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Announcement NP: The Edge of Glory - Champions OU Suspect Test

The coil restriction I find weird, I know it's probably not exclusive to this tier but why have a semi hidden statistic you have to use commands just to view, and isn't even visible on your profile, as the deciding factor? I may just be salty because I reset win/loss to test a new team and didn't know it would resort COIL (I know I know I should have researched, but considering it says resetting it doesn't reset eko or all the other numbers I didn't think it would reset coil which isn't even visible on the screen) so now I have no chance of hitting reqs, but still...


Anyway since I probably won't be able to hit reqs now I can't vote but I would have banned. The Pokemon raw damage and the sheer presence and impact of spikes is just so limiting and unnecessarily restrictive on team building, and with no boots and few viable spinners or defog it only makes the issue worse. The sheer lack of variety in the tier isn't just because of samurott but it absolutely is a big factor and the tier is so stale because of it. If other pokemon or items like damp rock are banned because of restriction on team building rather than being broken in there own then samurott absolutely should be

Also, no pokemon should get that much value just from spamming one move over and over. I know that's not what would be a deciding factor on a ban but it is pretty terrible game design and in my opinion very unfun to play with or against.

Ultimately though I don't think it would have mattered as it seems most people are voting no ban. Unfortunate but not surprising, people do love there spikes factory. I think it's technically counter able on its own but I think people are really not thinking enough about the impact of the spikes, samurott itself has some counterplay but it's limited, spikes currently has limited counter play, so put those together.....
 
I will be voting Do Not Ban on Samurott-Hisui. It's not the extremely oppressive demon anymore like it used to be in M-B. The introduction of M-C and the recent tiering decisions have made handling Samurott significantly easier. Yes, it's still one of the best Pokemon in tier and it will have high usage but it's far from being broken.

I'm not gonna type too much on the reasoning because everything I would say has already been covered by other DNB posts. But to reiterate in short:
M-C introduced Rocky Helmet, Rillaboom, Pawmot, Court Change, Psychic Terrain, made Hawlucha viable, all of which can annoy or check Samurott in one way or another. Fairy-types especially Clef, Mega Clef, and Prima are popping in the tier right now. (Mostly because Dragapult and Garchomp Z are very problematic but I guess that's a topic for another day.) Samurott itself is not a very bulky Pokemon so taking any sort of chip really hinders it's potential and this happens all the time because of it being a check to a dozen insanely powerful things in the meta. I'm talking about Delphox, Kingambit, Ceru, Aegi, Pult, Blaziken, Volcarona, Mega Meta, Mega Froslass. There's probably more I'm forgetting but Samurott-Hisui is one of the few things that keeps all of these names in line BUT at the same time pretty much all of these Pokemon are able to nuke Samurott using one of their moves. This makes using Samurott a necessity but also makes getting good value out of it a pain. It also has to always worry about the opp having a resistance berry or getting hit by Wisp or clicking Sucker into a Sub or Encore. It hates hazards itself. There's a ton of things happening that make Samurott's life a lot harder in the current meta. I haven't even gotten into the niche picks like Quaquaval or Water Tauros. So yeah, Samu is not a mindless Ceaseless spammer anymore, you have to actually put significant thought into using the correct sets and making the correct moves to win a game. Cause believe it or not this thing has got a big 4MSS where you need Ceaseless, Sucker, Sacred, Encore, SD, Taunt, Flip Turn, Aqua Cutter, Aqua Jet to properly check all the things I mentioned above. Spikes are also very helpful in breaking past the bulky side of the metagame. Things like Glowking, Hippo, Mega Dragalge, Toxapex can sit on the field all day long and not let you make any progress if Spikes aren't there and Samurott is honestly the only viable way to get them up in the meta right now. Using any other Spike user is basically a ticket to a Spike vs Defog PP Stall match. This doesn't mean that every team has to run Samurott though. We've built incredible teams without it even in M-B and that's much easier to pull off now.

This is what I used to get reqs btw https://pokepast.es/f1670af2ab84722b. We need to put Mega Clefable in S tier and also quickban Mega Golisopod...
 
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got reqs with glimmora+hamurott HO slop and switching to Ultraman1's grassy terrain sample for the last few games.
after quickly getting reqs, I tried to get reqs on a second account using only Mono Fairy for fun (I accidentally won one (1) game with a normal team sorry! sue me!).
:floette-mega::clefable::primarina::klefki::azumarill::mimikyu: https://pokepast.es/913ff4c2f2bb6cba

The result? I reached 2760 coil after 68 games, but did not manage to reach 2800. 40 away alas. Maybe if I played like 40 more games I could reach it but I'm not doing that. However, I am satisfied with the result, and this proves that you can really get reqs with (almost) anything.
Screenshot 2026-11-09 150647.png

Here is a replay dump to prove I have been using mono fairy.
https://replay.pokemonshowdown.com/gen9championsou-2710545450
https://replay.pokemonshowdown.com/gen9championsou-2710550213
https://replay.pokemonshowdown.com/gen9championsou-2710617822
https://replay.pokemonshowdown.com/gen9championsou-2710621320
https://replay.pokemonshowdown.com/gen9championsou-2710618654
https://replay.pokemonshowdown.com/gen9championsou-2710620138
https://replay.pokemonshowdown.com/gen9championsou-2710919294
https://replay.pokemonshowdown.com/gen9championsou-2710990850
https://replay.pokemonshowdown.com/gen9championsou-2710991852
https://replay.pokemonshowdown.com/gen9championsou-2710993405
https://replay.pokemonshowdown.com/gen9championsou-2710994575
https://replay.pokemonshowdown.com/gen9championsou-2710997020
https://replay.pokemonshowdown.com/gen9championsou-2710997640
https://replay.pokemonshowdown.com/gen9championsou-2710999585
https://replay.pokemonshowdown.com/gen9championsou-2711001932
https://replay.pokemonshowdown.com/gen9championsou-2711008381
https://replay.pokemonshowdown.com/gen9championsou-2711011154
https://replay.pokemonshowdown.com/gen9championsou-2711012114
https://replay.pokemonshowdown.com/gen9championsou-2711079651
https://replay.pokemonshowdown.com/gen9championsou-2711083019
https://replay.pokemonshowdown.com/gen9championsou-2711329810
https://replay.pokemonshowdown.com/gen9championsou-2711373482
https://replay.pokemonshowdown.com/gen9championsou-2711383875
https://replay.pokemonshowdown.com/gen9championsou-2711387165

and the one game I mistakenly played with a normal team mb
https://replay.pokemonshowdown.com/gen9championsou-2710871395

Because I respect everyone's intellect, I will not be explaining here why Clefable can switch into Hamurott, or why Ceaseless Edge is a contact move that receives recoil from Rocky Helmet. Let's focus on the dynamics Hamurott creates instead.

Hazards are a huge part of M-C. There are no boots and removal is extremely limited.

:corviknight: Corviknight v. Hamurott is the definition of Champions OU. The most popular Hamurott variant, Black Glasses Adamant, does a ton to Corviknight, and puts it in an uncomfortable spot between having to attack, roost, and defog all at once. Given that Defog is super important to get off since, again, no Boots, you'd be compelled in some scenarions to just let Helmet get some chip and be content with limiting Hamurott at 1 layer of Spikes for the rest of the game: However, one Taunt and that gameplan falls off a cliff. Not to mention that it blocks Roost as well. This makes attacking right away the de facto best play. However, that means you're dealing with 2 or 3 layers of Spikes + a KOed Corviknight. None of those outcomes are even remotely decent for Corviknight, so this is a no-go. Instead, most teams will rely on
:clefable::primarina::hawlucha::rillaboom::garchomp: to first limit the damage Hamurott can make, and only when it is dealt with, Defog the Spikes away with Corviknight.
This is hardly ever enough though. Spikes teams are more than equipped to counterplay that. All you need really is to build your team around constantly pressuring Corviknight.

Overall, Corviknight is much, much simpler to abuse than what some may say. You do not even need a Spikes setter that threatens Corviknight. I recently played a lot of Klefki, and just having Klefki set 1 layer of Spikes and force Corv in to Defog gives you ample opportunities to send in either a Helmet Rock setter such as Garchomp or Clefable, or any Fire type in and start blasting away at the opposing team. No PP stall either, Stealth Rock + Spikes combined have more than enough PP to outstall Defog. And even if it gets the Defog out, it often helps you yourself to get rid of the hazards on your own side while you got a free entry point on your breaker. Hamurott simply takes that to the next level, being able to play either slowly like a regular Spikes setter, or take the matter in its own hands and be the one pressuring Corviknight. You could argue that this puts way too much pressure on the opponent and gives too many easy ways to threaten checkmate super early. Having your Hamurott click Ceaseless Edge on a Primarina or Clefable or Rocky Helmet is perfectly fine, just having that one layer of Spikes in is already absolutely killer and this advantage can be taken all the way to a win rather easily.

Corviknight will often be forced to accept that hazards stay up and click U-turn just to not have its team immediately fold to the pressure, which further accelerates games and participates to the offenseslopisation of the tier I keep hearing about. While I did argue that Hamurott being gone won't stop this, as, again, just clicking Spikes on a mon that loses to Corviknight is already progress enough (welcome to mons), there is no doubt that Hamurott takes this to a whole new level. I also find takes such as this odd​
Things like Glowking, Hippo, Mega Dragalge, Toxapex can sit on the field all day long and not let you make any progress if Spikes aren't there and Samurott is honestly the only viable way to get them up in the meta right now.​
Not only are walls not gonna become unkillable overnight, as I explained, alternative Spikes setters are fine enough actually. No Hamurott = slower games = slower teams = more room for wallbreakers such as Mega Metagross or Mega Absol Z or Pawmot or Mega Meganium or what have you to find entry points they cannot find against the offense teams that force revenge kills, which dissuades players from running them.
​
Cause believe it or not this thing has got a big 4MSS where you need Ceaseless, Sucker, Sacred, Encore, SD, Taunt, Flip Turn, Aqua Cutter, Aqua Jet to properly check all the things I mentioned above.​
As a side note, Hamurott has the least 4MSS issues out of any mon in the tier currently. What else does it need outside of Ceaseless Edge + priority + taunt/encore + Swords Dance to be extremely consistent? The goal is not to win 1v6 like a Sneasler, the goal is simply to pressure with Ceaseless Edge. Nothing more. Checking stuff with Hamurott should be a secondary role that should not be relied on all the time anyway. It's like hoping your Primarina can tank Hamurott through Black Glasses Ceaseless Edge and Spikes forever.

I did not talk about alternate hazard removal options because they are even easier to abuse the shit out of than Corviknight (and are even more unreliable now that Hamurott isn't, like, 80% usage)

I am not quite sure what I will vote yet for the record, I am 50/50 rn.​
 
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1794299662526.png

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thanks to swordisbored’s sample teams, i completed the test, i nearly ran these sample teams in the whole test:
https://pokepast.es/7e1383e608030b3b
https://pokepast.es/ba3088bab6aaceb5
Samurott-Hisui are both choice scarf in these sample ,it can usually check some fast mons like garchomp-mega-z、absol-mega-z、Dragapult and set spikes at the same time,running choice scarf,the samurott-Hisui can barely outspeed garchomp-mega-z、absol-mega-z. though many players used modest or adamant nature.
There are also many powerful sets , running sword dance and encore with black glasses,it hits really hard. Pokemon such Corviknight or Slowking-Galar that can get Samurott-Hisui in safety against bulky offensive foes ,like sword dance Golisopod-Mega 、bulk up Annihilape,encored them,they were forced to switch out.
It seems that this mon is so absurd in the metagame. playing the suspect test,i found that many players intenionlly dealt with Samurott; chipping damage and removing spikes,defensive mons holding the rocky helmet, garchomp、corviknight、Quaquaval、Decidueye-Hisu、Chesnaught and so on.
I hadn’t played a lot of battles, my understanding might be off,and the mategame is still unsettled,it may be too early to ban Samurott-Hisui.so my vote is do not ban
 
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got reqs with glimmora+hamurott HO slop and switching to Ultraman1's grassy terrain sample for the last few games.
after quickly getting reqs, I tried to get reqs on a second account using only Mono Fairy for fun (I accidentally won one (1) game with a normal team sorry! sue me!).
:floette-mega::clefable::primarina::klefki::azumarill::mimikyu: https://pokepast.es/913ff4c2f2bb6cba

The result? I reached 2760 coil after 68 games, but did not manage to reach 2800. 40 away alas. Maybe if I played like 40 more games I could reach it but I'm not doing that. However, I am satisfied with the result, and this proves that you can really get reqs with (almost) anything.
View attachment 875292
Here is a replay dump to prove I have been using mono fairy.
https://replay.pokemonshowdown.com/gen9championsou-2710545450
https://replay.pokemonshowdown.com/gen9championsou-2710550213
https://replay.pokemonshowdown.com/gen9championsou-2710617822
https://replay.pokemonshowdown.com/gen9championsou-2710621320
https://replay.pokemonshowdown.com/gen9championsou-2710618654
https://replay.pokemonshowdown.com/gen9championsou-2710620138
https://replay.pokemonshowdown.com/gen9championsou-2710919294
https://replay.pokemonshowdown.com/gen9championsou-2710990850
https://replay.pokemonshowdown.com/gen9championsou-2710991852
https://replay.pokemonshowdown.com/gen9championsou-2710993405
https://replay.pokemonshowdown.com/gen9championsou-2710994575
https://replay.pokemonshowdown.com/gen9championsou-2710997020
https://replay.pokemonshowdown.com/gen9championsou-2710997640
https://replay.pokemonshowdown.com/gen9championsou-2710999585
https://replay.pokemonshowdown.com/gen9championsou-2711001932
https://replay.pokemonshowdown.com/gen9championsou-2711008381
https://replay.pokemonshowdown.com/gen9championsou-2711011154
https://replay.pokemonshowdown.com/gen9championsou-2711012114
https://replay.pokemonshowdown.com/gen9championsou-2711079651
https://replay.pokemonshowdown.com/gen9championsou-2711083019
https://replay.pokemonshowdown.com/gen9championsou-2711329810
https://replay.pokemonshowdown.com/gen9championsou-2711373482
https://replay.pokemonshowdown.com/gen9championsou-2711383875
https://replay.pokemonshowdown.com/gen9championsou-2711387165

and the one game I mistakenly played with a normal team mb
https://replay.pokemonshowdown.com/gen9championsou-2710871395

Because I respect everyone's intellect, I will not be explaining here why Clefable can switch into Hamurott, or why Ceaseless Edge is a contact move that receives recoil from Rocky Helmet. Let's focus on the dynamics Hamurott creates instead.

Hazards are a huge part of M-C. There are no boots and removal is extremely limited.

:corviknight: Corviknight v. Hamurott is the definition of Champions OU. The most popular Hamurott variant, Black Glasses Adamant, does a ton to Corviknight, and puts it in an uncomfortable spot between having to attack, roost, and defog all at once. Given that Defog is super important to get off since, again, no Boots, you'd be compelled in some scenarions to just let Helmet get some chip and be content with limiting Hamurott at 1 layer of Spikes for the rest of the game: However, one Taunt and that gameplan falls off a cliff. Not to mention that it blocks Roost as well. This makes attacking right away the de facto best play. However, that means you're dealing with 2 or 3 layers of Spikes + a KOed Corviknight. None of those outcomes are even remotely decent for Corviknight, so this is a no-go. Instead, most teams will rely on
:clefable::primarina::hawlucha::rillaboom::garchomp: to first limit the damage Hamurott can make, and only when it is dealt with, Defog the Spikes away with Corviknight.
This is hardly ever enough though. Spikes teams are more than equipped to counterplay that. All you need really is to build your team around constantly pressuring Corviknight.

Overall, Corviknight is much, much simpler to abuse than what some may say. You do not even need a Spikes setter that threatens Corviknight. I recently played a lot of Klefki, and just having Klefki set 1 layer of Spikes and force Corv in to Defog gives you ample opportunities to send in either a Helmet Rock setter such as Garchomp or Clefable, or any Fire type in and start blasting away at the opposing team. No PP stall either, Stealth Rock + Spikes combined have more than enough PP to outstall Defog. And even if it gets the Defog out, it often helps you yourself to get rid of the hazards on your own side while you got a free entry point on your breaker. Hamurott simply takes that to the next level, being able to play either slowly like a regular Spikes setter, or take the matter in its own hands and be the one pressuring Corviknight. You could argue that this puts way too much pressure on the opponent and gives too many easy ways to threaten checkmate super early. Having your Hamurott click Ceaseless Edge on a Primarina or Clefable or Rocky Helmet is perfectly fine, just having that one layer of Spikes in is already absolutely killer and this advantage can be taken all the way to a win rather easily.

Corviknight will often be forced to accept that hazards stay up and click U-turn just to not have its team immediately fold to the pressure, which further accelerates games and participates to the offenseslopisation of the tier I keep hearing about. While I did argue that Hamurott being gone won't stop this, as, again, just clicking Spikes on a mon that loses to Corviknight is already progress enough (welcome to mons), there is no doubt that Hamurott takes this to a whole new level. I also find takes such as this odd

Not only are walls not gonna become unkillable overnight, as I explained, alternative Spikes setters are fine enough actually. No Hamurott = slower games = slower teams = more room for wallbreakers such as Mega Metagross or Mega Absol Z or Pawmot or Mega Meganium or what have you to find entry points they cannot find against the offense teams that force revenge kills, which dissuades players from running them.


As a side note, Hamurott has the least 4MSS issues out of any mon in the tier currently. What else does it need outside of Ceaseless Edge + priority + taunt/encore + Swords Dance to be extremely consistent? The goal is not to win 1v6 like a Sneasler, the goal is simply to pressure with Ceaseless Edge. Nothing more. Checking stuff with Hamurott should be a secondary role that should not be relied on all the time anyway. It's like hoping your Primarina can tank Hamurott through Black Glasses Ceaseless Edge and Spikes forever.

I did not talk about alternate hazard removal options because they are even easier to abuse the shit out of than Corviknight (and are even more unreliable now that Hamurott isn't, like, 80% usage)

I am not quite sure what I will vote yet for the record, I am 50/50 rn.​
yea im voting ban actually
 
yea im voting ban actually

Screenshot 2026-11-10 at 9.20.07 PM.png


Voting BAN, I feel like a lot of the discussion so far has focused too heavily on how easily Samurott itself can be checked, rather than what it actually accomplishes throughout a game.

I agree that Rocky Helmet has made Samurott considerably easier to deal with, and TankChomp in particular is probably the bane of its existence, but I don't think Samurott necessarily needs to win these interactions to have done its job. Unlike other Spikes setters, Samurott doesn't have to choose between attacking and setting hazards, which is especially important considering how much damage Ceaseless Edge can deal even to Pokemon that resist it.

I know how people love using the Clefable = Samurott wall example so, Adamant Black Glasses Hisuian Samurott does around 21–25% to physically defensive Clefable with Ceaseless Edge, so even if Clefable switches in and eventually KOs Samurott, it could have taken two hits while Samurott gets two layers of Spikes up. Now consider Mega Meganium coming in afterwards. Weather Ball does around 54–64% to Clefable, which has already taken a fair amount of damage from Samurott, while switching into Galarian Slowking isn't necessarily a great option either. With two layers of Spikes up, Earth Power has around a 95% chance to 2HKO even fully specially defensive Glowking from full, assuming it isn't running Shuca Berry. Glowking can still take a Weather Ball and threaten Meganium back, but between the damage from Weather Ball and the Spikes, it's losing over half its health just by switching in.

Samurott is well gone at this point, but the damage it dealt and the Spikes it left behind have already made it considerably easier for Meganium to make progress. I know this might sound like theorymon, but these are the kinds of interactions that happen in actual games. Investing fully in Special Defense and HP only gets you so far when you're losing 16% of your health every time you switch in, on top of whatever attacks you're supposed to be taking.

It doesn't even take two layers of Spikes for this to matter. Life Orb Pawmot's Ice Punch only has an 18.8% chance to OHKO TankChomp from full, but with just one layer, that jumps to 87.5%. This actually came up in a game I played using Ultraman1's team, where I felt comfortable clicking Ice Punch on a Garchomp that switched into Double Shock. It's a good example of how even one layer can completely change a matchup, especially when Garchomp itself is one of the better ways of dealing with Samurott.

Corviknight can obviously Defog these Spikes away, but that doesn't mean it's always going to get the opportunity to do so before they matter. Depending on its set, Samurott can also make removing them more difficult with Taunt or Encore, and there's still the rest of its team to consider. By the time Corviknight manages to remove them, those Spikes could have already helped secure a KO or put something in range of another attack. Removing the hazards afterwards doesn't undo that.
 
View attachment 875579

Voting BAN, I feel like a lot of the discussion so far has focused too heavily on how easily Samurott itself can be checked, rather than what it actually accomplishes throughout a game.

I agree that Rocky Helmet has made Samurott considerably easier to deal with, and TankChomp in particular is probably the bane of its existence, but I don't think Samurott necessarily needs to win these interactions to have done its job. Unlike other Spikes setters, Samurott doesn't have to choose between attacking and setting hazards, which is especially important considering how much damage Ceaseless Edge can deal even to Pokemon that resist it.

I know how people love using the Clefable = Samurott wall example so, Adamant Black Glasses Hisuian Samurott does around 21–25% to physically defensive Clefable with Ceaseless Edge, so even if Clefable switches in and eventually KOs Samurott, it could have taken two hits while Samurott gets two layers of Spikes up. Now consider Mega Meganium coming in afterwards. Weather Ball does around 54–64% to Clefable, which has already taken a fair amount of damage from Samurott, while switching into Galarian Slowking isn't necessarily a great option either. With two layers of Spikes up, Earth Power has around a 95% chance to 2HKO even fully specially defensive Glowking from full, assuming it isn't running Shuca Berry. Glowking can still take a Weather Ball and threaten Meganium back, but between the damage from Weather Ball and the Spikes, it's losing over half its health just by switching in.

Samurott is well gone at this point, but the damage it dealt and the Spikes it left behind have already made it considerably easier for Meganium to make progress. I know this might sound like theorymon, but these are the kinds of interactions that happen in actual games. Investing fully in Special Defense and HP only gets you so far when you're losing 16% of your health every time you switch in, on top of whatever attacks you're supposed to be taking.

It doesn't even take two layers of Spikes for this to matter. Life Orb Pawmot's Ice Punch only has an 18.8% chance to OHKO TankChomp from full, but with just one layer, that jumps to 87.5%. This actually came up in a game I played using Ultraman1's team, where I felt comfortable clicking Ice Punch on a Garchomp that switched into Double Shock. It's a good example of how even one layer can completely change a matchup, especially when Garchomp itself is one of the better ways of dealing with Samurott.

Corviknight can obviously Defog these Spikes away, but that doesn't mean it's always going to get the opportunity to do so before they matter. Depending on its set, Samurott can also make removing them more difficult with Taunt or Encore, and there's still the rest of its team to consider. By the time Corviknight manages to remove them, those Spikes could have already helped secure a KO or put something in range of another attack. Removing the hazards afterwards doesn't undo that.

Holy what if talk, maybe show this actually happening and we can have a discussion
 
I feel like if your team is so close to losing after 1 layer of spikes is on the ground, there are other issues present. It has been brought up quite a bit how Rott has individual counterplay (though I distinctly remember chatter about how bro had no switchins to stop its pressure back in the last reg, apparently having switchins and individual pressure points matters less now) and I fail to see how the issue is Hisuian Samurott if the argument has shifted to, roughly, "in a bootsless meta even a single layer of spikes can be overbearing for teams."

Edit: I do think the mon is amazing, and most teams will probably be made better with it. Im not oblivious to the fact it applies more pressure than any spiker currently, but when I see the clefable mega meganium example illustrated, the rott has been taken down and the argument is that even if hazards are removed later it may not matter due to them being on the field when it mattered... to which I ask: is that not the entire dynamic of hazard play? Trying to get them up early vs your opponent putting you in disadvantageous situations to do so, aiming to remove hazards that are set up before they overwhelm you, and the hazard setter using a spinblocker/other methods to disincentivize this? I fail to see how Samurott affects the example of an unhealthy dynamic in the Clef Meganium team example, basically.
 
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Screenshot 2026-11-10 at 10.16.28 PM.png

I feel like if your team is so close to losing after 1 layer of spikes is on the ground, there are other issues present. It has been brought up quite a bit how Rott has individual counterplay (though I distinctly remember chatter about how bro had no switchins to stop its pressure back in the last reg, apparently having switchins and individual pressure points matters less now) and I fail to see how the issue is Hisuian Samurott if the argument has shifted to, roughly, "in a bootsless meta even a single layer of spikes can be overbearing for teams."

I think you may have misinterpreted what I was saying, I'm not arguing that a team suddenly loses because one layer of spikes goes up, nor am I suggesting that spikes themselves are inherently broken in a bootsless metagame. The examples I brought up were meant to show how even a single layer can change otherwise favourable matchups, particularly against fairly standard defensive cores. I don't think running physically defensive Clefable or specially defensive Glowking, suggests there's anything wrong with how a team is built. The Pawmot example was simply to illustrate why that matters, rather than to suggest that one layer of Spikes is enough to beat an entire team.

The point I was trying to make with Samurott specifically is how easily it can establish hazards while still dealing damage. A regular spikes setter has to spend a turn setting hazards, whereas Samurott can attack into its checks and get a layer up in the process. I'm not disputing that Samurott has individual counterplay, but being able to switch into it or punish it with Rocky Helmet doesn't necessarily stop it from accomplishing what it came in to do.
 
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View attachment 875600


I think you may have misinterpreted what I was saying, I'm not arguing that a team suddenly loses because one layer of spikes goes up, nor am I suggesting that spikes themselves are inherently broken in a bootsless metagame. The examples I brought up were meant to show how even a single layer can change otherwise favourable matchups, particularly against fairly standard defensive cores. I don't think running physically defensive Clefable ot specially defensive Glowking, suggests there's anything wrong with how a team is built. The Pawmot example was simply to illustrate why that matters, rather than to suggest that one layer of Spikes is enough to beat an entire team.

The point I was trying to make with Samurott specifically is how easily it can establish hazards while still dealing damage. A regular spikes setter has to spend a turn setting hazards, whereas Samurott can attack into its checks and get a layer up in the process. I'm not disputing that Samurott has individual counterplay, but being able to switch into it or punish it with Rocky Helmet doesn't necessarily stop it from accomplishing what it came in to do.
Fair, and thanks for the clarification. I was editing my post as this reply came in so it be like that. Still though, Im not sure i see the added pressure of Ceaseless Edge to be as overbearing as it used to be. It has much less time to break holes than it used to and has consolidated fairly linearly into two main builds of dark dance or scarf, of which one can scout based on opponents plays.

Some of this seems to just come down to the concept of what Ceasless Edge is, pressuring while setting spikes, but my argument is that that pressure alone doesnt meet my personal bar of banworthiness for this tier. After all, Hamurott exists perfectly healthily in SVOU, a tier where its debatably even harder to remove hazards. Obviously metagame conditions are not the same, but my point is that Ceaseless Edge is not inherently broken, otherwise the mon would be gone elsewhere too, and that this tier now has enough tools added to it (in my opinion, of course) that the pressure Ceaseless exerts is no longer at that banworthy threshold post M-C additions and metagame shifts.
 
Fair, and thanks for the clarification. I was editing my post as this reply came in so it be like that. Still though, Im not sure i see the added pressure of Ceaseless Edge to be as overbearing as it used to be. It has much less time to break holes than it used to and has consolidated fairly linearly into two main builds of dark dance or scarf, of which one can scout based on opponents plays.

Some of this seems to just come down to the concept of what Ceasless Edge is, pressuring while setting spikes, but my argument is that that pressure alone doesnt meet my personal bar of banworthiness for this tier. After all, Hamurott exists perfectly healthily in SVOU, a tier where its debatably even harder to remove hazards. Obviously metagame conditions are not the same, but my point is that Ceaseless Edge is not inherently broken, otherwise the mon would be gone elsewhere too, and that this tier now has enough tools added to it (in my opinion, of course) that the pressure Ceaseless exerts is no longer at that banworthy threshold post M-C additions and metagame shifts.

I agree with your edit that this is how hazard play normally works, but I think you're overlooking the difference in what Samurott gets out of those interactions compared to other setters. Going back to the Clefable example, say an opposing Garchomp spends two turns setting Spikes against Clefable before going down. You've got two layers up, but Clefable hasn't taken any damage from Garchomp and is still healthy enough to deal with Mega Meganium. Now compare that to Samurott clicking Ceaseless Edge twice. You've got the same two layers of Spikes, except Clefable has also taken around 40–50% before Leftovers, potentially putting it in range of Meganium's Weather Ball. Garchomp could obviously attack Clefable instead, but then it wouldn't be setting those Spikes. Samurott doesn't have to make that choice, which is the distinction I was trying to make.

I agree that Ceaseless Edge isn't inherently broken, and I wouldn't argue otherwise just because it changes a few damage thresholds. I also agree that M-C has introduced better ways of dealing with Samurott. Whether those additions are enough is where we disagree, because I still think Samurott gets far too much out of these interactions even when its checks are doing their job. As for SV OU, I don't think Ceaseless Edge being manageable there necessarily says much about its place here, considering the differences in hazard removal, Heavy-Duty Boots, and Item Clause.
 
I am not voting BAN or DO NOT BAN (cause i'm still ass 6 months as a player), but I need to remind you all that Samurott's absense, for all the menace, carries threatening the balance of this tier, as it fills the important role of THE Ghost resist in a B4 structure. The only Pokemon that can rival such utility is Hydreigon (Yes not even Kingambit). Ceruledge is a notorious sleeper pick and can bet my two cents will explode with usage, Aegislash will rise, and Absol Z will be THE dark type attacker in the tier. The teams that oppress its checks is what saves its teammates from sweep attempts; we lose one more Encore user, with the only other viable option being Primarina. Everyone is talking about the walls it breaks, not the walls it glues together. They is a reason why its No. 1, most obscene Pokemon don't even have the usage Samurott flaunts. The M-B Samurott epidemic was just a the answer to the meta trends observed, EVERYONE had a G-King somewhere, Dragupult suddenly spiked in usage, and people where looking for a Kingambit equivalent. Ceaseless Edge is just the unfair bonus Game Freak bestowed onto it. People will still us it cause Water/Dark is just brilliant type combination, and I sure the meta will change drastically and not settle by the time M-D rolls around
 
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Wasn't gholdengo banned more or less because of how it impacted hazard play and the impact of hazards and hazard removal, rather than its own threat? (Technically same with light clay or damp rock, obviously those are items though so it's a little different). I took a break when the suspect happened and missed the discussion but that was my understanding. So is this really so different? Yes hisuian samurott has counters but it's an offensive threat on its own AND enables very easy spikes set up that impacts the rest of the tier.

I'd argue personally hisuian samurott has a bigger overall impact and stranglehold on team building than swift swim swampert (I assume the reason damp rock was banned? Not sure where the ban came from tbh it felt a little sudden), Alakazam (who wasn't even getting enough play to be in ou proper when it was quick banned iirc), arguably sneasler, etc. Dare I say more than gholdengo? .... probably not, but it seems close
 
Wasn't gholdengo banned more or less because of how it impacted hazard play and the impact of hazards and hazard removal, rather than its own threat? (Technically same with light clay or damp rock, obviously those are items though so it's a little different). I took a break when the suspect happened and missed the discussion but that was my understanding. So is this really so different? Yes hisuian samurott has counters but it's an offensive threat on its own AND enables very easy spikes set up that impacts the rest of the tier.

I'd argue personally hisuian samurott has a bigger overall impact and stranglehold on team building than swift swim swampert (I assume the reason damp rock was banned? Not sure where the ban came from tbh it felt a little sudden), Alakazam (who wasn't even getting enough play to be in ou proper when it was quick banned iirc), arguably sneasler, etc. Dare I say more than gholdengo? .... probably not, but it seems close
Yout POV is actually very valid, i can't deny; The question I ask is that if it has the defensive/utility options needed in tier. We introduce a Ghost-type in the land of Dragupults. It gives Fire-types one more juicy target to hit. Kingambit suddenly becomes viable, in turn increasing Samurott usage cause of its access to Sacred Sword. The only thing that I would Gholdengo for is an obstacle Golisopod, but even that is shaky at best because of its sheer bulk and access to Sucker Punch. No one even used Gholdengo defensively like Samurott does anyway, it always ran Scarf, plopped into Rain teams, or ran Nasty Plot sets with a suprise Berry. All in all, the gap between its pressure on the builder and the pressure it alleviates is much narrower than Gholdengos, and I do not to play the game of constantly U-turning on the Gholdengo switch. We will see though; I will accept whatever the result
 
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I am proud of grabbing my first ticket to a suspect vote, I pray for many more nights like yesterday.

Samurott is such a fascinating dilemma; it's playstyle is almost alien to many veteran player 3 years later, but no one can deny its old-fashioned bag of tricks. Anti-setup with offense, anti-offense with Sucker Punch and Aqua Jet, stall-breaking with Swords Dance, and a Water/Dark typing and coverage that shadow-checks half of the metagame. No matter its transgressions, Samuroot has always given us the glue to our cores, and uts usage reflect that.

A lot of the problems that made a M-B a painful meta to play were two reasons:
a.) A tight number of powerful threats that carry a diverse set of skills.
b.) A tight number of defensive pillars that carry not enough tools to answer those threats consistently.

M-C has solved this issues;
a.) Breakers that are powerful but one-note in playstyle.
b.) New tools that defensive pillars can wield to maneuver around or outright shutdown threats on their own.

Calls were made for bans on Floette and Annihiliape, but since the turn of the new regulation they have been sent to the shadow realms of UUBL. Yet the black otter reigns supreme, and its work is not done; many setup-sweepers have stormed the meta, and priority is crucial in the wake of faster, leaner threats. Even stall is making a resurgence (I'm a victim of such a phenomenon in my past ladder sessions), so a Pokemon designed for such a role is welcome with open arms.

In conclusion, Samurott is a balance, a Yin and a Yang ; Just as it takes away, it will give back... for now at least. And in the even your vote was not enough to put down its blade, may interest you with a set?

:sv/clefable:
Clefable @ Rocky Helmet
Ability: Magic Guard
Level: 50
EVs: 32 HP / 32 Def / 2 SpD
Bold Nature
- Moonblast
- Flamethrower
- Wish
- Protect

This right here, is the Otter's Bane, a set forged by the great, seasonally-retired legend, Mr Zangler . Use this set, and you shall never fear the Black Otter again.

I used 3 teams to complete such a task:
a.) :clefable::hippowdon::corviknight::samurott-hisui::slowking-galar::delphox-mega: :My main cast as the goings got tougher higher up the ladder. In my honest opinion, this is THE way to play balance in this regulation.
b.) :gardevoir-mega::samurott-hisui::garchomp::araquanid::aegislash::glimmora: :Used to filter through the early game scrubs on my climb.
c.) :garchomp::primarina::samurott-hisui::corviknight::pawmot::absol-mega-z::I lost to Meganium and Rain one time to many. Still good though, I'm just not as comfortable with it compared to other teams.
 
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