After the recent survey we conducted about the state of the SS metagame, the CAP metagame council (quziel, snake_rattler, and I) has decided it's time to take action and we'll be targeting Astrolotl first.
Since Astrolotl released less than 2 months ago, it has risen to the top of the metagame as a versatile Pokemon that can easily cripple most of its checks to allow the rest of its team to overwhelm the opponent with ease and it's very easy to fit into any team. Thanks to its good typing, serviceable bulk, and an amazing ability in Regenerator, Astrolotl usually finds many opportunities to switch in though the game. Once Astrolotl is in, the combination of Knock Off, Fire Lash, and Toxic means that it's incredibly hard to find a switch in that won't permanently crippled by it. Walls like Tomohawk and Hippowdon can win 1v1, but getting badly poisoned greatly hinders their ability to answer to powerful threats like Urshifu and Cinderace. Slowbro and Slowking don't care too much about Toxic, but that combined with Knock Off and Spikes will quickly wear them down. Even against Toxapex, a harder counter, Astrolotl can still use Spikes to continue wearing down the opposing team, and a set with Fire Spin, Fire Lash, and Explosion can even be used as a lure to remove Toxapex.
Regenerator in particular makes Astrolotl usually very safe to play. Even if you stay into a direct attack that would in theory beat you 1v1, like Tomohawk's Hurricane or Mandibuzz's Foul Play, you can simply tank it for that turn to cripple them with Toxic and next turn regain the health lost by just switching out. It also makes makes Astrolotl very safe to pivot to work around attackers like Jumbao, as it can take its Grass-type moves with ease, and if it predicts wrongly and switches into a Moonblast, it can still regain health for later.
Astrolotl's massive support movepool also means that it can be used to fill any hole a team might have, as apart from the more common Knock Off, Toxic, and Spikes, other options like Defog, Heal Bell, Wish, Thunder Wave, Taunt, and Explosion can be used if a team demands for them. This combined with all the previous factors means that there is little to no opportunity cost in running an Astrolotl in any given team, as it is able to make progress in one way or another against virtually opponent while providing whatever role a team might need.
Counters:
Toxapex: Thanks to its typing, ability, and massive bulk, Toxapex is probably the closest thing to a full counter, but Astrolotl can still comfortably set up Spikes against it, and more niche sets with Taunt or Fire Spin might even beat it 1v1.
Slowbro/Slowking: Both of are good pivots that can switch into Astrolotl's moves, as even Knock Off will usually fail to beat them. Despite that, they pose no immediate threat, giving Astro time to click Spikes, Knock Off, or Toxic.
Hippowdon: Its massive physical bulk means that it can avoid taking much damage from Astrolotl's attacks, but Toxic + Spikes will usually wear it down to the point were Astrolotl's teammates can easily overwhelm it.
Checks:
Tomohawk: Tomohawk: With good physical bulk and intimidate Tomohawk makes a serviceable check to Astrolotl, 2HKOing with Hurricane. However, Astrolotl can afford to stay in and Toxic it, meaning that Tomohawk will often get worn down over the course of a game, and is easily pressured by common teammates once poisoned.
Hydreigon: This Pokemon resist Astrolotl's most common moves and can easily OHKO with Draco Meteor. However, despite having Roost, it's easy to wear down and needs to be wary of rare Dragon Claw variants.
Kommo-o: Similarly to Hydreigon, Kommo-o can take advantage of the fact that Astrolotl usually doesn't run any Dragon-type STAB move; however, Kommo-o doesn't have any recovery moves, which means that it will be worn down by Toxic and Spikes pretty quickly and can be taken by surprise by the rare Dragon Claw.
Rock-types: Terrakion, Rhyperior, Crucibelle are all options that can resist Astrolotl's most common moves, but the first two are worn down quickly by Toxic, while the latter hates losing its item
Heal Bell: Using Clerics is a very good way to improve a team's resilience against Toxic Astrolotl; however, Astrolotl itself is one of the most splashable users of Heal Bell, which only serves to further centralize the metagame around it
Toxapex: Thanks to its typing, ability, and massive bulk, Toxapex is probably the closest thing to a full counter, but Astrolotl can still comfortably set up Spikes against it, and more niche sets with Taunt or Fire Spin might even beat it 1v1.
Slowbro/Slowking: Both of are good pivots that can switch into Astrolotl's moves, as even Knock Off will usually fail to beat them. Despite that, they pose no immediate threat, giving Astro time to click Spikes, Knock Off, or Toxic.
Hippowdon: Its massive physical bulk means that it can avoid taking much damage from Astrolotl's attacks, but Toxic + Spikes will usually wear it down to the point were Astrolotl's teammates can easily overwhelm it.
Checks:
Tomohawk: Tomohawk: With good physical bulk and intimidate Tomohawk makes a serviceable check to Astrolotl, 2HKOing with Hurricane. However, Astrolotl can afford to stay in and Toxic it, meaning that Tomohawk will often get worn down over the course of a game, and is easily pressured by common teammates once poisoned.
Hydreigon: This Pokemon resist Astrolotl's most common moves and can easily OHKO with Draco Meteor. However, despite having Roost, it's easy to wear down and needs to be wary of rare Dragon Claw variants.
Kommo-o: Similarly to Hydreigon, Kommo-o can take advantage of the fact that Astrolotl usually doesn't run any Dragon-type STAB move; however, Kommo-o doesn't have any recovery moves, which means that it will be worn down by Toxic and Spikes pretty quickly and can be taken by surprise by the rare Dragon Claw.
Rock-types: Terrakion, Rhyperior, Crucibelle are all options that can resist Astrolotl's most common moves, but the first two are worn down quickly by Toxic, while the latter hates losing its item
Heal Bell: Using Clerics is a very good way to improve a team's resilience against Toxic Astrolotl; however, Astrolotl itself is one of the most splashable users of Heal Bell, which only serves to further centralize the metagame around it
======snake_rattler said:1. The CAP Metagame Council identifies a broken/unhealthy threat. Input from the metagame discussion thread, Discord, high-level tournament replays, etc. are ways the community can voice their concerns to the CAP Metagame council.
2. The CAP Metagame Council begins a thread. The OP, written by the CAP Metagame Council, summarizes why the Pokemon is broken. Metagame shifts, game mechanics changing, or OU bans can be potential points. The CAP Metagame council will also include a checks and counters list. Hard-counters to soft-checks, hazard damage, relative ability to switch-in, etc. should be considered. Keep in mind that with the broken Pokemon in the metagame, we can continue to understand why it is broken.
3. In the thread, the community discusses the simplest solution(s) to making the CAP not broken. Here, we can well-define a new list of checks and counters. Some solutions may be changing its ability to one that's similar but not as good, reducing its speed tier, removing some of its bulk or attack, or removing a certain move or two from its movepool. The community will play a huge role in identifying what solutions are available, but CAP Metagame Council will have the final say on what nerf is implemented. Keep in mind that the nerf(s) that is(are) implemented MUST preserve the identity of the CAP (i.e. Necturna uses Sketch, Pajantom uses its powerful trapping move, etc.).
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If you fail to follow these rules, your post will be deleted and you will be infracted.
Please take in mind that we're aiming to finish this nerfing process in 7 days, so post accordingly.