Thanks Chessking for your post, it's resume quite well why I find PH broken and not VDQD. Like he said, VDQD isn't the problem actually. It is the combinaison of Poison Heal + Taunt + set-up move (including VDQD but also Tidy up that is already play in the meta, Shift gear already played too, and worse option but playable if VDQD will be ban like CM or Bulk up...). So if isn't the the set-up the problem actually why do you want to ban them? If you play VDQD in other pokemon than PH, it isn't that broken because they can't have all the benefits of Poison heal (Passive recovery so you could not run a healing move and run taunt, statuts immunity...). So for me it is Poison Heal the problem.
	
	
		
			
	
Actually phazing is really hard to do... Against Moody Spam, you must run Whirlwind and against PH taunt you must run Dtail or Circle Throw, who could be ignored by immunity (Fairy / Ghost)...So what we can do ? Running Prankster haze on all team with Entrainment to disable PH? Like I said, Entrainment Prankster isn't the perfect solution to counter PH actually (sub or Dark) and it is kinda passive against Moody Spam, they just could wait to have nice boost for doing nothing...I should run Opportunist to counter set-up?
	
	
		
			
	
	
	
		
			
	
About Tera, it is a good thing for the meta for me, and you could have a lot of funny things to do with it in the teambuilding...
I already gave my opinion on Tera. I don't think it is good in defense but in offense it is great. I don't know if my opinion about it is popular or not but if yes, if we could create a clause to limit the Tera power instead of just banning it if it is too strong... Tera is a great tool in teambuilding/matches it will be a shame if we couldn't use anymore.
I will also share my team as a sample:
Team Name: Adieu, Goodbye, Auf Wiedersehen
Description: A Balanced team with 2 greats wallbreakers
Pokepaste: https://pokepast.es/beb9d3ad95669b2c
How to use: Tera Groudon allows you to break almost any defensive core with his STAB. Corviknight is the improof. Arceus with set-up is hard to kill and self improof. You could tera it against Miraidon Rising voltage or against Salt Cure Spamming if Groudon have a bad match-up. Corviknight and others pokemons is my defensive core, could give the tempo to safely put Groundon.
Weaknesses: Water Spamming is hard to deal in general. Tera Skeledirge could help you against Palafin and Tera Ting-lu against Palkia.
Fairy Boomburst could be hard also. Tera Ting-Lu or Zama-C is good against it.
Other options : Could remplace some moves on defensives pokemons (like Salt Cure, Mortal Spin, Dtail...), Groudon could run V-create or other fire move. Arceus could run something else than Coton Guard.
Effectiveness: Personally I have 6 alts in +1500 ELO with this team.
				
			Poison Heal IS the problem, It is so hard to deal with it, specially if the opponent run Taunt on it. Entrainment / Worry Seed / Gastro Acid are all blocked by that... Some people runs it on Prankster but if the Poison Heal is a Dark type what they will do? Nothing... Also running Sub on Poison Heal could be play to ignore that or Strength Sap spamming for exemple... Whirlwind is also blocked by Taunt so if you want to phaze, you must run Dtail for exemple, and it could miss...Poison heal are self-improof so even with Imposter you can't beat it. Chessking talk about Toxic orb Imposter, but even with that with Tera you could beat it because you are immun to your old STAB not him... An exemple :
Arceus-Ground @ Toxic Orb
Ability: Poison Heal
Tera Type: Flying
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Knock Off
- Precipice Blades
- Taunt
This set is from QT, actually 1st in the BH ladder (I'm not sure about the nature). He don't run VDQD but Tidy Up because it removes hazards and substitute and don't give boosted def on imposter. Taunt annihilate defensive pokemon in general because they can't heal, if they are Prankster and not running Entrainment, they haze or recover but can't do both... Knock off is utility and against Chansey imposter and Pblades is the STAB move, destroys Steel (like Steel Prankster) and against a Toxic Orb imposter, he could Tera Flying and denying the imposter who cannot kill Arceus because of passive recovery. And in the case of the imposter could defeat it, he have others pokemons and could switch on a prankster Entrainment for exemple...
It is just an exemple, but you see why VDQD suspect is useless. We will still have PH set-up Taunt in the meta even after a ban of VDQD. And PH will still hard to deal because we lack of Core Enfoncer...
Also, because is the PH the problem what do you think about unbaning Slaking, banned because the PH set is too strong once PH is banned? Seems really legit for me because Slaking had one set really good, the PH set. I didn't say it, but I have always find Slaking quickban injust because I knew it was Poison Heal the problem and it was just move the problem elsewhere.
		Arceus-Ground @ Toxic Orb
Ability: Poison Heal
Tera Type: Flying
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Knock Off
- Precipice Blades
- Taunt
This set is from QT, actually 1st in the BH ladder (I'm not sure about the nature). He don't run VDQD but Tidy Up because it removes hazards and substitute and don't give boosted def on imposter. Taunt annihilate defensive pokemon in general because they can't heal, if they are Prankster and not running Entrainment, they haze or recover but can't do both... Knock off is utility and against Chansey imposter and Pblades is the STAB move, destroys Steel (like Steel Prankster) and against a Toxic Orb imposter, he could Tera Flying and denying the imposter who cannot kill Arceus because of passive recovery. And in the case of the imposter could defeat it, he have others pokemons and could switch on a prankster Entrainment for exemple...
It is just an exemple, but you see why VDQD suspect is useless. We will still have PH set-up Taunt in the meta even after a ban of VDQD. And PH will still hard to deal because we lack of Core Enfoncer...
Also, because is the PH the problem what do you think about unbaning Slaking, banned because the PH set is too strong once PH is banned? Seems really legit for me because Slaking had one set really good, the PH set. I didn't say it, but I have always find Slaking quickban injust because I knew it was Poison Heal the problem and it was just move the problem elsewhere.
Moody isn't healthy for the meta. A low ladder could beat you because he had the right boost at the right timing. Moody is random, and random isn't competitive. The council kept banned Illusion because it was healthy for tournaments for exemple. Why do you think Moody is healthy and playable in OMPL for exemple ? Just for that, i think it should be banned. A sub+protect move Moody is annoying, if you got offensive boost, you could use it, if you got defensive boost your sub is harder to break, speed allows you to outspeed offensive pokemon and sub-tect against them...
I don't still understand why it doesn't get banned yet. Somebody get 9th in the ladder just by spamming a Moody spam team (far of be optimised for me but it still works...) just because even if the player was in a bad timing, Moody triggers, and let him win. Prankster Haze isn't a solution in long term and is passive... Phazing? like I said early, phazing is kinda hard to do.
		I don't still understand why it doesn't get banned yet. Somebody get 9th in the ladder just by spamming a Moody spam team (far of be optimised for me but it still works...) just because even if the player was in a bad timing, Moody triggers, and let him win. Prankster Haze isn't a solution in long term and is passive... Phazing? like I said early, phazing is kinda hard to do.
I agree with the council concerning Orichalcum Pulse. Hardly counter by Psea in general. Soft counter by Well-baked body. So for me, it isn't that great. Swords of Ruins is strong but it triggers when the pokemon arrive in the battlefield so you know what the opponent want to do... Maybe too strong, but at this moment, I didn't have trouble with it, maybe it will be too strong after... Also you could have trouble to improof it because of the def drop, maybe? Honnestly, i didn't have tested the ability yet so...
Gorilla Tactics you don't see it, the imposter is also locked on one move and I have concern about it because I know pokemon like Groudon could OHKO/2HKO a lot of thing just by spamming Headlong Rush. Also I will talk about Zacian-C. I don't really understand why the council want to suspect it. If your answers have "the Gorilla Tactics Band set" in mind, maybe could put a Red flag on why Gorilla Tactics could be suspected and why not banned. I think people didn't realised yet the power of Tera + Really strong STAB like Gorilla Band could do.
		Gorilla Tactics you don't see it, the imposter is also locked on one move and I have concern about it because I know pokemon like Groudon could OHKO/2HKO a lot of thing just by spamming Headlong Rush. Also I will talk about Zacian-C. I don't really understand why the council want to suspect it. If your answers have "the Gorilla Tactics Band set" in mind, maybe could put a Red flag on why Gorilla Tactics could be suspected and why not banned. I think people didn't realised yet the power of Tera + Really strong STAB like Gorilla Band could do.
I already gave my opinion on Tera. I don't think it is good in defense but in offense it is great. I don't know if my opinion about it is popular or not but if yes, if we could create a clause to limit the Tera power instead of just banning it if it is too strong... Tera is a great tool in teambuilding/matches it will be a shame if we couldn't use anymore.
I will also share my team as a sample:
Team Name: Adieu, Goodbye, Auf Wiedersehen
Description: A Balanced team with 2 greats wallbreakers
Pokepaste: https://pokepast.es/beb9d3ad95669b2c
How to use: Tera Groudon allows you to break almost any defensive core with his STAB. Corviknight is the improof. Arceus with set-up is hard to kill and self improof. You could tera it against Miraidon Rising voltage or against Salt Cure Spamming if Groudon have a bad match-up. Corviknight and others pokemons is my defensive core, could give the tempo to safely put Groundon.
Weaknesses: Water Spamming is hard to deal in general. Tera Skeledirge could help you against Palafin and Tera Ting-lu against Palkia.
Fairy Boomburst could be hard also. Tera Ting-Lu or Zama-C is good against it.
Other options : Could remplace some moves on defensives pokemons (like Salt Cure, Mortal Spin, Dtail...), Groudon could run V-create or other fire move. Arceus could run something else than Coton Guard.
Effectiveness: Personally I have 6 alts in +1500 ELO with this team.
			
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 The premier special attacker. Miraidon packs great overall stats, strong typing that gives it 2 absurd STAB moves (Dragon Energy and Rising Voltage), perfect synergy with Hadron Engine, and good moveset flexibility with Specs, Draco Plate, and Poison Heal all being strong. It even gets STAB, terrain-boosted Volt Switch. If you're looking for a powerful special attacker, this is your first and often best option.
 The premier special attacker. Miraidon packs great overall stats, strong typing that gives it 2 absurd STAB moves (Dragon Energy and Rising Voltage), perfect synergy with Hadron Engine, and good moveset flexibility with Specs, Draco Plate, and Poison Heal all being strong. It even gets STAB, terrain-boosted Volt Switch. If you're looking for a powerful special attacker, this is your first and often best option. Palkia-O is the second best special attacker, boasting great stats, Lustrous Orb, and great STAB options in Dragon Energy, Steam Eruption, and Water Spout. Palkia-O particularly enjoys Miraidon's presence encouraging in Ground-type special walls, like Clodsire and Ting-Lu, meaning against a considerable amount of teams there is no safe wall without burning Tera. Very strong candidate for a special sweeper with Quiver Dance.
 Palkia-O is the second best special attacker, boasting great stats, Lustrous Orb, and great STAB options in Dragon Energy, Steam Eruption, and Water Spout. Palkia-O particularly enjoys Miraidon's presence encouraging in Ground-type special walls, like Clodsire and Ting-Lu, meaning against a considerable amount of teams there is no safe wall without burning Tera. Very strong candidate for a special sweeper with Quiver Dance. Flutter Mane's best asset is its set variety, which ensures it fits on many teams and can challenge many checks. Its STAB typing has perfect neutral coverage, and good base stats allow it to both wallbreak with Adaptability and sweep with Normalize. It can occasionally struggle to get going thanks to its Speed tier and -atespeed weakness, however can absolutely cause damage given the chance.
 Flutter Mane's best asset is its set variety, which ensures it fits on many teams and can challenge many checks. Its STAB typing has perfect neutral coverage, and good base stats allow it to both wallbreak with Adaptability and sweep with Normalize. It can occasionally struggle to get going thanks to its Speed tier and -atespeed weakness, however can absolutely cause damage given the chance. 
  Hisuian Goodra is a strong special wall thanks to its great stat spread and typing. Steel/Dragon lets it safely switch in on virtually every special attacker in the tier and safely pivot out, and great base stats give it deceptively decent physical bulk and hard-hitting Dragon Tails. Dialga-O is basically the same, trading slightly lower special bulk and higher Speed for better Defense, HP, and Special Attack (relevant because Draco can OHKO Miraidon and Palkia-O). Neither's significantly better than the other.
 Hisuian Goodra is a strong special wall thanks to its great stat spread and typing. Steel/Dragon lets it safely switch in on virtually every special attacker in the tier and safely pivot out, and great base stats give it deceptively decent physical bulk and hard-hitting Dragon Tails. Dialga-O is basically the same, trading slightly lower special bulk and higher Speed for better Defense, HP, and Special Attack (relevant because Draco can OHKO Miraidon and Palkia-O). Neither's significantly better than the other. Ursaluna has high Attack and 2 monstrous STAB attacks in Population Bomb and Headlong Rush, on top of Extreme Speed, making it a tremendous offensive threat that can take kills virtually every time it comes in. Mostly held back due to its poor Speed, vulnerability to Rocky Helmet, and one-dimensional nature meaning it often has to predict to get kills.
 Ursaluna has high Attack and 2 monstrous STAB attacks in Population Bomb and Headlong Rush, on top of Extreme Speed, making it a tremendous offensive threat that can take kills virtually every time it comes in. Mostly held back due to its poor Speed, vulnerability to Rocky Helmet, and one-dimensional nature meaning it often has to predict to get kills. Enamorus is the new resident Pixilate user, often used as an alternative to Arceus-Fairy that doesn't take the Arceus slot. It has high damage output and a very useful Ground immunity, however its bulk is not very good and it struggles to deal with common Fairy resists like Arceus-Fire and Clodsire.
 Enamorus is the new resident Pixilate user, often used as an alternative to Arceus-Fairy that doesn't take the Arceus slot. It has high damage output and a very useful Ground immunity, however its bulk is not very good and it struggles to deal with common Fairy resists like Arceus-Fire and Clodsire. Palafin-Hero's great base stats and defensive typing are unfortunately held back by Water's physical mediocrity - the removal of Fishious Rend means it has to rely on Surging Strikes for STAB, which is already a bad start, and physical Water being of little value (especially given Terastallization and Dondozo) means the amount it can pull off is very limited. It can still do some stuff, like Sniper, but this is narrow and matchup dependent.
 Palafin-Hero's great base stats and defensive typing are unfortunately held back by Water's physical mediocrity - the removal of Fishious Rend means it has to rely on Surging Strikes for STAB, which is already a bad start, and physical Water being of little value (especially given Terastallization and Dondozo) means the amount it can pull off is very limited. It can still do some stuff, like Sniper, but this is narrow and matchup dependent. Koraidon is interesting, carrying the same stats as Miraidon (but just redistributed) and good Fighting STAB options in Triple Arrows, Thunderous Kick, and HJK. However, Dragon/Fighting isn't really strong enough to make up for its comparatively mediocre Attack, and it hates Zacian-C being so easy to put on teams. I expect this mon's viability to be directly tied to that of Fighting-type as a whole, which currently isn't much.
 Koraidon is interesting, carrying the same stats as Miraidon (but just redistributed) and good Fighting STAB options in Triple Arrows, Thunderous Kick, and HJK. However, Dragon/Fighting isn't really strong enough to make up for its comparatively mediocre Attack, and it hates Zacian-C being so easy to put on teams. I expect this mon's viability to be directly tied to that of Fighting-type as a whole, which currently isn't much. Dondozo boasts huge physical bulk and great defensive typing, made even better by the absence of Bolt Strike, which lets it blanket check a massive majority of physical attackers in the tier. However, it often ends up in passive roles and has no offensive presence, so in most instances is just a pivot bot with Haze. High Attack giving lots of Strength Sap healing, even with minimum Attack, isn't ideal either.
 Dondozo boasts huge physical bulk and great defensive typing, made even better by the absence of Bolt Strike, which lets it blanket check a massive majority of physical attackers in the tier. However, it often ends up in passive roles and has no offensive presence, so in most instances is just a pivot bot with Haze. High Attack giving lots of Strength Sap healing, even with minimum Attack, isn't ideal either. Similar to the above in that it's just a massive mound of bulk, and also has similar drawbacks in passivity and high Attack on a defensive Pokemon. Noticeably, it's a good Miraidon check but is also a Dark-type that can't really beat one of the 2 common Ghosts in the tier (Flutter Mane). Weaknesses to Fairy and Water are also inconvenient.
 Similar to the above in that it's just a massive mound of bulk, and also has similar drawbacks in passivity and high Attack on a defensive Pokemon. Noticeably, it's a good Miraidon check but is also a Dark-type that can't really beat one of the 2 common Ghosts in the tier (Flutter Mane). Weaknesses to Fairy and Water are also inconvenient. Very similar to Ting-Lu, trading Dark-type and some bulk for a Poison-type, lower Attack, and incredibly low Speed. Poison-type is a good asset thanks to the Fairy resist, but again, the passivity holds it back from being higher and the vulnerability to Palkia-O practically forcing Tera is annoying.
 Very similar to Ting-Lu, trading Dark-type and some bulk for a Poison-type, lower Attack, and incredibly low Speed. Poison-type is a good asset thanks to the Fairy resist, but again, the passivity holds it back from being higher and the vulnerability to Palkia-O practically forcing Tera is annoying. Wo-Chien has pretty good special bulk, and default Grass-type makes it a good Palkia-O and Miraidon check; however, Grass/Dark is generally bad, it has issues with passivity, and its also faster than every main special wall bar Dialga-O (so your U-turns are faster, which isn't good).
 Wo-Chien has pretty good special bulk, and default Grass-type makes it a good Palkia-O and Miraidon check; however, Grass/Dark is generally bad, it has issues with passivity, and its also faster than every main special wall bar Dialga-O (so your U-turns are faster, which isn't good). Valiant is frail and neither of its offensive stats are stellar, however Mixed Pixilate sets can be difficult to switch into without a Clodsire. Generally, though, this dislikes its inability to OHKO most tier staples and faces heavy competition from Enamorus.
 Valiant is frail and neither of its offensive stats are stellar, however Mixed Pixilate sets can be difficult to switch into without a Clodsire. Generally, though, this dislikes its inability to OHKO most tier staples and faces heavy competition from Enamorus. Skeledirge's Fire-type makes it a pretty good physical wall, also sporting STAB Torch Song to potentially snowball, however Ghost-type doesn't do a whole lot of good and many physical attackers enjoy carrying Ground-type moves. Starter BST also doesn't massively help.
 Skeledirge's Fire-type makes it a pretty good physical wall, also sporting STAB Torch Song to potentially snowball, however Ghost-type doesn't do a whole lot of good and many physical attackers enjoy carrying Ground-type moves. Starter BST also doesn't massively help. This mon would've been excellent last gen thanks to its STABs and Speed, however Dark/Ice is poor coverage this time around and its base stats are otherwise lacking for BH standards. It's damage output is OK at best and it has severe issues with being hard-walled.
 This mon would've been excellent last gen thanks to its STABs and Speed, however Dark/Ice is poor coverage this time around and its base stats are otherwise lacking for BH standards. It's damage output is OK at best and it has severe issues with being hard-walled. Special Water is done infinitely better by Palkia-O and Ice (both physical and special) is of very little value. Its stats are not high enough to make up for these shortcomings like Kyurem-W could do.
 Special Water is done infinitely better by Palkia-O and Ice (both physical and special) is of very little value. Its stats are not high enough to make up for these shortcomings like Kyurem-W could do. Don't be decieved; this is nowhere near as good as Kyurem-B was last gen. Lower Attack, nerfed Glacial Lance, Dragon-type still does nothing (which Glaive Rush doesn't change). There's realistically no reason to use this over any other physical attacker.
 Don't be decieved; this is nowhere near as good as Kyurem-B was last gen. Lower Attack, nerfed Glacial Lance, Dragon-type still does nothing (which Glaive Rush doesn't change). There's realistically no reason to use this over any other physical attacker. If you take Enamorus, give it a bit more defenses (it's still not walling anything) and remove the ability to outspeed anything, you get Enamorus-Therian. Significant downgrade.
 If you take Enamorus, give it a bit more defenses (it's still not walling anything) and remove the ability to outspeed anything, you get Enamorus-Therian. Significant downgrade. Stats are cool but STABs are of very little value and doesn't offer anything over other physical attackers.
 Stats are cool but STABs are of very little value and doesn't offer anything over other physical attackers. This thing's only niche is Steel/Ground, making it the only viable mon to resist both of Miraidon's STABs, however being outclassed at basically everything else mostly defeats the point.
 This thing's only niche is Steel/Ground, making it the only viable mon to resist both of Miraidon's STABs, however being outclassed at basically everything else mostly defeats the point. Continuing the trend of Ghost/Fighting mons being unviable, this mon doesn't have enough stats to be useful and its best Ghost-type STAB is Poltergeist.
 Continuing the trend of Ghost/Fighting mons being unviable, this mon doesn't have enough stats to be useful and its best Ghost-type STAB is Poltergeist. Fire/Dark is significantly worse for special attackers than physical - OK stats are held back by its inability to significantly threaten common special walls or even bulky neutrals.
 Fire/Dark is significantly worse for special attackers than physical - OK stats are held back by its inability to significantly threaten common special walls or even bulky neutrals. Ceaseless Edge is excellent. Unblockable Spikes is massively strong and allows pretty much every mon to reliably apply hazard pressure, notably including RegenVest mons. Pretty much every non-offensive mon should consider carrying this.
 Ceaseless Edge is excellent. Unblockable Spikes is massively strong and allows pretty much every mon to reliably apply hazard pressure, notably including RegenVest mons. Pretty much every non-offensive mon should consider carrying this. Tidy Up's excellent role compression completely removes Gen 8's glaring issue of needing -atespin on 90% of teams, on top of the Attack boost ensuring opponents can never get comfortable in front of defensive mons. Works best with bulky attackers like Groudon and Arceus-Ground.
 Tidy Up's excellent role compression completely removes Gen 8's glaring issue of needing -atespin on 90% of teams, on top of the Attack boost ensuring opponents can never get comfortable in front of defensive mons. Works best with bulky attackers like Groudon and Arceus-Ground. Ground is already great offensively in BH, and Headlong Rush removes by far its biggest issue in that the most powerful move (Precipice Blades) can miss. The stat drops are usually non-factors since most mons using this are Choice-locked anyways, and the removal of Rend also further buffs this as the primary Fire-type disposal move. Great buff to offensive mons.
 Ground is already great offensively in BH, and Headlong Rush removes by far its biggest issue in that the most powerful move (Precipice Blades) can miss. The stat drops are usually non-factors since most mons using this are Choice-locked anyways, and the removal of Rend also further buffs this as the primary Fire-type disposal move. Great buff to offensive mons. Victory Dance turns physical attackers into absolute menaces, both boosting their damage and making them harder to revenge kill. The fact that every physical attacker can use this well makes it even stronger, and like Quiver Dance it's also great for self-Imposter-proofing.
 Victory Dance turns physical attackers into absolute menaces, both boosting their damage and making them harder to revenge kill. The fact that every physical attacker can use this well makes it even stronger, and like Quiver Dance it's also great for self-Imposter-proofing. Magical Torque is the new best Fairy STAB. What separates it from the moves in 4 star (which are also great but have a limited pool of users) is that Magical Torque is STAB for 2 of the best mons in the meta (Zacian-C and Arceus-Fairy), and its infuriating confusion chance incentivizing Covert Cloak on most physical walls can't be ignored.
 Magical Torque is the new best Fairy STAB. What separates it from the moves in 4 star (which are also great but have a limited pool of users) is that Magical Torque is STAB for 2 of the best mons in the meta (Zacian-C and Arceus-Fairy), and its infuriating confusion chance incentivizing Covert Cloak on most physical walls can't be ignored. Stone Axe plays the same as Ceaseless Edge, though is valued lower due to Stealth Rock generally just being lower value.
 Stone Axe plays the same as Ceaseless Edge, though is valued lower due to Stealth Rock generally just being lower value. Triple Arrows has three secondary effects, and they're all really good, buffed further by having fair bas power and PP. Very close to 5 star, only really held back by only being useful as a STAB (and Fighting generally isn't excellent).
 Triple Arrows has three secondary effects, and they're all really good, buffed further by having fair bas power and PP. Very close to 5 star, only really held back by only being useful as a STAB (and Fighting generally isn't excellent). Infernal Parade is just a better Hex and the new best move for bulky Ghost-types to use. Only really held back by the fact that there is currently one legal bulky Ghost-type (Arceus-Ghost).
 Infernal Parade is just a better Hex and the new best move for bulky Ghost-types to use. Only really held back by the fact that there is currently one legal bulky Ghost-type (Arceus-Ghost). Lumina Crash seems incredibly broken just looking at the description, and is only limited here by the fact that no Psychic-types are both relevant and want to use it, however the guaranteed -2 alone makes this really strong.
 Lumina Crash seems incredibly broken just looking at the description, and is only limited here by the fact that no Psychic-types are both relevant and want to use it, however the guaranteed -2 alone makes this really strong. Salt Cure enjoys many meta staples either being Water, Steel, or lacking recovery (so the damage sticks), and also works independently of status so can be stacked with it / used without fear of preventing other status from being applied. The only real limiting factors are the popularity of Covert Cloak and the general reliance on chip damage for most users.
 Salt Cure enjoys many meta staples either being Water, Steel, or lacking recovery (so the damage sticks), and also works independently of status so can be stacked with it / used without fear of preventing other status from being applied. The only real limiting factors are the popularity of Covert Cloak and the general reliance on chip damage for most users. 160BP and a negligible drawback makes this sound obscene. Unfortunately, Zacian-C is the only mon that wants to use it and even then it's not on every set, plus Steel is kind of just bad offensively.
 160BP and a negligible drawback makes this sound obscene. Unfortunately, Zacian-C is the only mon that wants to use it and even then it's not on every set, plus Steel is kind of just bad offensively. Armor Cannon makes up for the Blue Flare we're currently lacking, however special Fire-type moves both lack STAB users and aren't particularly valuable in this meta.
 Armor Cannon makes up for the Blue Flare we're currently lacking, however special Fire-type moves both lack STAB users and aren't particularly valuable in this meta. Mortal Spin lets defensive mons both clear hazards and reliably chip foes, however it does not enjoy how easy it can be spinblocked and how fierce moveslot cometition on defensive mons (particularly RegenVest) is. Covert Cloak being common and stopping the poison is also annoying.
 Mortal Spin lets defensive mons both clear hazards and reliably chip foes, however it does not enjoy how easy it can be spinblocked and how fierce moveslot cometition on defensive mons (particularly RegenVest) is. Covert Cloak being common and stopping the poison is also annoying. Flower Trick, despite its auto-crit, suffers from Grass being kind of bad offensively and from a very limited pool of potential users. Mostly limited to Sniper shenanigans on stuff like Palafin-H.
 Flower Trick, despite its auto-crit, suffers from Grass being kind of bad offensively and from a very limited pool of potential users. Mostly limited to Sniper shenanigans on stuff like Palafin-H. Dire Claw isn't good or consistent, it's just unreasonably annoying as a way to bypass Sleep Moves Clause and fish for status.
 Dire Claw isn't good or consistent, it's just unreasonably annoying as a way to bypass Sleep Moves Clause and fish for status. Make it Rain is useful solely on Dialga-O, where it faces steep competition from Draco and RevDance, and isn't really that useful anyway.
 Make it Rain is useful solely on Dialga-O, where it faces steep competition from Draco and RevDance, and isn't really that useful anyway. Wave Crash doesn't really have a use case. Physical Water is already kind of bad, and Surging Strikes outclasses it in basically every way (even on MGLO sets).
 Wave Crash doesn't really have a use case. Physical Water is already kind of bad, and Surging Strikes outclasses it in basically every way (even on MGLO sets). MGLO mostly doesn't exist this gen, and even on those that do you'd never want this as coverage.
 MGLO mostly doesn't exist this gen, and even on those that do you'd never want this as coverage. Double Shock is usable exclusively on Arceus-Electric, and even then isn't massively effective since you're running Arceus-Electric. Next to no use case for an average-at-best move.
 Double Shock is usable exclusively on Arceus-Electric, and even then isn't massively effective since you're running Arceus-Electric. Next to no use case for an average-at-best move. Low base power, not boosted by Triage, and has no abusers. Very little reason to run this.
 Low base power, not boosted by Triage, and has no abusers. Very little reason to run this. Fillet Away is all the drawbacks of Belly Drum but none of the benefits. Doesn't help with Imposter and doesn't provide enough damage boosting to actually kill stuff well.
 Fillet Away is all the drawbacks of Belly Drum but none of the benefits. Doesn't help with Imposter and doesn't provide enough damage boosting to actually kill stuff well. Well-Baked Body is valuable since, unlike Flash Fire and Primordial Sea, it actually benefits most things using it after successfully blocking a Fire move. Due to the ubiquity of V-create, this is instantly a valuable trait, and some stuff like Zacian-C can be incredibly infuriating to kill with this; however, the lack of viable users and the plethora of Fire resists in the meta hold this back a bit.
 Well-Baked Body is valuable since, unlike Flash Fire and Primordial Sea, it actually benefits most things using it after successfully blocking a Fire move. Due to the ubiquity of V-create, this is instantly a valuable trait, and some stuff like Zacian-C can be incredibly infuriating to kill with this; however, the lack of viable users and the plethora of Fire resists in the meta hold this back a bit. Earth Eater exists, and has a good effect, but it doesn't really have a place on anything. Ground is strong but isn't overbearing to the point that you need an immunity ability for it, and there's the argument that if you wanted a Ground immunity, Levitate is better to dodge Spikes.
 Earth Eater exists, and has a good effect, but it doesn't really have a place on anything. Ground is strong but isn't overbearing to the point that you need an immunity ability for it, and there's the argument that if you wanted a Ground immunity, Levitate is better to dodge Spikes. For most of the game, the damage of a Supreme Overlord mon will be less than that of something using any other damage ability. It only becomes stronger when you've basically already lost the game, and even then, the chances of this making a difference over any other damage-boosting ability is next to none.
 For most of the game, the damage of a Supreme Overlord mon will be less than that of something using any other damage ability. It only becomes stronger when you've basically already lost the game, and even then, the chances of this making a difference over any other damage-boosting ability is next to none. Rock moves are already bad in BH (the one niche Diamond Storm had, hitting Ho-Oh, is gone) and have no good STAB users, so boosting these doesn't really do anything. MGLO Head Smash also existing mostly invalidates this.
 Rock moves are already bad in BH (the one niche Diamond Storm had, hitting Ho-Oh, is gone) and have no good STAB users, so boosting these doesn't really do anything. MGLO Head Smash also existing mostly invalidates this. Sharpness runs into the issue of being directly outclassed - any move that gets boosted by Sharpness is boosted more by another ability. In addition, of the moves affected by it, only Population Bomb is actually worth using.
 Sharpness runs into the issue of being directly outclassed - any move that gets boosted by Sharpness is boosted more by another ability. In addition, of the moves affected by it, only Population Bomb is actually worth using. 
	 
	 
	 
	 
	 
	 
 
		


 
 
		 
 
		

