Metagame Metagame Discussion

here are some mons that i wanna talk about regarding their place on the metagame:
:shellos:
Shellos @ Eviolite
Ability: Sticky Hold
Level: 5
Shiny: Yes
Tera Type: Ground
EVs: 228 HP / 212 Def / 20 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Recover
- Ice Beam
- Earth Power
this mon is needed in very specific teams, but it is incredibly at what it does. shellos checks everything, it is insane you cannot kill it. it is capable of switching into all of the biggest threats in the metagame: life orb stunky, diglett alola, torchic, life orb wingull, vullaby, mudbray, growlithe, even mienfoo. it is, at the same time, a rocker that both beats the rockers (mudbray, glimmet, tinkatink) and the spinners (toedscool, alolan sandshrew, defog vull). its only problem, which is admittedly huge, is its passivity. it does do all of that, but at the cost of being a free switch into mienfoo (especially sd), evio mareanie or evio foongus every time. it also suffers vs uturn vull if you dont have another solid check to it, and it hates having rocks up in general. if you overcome this huge downside, it will perform way better than you expect it to.
252 Atk Life Orb Stunky Gunk Shot vs. 228 HP / 212+ Def Eviolite Shellos: 12-16 (44.4 - 59.2%) -- 12.1% chance to 2HKO
236 Atk Life Orb Diglett-Alola Earthquake vs. 228 HP / 212+ Def Eviolite Shellos: 9-13 (33.3 - 48.1%) -- guaranteed 3HKO
196+ SpA Life Orb Tera Ground Torchic Tera Blast (80 BP) vs. 228 HP / 20 SpD Eviolite Shellos: 9-13 (33.3 - 48.1%) -- guaranteed 3HKO
252 SpA Life Orb Wingull Hurricane vs. 228 HP / 20 SpD Eviolite Shellos: 12-16 (44.4 - 59.2%) -- 12.1% chance to 2HKO
236+ Atk Vullaby Brave Bird vs. 228 HP / 212+ Def Eviolite Shellos: 9-12 (33.3 - 44.4%) -- 0.4% chance to 2HKO after Stealth Rock

:chinchou::magnemite:
both of these electrics are underrated currently i think. they do different things, but both of them are eclipsed by elekid fsr at the moment, even tho i think the three of them are around as good. elekid does have knock and immediate speed, but magnemite packs a punch and a half, has an incredibly typing and it has two really good sets in magnet pull and analytic (both scarf), that do generally the same (being fast + good typing which allows it to check a plethora of mons like stunky vullaby mareanie wingull gothita etc), but one is able to trap steels like tinkatink for your teammates, while the other just has absolutely no switch ins and it eases prediction a lot. chinchou, on the other hand, is impossible to switch into if you play it well, generates a lot of momentum and, more importantly, is able to check both chinchou and vullaby. it threatens almost every single defensive core, the only mons that want to eat its hits are mienfoo (gets scald burned) or foongus (it needs evio + no rocks to not get 2hkoed by ice beam). thanks to volt switch it pairs incredibly well with things like vullaby, gothita or a fire type, and it checks other electric types as well. both are incredible mons atm imo, and they should get a lot more use. wattrel too but i havent given that one too much thought.

:froakie:
Froakie @ Eviolite
Ability: Torrent/Protean
Level: 5
Tera Type: Psychic/Ground
EVs: 28 HP / 36 Def / 180 SpA / 4 SpD / 188 Spe
Timid Nature
- Hydro Pump
- Tera Blast
- Ice Beam
- Spikes/Trailblaze

Froakie @ Choice Scarf
Ability: Protean
Level: 5
Tera Type: Psychic/Ground/Ghost
EVs: 28 HP / 68 Atk / 36 Def / 180 SpA / 4 SpD / 188 Spe
Timid Nature
- U-turn
- Ice Beam
- Hydro Pump
- Tera Blast/Spikes
we all know offensive water types are on the rise, with finizen and wingull making waves and destroying the metagame with their non water stab moves. however, one that i think is underrated, even tho i dont think its as good as the other two is froakie. as i see it, froakie has three sets that set it apart from its competition: as a scarfer with uturn and spikes, as an offensive spiker or as a trailblaze sweeper. spikes are, obviously, one of the best moves in the game, and froakie forces so many switches into mareanie that its able to use them really well. it shares checks with mienfoo, which means you can lure them with one so the other has an easier path to victory. its also got 17 speed, which means it outspeeds and threatens vullaby, mudbray and glimmet. the scarf version is capable of sweeping very well or adding to your teams utility, since it gets fast uturn and is able to sweep late game with unresisted ice beams. here's a tournament replay where froakie shows its value.

:snubbull:
Snubbull @ Eviolite
Ability: Intimidate
Level: 5
Tera Type: Poison/Ground/Steel
EVs: 36 HP / 196 Atk / 196 Def / 36 SpD / 36 Spe
Adamant Nature
- Play Rough
- Psychic Fangs
- Earthquake
- Thief
people keep using it wrong and that makes them think its bad. no, snubbull isnt bad because "it loses to uturn". this thing is not an alomomola, it doesnt switch into mienfoo or vullaby passively forever, its not meant to. this thing finds opportunities to hit the field and hit something hard, that's what it does. stop trying with thunder wave nonesense, dont you realize they all go into grounds/electrics anyway? i see snubbull as a mon that uses the two best mons,, mienfoo and vullaby, as excuses to kill stuff. also, intimidate is INCREDIBLE, i cant stress it enough. it gives you the certainty that you can, in fact, check that shellder or even that stunky if you really need it to. great mon, super under used.

:sandshrew-alola:
i dont have a set for this, i havent built with it but i want to. its seemed awesome in the games ive watched, with moves from the pool of axel, eq, spin, sd, ice shard, it is able to break incredibly well while checking stuff like vullaby or foongus. add that to a tera fairy to beat mienfoo too, and you have a mon that works even outside of snow teams. recommended.

:magby::salandit:
i dont have a set for these either, but offensive fires that aren't torchic have seemed really good to me so far. yes, gawain is obsessed with wisp magby, and hes alone in that, but i see potential in these guys between their coverage and speed. who's gonna be the first to nail a wingull with thunderpunch magby? lol fire resists are hard to fit so these guys should have an easy time breaking
:stunky:
i think its good dont get me wrong, but i think its been a long time since this was in our top 4 of mons. evio sets dont hit that hard, and life orb sets have no defensive utility and 4 mss. while it definitely can do it, its rare enough that it breaks effectively, for a top 4 mon anyway.
:growlithe-hisui:
why the fuck do you guys keep using this shit, id even use salandit before growlithe my god. i feel like i shouldnt even explain it but here we are: predicting is bad, locking is bad, missing is worse. the amount of games this thing sweeps is 0, its got negative winrate across all tours. seriously, why?

:nymble::pawniard::tentacool:
i know people will never stop using bad pokemon, or even think they are good, but i think they should.
Wingull @ Heavy-Duty Boots
Ability: Hydration
Level: 5
Tera Type: Ghost
EVs: 36 HP / 236 SpA / 236 Spe
Timid Nature
- Surf
- Hurricane
- Ice Beam
- U-turn

yes, im the boots guy still. anyone surprised? people use this thing with evio or life orb so far, but i think most teams dont need its bulk, and/or cant sustain a life orb one with rocks up. thus, boots wingull hits the field. with this, it is able to hit the battle infinitely to throw attacks that are really hard to resist. you know, the more times you get to fire off moves, the better. not saying you should spam boots wingull, but i do think its the best fit for teams that already have life orb users and have no removal, or that have other torchic checks lol
Stunky @ Life Orb
Ability: Aftermath
Level: 5
Tera Type: Ghost/Fairy/Ground
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Knock Off
- Gunk Shot/Play Rough
- Foul Play
- Temper Flare/Tera Blast

i think that, at this point, we all know how deadly life orb stunky can be, right? if it has the right set it can just roll over. however, it often doesnt actually carry the right 4th move, because its very restricted with its first 3 moves. or is it? ive been noticing that it doesnt really hit sucker that much, am i alone in that? so, i thought that we could just drop it and get all moves we want at once, that way this stunky set should be unstoppable defensively, as long as you play it knowing it cannot sucker, and build around it. its options between gunk/prough and temper/terablast i think just depend on personal preference.
obviously i want tera gone. other than that, i think the only current options regarding tiering are as follows, from most important to least:
:shellder:
ive wanted this thing gone forever, never stopped wanting to ban it. i think its baffling that shellder is somehow legal after last lcpl, and even more incredible that it has remained legal. this thing has an outstanding ability of just robbing games like its nobodys business its insane. yes, saying "every team gets 6-0ed by a specific shellder set" is lazy, but its way more deep than that. multiple sets are able to 6-0 lots of teams, its really easy to just revolutionize the shellder metagame and run away with an undeserved win. how do you plan a game vs a mon that can either tera out of electric weakness, tera into ghost vs your scarf mienfoo, tera rock/stellar to boost rock blast and kill mareanie, tera ice/water to kill mienfoo, tera steel to get two boosts vs foongus/mareanie, tera electric/ground to get unresisted stabs, not even tera and win alone with a surprise sub/protect/ice shard/3 attacks. mon's insane, i think its our biggest mistake since ive been playing. and its only gotten worse after voltorbs departure, getting lots more opportunities to set up and win.
:aipom:
i already made a post about this, but it is not broken and should be unbanned. it was rightfullly banned out of fear, but it wasnt unbanned when discoveries were made and more outrageously broken mons like porygon were legal. the day cinccino beats anyone ever i will allow you to disagree with me.
:torchic:
hey im not saying its broken, but i would surely not miss it. terrible to face and terrible to play. revolves the whole game around it, can tera to any type now and surprise ko your supposed "check", but it also can just miss?? definitely not needed defensively either so why do we keep it really
 
good post from eric

i think that we should ban shellder. i think that the meta right now is in a strong point, we've seen a good amount of variety in scl and gameplay overall looks better. but shellder is still stupid and adds nothing good while making tier slightly worse

:shellder:
i used to be an avid defender of this, albeit mostly because of holtorb existing and a lot of the trends it forced making this thing a pretty terrible bring. its winrate and usage rate across holtorb meta will back this up, but with holtorb gone i do truly think it is too much and only is bad for the tier. this no longer is the case through its showcases both in scl and lpl and theres a large amount of games shellder is able to just completely steal. heres a few examples of replays where i felt like it was too much bc it either won the game itself or was able to do too much progress to normal teams that should be fine into it

https://replay.pokemonshowdown.com/smogtours-gen9lc-800388
https://replay.pokemonshowdown.com/smogtours-gen9lc-800723?p2 (you can kinda sum this up to unideal prep maybe bc no roar but cc good)

its way easier for it to get setup oppurtunities with holtorb gone and grookey being on the decline, which what was stopping me from supporting any action on this earlier but that was also bc holtorb was clearly more of a problem at the time. i encourage our tier leaders to give us a suspect on this immediately instead of wasting a few months when we clearly have the public support anyways
 
shellder always felt uncompetitive, even in voltorb-hisui meta

even though it had way less opportunities of setting up, the fear of 'hypothetical shellder' was always real, theres always the one set that wins against every team no matter what

running ttm? stellar 3 atks. running foongus mudbray? sub tera rock. running scarf foo? fairy/ghost 3 atks

its terrible to gameplan when the opponent has it because always gotta save tera for it
https://replay.pokemonshowdown.com/smogtours-gen9lc-800723?p2 (you can kinda sum this up to unideal prep maybe bc no roar but cc good)
this team had tera blast flying mudbray and scarf foo, which was a core thought to lure foongus and get a HJK sweep /lure toed and get spikes but there wasnt a toed but my gameplan was always "gotta save foongus/mienfoo tera for shellder", as in tera foongus wins against non-tera rock blast and tera fighting hjk can ohko non fairy/ghost versions

well, yea if i had a more standard mudbray set as in tera steel or roar the game wouldve been in a good spot, ill just consider unlucky to have to fight the one shellder set that wouldve killed foongus.

yes, the game was lost the time i had to tera foongus, but i had to tera because 'it could be' icicle spear, so now it gets to the whole point of shellder:

it can be a lot.

and thats why i find it uncompetitive, because you can have the one shellder set that 6-0s the opposing structure, which happened in the other game you posted


with shellder banned some stuff may get annoying like torchic but this one has its own ban shouts atp, but yea i do think shellder deserves a suspect test asap
 
It's insane to me that I'm even defending Shellder since I don't even use this mon or enjoy going against it, but unfortunately, I do not think it is uncompetitive for the meta and it is just annoying. Maybe the super secret Shellder techs haven't fallen to seasonal and last chance yet, but for me, Shellder is just doing the same thing it's been doing since the beginning of the generation and is only now finding success because the meta is still in the works with more offensive builds in general being brought. I will be referencing the three SCL players' posts above me, and like the 47-year-old on the couch saying "I would have made that shot" to his favorite sports team, I will be saying that they're overreacting to Shellder.

Before I begin responding to the posts above, back in June of this year there was the quarterly "Shellder is broken" discussion that happened after Scottie posted this when he was knocked out of LC Open in ~Round 3. I'm not gonna summarize the post, but I do fondly remember a part that basically went "I've always thought Shellder was busted but I wanted to save it for later this tournament which is why I didn't use it and proceeded to lose to Shellder twice". Now to me, this seems like insane copium from someone who went from an undefeated SCL season to disappointing performances in LCWC and LC Open. Your tournament life is on the line just bring a Shellder Game Two. However, this made me want to check most LC tournament finals, since if so many people thought Shellder was broken, then we would see players at the final step of winning a tournament bringing it and winning with it right? So with updated data from when I first did it in June to now include up to Week 7 of SCL IV, here is a spreadsheet on Shellder win-loss, and player win-loss both when using and against Shellder.

https://docs.google.com/spreadsheets/d/1CkLJZE_7ag8Fsp7H6f6BfUinTpZ-OG_55WmVJUv_IW4/edit?usp=sharing

With these statistics in mind, here are the takeaways I get from them:
  • Shellder is not a closer. Out of the seven finals/tiebreaks looked at (LCWL + tiebreak, 2023 Open, 2023 LCPL tiebreak, LCWC, 2024 Open, and 2024 LCPL), Shellder won 3 games out of 10 total, two being from unserious games in LC Open XII. When the most important games are on the line, you shouldn't be passing Shellder the ball.
  • Shellder is not the super sweeper. In 34 total games with 36 appearances, Shellder averaged 1.26 KOs per game. Only two games had Shellder KO over half of an opponent's team, and only three games had Shellder pick up 3 KOs. 35% of games did not see Shellder get a single KO.
  • Shellder doesn't win often. With the data tracked, Shellder averages a 38.89% win rate. Of the 29 players who appear over the tracked time, only 10 have a >=50% win rate with Shellder (34.48%), while 13 players have a >=50% win rate against Shellder (44.82%).
Shellder has never been broken or uncompetitive, and I'm confident that's not gonna start now either. Since the numbers are finally out of the way, let's respond to the SCL players' concerns.

:shellder:
ive wanted this thing gone forever, never stopped wanting to ban it. i think its baffling that shellder is somehow legal after last lcpl, and even more incredible that it has remained legal. this thing has an outstanding ability of just robbing games like its nobodys business its insane.
As the data show, Shellder was not winning in LCWL, 2023's LCPL, LCWC, or 2024's LCPL at high rates or at all. In the games tracked, you have an above-average win rate against Shellders while you don't have a win with Shellder.

yes, saying "every team gets 6-0ed by a specific shellder set" is lazy, but its way more deep than that. multiple sets are able to 6-0 lots of teams, its really easy to just revolutionize the shellder metagame and run away with an undeserved win.
:shellder:
i used to be an avid defender of this, albeit mostly because of holtorb existing and a lot of the trends it forced making this thing a pretty terrible bring. its winrate and usage rate across holtorb meta will back this up, but with holtorb gone i do truly think it is too much and only is bad for the tier. this no longer is the case through its showcases both in scl and lpl and theres a large amount of games shellder is able to just completely steal.
shellder always felt uncompetitive, even in voltorb-hisui meta. even though it had way less opportunities of setting up, the fear of 'hypothetical shellder' was always real, theres always the one set that wins against every team no matter what

running ttm? stellar 3 atks. running foongus mudbray? sub tera rock. running scarf foo? fairy/ghost 3 atks. its terrible to gameplan when the opponent has it because always gotta save tera for it
Also shown in the data, Shellders are not running away with games. On average they are getting one kill, then getting traded. Over a third of the games listed have Shellder go without getting a KO. As for the "undeserved win" part, I understand the frustration of losing to the one niche Shellder set that beats your team, but we shouldn't then bash the person who brought a unique set and won with it. In this LPL game vs Fulgur, I built and played my team to take advantage of Snubbull which he was commonly using, and made my Shellder 14 speed to get a surprise KO on the Choice Scarf Gastly I was expecting to go against. Did I steal this game away with better building and gameplan?

Yes in the past two weeks of SCL (Weeks 6 & 7), Shellder has gone 4-1 with it's only loss being to another Shellder, but in Weeks 4 & 5 it was 0-2 without getting a single KO. Multiple other offensive water types that previously would have never shown up on a person's team before Voltorb-Hisui's ban like Finizen, Wingull, Corphish, and Buizel have all made SCL appearances with varying levels of success. This ropes into a point that Hacker brought up later in his post.

its way easier for it to get setup oppurtunities with holtorb gone and grookey being on the decline, which what was stopping me from supporting any action on this earlier but that was also bc holtorb was clearly more of a problem at the time.
With the many offensive waters that are getting used at the SCL level currently, why aren't yall using Grookey or more Electric types? In Weeks 4-7 across the twenty games, there's been 1 Grookey, 1 Wattrel, 2 Magnemites, and 3 Elekids. Shocking that Shellder and all the other Water types are gonna thrive when they have no super-effective moves at risk of going their way. Yes, I am also hypocritical since I am also not using any of those mons, but I'm also not an SCL player in yall's bubble meta where Shellder has somehow become the all-powerful with the same sets we've known it's gonna run since 2022.

i encourage our tier leaders to give us a suspect on this immediately instead of wasting a few months when we clearly have the public support anyways
with shellder banned some stuff may get annoying like torchic but this one has its own ban shouts atp, but yea i do think shellder deserves a suspect test asap
1730280607149.png


Finally, this topic somehow confuses me the most. Where is the outcry for the Shellder ban that's not their posts? Voltorb-Hisui has been banned for just over a month now (I started working on this on the 29th), and before Monday there was one metagame discussion post that had nothing to do with Shellder. The LC Discord lacks the mass support for a Shellder ban, totaling 50 messages in the past month. The majority of them are in the context of SCL games where a Shellder is before our eyes, otherwise bro is NOT getting around town.


1730281915977.png


This message from last week is also how I feel about Shellder. It isn't a problem in the tier, but I wouldn't complain if it disappeared. I think it's too soon to look at potentially banning Shellder and more time is needed for things to stabilize. Assuming the masses started the begging yall are saying is happening for Shellder's ban on Monday with Eric's post, then it hasn't even been 48 hours. Shellder had one good week in one tournament after almost two years of struggling to find success. This is an insane overreaction for Mr. Potential when it's most likely going to waste it all again.
 
hey man you have a good heart but the wrong arguments. stats alone dont determine whether mons are broken or not, especially if they are 2 years and 6 metagames old. i dont really care at all about shellder’s winrate in 2022. if you think shellder isnt broken, you tackle it by saying maybe the grookey thing that you mentioned, speak about its possibilities to set up, its possible matchup dependence, new checks that might be arising, sets that you might think are actually more flawed than given credit for, etc. you can also use recent data AND back it up with observations and deductions about the metagame and shellders place in it, but raw numbers say nothing, and irrelevant raw numbers do even less
 
hey man you have a good heart but the wrong arguments. stats alone dont determine whether mons are broken or not, especially if they are 2 years and 6 metagames old. i dont really care at all about shellder’s winrate in 2022. if you think shellder isnt broken, you tackle it by saying maybe the grookey thing that you mentioned, speak about its possibilities to set up, its possible matchup dependence, new checks that might be arising, sets that you might think are actually more flawed than given credit for, etc. you can also use recent data AND back it up with observations and deductions about the metagame and shellders place in it, but raw numbers say nothing, and irrelevant raw numbers do even less
Valid, it was to paint the picture that Shellder has never been a problem and segway into an argument like this and that the majority of claims that yall were making are wrong, but 4 am me didn’t add the current day Shellder “problem” and its numerous solutions section. Using what’s happened with Shellders in the past imo is still good to look at though for an idea of how things I think are likely to play out.

For the most recent Shellder games, its aiming to coming in the mid-late game when certain defensive mons are chipped enough or Tera is burnt to either win the game by itself or set a teammate up for victory. The lack of more pronounced counters in the teambuilder like Grookey and Electric types gives Shellder more opportunities to setup on physical attackers that can’t threaten it super effectively. Moves that either prevent Shellder from setting up or allow for Shellder to be revenge killed like Taunt, Roar, and Endure Vullaby are also not seeing much usage and is something that should be considered.

Most of the matchup dependence that Shellder has is currently off the lack of Grookey and Electrics, and what Tera it’s running. In your game vs tko, tko makes an arguably bad play by deciding to Tera his half HP knocked off Shellder, and is only allowed to get away with it because you make a bad play of clicking Knock Off a second time. If you were scared of Tera Ghost you just end up in the same situation that happened so you might as well click the move that covers for the Tera Fairy. You shouldn’t be scared of Protect, since it would have actually given your Snubbull a free switch-in and bring the Shellder to +1 instead of +3 that happened. Tko basically fished that you would make the bad click and you did, and it allowed him to win that game.

For the Envy Tazz game, it’s a lot easier to point out the flaw. Envy decided to forgo more defensive Teras/moves on his Mudbray when teambuilding and gets punished for it.
Foongus’ “bad” Tera type for this specific Shellder means that he’s always going to lose to Tera Rock. This is hardly a robbery of a game when the player brings a team 6-0 by a common enough set, and should not fall upon the Shellder for exposing a team that loses to Shellder.

New checks to Shellder don’t exist, it’s the same stuff we’ve had all gen that the SCL players are neglecting in the teambuilder and rightfully getting punished for with either bad clicks or bad teambuilding decisions. I do not follow the Shellder metagame enough to know what the actual good or bad sets are, but the Shellder user has to pick the one set that actually wins a game while the person against Shellder can be the 15 sets that doesn’t let it win.

In summary, Shellder had one week of success taking advantage of players that disrespected it in the teambuilder. Now that it has reminded players it’s still a threat, we should expect more offensive and defensive team/move choices to get brought that will limit Shellder’s ability to “steal” games. Taking action on it now would be jumping the gun by not letting the Shellder counterplay redevelop itself in the meta.
 
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Finally, this topic somehow confuses me the most. Where is the outcry for the Shellder ban that's not their posts? Voltorb-Hisui has been banned for just over a month now (I started working on this on the 29th), and before Monday there was one metagame discussion post that had nothing to do with Shellder. The LC Discord lacks the mass support for a Shellder ban, totaling 50 messages in the past month. The majority of them are in the context of SCL games where a Shellder is before our eyes, otherwise bro is NOT getting around town.
could link more but there definently is enough outcry thats been done in this thread

nothing about shellder has changed with holtorb except it getting more chances to setup, and general trends like grookey usage going down. looking at it with only the start of this month is a little disingenuous imo even if at the time there are posts from like me and reg defending shellder. grookey gets used a lot less now because its deadweight in a lot of matchups with guys like foongus and tink skyrocketing in usage, alongside it losing holtorb to pivot on and the omnipresent dark types we deal with that all own it. lot more drawback to using it now compared to then. you can even look at the posts from like before lcpl and you will still see people annoyed about shellder. imo we clearly have enough division about shellder to where a test is warranted, and having a suspect test doesn't mean itll just be banned it just lets the community decide and finally be able to put discussion on it to a rest

also not to mention people get tired of complaining about the same stuff after doing it for so long. after making a good numbers of anti holtorb posts i just stopped posting or made clear low effort posts bc it just wasn't worth the time or effort anymore
 
Hi. With SCL over I am mainly here just to spew some of my current thoughts on the metagame

Right now, I think that the meta is much more enjoyable than it was with Hisuian Voltorb around. I have hit a point where I think that I would be happy with the tier without any further tiering action. There are definently a lot of stinkers in the current meta that I dislike existing but I think that the current meta is a lot more skill-expressive and engaging than our previous one, and that it is most certainly more enjoyable. I'm mainly going to be talking about the things that I dislike in this post. However, it should be noted that I still enjoy current meta and find it enjoyable.

:pmd/foongus: Foongus wars, and more importantly spore, are incredibly annoying. Everyone is using this thing an insane amount so its pretty common to see them. Clicking Spore really is just essentially OHKOing anything that comes in when we're playing a fast paced meta like this one. I've started running Sleep Talk on Mienfoo because of it. However, its still very largely RNG dependent on if you pull a good move or wake up on the right turn which sucks in a meta where every turn matters.

:pmd/shellder: :pmd/gothita: I am mainly grouping these two together because of this game admittedly. You can kind of solve this game by saying that I played poorly, and you wouldn't really be wrong. However, the threat of having to dance around both Shellder and Gothita means that you have to play the entire game on edge and I lost this game because of one bad Tera turn. Goth also is partly responsible for the Foongus wars because it is a lot easier to trap Mareanie because it doesn't threaten it with Spore.

:pmd/torchic: :pmd/magby: Fire-types right now are really broken and almost single-handedly invalidate Tinkatink structures. This is because Tinkatink teams play more slow and allow them in more. Its very challenging to cover them defensively because we only really have two resists in the entire meta and they either get smoked by the respective coverge they use. They force offensive gameplay revolving around letting them in as little as possible which will always push the meta teams in a more offensive direction. However, I wouldn't really act on either of these two because LC will just be offensive by nature anyways. If I had to complain about one more it would be Magby because its not nearly as Tera reliant though.

If theres one thing I do REALLY like about current meta though its that...
:pmd/finizen: :pmd/wingull: :pmd/chinchou: :pmd/elekid: We were able to see a lot of cool brings in SCL that all had pretty decent showings despite being uncommon in usage. Lokifan smoking with Finizen was really fun to see. Me continuing my love-hate relationship with Wingull was fun.. and I didn't miss a Hurricane despite getting smoked by one! Chinchou was able to see a lot more usage and its not solidified itself as a very strong mon that will see usage for the rest of this tiers lifespan. Elekid was able to pretty decently replace Hisuian Holtorb as a fast Electric and see playtime without Hisuian Voltorbs oppressive factors.

Happy Thanksgiving!
 
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I had a disappointing tournament, but I think sv lc is better than it was before the tournament with the voltorb ban. It's very offensively oriented, because it's really hard to manage offensive fire types, shellder, other 19 speeders, etc. Most speed control fails vs sub + protect/ghost Tera, which are what make Torchic and Magby consistent. I think at least in foongus games, that Torchic may be broken because it snowballs too easily and forces defensive teras on most teams. Magby is an easier to use breaker, but it doesn't snowball quite as hard without speed boost so I think its about as good but a lot less oppressive.

In general there are 2 dominant structures imo. The best one is the foongus war structures which attempt to build in a way that the foongus war is as favorable as possible with threats such as gothita, fire types, alolashrew, sub stunky, vull vs some teams, and more. Spore is a really good move, so their offensive threats are easier to get turns with and in general it's easier to avoid Foo losing its Eviolite with them. The second dominant structure is Tink Toed Mareanie + vullaby centric offense (imo scarf is needed here right now). These teams are worse into foongus unless their 6th mon is a Magby, and they have to predict vs fire types and alolashrew well. Air Balloon 12 speed Tinkatink can gain an advantage if used properly vs most leads, but if the lead sequence gets predicted or the Tinkatink is eviolite I consider lead mus harder with this structure. Vullaby and the fast breaker of choice are more likely to have a field day with better longevity, but the structure itself tends to get hunted and is in general worse because of lower builder flexibility and sometimes a turn disadvantage without Spore and toed/tink giving turns.

Offense teams with shellder or Torchic are also good right now, sometimes they fall into the foongus war structures though. If they don't, they're usually more annoyed by Foongus teams early on but are plenty capable of making up the difference later on, plus sometimes an under supported foongus wins the war anyway.
 
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