GG Godly Gift

Also, removing Zacian-C will be a terrible, horrible mistake.

Zacian-C provides a number of things that without will cause the meta to drown in MORE HO, not less.

1) Zacian-C *is* the Speed Control of the meta. Zamazenta-Crowned is a joke (and relies entirely on the speed donation, as it can't contest speed itself with 128), Deoxys comps lose to priority, and Regieleki/Dragapult are completely unviable. If Zacian-C gets removed, the entire meta will revolve around speed-ties with Eternatus and Eternatus' Speed Donations (Electrode-H is very easy to wall, Barraskewda is awful even on rain, and Jolteon (which only speed ties) is arguably easier to wall than Electrode-H). Without Zacian-C, the answer to Eternatus is.
  • Speed-ties at 130.
  • Priority Spam
  • Trick Room
  • relying on incredibly weak gods like Base Zacian, Zama-C, Deoxys, or Regieleki (dragapult is fake)
Zacian-C being higher speed than Etern means that comps have an option to beat higher speed pokemon without relying on gimmicks or priority spam (which is flawed, and I'll get into that in a bit).

2) Zacian-C as a win-con is flawed. This isn't SS where he has 170 attack and perma-1.5x attack on switch in. If Zacian gets walled once (e.g, Skarm, Skeledirge, e.t.c,) his ability to sweep is much much lower after the fact.

This means using Zacian-C as a win-con requires a LOT of caution and is vulnerable to random cheese (e.g, substandard sets that run burning/phazing, etc). Notably, unlike Kyu-B/Caly-I, Zacian can't threaten out opposing pokemon without insurance to kill its' would be wall on a team (e.g, having hazards stacked, having previously chipped walls with other pokemon, etc). Additionally, Zacian-C is incredibly weak to being burned. That weakness alone wouldn't be enough to balance Zacian-C if it wasn't for the fact that Zacian-C can't switch out (say, to a Guts Pokemon) without destroying its' own lethality in the process. Tera Fire isn't a good enough option since it maintains a critical ground type weakness that most HO pokemon can abuse.

3) Zacian-C, despite his speed, is vulnerable to scarf pokemon. Due to his weakness to the ever-abundant Earthquake (and the less common but still important weakness to Fire-type moves). This is easiest to showcase with a matchup vs. Landorus-Incarnate
  • A team with Zacian-C has to scout out whether or not the Landorus-Incarnate is A) scarfed or B) life orb. If its' scarfed, you cannot safely stay in against Lando-I without risking getting OHKOd (and if you get forced out by that, you lose most of your lethality, see point #2). If it is NOT scarfed, you can attempt to kill Lando-I (though you need to be sure you can one-shot Lando-I otherwise it'll easily one-shot you back). In either case, you absolutely cannot just pop Zacian-C as long as Lando-I can switch in, forcing you to essentially play 5v6 until you are confident that you first outspeed Lando-I and can one-shot Lando-I.
4) While a minor point, Zac-C being unable to run other items means his sets (and team compositions) are predictable. Zacian-C is vulnerable to webs, and needs a dedicated spinner/hazard remover. Zacian-C can't run band, and wants a button clicker to help kill (or at least majorly chip) Unaware pokemon. Zacian-C can't run Lum Berry, and needs something that can soak burn, or has to use Tera on something useless offensively (Tera Fire).

There's also the point that 120 attack donation is... not really that useful? Ogerpon, Iron Boulder, Chien-Pao, Roaring Moon, and Rillaboom all actively tie (or lose) attack with that. Even pokemon that do minorly benefit (Hamurott, the Protean squad, etc) either would prefer a different stat donation (speed for Hamurott for example) or gain very little, which forces Zac-C teams to rely even further on Zac's flawed sweeping. While the speed donation is incredibly strong, and the defensive boosts are relatively useful, it's still very little compared to strong HO pokemon like the Kyus (remember even Kyu-W donates more attack!), Rayquaza, Necrozma-DM, etc.

All in all, Zacian-C is a symptom of the issue, not the issue. Having a strong Fairy/Steel that can tackle the tiers' scary Ice Types (Kyu, Chien-Pao, Weavile, Caly-I), and one that speedcreeps Eternatus/Mewtwo is incredibly important and the meta will fall farther down the drain without Zac-C keeping them in check.

TL:DR, Zacian-C is important for speed tiers, is inherently flawed as a sweeper, and is only strong due to the current Ice-Type meta. Please reconsider banning something that wasn't even problematic on the survey.

:zacian-crowned:
 
Chien-Pao and Baxcalibur has been restricted !

dhelmiseFraiseLes2BGTTechResults
Ogerpon-Wellspring :Ogerpon-Wellspring:Do Not RestrictDo Not RestrictRestrictDo Not RestrictDo Not Restrict (1-3-0)
Chien-Pao :Chien-Pao:RestrictRestrictRestrictRestrictRestrict (4-0-0)
Baxcalibur :Baxcalibur:RestrictRestrictRestrictRestrictRestrict (4-0-0)
Sneasler :Sneasler:Do Not RestrictDo Not RestrictRestrictDo Not RestrictDo Not Restrict (1-3-0)
Spectrier :Spectrier:Do Not RestrictDo Not RestrictDo Not RestrictDo Not RestrictDo Not Restrict (0-4-0)

The KB suspect being over we decided to re-vote on these mons except Zacian-C because the majority didn't seem to agree with the result.
(we've listened to your opinions on the tera mini-survey and we'll be revealing them soon, as soon as possible, as long as it does not affect the OMPL.)
 
All I have to say is deoxys defense with high hp can just use cosmic power and stored power.https://pokepast.es/4ed009e8c68d8968
Common spdef unawares like :skeledirge: skeledirge or :dondozo: dondozo can will o to hex or set up on it respectively. :gholdengo: Gholdengo and comes in for free and can twave hex or np sball. :Garganacl: garg sits on this and salt cures, :clodsire: tera dark clod sits and toxics. :Urshifu: Urshifu-S, and to a lesser extent :Urshifu-rapid-strike: rapid strike and :meowscarada: meow can crit through Def boosts. Even outside of that just about any steel or dark or psychic sits on this, and it's incredibly passive without several boosts, letting your opponent do whatever they want from switching in a dangerous mon, setting up, getting hazards it's all pretty much free. You're basically playing 5-6 until you can find an incredibly rare opportunity to set up. There are better uses of your hp slot.
 
Results mini-survey tera :
1720524192568.png

Average : 5,833333333/ 10
it's very mixed even in the voting layout (3 people voted 0, 3 people voted 10 etc) with fairly even results so the second question will surely be the most important

1720524504182.png

Nothing : 8 votes
Suspect : 10 votes
Council votes on tera : 5 votes
The results were again fairly even, but with a relative majority of votes cast for the suspect side. Given these results, there will soon be a suspect on the Tera
 
Firstly SammyCe123 has joined the council! We're really pleased that he's joining us and giving us a new perspective on the tier from his experience.​
(Another very interesting information)

Gholdengo, Serperior, and Spectrier have been restricted!
FraiseTTTechLes2BGdhelmiseSammyCe123Result
:serperior:Serperior​
Restrict
Restrict
Restrict
Restrict
Restrict
Restrict (5-0-0)
:spectrier: Spectrier​
Restrict
Restrict
Do Not Restrict
Restrict
Do Not Restrict
Restrict (3-2-0)
:gouging-fire: Gouging-Fire​
Do Not Restrict
Do Not Restrict
Restrict
Do Not Restrict
Do Not Restrict
Do Not Restrict (1-4-0)
:raging-bolt: Raging-Bolt​
Do Not Restrict
Do Not Restrict
Restrict
Do Not Restrict
Restrict
Do Not Restrict (2-3-0)
:ogerpon-wellspring: Ogerpon-Wellspring​
Do Not Restrict
Do Not Restrict
Restrict
Do Not Restrict
Do Not Restrict
Do Not Restrict (1-4-0)
:gholdengo: Gholdengo​
Restrict
Do Not Restrict
Restrict
Restrict
Do Not Restrict
Restrict (3-2-0)

:serperior: With a donation to SpA, he boosted his Leaf Storms to stratospheric levels with his Contrary talent, which made a double resistance to the grass type almost necessary in every team. He had good speed, allowing him to have many sets available, such as the Scarf, Specs and Sub. With all that, he also had other good moves like Synthesis, Glare and Leech Seed, which gave him an interest other than his leaf storm + contrary combo, making him extremely dangerous.

:spectrier: Almost exclusively placed in the Def slot, he took advantage of Nasty Plot + a ghost and fairy attack to be extremely threatening both offensively and defensively. Spectrier didn't have many sets, but given their power, that wasn't a problem (Sub, WoW Hex...). He also had good utility moves like Taunt and Disable which made him very difficult to contain.

:gholdengo: Gholdengo's main problem is his talent, Good as Gold as well as an incredible steel-ghost typing making removing hazards almost impossible againt a well played Gholdengo, making archetypes like Hstack very powerfull with little counterplay with very few removals able to KO gholdengo, forcing a specific way of building teams. This also forces a good number of pokémon to run Boots to avoid taking hazards, while hurting choice users and pokemons forced to hold specific items, as not being able to get rid of hazards will weaken a lot of non Boots user.
 
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It's been a long time now. Can we vote on alolamola next, I feel it's too good at its job.

- Obviously the first point is going to be is that with 150 HP, it is essentially a full restore.

- Slowlamola 65 base speed essentially turns flip turn into teleport. It does not always have to flip turn, it can just as easily hard switch.

- Unlike the other high HP pokemon it has very reliable healing sources.

- Unlike chansey and toxapex, it is not a sitting duck:

1. Its default stats make it a wall against physical attackers and paper against special attackers, but if it is gifted special defense that is no longer the case.

2. Any physical attacker that is not a fire type is immediately threatened by Ol'reliable (scald). If it is a fire type, alolamola actually deals damage to it.

3. 150 base hp means any special attacker has to be absolutely positively 100% sure they ohko it because just like "counter chansey" dealing even 10% of alolamola's hp will translate to you dying if it carrys mirror coat.

- It cuts off majority of your team. If you get their teammate low, you can no longer switch into any mon on your own team that allows alolamola to enter or flip out. It restricts you to only bringing out the very few slower pokemon, or a pokemon that can deal 50-56% consistently to alolamola.

- If it is donated physical defense, your physical attackers might as well be nonexistent, even stab super effective attacks. (Heck it doesn't even need a physical defense donor for that to be the case which is why it is usually given special defense instead.) And if they don't have swords dance or belly drum as a stat boosting move, alolamola can casually tickle them until they're exhausted.

- It has teammates. It can Tera.

It's not impossible to beat, in fact I beat it often because I understand how to play around it. But dealing with this joker on nearly every team is just "Peak Strength Toxapex" level of tedious. They can just keep resetting their pawns.


Though I don't typically slot it in, I did find a hard counter in the form of Max Sp.Atk Leppa Berry Lapras (its mere existence makes lapras viable, btw). Water Absorb + Psychic Noise + Freeze dry + Alluring voice makes Alolamola non-existent. But of course, you have to keep hazards down on your side and make sure alolamola doesn't carry mirror coat.
 
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It's been a long time now. Can we vote on alolamola next, I feel it's too good at its job.

- Obviously the first point is going to be is that with 150 HP, it is essentially a full restore.

- Slowlamola 65 base speed essentially turns flip turn into teleport. It does not always have to flip turn, it can just as easily hard switch.

- Unlike the other high HP pokemon it has very reliable healing sources.

- Unlike chansey and toxapex, it is not a sitting duck:

1. Its default stats make it a wall against physical attackers and paper against special attackers, but if it is gifted special defense that is no longer the case.

2. Any physical attacker that is not a fire type is immediately threatened by Ol'reliable (scald). If it is a fire type, alolamola actually deals damage to it.

3. 150 base hp means any special attacker has to be absolutely positively 100% sure they ohko it because just like "counter chansey" dealing even 10% of alolamola's hp will translate to you dying if it carrys mirror coat.

- It cuts off majority of your team. If you get their teammate low, you can no longer switch into any mon on your own team that allows alolamola to enter or flip out. It restricts you to only bringing out the very few slower pokemon, or a pokemon that can deal 50-56% consistently to alolamola.

- If it is donated physical defense, your physical attackers might as well be nonexistent, even stab super effective attacks. (Heck it doesn't even need a physical defense donor for that to be the case which is why it is usually given special defense instead.) And if they don't have swords dance or belly drum as a stat boosting move, alolamola can casually tickle them until they're exhausted.

- It has teammates. It can Tera.

It's not impossible to beat, in fact I beat it often because I understand how to play around it. But dealing with this joker on nearly every team is just "Peak Strength Toxapex" level of tedious. They can just keep resetting their pawns.


Though I don't typically slot it in, I did find a hard counter in the form of Max Sp.Atk Leppa Berry Lapras (its mere existence makes lapras viable, btw). Water Absorb + Psychic Noise + Freeze dry + Alluring voice makes Alolamola non-existent. But of course, you have to keep hazards down on your side and make sure alolamola doesn't carry mirror coat.
I've been shouting this sentiment since I picked up the tier for OMPL. This Pokemon is unkillable and can continuously pass wishes to its teammates. The only reliable way to stop Flip Turn is with Waterpon, who is a good mon but loses long-term because it can't carry boots
 
Alomomola is undoubtedly strong and perhaps too powerful for the tier, but this is no longer the case imo, largely due to the fact that in order to wishpass and threaten with a burn, you need to be able to come without danger to an opposing mon, which is becoming increasingly difficult with time. Now almost everyone is prepared for Mola and has mons like Helectrode/Rbolt/Rilla/Wogerpon etc with the necessary tools to prevent it from wishpassing (Taunt Helectrode with Static is a good example).
The Mons that really prevent Mola from playing the game are really good and numerous - I can't remember the exact number, but there must be 3/4 of the Mons in VR from S to A- that pose big problems for Mola if played correctly/with the right set (not counting defensive pokémons, so it may be even higher).

Mola is also very, very predictable in my opinion: the Scald/Fturn/protect/wish set is practically the only viable one, even if you could argue that other options like Alluring Voice or Mirror coat would be possible. Including them in the set makes what mola wants to do (wishpass his allies to take advantage of Mon with good typing and a bit bulky to counter dangerous offensive threats like Zac-C with Meowscara or Weavile for example) much less reliable in situations where you can't heal yourself with wish/protect in front of a troublesome pokémon for example. All this to say that Mola can only be played in one way, which makes it very easy to abuse, as you can almost always predict in advance what it's going to do (especially as many teams using Mola rely heavily on it, which further emphasizes the point).

Mola is also very, very dependent on the slot you put him in. You could say that the Def slot is good for Mola, but that's just not true: the vast majority of offensive Mons in atk have a good number of viable anti-Mola options (even some Mons you'd think would be easily countered by Mola) like Urshifu-R Sub, Samurott-H Encore etc., and I'm not talking about the twenty or so other physical offensive Mons that pose huge problems for Mola (almost all the VR, which is quite funny to see). This leaves the SpDef slot, which is much better than the Def slot and the main reason why Mola is played, but Mola Spdef still has a good number of problems:

- The most used Mons on the special side are Helectrode and Rbolt (we could add Mons like Hydrapple or Ribombee to this list, but I don't think that's really relevant). Both are a huge problem for Alomomola, who just can't do anything about them (if you've got a good SpDef you can maybe take a volt switch without taking too much damage, but that's not going to help you).

- Mola can still handle certain Mons like Eternatus, but this brings us to the biggest problem with Alomomola in my opinion, which is that paradoxically Mola doesn't integrate very well into teams. Let me explain: if you play a Mola in the SpDef slot, you'll have to play a ground in your team because of Rbolt among other things, BUT he won't be able to take the SpDef slot (which is the slot where most ground types are used). This profile includes Lando-T, Clodsire and Ting-lu: Ting-lu will need a very specific slot in this kind of build (SpA/Speed and we could consider atk but it's a bit of a waste imo) which makes it difficult to place in a team where Mola is supposedly relevant, it will also add other problems against mons like Iron Moth or Scream Tail which will make role compression in the team very poor. We could make a comparison with the other 2 but that would take a long time, and I've been writing this for 1 hour, so I'm a bit lazy, and it's understandable enough as it is I think.

We could go on developing certain points, but that's enough to give my opinion Mola isn't bad, but it's much less usable than you might think (a core with a mon ground spdef and bulky water like rwash or primarina, for example, is often more justified, I think). In my marathon to write this I've probably made a lot of mistakes, so don't hesitate to tell me btw.
 
Has anyone else been experimenting with Tauros-Kanto in this format? It gets Sheer Force and a huge special movepool, so you can pass it a 130+ special attack stat and it turns into a way faster Nidoking and harder hitting Nidoking.
 
it was used in gen 8 but was weaker than nido's apart from its speed but everything is much faster in gen 9, so its 110 speed isnt amazing anymore
 
I agree that it's speed isn't incredible but it can hit a large majority of everything super effectively, and it can outspeed max speed base 95s even if it has a Modest nature, enhancing it's wallbreaking abilities. I don't think this is S tier or anything but I think it has at least as much merit receiving Special Attack as things like Galvantula, Kingdra, Ninetales, Raichu-A or Whimsicott
 
I've found an incredibly underrated SpA receiver that's an amazing speed control + anti-revenge killer with good mix-up potential!

:indeedee: + :choice-scarf: + (SpA)

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Trick
- Dazzling Gleam
- Healing Wish

with 252 positive speed + scarf, you out-speed Deoxys (and thus, Zacian-C, Eternatus, etc.). Expanding Force with even just 120 SpA hits incredibly hard (with 140 SpA from Eternatus, you 2HKO Zac-C with Tera Psychic Expanding Force) and Dazzling Gleam hits potential dark type swaps very hard. Additionally, Indeedee is incredibly hard to revenge kill thanks to psychic terrain, essentially requiring the other player either swap in a dark type (which you can predict with dazz gleam/trick) or something incredibly specially bulky. Healing Wish is utility for other sweepers/in case your opponents only pokemon are dark types who can comfortably setup despite Dazziling Gleam (e.g, Tera Flying RMoon).

Is it the best pokemon? No, but it's stolen a lot of games for me!
 
https://pokepast.es/d7d724166cd7ffd8
https://pokepast.es/5a737a9885b94187 (variation)
laddered up pretty high (~1500s #5th) with this recently its pretty fun and solid
still determining the defense slot of the team (considering alomamola and skarmory as well)
Excadrill is rly rly nice speed control in the back faster than even +1 eternatus inherits so itl be outspeeding mostly everything.
Zacian x Bolt x Drill can all bait/chip down stuff for eachother namely ground types and Wellspring serves as a solid wincon vs fat teams.
 
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