowdon), which Hisuian Samurott can take advantage of easily. Not to mention its stupid little gimmick of Zap Cannon paralysis, so even trying to out-offense it becomes increasingly more risky. When bulk is the only concern that Mega Raichu Y has, compared to other powerful Mega Evolutions such as Mega Delphox (has to use weaker BP attacks due to otherwise poor accuracy), Mega Charizard X (questionable longevity and crippling Stealth Rock weakness), Mega Lopunny (more consistent defensive checks such as Clefable and Skeledirge), and Mega Mawile (slow), it starts to become clear that this is a very low-skill high-reward option, and the currrent CPL weeks have proven this with its high usage and winrate.
mega goil could forgor leach life/iron head and put dril run instead if tox is to hard are you realizing mega goil has hundreds of sets
 
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I don't see how this is banworthy more than anything else in this tier. Even during MB regulation I was sceptical of supporting a ban since there were and still are a fair share of checks, like Clefable, Primarina, Mega Meganium, Hydreigon etc. But looking at it now, with the introduction of Rillaboom, who is easily able to dispatch Hisuian Samurott, and has Grassy Terrain to mititgate Spike damage, as well as Cinderace with access to Court Change to completely deny Spikes progress altogether, and being another Fire-type that Hisuian Samurott cannot deal with due to Libero U-turn, it makes me question how people think this is broken, when majority of bulky offense and offense teams can easily deal with it, regardless of what set it is. Even something as small as Rocky Helmet hurts Hisuian Samurott's viability, especially on physically defensive Garchomp and Clefable. Of course, if you run balance teams, then Hisuian Samurott is a pain in the ass, but isn't that the case for all slower teams in any other tier?

Prim is NOT a very good check, especially not long term, unless it’s running heavy physical bulk. Otherwise It takes crazy damage from Black Glasses sets’ Ceaseless Edge. It quite literally can only switch in once verbose sets (as the standard CM sets take 37% minimum from Edge) and after that it’ll just get 2HKOd next switch in. Clefable can be be potentially 2HKOd by Razor Shell with defense drops, and Hydreigon can get bopped by scarf sets’ Sacred Sword. Plus Hydreigon while decent is still quite questionable to use when Samurott’s absurd value to teams is so high and Mega Meganium may switch in, but it does nothing to deter Spikes and will start getting worn down as more Spikes go up, forcing healing often. Still, it is one of its better checks admittedly.

Rillaboom is an offensive check at best and gets farmed by the Spikes Samurott sets. Partner Corv just sat up Rilla’s attacks so it is pretty hard to get at Samurott with it. Cinderace is not super splashable due to it being SR weak in this tier and if necessitates secondary removal with it or else Samurott just puts them back up. And SD sucker punch drops it at +2.

even if you can, slightly more easily now, prevent its sweeps, the problem is its Spikes are so insanely accessible and elevate so many pokemon to be far more dangerous than they otherwise would be. They’re very hard to get rid of reasonably and especially in conjunction with SR creates very aggressive field states where stuff gets worn down incredibly quickly, making checking its partners much harder.
 
Prim is NOT a very good check, especially not long term, unless it’s running heavy physical bulk. Otherwise It takes crazy damage from Black Glasses sets’ Ceaseless Edge. It quite literally can only switch in once verbose sets (as the standard CM sets take 37% minimum from Edge) and after that it’ll just get 2HKOd next switch in. Clefable can be be potentially 2HKOd by Razor Shell with defense drops, and Hydreigon can get bopped by scarf sets’ Sacred Sword.
It depends on the archetype that is being used when it comes to these switch-ins. Obviously if you're using a balance structure with Galarian Slowking and Hippowdon, then Primarina is not a long-term switch-in because Hisuian Samurott can come in repeatedly on those other two and force progress (ignoring how Colbur Glowking and Rocky Helmet Hippowdon may punish this anyways). But for offense and bulky offense teams I find Primarina to be a pretty suitable answer, even if it requires investing more into HP (physical defense investment isn't that necessary especially if you just use Sitrus Berry anyways, and the drop in power is negligible especially if using Flip Turn). Suggesting that Clefable is a poor switch in because of Razor Shell (i.e Scarf only) is really strange to me too especially when the defense drops aren't consistent. Same with Hisuian Samurott clicking Sacred Sword versus Hydreigon (i.e ignoring variants that run Aqua Jet instead for Volcarona).

Additionally this post feels like it assumes all of these are run separately when this is far from the truth. Primarina + Hydreigon is a solid duo. Clefable + Hydreigon is a solid duo. Mega Meganium + Primarina is a solid duo. They all synergise well with each other while still doing good into Hisuian Samurott anyways.

Rillaboom is an offensive check at best and gets farmed by the Spikes Samurott sets. Partner Corv just sat up Rilla’s attacks so it is pretty hard to get at Samurott with it. Cinderace is not super splashable due to it being SR weak in this tier and if necessitates secondary removal with it or else Samurott just puts them back up. And SD sucker punch drops it at +2.
Offensive check yes but it depends on what Hisuian Samurott's entry point actually is. If it something like Galarian Slowking then all it has to do is click Chilly Reception as Samurott comes in, which lets Rillaboom in for free. Same thing with Mega Dragalge. The Grassy Terrain combined with Leftovers can still negate 1 layer of Spikes damage anyways which is, a lot of the time, the most Hisuian Samurott can get up before being punished for doing so versus offensive teams that have Rillaboom.

As for Cinderace, for offense teams I feel like it has a lot of splashability, whether it be offensive pivot, bulky pivot with Air Balloon, or even SD 3A. Against boosted Hisuian Samurott, bulkier sets can just use Will-O-Wisp to punish it completely; SD and some offensive pivots can just use Libero Sucker Punch into U-Turn to take out Samurott.

even if you can, slightly more easily now, prevent its sweeps, the problem is its Spikes are so insanely accessible and elevate so many pokemon to be far more dangerous than they otherwise would be. They’re very hard to get rid of reasonably and especially in conjunction with SR creates very aggressive field states where stuff gets worn down incredibly quickly, making checking its partners much harder.
Most of the sweepers that people complain about would be problematic if not just broken with or without Hisuian Samurott. Not just Mega Raichu Y, but Mega Floette, Mega Delphox, Sneasler, Mega Lopunny etc.
 
So, in the wake of a potential Hisuian-Samurott ban, I feel mandated to steer the communities' vote into the right direction (my opinion, of course).

The Cutting Case of the Black Otter

Before we continue, i will like to share this Pokemon's infamous set, one I would argue gained motion after fluff! and his otter claimed our flabbergasted tier leader lax as its many victims.

1789730252818.png

Samurott-Hisui @ Black Glasses
Level: 50
Ability: Sharpness
EVs: 26 HP / 32 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Ceaseless Edge
- Sucker Punch
- Encore

With my 4 months of competitive Singles, I believe a Pokémon's options in battle can be categorized into 3 types; Progress Makers, Progress Deniers, and Set-up Creators (apologize for the cringe terms..). A Progress Maker forces a battle to come to its conclusion, like a Ceaseless Edge, a Progress Denier can nullify the effects made by a Progress Maker, like a Defog, and a Set-up creator facilitates any of the latter two's efforts, like a Stealth Rock.

So what does the otter have to do with all of this? Well, what if I told you that its Ceaseless Edge has the potential to exist as all 3 types?

Scenario 01

Your Galarian-Slowking is staring down a Samuroott-Hisui. Fearing the Ceaseless Edge, you hard switch into your Corviknight, the tiers best Physical Wall. The Samurott does 35%, and single Spikes has been set. Now readers, what do u do? Do you...

  1. Defog the first layer of Spikes
  2. U-turn to drag Momentum to your side, in exchange for dropping below 40% and allowing a Second Spike be set
  3. Roost off a potential second Ceaseless Edge
Well if your answer was 1 and 3, you lose this interaction 9 times out of 10. Defog and Roost in its face and you are locked into a defenseless position with Encore, allowing it to set up a Swords Dance, or even pounce at your urgency to switch and set up another spike, nullifying all your efforts. It is a battle the bird will always lose, so it is forced to lick its wounds and pivot on it, not even guaranteeing a 2HKO. This is the power of this set; A Corviknight requires 3 turns to beat a Samurott-Hisui: A turn to switch in, a turn to Roost, and a turn to Defog. The otter gives it only 2 turns, a feat no other Pokemon can replicate with such volume and efficiency.

We bring it back into how absurd Ceaseless Edge is. It forces progress by slapping a 117 base-power move nilly-willy after all multipliers, sets up its own progress with the Spikes set on the field, and even NULLIFIES PROGRESS by forcing an offensive check to remove it from the board, only for the otter to leave with a smile on his face as it swaps with its many competent partners and halts all your momentum.

Of course this is a gross oversimplification and of its terror, and a good many builders and players have engineered incredible solutions to erase such scenarios from happening consistently. But for every solution we throw at it, Hisuian-Samurott has shown us it has the potential to circumvent all our efforts. Its very presence restricts the freedom builders are allowed, because no matter what you do, the Black Otter must set his Spikes up.
 
A few quick thoughts.

:rillaboom::sneasler: Grassy Terrain Offense
I find the archetype to be... pretty bad actually. It is super difficult to build a consistent Grassy Terrain team, Sneasler is not even that broken, and it usually ends up spending so many team slots running walls that you end up with some sort of weird amalgamation of Sneasler HO fused with passive walls like Toxapex where nothing gets going. There is still plenty of innovation to be made with the archetype, but it's not starting so hot.

:golisopod-mega: Mega Golisopod
If you took a look anywhere on the internet, you'd believe that Golisopod suddenly became everyone's favorite mon, taking over Charizard and Pikachu in the rankings. The glazing is truly out of the charts. Regardless: In Champions OU, Mega Golisopod is a sidegrade to Mega Scizor: Aqua Jet as a prio is nice for Fire types, and you generally hit harder. However, Rocky Helmet hurts a lot on a mon with Leech Life as its only recovery option. On the other hand, Mega Scizor has Roost for longevity and access to Knock Off to consistently make progress, while Fires are already under a lot of pressure due to Rocks being hard to remove and no Boots. All in all, I much prefer running Mega Scizor since it's so much more consistent and reliable at being a switch-in to random stuff over the course of a game.

:pelipper::meganium-mega::archaludon: Rain
Didn't expect that one, did you? Rain probably has a lot of untapped potential in M-C. You naturally do great into the new shiny mega in Mega Golisopod, Cinderace, and Rillaboom. Mega Meganium also takes advantage of opposing Grassy Terrain to fire off even stronger Solar Beams; which is huge considering Rillaboom has historically been the bane of Rain.
 
Some of my opinions after reaching top 1 in the ladder after testing 4 days:
:Absol_Mega_Z:
- Absol Z is a fantastic breaker and cleaner, usually go with partners such as Aegislash, Dragapult or Samurott to overwhelm defensive cores on the ladder. I think this one might get a suspect test in the near future.

:Golisopod_Mega:
- Mega Golisopod is a valuable mon, a better replacement for a Mega in Rain team after the ban of Damp Rock. Amazing bulk and boosted Aqua Jet are appreciated. A tier at least.

:Indeedee: :Hatterene: :Armarouge: :Sneasler:
- Psyspam, although getting nerfed with the absence of Mega Alakazam, still remain a legit playstyle with mandatory members (Indeedee, Hatterene, Sneasler and Armarouge). Sneasler is the biggest factor here, and no Pex or Aegislash could withstand the combination of Acrobatics & Throat Chop. Definitely a S- tier / Uber level threat despite the rise of Helmet Chomp, Skeledirge and the niche Houndstone.

:Froslass_Mega:
- I also find Mega Froslass fits in these kind of Psyspam teams too, making Weather MU more manageable. (Her Destiny Bond can be used to lure T-tar, while the combination of Bolt Beam and Shadow Ball destroys Stall & Hippo Balance with ease).

:Garchomp_Mega_Z:
- Chomp Z is ok, not as bad as i would expect from him. His amazing bulk is still intact, and by being a pure fast Dragon type, he is a huge thorn against Sun and Rain team. Primarina, Clefable and Floette are annoying for sure, so Chomp Z can be placed at B tier at best. Not recommend to use the Swords Dance variant, it is awful.

:Cinderace:
- Cinderace has some good merits in terms of striking power and Court Change, but the lack of Boots decrease its performance roughly. The SD Variant with Silk Scarf is good though, you should give it a try.

:Pawmot:
- And last but not least, my beloved Pawmot. The Iron Fist + Double Shock combo helps this rodent reaching new height of power. Revival Blessing is not really necessary in its moveset, just go all out attacks with CC, Ice Punch and Mach Punch.

I will upload my Golisopod Rain team in a couple of hours, so stay tuned.
 
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