As a newbie to the modern generation 2 metagame, I will keep this wall of text in mind!Nog Blog #13: A Complete Beginners Guide to Understanding Modern Gen 2
Hi. This thread will give you all the information, and probably much more than you would like, that you can learn about MG2. We are planning on holding a tournament hopefully sometime soon, and this is mainly a resource for new and returning players to understand the mechanics and the metagame. Most of this "nog blog" will be in relation to how the mechanics work: even the teambuilding section will outline how to build teams in relations to the mechanics of the meta. This will be broken into several sections, and I'll put a brief table of contents here if there's sections you are only interested in reading. If there is one section you read, I would suggest reading the part on the mg2 specific mechanics. If you have any questions, feel free to ask in our discord or dm me.
Table of Contents (I cannot believe I am writing a table of contents for a smogon post)
1. MG2 Resources
2. A brief introduction to Modern Gen 2
3. Important mechanics to understand in Modern Gen 2
3a. gen 2 mechanics
3b. mg2 specific mechanics (IMPORTANT)
4. The current state of the Modern Gen 2 metagame
4a. How the current mechanics play into the metagame, ways of making progress, etc.
4b. Teambuilding and team structures as a result of the mechanics
4c. Understanding the VR as a result of those mechanics. Why are those Pokemon ranked so highly/lowly?
4d. Is anything broken? Things to watch out for?
5. Conclusion
1. Modern Gen 2 Resources
Discord Link: HERE
Challenge Command: Because we are not an official metagame, we don't have a nice button to click on the main Showdown server to send challenges. This also makes teambuilding more difficult but I will go into that later. However, you can play a game of MG2 by just copy and pasting the challenge command below in a DM to your opponent.
/challenge gen2customgame @@@ -Alakazite, -Baton Pass, -Fake Out, -Last Respects, -Shell Smash, -Soul Dew, -Annihilape, -Arceus, -Calyrex-Ice, -Calyrex-Shadow, -Darkrai, -Deoxys-Base, -Deoxys-Attack, -Deoxys-Speed, -Dialga, -Dragapult, -Eternatus, -Giratina, -Groudon, -Ho-oh, -Iron Bundle, -Iron Valiant, -Koraidon, -Kyogre, -Kyurem-White, -Lugia, -Lunala, -Magearna, -Manaphy, -Marshadow, -Mewtwo, -Miraidon, -Naganadel, -Necrozma-Dusk-Mane, -Necrozma-Dawn-Wings, -Palkia, -Pheromosa, -Rayquaza, -Regigigas, -Reshiram, -Slaking, -Solgaleo, -Tapu Koko, -Volcarona, -Xerneas-*, -Yveltal, -Zacian, -Zamazenta, -Zekrom, -Zeraora, -Zygarde, +Deoxys-Defense, +Zygarde 10%, -all abilities, +No Ability, Sleep Clause Mod, Evasion Clause, OHKO Clause, Endless Battle Clause, !! Max Move Count = 4, !! Max Level = 100, !! Max Team Size = 6, Obtainable Formes
Dragon Haven Link: HERE. On the Dragon Heaven side server, we do have a builder and button you can click to challenge someone.
Modern Gen 2 Unique Mechanics Google Doc: HERE.
Sample Teams:
Volcanion HO by R8 -
Slowking Balance by anique -
Talonflame Balance (OUTDATED) by Noglastica -
zap jelli by qsns -
Damage Calculator Resources:
Blank Calc Set Import - Paste this into the normal damage calc. This option is not perfect as damage as calculated slightly differently in gen 2 as it is in gen 9, so you can get marginally different results, though nothing notable. You also do need to make manual changes for move power, however, like changing fire blast from 120bp to 110. An alternative, but longer, method that will give slightly more precise results is using the Gen 2 damage calc and changing typing/base stats.
The easiest option is using HelloDex found here. This is super convenient for mg2 but also has a few issues. The worst, and most notable one, is that fairy typing just does not work. Offensive fairy moves and defensive fairy typing will just not show a result, so that needs to be done in the normal calc. A way around this is just manually removing the offending mon's fairy typing in the Hellodex calculator. Another thing to note is that some of the calcs may be wrong. They are 99% of the time correct, but I have seen it get Foul Play calcs wrong before, so I can't guarantee it's success.
2. A Brief Introduction to Modern Gen 2
Modern Generation 2 is essentially just Generation 9 National Dex played in Generation 2. The main differences are a lack of abilities, no 508 EV cap, and the physical special split. These will be discussed in the upcoming mechanics section, you can envision MG2 as a blend between Gen 2 OU and Nat Dex. There are some unique quirks that arise when important newer generation moves and items into Generation 2, but we believe these are all healthy and enjoyable aspects of the metagame.
3. Important Modern Gen 2 Mechanics
a. Generation 2 Mechanics:
If you have a solid understanding of the GSC OU Mechanics, you can skip this section and just read the important Modern Gen 2 specific mechanics. If not, welcome to your introduction of basic GSC mechanics!
An important note: any move or item that exists in GSC works the same way in Modern Gen 2. Things only get funky when they come from the later gens and get important into Gen 2.
Probably the most important thing to know about Generation 2 (GSC) is that there are no abilities! For better or worse, this makes it easier to understand every Pokemon. In Modern Gen 2, this can be good or bad. Take Tyranitar for example: it no longer has sand stream, which makes it much less useful for teams. On the other hand, something like Archeops loses its horrible ability in defeatist, making it much more viable in MG2. It's important to remember this when team building, but it's very easy to forget. If you want to use Aegislash, you need to remember it's always going to be stuck in its shield form.
The second most important thing to know about GSC is there is a physical special split. In Generation 4-9, moves can be physical or special. Flame Charge is a physical fire type attack, while Flamethrower is a special fire type attack. In Generation 1-3, this is not the case. For MG2, every single fire type is a special type attack.
Physical: Ground, Rock, Flying, Steel, Ghost, Normal, Fighting, Poison, Bug, Fairy (there is no Fairy in standard GSC)
Special: Fire, Water, Grass, Psychic, Dark, Electric, Ice, Dragon
Don't be overwhelmed! It's very easy to remember which is which. If you can remember all the eevolution types, and then add dragon, those are all special types, with fairy being the exception. If it does not have an eevolution (with dragon as the exception), then it's a physical type attack. Just like having no abilities, this makes certain Pokemon stronger or weaker. Walking Wake has a higher special attack stat, so it benefits from getting a special flip turn, rather than a physical flip turn. Weavile has a very high attack stat, but it is horrible in MG2 because both of its STAB dark and ice attacks are special.
The final very important Gen 2 mechanic is that there is no 508 EV cap. This means every Pokemon can, and should, bring 252 EVs in every stat. You don't actually have to EV your Pokemon, leaving them at 0 EVs in every stat automatically sets them to 252 when you enter battle.
Those are the main three mechanics, and if you can remember those, you're in a good spot with understanding the tier. But, I've included some others which are important below, and I have an even less important section below that if you're curious.
Other Important GSC Mechanics:
- GSC has only one layer of spikes maximum, which deals 1/8 (12.5%) of the Pokemon's health when they switch in
- Defog does not remove hazards in MG2
- 999 Stat Limit: In Generation 2, Pokemon cannot boost past the 999 stat limit. For example, Latias can boost up to +5 speed at 1113, but it cannot boost to +6 as the 1113 is past the 999 threshold.
- Sleep talk can use rest. This is one of the reasons that sleep talk is used so much in GSC OU. However, it does reset your rest counter back to 0. If you are put to sleep through a move like hypnosis or sing, and use sleep talk which pulls rest, it will work and then reset your rest counter.
- Roar and Whirlwind fail if they are not the last move used on the turn. Unlike in new generations, if two Pokemon use roar, the slower roar will actually force out the faster roar. An important thing to note is that Roar and Whirlwind have -1 priority, while later phasing moves like Dragon Tail have -6 priority, so Roar will always fail when used against a -2 or lower priority move.
- Badly poison and normal poison mechanics work differently. A poisoned Pokemon will take 1/8 damage every turn. A badly poisoned Pokemon will take 1/16 damage every turn, and then add 1/16 every following turn. However, if that Pokemon switches out and switches back in, it will become normal poison and deal damage accordingly.
- Pertaining to critical hits: If the attackers Attack / Special Attack stat is equal to or less than the opponent's Defense / Special Defense, any attack or defense boosts will be ignored on a critical hit, as well as reflect / light screen and burn. If the Attack / Special Attack stat is higher than the opponents Defense / Special Defense stat, nothing is ignored. ex. Machamp landing a +0 Crit against a Starmie behind Reflect does more damage than if Machamp was at +1 attack.
- Explosion and Self-Destruct halve their opponents defense (you can treat them as 2x power for a nearly identical damage prediction)
- Electric types can be paralyzed through Thunder Wave and secondary effects off electric moves like Thunder.
- Steel resists both ghost and dark type moves.
Less Important GSC Mechanics:
Most of these following examples, and the previous critical hit description, were taken from this thread as I am not an expert on every single GSC intricacy. However, I have organized them on most to least important, so once you get to a mechanic that you say "I don't need to know this" then feel free to move on to the MG2 mechanics as they will only get less relevant.
- Hidden Powers are physical / special based on their typing. Hidden Power fire is special, while Hidden Power rock is physical. However, because Hidden Power itself is a normal move that gets modified, so if you use counter against any special Hidden Power, it will still be countered.
- Residual damage is dealt immediately after moving, but it is not dealt if the affected Pokemon KO's the opposing Pokemon. The exception to this is sandstorm. If I have a burned Pokemon but I kill their Pokemon, I do not take burned damage. However, if I attack them while burned and do not KO them, I immediately take the burn damage before they move (assuming I am faster.) This is important because if I die to residual damage, the turn immediately ends, even if you used a recovery move or something else.
- Sandstorm does 1/8th damage per turn instead of 1/16th. It also does not give a spdf boost to rock types.
- Morning Sun restores to full HP always in sun.
- Sleep lasts from 1-6 turns, rest is two turns.
- Taunt lasts for 2 turns
- Encore lasts for 3-6 turns. Encore also does not work against sleep talk.
- Frozen Pokemon can't move on the turn they thaw out.
- You cannot use protect from behind a substitute.
- There is an overflow mechanic where if stats go over 999 they will overflow back around and give you 13 attack or something horrible. This is just something you have to worry about with Marowak (who is bad) and using reflect / light screen while boosting that defense / special defense stat (not very relevant).
Snorlax Double-Edge vs. +1 Skarmory: 36-43 (10.8 - 12.9%)
Snorlax Double-Edge vs. +1 Skarmory through Reflect: 188-222 (56.4 - 66.6%)
- IVs are instead called DVs and range from 1-15 instead of 1-31.
- Mean Look goes through Substitute
- Absorbing moves like Giga Drain and Leech seed fail against substitute.
- If you use Belly Drum below 50% HP, it will say it fails, but will still raise your Attack to +2.
- Quick Claw gives your Pokemon a 23.4375% (60 / 256) chance of ignoring Speed and going first within your speed bracket.
b. Modern Gen 2 Specific Mechanics
Well now that all the Generation 2 exclusive mechanics are out of the way, now it's time to learn what is different between Gen 2 and Modern Gen 2. The most important thing to know about Modern Gen 2 is that moves and items are imported to MG2 in their earliest form. In Generation 4, the grass move Energy Ball was introduced with 80bp. In Generation 6-9, it was increased to 90bp. However, in Modern Gen 2, it still is 80bp because that is its earliest form. If you can remember this, you know how 99% of all moves work in MG2. Moves that already exist in Gen 2 like Fire Blast are the exact same in MG2 as GSC OU.
There are a few other very important differences though. The most important difference is that Air Balloon does not pop. What?? We were shocked to find this out, but it's true! Air Balloon works the exact same as it does in the current gen, except it does not pop when hit normally. It can be knocked or stolen as normal, but there are only two other ways to remove Air Balloon. If the Pokemon with Air Balloon uses Substitute, and the Substitute is hit, then the Air Balloon will be popped. The two moves in the entire game that actually do pop Air Balloon are future sight and doom desire, though neither get STAB and both have a chance of missing. This is our weird mechanic.
My favorite mechanic of the tier is that Heavy-Duty Boots do NOT ignore spikes and toxic spikes. In my opinion, current generation boots are way too strong and getting to completely ignore all hazards completely removes an entire aspect of the game which is hazard stacking and hazard removal. In Modern Gen 2, Heavy-Duty Boots ignore rocks and webs, but still get hit by spikes and toxic spikes. Rock weak Pokemon are still viable as they can run boots, but they don't get to ignore spikes as well. Pokemon that don't care about taking rock damage (mainly steel types) benefit greatly from Balloon as they can ignore spikes, toxic spikes, and webs, while also maintaining a ground attack immunity.
These are the main two mechanics you need to know. We have a google doc with additional mechanic changes linked here. I will include a few more of the other important mechanics here.
- Choice Items do NOT work. Life Orb also does not give a damage boost, but it does still give recoil.
- Fairy type is physical, as mentioned in the GSC mechanic section. Fire types also do NOT resist fairy.
- Mega Evolutions serve as a one type boost, and are NOT visual. Stat changes work as normal, as do type changes, but if you switch out, you will lose both the stat and type changes for the rest of the battle. Megas also work under the Generation 6 mega speed mechanic.
- Everyone's favorite mechanic: scald will not burn water types! You finally have a scald switch in. Secondary effects that apply status will not work against Pokemon of the same type. Scald will not burn vs waters, flamethrower will not burn vs fire, and ice beam will not freeze vs ice.
- Everyone's least favorite mechanic: Status moves that inflict status conditions will not be blocked by Pokemon of the same type. Thunder wave will hit electric types and Wisp will hit fire types.
- Psychic Noise works as in DPP: it lasts for 5 turns where heal moves cannot be selected. It does not block rest called from sleep talk, and it does not block leftovers recovery.
- If a pivot move KO's an opponent's Pokemon, instead of having to select your Pokemon first, you actually both have to send your Pokemon out at the same time.
- Flame Charge does not give a speed boost if you KO the Pokemon with it
- Foul Play is now a special type move, so it deals damage off the opponents special attack instead of attack
- Ivy-Cudgel is always a grass type move (bad)
- First Impression can be used every turn, not just the first turn you switch in on, and it always keeps its priority.
4. Current State of the Modern Gen 2 Metagame
a. How the mechanics play into the metagame
That's quite a lot of mechanics. Now, how do these GSC and MG2 mechanics change the tier from just being NatDex with different sprites?
Well, as mentioned during the GSC section, the physical/special split makes certain Pokemon much less viable if their STABs do not match their own stats, e.g., Weavile. It also can end up changing the roles of Pokemon as well. The prime example of this is Gholdengo. Like Weavile, Gholdengo's stats do not match its typing at all. Both steel and ghost are physical, while Gholdengo has only 60atk and 133spa. Normally this would sentence Gholdengo to MG2 NU, but it is actually still very strong due to a combination of GSC and MG2 mechanics. The most important is that Air Balloon cannot be popped, meaning that it loses its ground immunity forever. It also benefits from Gen 2 steel typing mechanics where steel resists dark and ghost, making Gholdengo neutral to them. If Gholdengo still has its Air Balloon, it has 4 immunities, 9 resists, 4 neutrals, and only 1 weakness, fire. Combined with a 32 pp recovery, electric types getting hit by its thunder wave, and a max EV meta where it can run 252 HP, 252 Def, and 252 Spdf, Gholdengo goes from an incredibly powerful sweeper in SV and Gen9 ND into the best defensive wall in MG2, even if it still has a poor movepool.
The maximum EV bulk meta of Modern Gen 2, combined with its unique mechanics, ends up blending the tier into an incredibly balanced format. While you might at first think stall would be too powerful with high pp recovery moves, sleep talk pulling rests, wisp and twave hitting both fire and electric types respectively, combined with maximum EV bulk and boots no longer ignoring spikes, it might be too difficult for offensive teams to break through in a timely manner. However, offensive teams ALSO have maximum EV bulk, giving them more opportunities to set up and sweep. Teams that are too passive are unable to deal with bulky setup sweepers, or meaningfully punish offensive Pokemon. Pivot moves are also present, and maintaining constant pressure prevents fatter teams from ever getting to click their recovery moves. The prominence of explosion dealing 2x the damage also gives offensive teams an incredibly reliable way to break through stall.
The next section will talk more in depth about the different team structures and how they each seek to use the generation mechanics to their own advantage.
b. Teambuilding and Team Structures
The first issue to tackle is how to actually make a team! Lots of new players don't actually know where to build a team for MG2. The easiest way in my experience is just building in National Dex Ubers. It will automatically change your EVs to all maximum 252 when you load these teams into games. REMEMBER: THERE ARE NO ABILITIES IN MG2. In order for your team to validate, you must manually change each Pokemon's ability to "no ability." I literally played no other tier but Modern Gen 2 for two years and when I tried to play other tiers I kept instinctively changing abilities to "no ability." If you want to avoid being like me, you can also just build in a GSC builder so you don't have to manually enter "no ability." I would not suggest this because it says every move and Pokemon is illegal and you can very easily be disqualified by bringing an illegal moveset. People still make fun of me for bringing earthquake + ice beam Dragapult ONE TIME. Just build in ND Ubers.
Now, onto the actual team structures. I wrote a more in-depth guide on teambuilding several months ago so it might be a little bit dated, but for the most part its still true. You can find it here.
I won't really go into teambuilding and cores, but just give an overview of many of the same playstyles and thinks you need to watch out for with each playstyle.
Hyper Offense
None of these structures are "unique" to MG2 for the most part. Hyper Offense here is like Hyper Offense in other tiers. However, as there is no choice items or life orb to boost your power with. In fact, our only boosting items are the 1.1x items like charcoal and the 1.5x boosted Normal Gem (the other gems are banned.) Hazards are still important for Hyper Offense, as with every team. Building up chip damage combined with pivot moves is a great way to keep up momentum and eventually break through fat cores. Explosion is not a "must-bring" on hyper offense, but it is incredibly useful. Don't forget, if you use explosion on an opponent, even if you don't get to KO them that turn, they don't get to recover as the turn ends before they use their move. Setting up is also great because you're abusing the maximum EV bulk you get to give you more opportunities to set up, and make it harder for opponents to revenge you.
Notable Pokemon on Hyper Offense: Blacephalon, Iron Boulder, Shaymin-Sky.
Blacephalon: Incredibly powerful mixed attacker that has strong physical shadow ball and strong special fire blast. It also has explosion!
Iron Boulder: One of the most threatening sweepers in the tier as not much can wall it and even less can revenge it.
Shaymin-Sky: Its speed tier allows it to be one of the few Pokemon in the tier that can outspeed and revenge Iron Boulder. It also is one of the few options offense can run to more reliably deal with Walking Wake.
Fire Spam
This is another form of Hyper Offense but it's notable enough to deserve its own category. Though it's definitely fallen off, Fire Spam is by far the easiest team to build. Due to the prominence of steels who abuse air balloon and have their additional two resistances in ghost and dark, fire spam teams just look to overwhelm the fire type checks on a team and capitalize on a now fire-weak team. Just make sure you're not too weak defensively.
Notable Pokemon on Fire Spam: Heatran, Iron Moth, Volcanion
Heatran: One of the best options for fire spam as it gets to set rocks, have respectable defensive utility with its air balloon, trap a Pokemon with magma storm, and then boom.
Iron Moth: Iron Moth is incredibly powerful, and its most common set runs sunny day which gives good synergy for your teammates (Morning Sun restores to full HP in sun + Solar Beam.)
Volcanion: An explosion fire type that doesn't let rock types switch in and resist its explosion.
Bulky Offense
What used to be the most common playstyle but has now fallen out of favor a bit, bulky offense attempts to have more of a defensive core than Hyper Offense while still exerting offensive pressure. This style sacrifices usually some speed for more bulk. In matchups against more offensive teams, Bulky Offense will try to use its superior bulk to outlast and out-trade the opposing team. Against bulkier teams, bulky offense will attempt to end games earlier by breaking through cores, though usually not by using explosion in contrast to hyper offense.
Notable Pokemon on Bulky Offense: Melmetal, Slither Wing, Walking Wake
Melmetal: What I have always called the quintessential Bulky Offense mon, Melmetal combines great bulk (air balloon with rest talk) and offensive pressure (double iron bash + thunder wave).
Slither Wing: Solid bulk, good offensive STAB typing, setup potential, and priority First Impression to help revenge for slower teams.
Walking Wake: I want it to be known I am fighting the urge to put Walking Wake for every notable Pokemon. However, Wake is especially great on bulky offense because it has respectable bulk, while also providing a good speed tier and immense offensive pressure through STABs + Flip Turn.
Balance
I hear this is what all the smart and handsome people use. Balance tries to combine the best of both worlds: maintaining offensive pressure while also having an incredibly solid defensive core. I think balance is the hardest to build as you need to have a very strong defensive core using less mons than stall, while also covering all your bases offensively and ensure progress while using less mons than pure offense. Balance is where we start seeing much more status, psychic noise, hazards, and knock off. This is also where teams start caring more about hazard removal.
Notable Pokemon on Balance: Empoleon, Iron Treads, Mew
Empoleon: I know I'm going to get clowned for this because I'm one of the few Empoleon believers, but Empoleon fits the bill (pun intended (it's a penguin)) for balance. It has great defensive utility with roost, haze, roar, and knock off, while also providing some offensive presence through flip turn, hydro pump/scald, and ice beam.
Iron Treads: Another great option that provides solid defensive utility through its typing while also getting to spin. Knock + Earthquake can also be very annoying to switch into.
Mew: I said I was giong to avoid putting Wake for every teamstyle, but Mew actually can fit in every style. It's the best mon in the tier and gets almost every move, so I can't describe everything it does. That being said, its main set is Psychic Noise + Wisp for offensive pressure while also cripping physical attackers defensively, Soft-Boiled for longevity, and its last is flexible, usually using spikes as there are not that many good spikers in the tier.
Fat/Stall
What people think of when they think of GSC. Stall is good, I'm not going to lie and say it's bad, but just like in GSC OU, it's not as consistent as people think. It's strength is that there are plenty of options to build with on stall, though its weakness is that it's the most "checklist" style of building. On stall, you need both spikes and rocks, that much is non-negotiable. Rapid spin is very useful, as is spinblocking an opposing rapid spin. Applying status (wisp or poison) is important for applying some offensive pressure as well. Denying setup is needed, so something like haze or phasing is important as well (phasing still loses to lastmon scenarios.)
Notable Pokemon on Stall: Gholdengo, Gliscor, and Starmie
The glisc-mie-gho core is pretty infamous on stall as of late and I wanted to briefly mention that.
Gholdengo: As mentioned previously, this is the best defensive wall in the game. It's great against physical attackers, and you can pair it with blissey for all your special attacking needs. Its only physical weakness is getting knocked and hit by earthquake, something its teammate can deal with reliably.
Gliscor: Provides hazards and knock for more progress, while also switching into the knock + earthquakes that gholdengo can't.
Starmie: Though it has only mediocre bulk and a middling spa stat, it can spin and apply status. Its also annoying with its 32pp recover.
c. Understanding the VR
So those are the types of teams and some of the Pokemon that they have on them. Now when we look at the VR with our understanding of not only teambuilding, but also MG2 mechanics, it makes much more sense as to why certain Pokemon are being ranked where they are. I'm going to link the most recent VR 4.0 here if you want to look. This might be outdated when you're reading it, but for now it's all we got. Looking at the highest ranked Pokemon, I've already mentioned most of them during the previous team structure section, so I won't go into those. Certain Pokemon like Latios are naturally good due to their stats, but work well in MG2 because of their flexibility on sets and team composition, but also work well into some of the team comps. Latios has the option to pivot with Flip Turn, apply status in Thunder Wave, has powerful STABs and a very useful Psychic Noise to restrict fatter teams, not to mention a good speed tier.
You'll also notice lots of typing trends. There's lots of steel types who abuse air balloon, and as a result, there's lots of fire types who try to punish that. To combat that, there's lots of water types as well to protect the fires. Outside of garchomp who is present on the VR because they have spikes, the only other highly ranked ground types all have knock off in order to deal with air balloon.
d. What is Broken?
Well... the only two Pokemon that have any real discussion are Mew and Walking Wake. While Mew is better, I think Wake has the stronger argument to be banned. Very little can check it, it's 4x resist against fire + water STAB + speed tier makes it great against offensive teams. Offense's only real defensive check for it has recently been Skymin, but that is much less reliable than people think. Against fat teams, you can apply pressure and break witih knock + flip turn. This is a mon that I am actually on the fence about. Mew on the other hand, while it is better, I don't think deserves a ban. It's incredibly annoying to deal with both offensively and defensively, but there feels like more outplay. Even if on paper it's awful to deal with, in practice it gets chipped and status'd much more easily than Wake.
5. Conclusion
My main conclusion is that Massimo Ranieri is the greatest singer of all time. My other conclusion is that Modern Gen 2 is an incredibly balanced tier that YOU should play. I'll be honest, in ten minutes I'm hitting hour four of writing this, so my brain is more fried than usual. That's why section 4 was so short. I even had a section 5 planned but said nope. My real conclusion? This tier is so awesome. I'm not even kidding every other tier just feels so much worse to me now. I think it's so balanced in terms of viability and playstyle, it has its own unique mechanics that keep it different and fresh from other tiers, but its also still similar enough to other tiers that it's not that difficult to pick up. Some of the most annoying and pointless mechanics in other tiers (namely Heavy-Duty Boots and Regenerator) are no longer present. MG2 to me is the perfect blend of "old-school" oldgen mons while still having the 1000+ Pokemon that is the main appeal of the newer generations.
deadCurrent State of the Modern Gen 2 Metagame
Anyways obvious facts aside, I want to share my thoughts on this metagame after the esteemed tour smpl. I will admit that this meta has gotten better after pult but there are still some issues that should be looked at (corruption, bad management and questionable council(3mm has not played a game of mg2 since ss) but that will be in another post
Removal
it’s been known by everyone who played this meta that the removal options in this tier is dogshit especially before pult was banned. Even after pult was banned people found new options for spinblocking such as ghold and sinis but mostly ghold. Spinning is nearly almost impossible in this meta with few exceptions
Let me demonstrate all the spinner options in this tier
:starmieStarmie: this mon has been fraud since pult and after pult meta, it can’t reliably spin on any ghost types and struggles to check even stuff like melmetal, gliscor and etc..
Tentacruel: same issue as Starmie, it is awful at spinning into the ghosts the only upside it has over Starmie is that it has better bulk but even then it gets withered down throughout the game with it being reliant on black sludge for recovery
Iron Treads: one of the spinners that is “decent” as it can hold its ground vs ghold, it still has its issues though firstly ghold is the only ghost that it can spin on with it needing knock off it still can’t spin past the other ghosts like sinis and grass ghost spinner guy( I forgot his name).
Eleki:
Dhelmise: This thing is awful into ghold + it’s bulk leaves more to be desired
Great tusk: same issue as treads, needs knock to spin on ghold but u still get stonewalled by the grass ghosts
Any other spinners not mentioned are considered ass/not explored
Solution
Freeing pheromosa: pheromosa would save this metagame by providing a great speed control option and pivot after pults departure while also providing utility with rapid spin. It has a lot of checks like the aforementioned ghold, moltres, zapdos and more.
TLDR: all the spinners ass free pheromosa