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Metagame Frantic Fusions | Survey @ Post #484!

I've been finding some success with some sets not listed on the guide so I would like to mention them.

Flamigo (Great Tusk) @ Leftovers
Ability: Scrappy
Tera Type: Fighting
EVs: 252 HP / 24 Def / 232 Spe
Impish Nature
- Body Press
- Earthquake
- Rapid Spin
- Bulk Up

Scrappy Rapid Spin is nice against hazard spam. And in general not caring about Ghost types is very nice. It also blocks the occasional Intimidate.


Armarouge (Iron Crown) @ Grassy Seed
Ability: Weak Armor
Tera Type: Steel
EVs: 252 HP / 8 Def / 248 SpA
Modest Nature
IVs: 0 Atk
- Stored Power
- Tachyon Cutter
- Calm Mind
- Iron Defence

Similar idea to Archaludon but a bit different. The advantage is that you boost your Speed immediately by switching into a weak physical hit which allows you to pick the right boosting move the next turn while being faster. I think I like this a bit more than Archaludon in Grassy Terrain Screens (gimmicky but lethal).

Haxorus (Ogerpon-Wellspring/Cornerstone) @ Wellspring Mask/Cornerstone Mask
Ability: Mold Breaker
Tera Type: Water/Rock
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ivy Cudgel
- Power Whip / Horn Leech / Knock Off
- Low Kick / Knock Off
- Swords Dance

Tired of Unaware and Fluffy? Look no further.

Grimmsnarl (Tinkaton) @ Light Clay
Tera Type: Steel
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Gigaton Hammer
- Encore
- Reflect
- Light Screen

Steel/Fairy typing and Prankster Encore are a bliss. And Gigaton Hammer hits hard even unboosted.

I combine these four with a Choice Band Rillaboom (Zarude) for the Grassy Terrain.

The 6th slot is pretty open.
 
Flamigo (Great Tusk) @ Leftovers
Ability: Scrappy
Tera Type: Fighting
EVs: 252 HP / 24 Def / 232 Spe
Impish Nature
- Body Press
- Earthquake
- Rapid Spin
- Bulk Up

Decidueye-Hisui contributes more to bulk and attack than Flamigo does, and B-Press isn't super amazing on GTusk (if you want fighting STAB Close Combat basically always hits harder)


Haxorus (Ogerpon-Wellspring/Cornerstone) @ Wellspring Mask/Cornerstone Mask
Ability: Mold Breaker
Tera Type: Water/Rock
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ivy Cudgel
- Power Whip / Horn Leech / Knock Off
- Low Kick / Knock Off
- Swords Dance

Wellspring just got banned, but this is still great for Cornerstone!


Grimmsnarl (Tinkaton) @ Light Clay
Tera Type: Steel
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Gigaton Hammer
- Encore
- Reflect
- Light Screen

iirc unless you are already using Corviknight, it can do this role much better (Taunt + dual screens + pivot or roost or attack), using Klefki as ability donor.
 
Decidueye-Hisui contributes more to bulk and attack than Flamigo does, and B-Press isn't super amazing on GTusk (if you want fighting STAB Close Combat basically always hits harder)

My bad, I didn't see Decidueye-Hisui in the recommendations so yeah it's not a new idea. Flamigo gives 7 more base Speed, Decidueye-Hisui gives 2 more Defence and 7 more Special Defence.



iirc unless you are already using Corviknight, it can do this role much better (Taunt + dual screens + pivot or roost or attack), using Klefki as ability donor.


I just disagree. Encore is a very big deal and better than Taunt imo especially in a Screens + Setup team.
 
We are hosting the first survey of the generation to gauge opinions on the metagame as of late! You can check it out here.

Please vote with honesty and integrity; your opinion matters and can shape the future of the metagame more than you think it can. It will close on July 16th @ 11:59 PM GMT -4!
 
:dragonite: :raging bolt: :roaring moon: :iron treads: :skarmory: :primarina:
I've been messing around a bit on ladder and this team has stood out to me as really solid (and I somehow managed to build a good team without Latios!) so I felt like sharing it. I started with Choice Band Libero Dragonite as it's just incredibly consistent into every kind of team both as a revenge killer, wallbreaker, and cleaner. Pairing it with Choice Specs Raging Bolt seemed like a really neat idea as it blows up everything that's remotely consistently against Dragonite, and vice versa, Thunderbolt isn't very important as you do kill everything that matters with Volt Switch anyway and the momentum is super nice, as well as heavily pressuring stall reliant on Blissey/Chansey to check Bolt. Boots Roaring Moon is the main counterplay to webs which I saw a few people complaining about so I figured I might as well. Still has great defensive utility too and will break a ton of teams long term. I really like RegenVest Iron Treads as it compresses so much into one slot, checking most of the big special attackers while packing a pivot move, Knock Off, and Rapid Spin. Skarm's synergy with Treads, while not as good as with Swampert, is phenomenal and Roaring Moon can check annoying Fire-types that threaten both of them. SubCM Primarina can check a ton due to its great typing and bulk while also acting as a great win condition into fatter teams that rely on Hoodra to check every special attacker, since it can sub on every attack and freely set up until it can kill with Moonblast.

Yes I did the funny thing of three Dragons and three Dragon resists. Laugh. Latios works over Raging Bolt but doesn't pressure Corviknight nearly as much so I opted for Bolt in the final version.
 
I believe that we should have a discussion on whether an ability clause should be implemented. We have three major playstyles: offense, balance and stall. Within each playstyle there's different subsets such as hyper offense, weather offense, bulky offense, active stall and passive stall etc. My personal belief is that tiering action should seek to ensure that all three playstyles are viable, but not necessarily each subset. Currently I find balance and offense to be fine, but stall and defense is struggling.

At first I though this was because of all of the offensive threats you have to prepare for. Covering all of the mons able to run tinted lens, tough claws, adaptability is increndibly difficult, even with access to new assets like: fluffy, intimidate, unaware and magic guard. However, I think the real challenge for stall is the prevalence of regencore-offense. Most of the high level teams (1500+) I've faced use some variation of this subset of offense/balance, and it's very difficult to build around defensively. The teams always seem to follow the same structure. A regen core with longevity and access to pivot. I'm thinking of future sight :iron crown:, assault vest :raging bolt:, assault vest :manaphy:, but there's plenty of options in :Primarina: :Iron treads: :gliscor: :moltres-galar: etc. I don't think the specific offenders are all that important. If you ban one of them then I'm sure others will rise to take their place soon enough.

Strong, bulky regencores with pivot and/or utility can be very difficult to play around, but when paired with strong wallbreakers like :roaring moon: :cinderace: :slither wing: :ogerpon-cornerstone:, defensive playstyles become nearly unviable. Regenerator cores make playing against stall a trivial excercise. You can stay healthy while slowly chipping away HP and recovery PP. Eventually you will get lucky with rng or you've weakened your opponent enough for your wallbreakers to finish them off.

I think there's a fair bit of precedence for implementing an ability clause, see AAA and Inheritance, and I think it would be a healthy addition to Frantic Fusion. I'm looking forward to hearing what you all think, thanks for reading!
 
Survey Results
Bit late on getting this out because I'm a lazy asshole but better than never, right? Anyways we got 18 responses which isn't bad, so I'll go ahead and dive into them.
With an average score of 7.22 out of 10, it seems that the metagame is generally being enjoyed, which is a good sign.

For some reason smogon didn't want me to upload the chart for how balanced the metagame was but it ended up with an average score of 6.5 out of 10, while a smidge low, shows that the metagame is generally seen as balanced with maybe a few broken elements. Now for the potentially broken threats:
View attachment 649546
View attachment 649553

View attachment 649554
View attachment 649556
[ATTACH type="full" width="600px" alt="Forms response chart. Question title: Roaring Moon: On a scale of 1 to 5, one being completely unnecessary and five being completely necessary, how important do you find it to take tiering action against this Pokémon?
. Number of responses: 18 responses."]649558[/ATTACH]
[ATTACH type="full" width="600px" alt="Forms response chart. Question title: Regenerator: On a scale of 1 to 5, one being completely unnecessary and five being completely necessary, how important do you find it to take tiering action against this ability?
. Number of responses: 18 responses."]649564[/ATTACH]​
Regenerator and Gholdengo garnered the highest average scores, with both coincidentally sitting at an average rating of 2.77, while everything else had an average rating around and under 2.5.

When it comes to the query as to other potential tiering actions the only thing that was brought up multiple times which was the idea of ability clause, which leads me perfectly into the next thing I need to talk about.

The council is not considering any form of ability clause. We believe that ability clause would only serve to make the metagame more homogenous and bland. First of all, as has been pointed out very long ago by KaenSoul, you first must make a case as to why ability clause should be implemented instead of banning regenerator, which is very unlikely to happen. 2AC is also horribly arbitrary and frankly doesn't matter in 90% of cases as you rarely use more than 2 Regens per team. Additionally people have given so many conflicting reasons for implementing ability clause: it makes things boring, it makes stall broken, it makes stall unviable, etc. This seems like there isn't actually a problem with the current situation because there is no unified view on what would justify ability clause, which aligns with my personal experience.

I believe that we should have a discussion on whether an ability clause should be implemented. We have three major playstyles: offense, balance and stall. Within each playstyle there's different subsets such as hyper offense, weather offense, bulky offense, active stall and passive stall etc. My personal belief is that tiering action should seek to ensure that all three playstyles are viable, but not necessarily each subset. Currently I find balance and offense to be fine, but stall and defense is struggling.

At first I though this was because of all of the offensive threats you have to prepare for. Covering all of the mons able to run tinted lens, tough claws, adaptability is increndibly difficult, even with access to new assets like: fluffy, intimidate, unaware and magic guard. However, I think the real challenge for stall is the prevalence of regencore-offense. Most of the high level teams (1500+) I've faced use some variation of this subset of offense/balance, and it's very difficult to build around defensively. The teams always seem to follow the same structure. A regen core with longevity and access to pivot. I'm thinking of future sight :iron crown:, assault vest :raging bolt:, assault vest :manaphy:, but there's plenty of options in :Primarina: :Iron treads: :gliscor: :moltres-galar: etc. I don't think the specific offenders are all that important. If you ban one of them then I'm sure others will rise to take their place soon enough.

Strong, bulky regencores with pivot and/or utility can be very difficult to play around, but when paired with strong wallbreakers like :roaring moon: :cinderace: :slither wing: :ogerpon-cornerstone:, defensive playstyles become nearly unviable. Regenerator cores make playing against stall a trivial excercise. You can stay healthy while slowly chipping away HP and recovery PP. Eventually you will get lucky with rng or you've weakened your opponent enough for your wallbreakers to finish them off.

I think there's a fair bit of precedence for implementing an ability clause, see AAA and Inheritance, and I think it would be a healthy addition to Frantic Fusion. I'm looking forward to hearing what you all think, thanks for reading!
It is NOT our job to make every playstyle viable. A playstyle can suck in a balanced metagame and that is okay. We are not going to take action just because stall is struggling.

edit: I’m gonna cry
 
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or are the images in #438 not loading
Least scuffed Frantic Fusions post.

Honestly yea meta feels about as good as it ever has, only thing at all questionable to me is good as golds presence in the meta. With Scrappy GTusk being around though, spinblocking is fairly rare anywho, so I don't think it's too bad.

I really think Great Tusk is veering on that overcentralizing thing, as he's already with Torn-T faster than many would be wallbreakers.
 
Survey Results
Bit late on getting this out because I'm a lazy asshole but better than never, right? Anyways we got 18 responses which isn't bad, so I'll go ahead and dive into them.
With an average score of 7.22 out of 10, it seems that the metagame is generally being enjoyed, which is a good sign.

For some reason smogon didn't want me to upload the chart for how balanced the metagame was but it ended up with an average score of 6.5 out of 10, while a smidge low, shows that the metagame is generally seen as balanced with maybe a few broken elements. Now for the potentially broken threats:
View attachment 649546
View attachment 649553

View attachment 649554
View attachment 649556
[ATTACH type="full" width="600px" alt="Forms response chart. Question title: Roaring Moon: On a scale of 1 to 5, one being completely unnecessary and five being completely necessary, how important do you find it to take tiering action against this Pokémon?
. Number of responses: 18 responses."]649558[/ATTACH]
[ATTACH type="full" width="600px" alt="Forms response chart. Question title: Regenerator: On a scale of 1 to 5, one being completely unnecessary and five being completely necessary, how important do you find it to take tiering action against this ability?
. Number of responses: 18 responses."]649564[/ATTACH]​
Regenerator and Gholdengo garnered the highest average scores, with both coincidentally sitting at an average rating of 2.77, while everything else had an average rating around and under 2.5.

When it comes to the query as to other potential tiering actions the only thing that was brought up multiple times which was the idea of ability clause, which leads me perfectly into the next thing I need to talk about.

The council is not considering any form of ability clause. We believe that ability clause would only serve to make the metagame more homogenous and bland. First of all, as has been pointed out very long ago by KaenSoul, you first must make a case as to why ability clause should be implemented instead of banning regenerator, which is very unlikely to happen. 2AC is also horribly arbitrary and frankly doesn't matter in 90% of cases as you rarely use more than 2 Regens per team. Additionally people have given so many conflicting reasons for implementing ability clause: it makes things boring, it makes stall broken, it makes stall unviable, etc. This seems like there isn't actually a problem with the current situation because there is no unified view on what would justify ability clause, which aligns with my personal experience.


It is NOT our job to make every playstyle viable. A playstyle can suck in a balanced metagame and that is okay. We are not going to take action just because stall is struggling.

edit: I’m gonna cry
Survey results still aren't showing btw Glory

I think that's a fair point and I agree that it's up to me make the argument for changing the status quo. I'm glad you and the council responded so quickly, thanks for that! Clear & constructive communication from the council is always good to see.

If I were to make the argument for ability clause over regenerator than it would be that regenerator itself is healthy. If regenerator is banned then we will be worse off for it, but limiting the number of users per team opens up for more diversity. How can the metagame be less homogenous and bland when most teams carry atleast two regenerator users? How many teams are some variation of: regen core, corviknight, physical wallbreaker, special wallbreaker and speed controll? And again, ability clause has been implemented in other OMs for similar reasons, as far as I know, so there's certainly precendence.

Regenerator by itself is healthy for the metagame and gives pokemon without recovery a chance of being viable. Regenerator also great at countering the increased offensive presence that tinted lens, tough claws and adaptability etc when teambuilding. If I understand you correctly then it is the councils intentions to conduct policy with the goal of avoid a homogenous and bland metagame. If that's the case then I believe you should consider implementing a 1AC on the basis that it would make for a more diverse metagame, not the other way around.

:slowbro: :klawf:
I think anyone asking for Ability Clause has to give a reason to do that instead of banning Regen, because I havent seen anyone complaining about any other ability being used multiple times, we shouldn't nerf every single ability in the game only because one is annoying, I don't think action is "needed" on regen, but with how often you see complains about it, then banning it may be the best option. And this should also apply to other tiers with AC, but whatever.

I assume this is the post by KaenSoul you're referencing, as it's on topic and in this thread. I agree with Kaen that the only relevant ability targeted by ability clause is, currently, regenerator. It's not often that I see people running multiple pokemon with adaptability, tough claws or tinted lens - although there are multiple viable fusions for all three. A possible reason for this is that if you're running multiple wallbreakers then you will probably want to limit the overlap of counters that they share between them. If you're running two physical wallbreakers with tough claws then you'll struggle when faced with a fusion with fluffy, so mixing them up by running adapt/tinted/sheer force/guts etc. They're still fufilling the same role on your team as a wallbreaker, but it's disadvantageous to use the same abilities.

There's also the fact that your options for fusings with strong abilities are far more limited than with regenerator. There's two tough claw users, three tinted lens users (with decent stats) and a couple of adaptability users. If we're talking BST then there's no tough claw users with a BST above 500, three adaptability users with BST > 500 and only two tinted lens users above 500 BST. In comparison you have a wide array of options for both offensive and defensive regenerator fusions. Offensively you can use :roaring moon: or :great tusk: fused with either :mienshao: or :tornadus-therian:. Defensively you can choose between :hydrapple:, :slowking-galar:, :slowbro: and :klawf:. These defensive fusions aren't slouches either, each of them have atleast one offensive stat > 100. It's very easy to find competitively viable fusions for each and every one of them.

I would also add that with regenerator receiving the most votes in the survey (tied with Gholdengo, but I don't have an opinion on him), I think it's worth considering tiering action. However again, and I want to stress this, I don't think regenerator should be banned. I think it makes for far more interesting teambuilding when regenerator is available. The problem arises when you can slap regenerator on almost anything and find great success.


Anyways, to talk about something else I managed to peak the ladder yesterday using a Suicune set to great success!
1721823393594.png

archaludon (Suicune) @ Leftovers
Ability: Stamina
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD / 252 HP / 4 SpD / 252 Spe
Bold / Timid Nature
IVs: 0 Atk
- Rest/Substitute
- Sleep Talk/Protect/Ice beam
- Calm Mind
- Scald

I'm sure most of you are familiar with crocune and how annoying it can be to take down. I first ran a deoxys-defence set with pressure to PP stall, but Archaludon fusing has worked wonders for me as well. Substitute + Protect is usually enough to keep it healthy throughout the game, while also countering status and scouting for trick/knock off/status/choice locked moves. With Sub + Protect I ran max speed, as it already has a lot of bulk and being fast is more helpful with substitute. With 252 HP EVs it can setup substitutes infront of Blissey/Chansey with Stoss. I recently switched to a rest-talk set, but whether its better than sub + protect remains to be seen.

Here's a replay of it beating a mono-grass sun team.
 
to address Imperator Romanum
"If I were to make the argument for ability clause over regenerator than it would be that regenerator itself is healthy. If regenerator is banned then we will be worse off for it, but limiting the number of users per team opens up for more diversity. How can the metagame be less homogenous and bland when most teams carry atleast two regenerator users? How many teams are some variation of: regen core, corviknight, physical wallbreaker, special wallbreaker and speed controll? And again, ability clause has been implemented in other OMs for similar reasons, as far as I know, so there's certainly precendence.... If I understand you correctly then it is the councils intentions to conduct policy with the goal of avoid a homogenous and bland metagame."

- as for precedence, yes, AAA has a SAC. but that doesn't help us. why? because aaa is solely an ability-based om, frantic fusions is not. implementing an AC is a complex restriction, banning regen outright is simple and the go-to action-- that's just how the policy is and i don't see this a strong enough case to bend it. no one is forced to run multi regen cores, people only run them bcuz theyre lazy and like how easy it is to just slap 3 regen mons and be done with your defensive core. i do not see the metagame as bland or homogenous as you put it, i see it as people not trying to be innovative and creative and trying to recycle the same shit over and over again. but again, we have a ladder only for a month, so it's only natural that the meta would stay quite underdeveloped. there are a lot of playstyles viable, including but not limited to:
  • HO [primarily Screens; hidin, who recently hit #1 on ladder said that screens are the most annoying thing to face (and note how it's not regen stall) and even argued for a light clay ban in teh council chat]
  • Hazard Stack (SpikeStack, GaGDebris)
  • BO (Terrain spam, Choiced Latios+offensive rocker)
  • Balance (Corv+Dual Regen+Offense, other structures exist a.w)
  • Stall
  • Weather has potential too but i dont see it often (archa@pelli is my goat)
"I would also add that with regenerator receiving the most votes in the survey (tied with Gholdengo, but I don't have an opinion on him), I think it's worth considering tiering action. However again, and I want to stress this, I don't think regenerator should be banned. I think it makes for far more interesting teambuilding when regenerator is available. The problem arises when you can slap regenerator on almost anything and find great success."

- we'll (and always have tbh) be keeping an eye on it, but 2.77 doesnt rly warrant immediate tiering action. i'd need to see more convincing posts. an AC is probably off the table rn and would require internal discussion w/om staff, as the support isnt that strong rn, compounded by the fact that nobody has been posting replay proof despite my post back in february asking the regen side to + there's been basically 0 discussion in the ff discord and om discord
 
(and always have tbh)

KRZlxq.gif


kek


regen core, corviknight, physical wallbreaker, special wallbreaker and speed controll?

I think part of this is that we have some incredibly centralizing pokemon in the meta. Torn-T Great Tusk in particular outspeeds a good chunk of wallbreakers, has regen, and has enough offensive prowess to often just kill its' would be checks back unless they immune/resist Ground/Fighting (that is of course assuming the G-Tusk is in fact Torn-T and not, say, Scrappy)
 

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you were arguing for a regen ban when HO was a dominant archetype in the tier. Its hardly surprising we took no action lol, but that doesn't mean we weren't reading your posts or something; regen used to come up quite often in the council chat (can probably provide logs too)
the centralisation stuff is fair, but that's not necessarily a bad thing. look at how much The Tusk does for us
 
look at how much The Tusk does for us

Tusk is only kind of one example, theres' like 12 total pokemon in the meta, being

spinblockers (Gholdie and Pecha)
walls (Corv, GTusk, Swampert, Hoodra)
wallbreakers (gapdos, latios, raging bolt)
setup sweeps (roaring moon, ogerpon-c)

Using any option outside of this list basically hamstrings you unless you are relying on cheese factor, which as many smarter people than myself have brought up, won't work at actually high ELO (e.g, webs + some sort of fake answer to scrappy GTusk, or boring your opponents to death with triple regen + unaware + mguard + fluffy)

you were arguing for a regen ban when HO was a dominant archetype in the tier.

Yea, and I even stated directly in the survey that I don't think Regen is problematic anymore. So? What does this have to do with anything?
 
introducing the most broken mon in the format!

:sv/manaphy: + :sv/jolteon:
Jolteon (Manaphy) @ Flame Orb
Ability: Quick Feet
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf / Scald
- Ice Beam
- Tail Glow
- Shadow Ball


Base Stats: 100 / 116 / 115 / 127 / 123 / 132 (BST 713)

you click tail glow and then suddenly you're faster than everything on the opponent's team!
couple that with perfect coverage and this creature shreds and tears.

its only weaknesses are unaware mons and raging bolt but you just slap a counter to those and you win!! its as simple as that
 
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you were arguing for a regen ban when HO was a dominant archetype in the tier. Its hardly surprising we took no action lol, but that doesn't mean we weren't reading your posts or something; regen used to come up quite often in the council chat (can probably provide logs too)
the centralisation stuff is fair, but that's not necessarily a bad thing. look at how much The Tusk does for us
It really shouldn't matter what Imw0rstadP0keM0n said back then, the only thing that matters is the merits of their arguments now, this type of response is dismissive and unnecessary.

I also think it's a bit off mark to say that HO was the dominant archetype, past tense, when a supermajority of the teams I face are somewhere on the spectrum between hyper- to regular offense. I haven't seen a single successful stall team in the roughly 300 games of frantic fusions I've played. Offensive teams are very much still the dominant archetype of the current frantic fusions metagame.

I'll be the first to say that my next point is purely anecdotal; but most of the players I talk to on the ladder strongly dislike regenerator spam. It's my impression that the most problematic things in the meta are Regenerator spam, bulky calm mind Stamina sweepers (:Suicune:, :primarina:, :clefable:, :iron crown: etc) and Good as Gold.

to address Imperator Romanum
- as for precedence, yes, AAA has a SAC. but that doesn't help us. why? because aaa is solely an ability-based om, frantic fusions is not. implementing an AC is a complex restriction, banning regen outright is simple and the go-to action-- that's just how the policy is and i don't see this a strong enough case to bend it. no one is forced to run multi regen cores, people only run them bcuz theyre lazy and like how easy it is to just slap 3 regen mons and be done with your defensive core. i do not see the metagame as bland or homogenous as you put it, i see it as people not trying to be innovative and creative and trying to recycle the same shit over and over again. but again, we have a ladder only for a month, so it's only natural that the meta would stay quite underdeveloped. there are a lot of playstyles viable, including but not limited to:

Yeah sure, Frantic Fusions is different from Almost any Ability - but not by much. Sure, you take the stats of the fusions of your choice into account - but the ability it grants is by far the most important factor. I don't see how the difference is so large that the idea of SAC isn't worth contemplating.

no one is forced to run multi regen cores, people only run them bcuz theyre lazy and like how easy it is to just slap 3 regen mons and be done with your defensive core. i do not see the metagame as bland or homogenous as you put it, i see it as people not trying to be innovative and creative and trying to recycle the same shit over and over again.

This is exactly the point we're trying to make here. If you acknowledge that regenerator encourages lazy teambuilding, decentivises innovation and creativity, why not act?

there are a lot of playstyles viable, including but not limited to:
  • HO [primarily Screens; hidin, who recently hit #1 on ladder said that screens are the most annoying thing to face (and note how it's not regen stall) and even argued for a light clay ban in teh council chat]
  • Hazard Stack (SpikeStack, GaGDebris)
  • BO (Terrain spam, Choiced Latios+offensive rocker)
  • Balance (Corv+Dual Regen+Offense, other structures exist a.w)
  • Stall
  • Weather has potential too but i dont see it often (archa@pelli is my goat)

Out of the ones you mentioned the first three are definitive offensive teams. BO and Balance are arguably indistinguishable in the current metagame, and both of them usually run atleast one, often two, and occationally three regenerator users. Weather really isn't all that impressive, though I've seen atleast one guy running a successful sand team on the ladder. With no disrespect to hidin intended, you might be talking about an alt of his, but the current nr 1 and 2 players are Inoue and me. Both of use regenerator on our teams, though Inoue team is more offensively oriented.

I think it's telling that there's not even an example mentioned for the stall team. It's not surprising, as stall is utterly trash on the ladder right now. I've tried my best to build it, but it's not viable whatsoever. "and note how it's not regen stall" regen stall isn't a thing for the reasons mentioned in my previous posts. Regenerator is not making fat teams viable, they're making offensive teams suffocating.

- we'll (and always have tbh) be keeping an eye on it, but 2.77 doesnt rly warrant immediate tiering action. i'd need to see more convincing posts. an AC is probably off the table rn and would require internal discussion w/om staff, as the support isnt that strong rn, compounded by the fact that nobody has been posting replay proof despite my post back in february asking the regen side to + there's been basically 0 discussion in the ff discord and om discord

Sure, here are some replays. Some that I've played and some I've observed. I had to use an alt because I couldn't find matches with my main.

1. A creative team getting wrecked by a double (maybe triple, but idk) regenerator team
2. Checkmate in 13 turns with my regencore walling rain 6-0
3. Versus offense 5-0
4. Versus another offensive team, good example of regen keeping my team healthy 6-0
5. Another offensive team 6-0
6. Another BO 6-0
7. Tough fight versus RebelAxis excellent veil HO
8. Good example of regen keeping me alive and continously giving free switches to my wallbreaker
9. Only reason I won was because of regen letting me stall out Latias PP
10. Versus electric offense 4-0
11. Hard fought versus RebelAxis

I could get more, and might edit them in later, but those are some examples from just today.
 
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It really shouldn't matter what Imw0rstadP0keM0n said back then, the only thing that matters is the merits of their arguments now, this type of response is dismissive and unnecessary.
The only thing that was unnecessary was Imworstad posting a gif and kek in response to me saying we had always been keeping an eye on regen, possibly because they didn't believe me, but just because people don't see it doesn't mean things aren't happening.
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The rest of your post is good and I like how you posted replays. I'll go over that stuff later and edit in / post my response
 
possibly because they didn't believe me

It's almost like multiple FF Council members have directly posted that Regen/SAC will never be actioned/suspected, see posts #239, #272, the entire essay of #336, #391 from Glory (basically saying in short Regen cores are here to say and discussing further would result in account actions), #406 which was *definitely* talking about Regen discussions (as that's the only thing that gets at all heated,), and then of course the very broken survey post at #438.

So it is some what difficult to believe FF Council is "carefully considering" the balance of the meta, specifically around this polarizing ability. I don't think it's as broken as it used to be, but HO is only as popular as it is because it's the only archetype not grinded into dust by Regen cores.
 
This is exactly the point we're trying to make here. If you acknowledge that regenerator encourages lazy teambuilding, decentivises innovation and creativity, why not act?
I have a lot of thoughts on this matter but this is the main idea I want to address. It's a simple fact that regen provides a ton of defensive stability because anything can gain immense longevity with it. With regen being limited, it also hinders our consistent defensive pokemon greatly because we are forced to use walls with reliable recovery like Skarmory, Corvknight, and Empoleon. This is why the metagame would be more homogenous without multiple Regen mons.

Regen allows much more flexibility with what can be used defensively and even offensively and removing that from the meta would, in my opinion, be nothing but a negative. Look at this team I posted here where Regen CM Primarina performs an incredibly unique role as both a wall and a long term win condition with Calm Mind. This team too where offensive Regen Garchomp is able to consistently pressure opponents because it can stay healthy despite having Life Orb. There's plenty of more examples of sets that the metagame would effectively lose with ability clause because of how crucial RegenVests are, such as Scarf Regen Samu-H, defensive Archaludon, offensive Regen Bolt, and the metagame-defining Regen Great Tusk. There are so many unique things that can be done with Regen and it's a shame I haven't seen many other people explore it.
 
[response to a deleted post]
I think you should be looking into yourself instead of constantly blaming others, no one had the idea of firing insults besides you

Both zastra and Glory have been respectful during their arguments. Diving into semantics in Pokemon arguments ever is really annoying so let this be the final word about it. I’ll make a post about my thoughts on Regenerator, Ability Clause, and the tier in general
 
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Here are a couple more sets I tried and liked

Ambipom (Torterra) @ Loaded Dice
Ability: Technician
Tera Type: Grass
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Bullet Seed
- Earthquake
- Rock Blast
- Shell Smash

Pretty self explanatory with Screens support

Ursaluna (Cyclizar) @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Knock Off
- Supercell Slam
- Shift Gear

Pretty self explanatory. Supercell Slam is for Corv. Shift Gear isn't necessary to click if your opponent's team is slow. STAB Facade is insanely strong.
 
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