AAA National Dex Almost Any Ability

Sorry for the long delay, but survey results are finally here, with 15 people responding as well as some news at the bottom!

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Average Enjoyability: 7.2/10

This is a fairly decent result, showing general favourability towards how people enjoy the meta at the moment.

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Average Competitiveness Rating: 6.46/10

A noticeable shift lower in comparison to the enjoyability of the meta. While not awful, it does signify a bit of dissatisfaction towards how people perceive the competitiveness of the meta but is still fairly enjoyable, most likely partly due to the chaotic meta and other issues which I will discuss later.

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Average Rating: 3.2/5

A middling rating, only slightly above the middle of 3, indicating mixed feelings overall towards the competitiveness of both Fire-types, with a somewhat even spread of results in all categories.

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Average Rating: 2.86/5

Still a somewhat middling rating, but more skewed towards a negative perception. We can see a general skew towards the lower ratings indicating general dissatisfaction with Z-Moves, though also a noticeable group of high ratings as well indicating some polarisation. While not so low to force any action, Z-Moves will be kept an eye on and potential action is possible in the future.

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Average Rating: 3.6/5

A fairly positively skewed rating, while not that far off the middle, indicates that most people perceive Ceruledge to be fairly healthy or not too unhealthy as of now.

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Average Rating: 3.06/5

Right on the middle rating, with a very large concentration of scores indicating a large consensus of GaG's mixed effect on the meta. While the score is not as low enough to push any action forward a close eye will be kept on GaG still.

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Average Rating: 3.8/5

A fairly high score, and a large skew towards a positive view of 2AC, with a small group of low ratings. Most likely there will not be action on changing 2AC to 1AC for the forseeable future.

Short Answer Responses:

:lugia:Lugia: Lugia is an interesting mon to consider, but still generally poses the same issues that gatekeep out of SVAAA. Its immense bulk helps it faciliate very bulky setup sets with Curse/Calm Mind and a variety of abilities that can flip matchups on the spot and prove most likely a detriment to the meta. I'm not completely opposed to freeing it but it's not too likely.

:glimmora:Toxic Debris: Toxic Debris is a fairly strong ability, but lacks little proof as to its strength as of yet. While it is banned in SVAAA, it was through a fairly contentious suspect and the far expanded Defog distribution and 2AC along with the fact that TDebris is just harder to fit in makes it as of now more manageable with only spotted usage in NDAAA seasonal. Still a worthy ability to keep an eye on however and the presence of GaG could make it worse.

:enamorus:Enamorus: Currently kept out for its mixed SFLO prowess as a breaker in SVAAA, nothing much changes from SV to Natdex. Most RegenVesters still crumple and Ferrothorn can be smacked around with Superpower/Mystical Fire or plain tinted. While there is a fair case for it given its frailty and speed that allows flexibility in dealing with it for more offensive teams, the current state of the meta makes me doubt it would contribute to a healthy degree with enough offensive options to go around.

:blacephalon:Blacephalon: A similar situation to Enamorus. A strong breaker, though mainly for its ability spam MGLO Mind Blown and STAB SBalls everywhere, with Knock and HP coverage for the rest. It isn't too fast and is fairly frail, its limiting presence for defensive cores is not something ideal. Fire-types are strong as-is and Blace would add more variance to this pool to deal with, the majority of Fire immunities (Corv, Ferro, Zapdos) not appreciating STAB SBall and Knock while resists like Swamp/Garchomp can be sniped with HP coverage. Checks certainly do exist like Bliss/RegenVest Mana but it isn't hard for Blace to push through even those with limited support, tech or play while other cores suffer.

:archeops:Archeops (2): Without the limitation of its ability, Archeops can more fully abuse its optimised stats to great effect with 140/112/110 statspread paired up with STAB Head Smash and MGLO proving a very potent pairing that already makes it a hard pill to swallow and free. Rock resists aren't too uncommon with Ferrothorn, Gholdengo, Great Tusk, Garchomp as popular mons however Archeops boasts sizeable coverage to easily hit these mons. Heat-Wave can smack around Ferro, Gholdengo and annoy GTusk while also blowing up Fluffy checks. Knock Off/EQ serve as extra respectable coverage to annoy WBB variant of Steels mentioned. HP Ice can blow up Garchomp and dissuade GTusk (and even defensive Gliscor lol), and STAB Dual Wingbeat can do respectable damage outside of Gholdengo, even retaining U-turn to keep up momentum as a midground. Even lacking the rocks weakness of the prior mention I could hardly see Archeops being a healthy presence.

:alakazam-mega:Alakazam-Mega: An interesting mon, in comparison to its normal variant of Alakazam they equate to roughly similar or even a bit lesser power given Alakazam can run LO and has only really one shot with Psyterrain but the Mega retains a far greater speed tier that lets it outrun the entire unboosted meta outside of rare Deoxys-S. While not the worst mon to deal with defensively, Alakazam is still quite strong and a far higher speed tier to let it more opportunities and harder to rkill isn't the most appealing thing to free. I'm not that opposed to it but it did receive strong opposition last survey, so I'll leave it at a maybe.

:xurkitree:Xurkitree: Without Hadron Engine banned, Xurkitree sees little to chance of ever being freed. While there was a comparison to Regieleki made in the answer, this is a bad comparison. Regieleki lacks any coverage at all while Xurkitree makes ample usage of HP, Dazzling Gleam and EBall to hit Grounds and Dragons sufficiently. Xurkitree is also signficantly stronger with Tail Glow and 173 base SpA that let it basically OHKO everything ever while Eleki still flops into stuff like RegenVest Dragons/Ferro excluding Grounds existing. Even without Hadron I'm a bit hesistant given Tail Glow is dumb.. but with Hadron there's no chance.

:blastoise-mega:Blastoise-Mega: Smash MBlastoise seems pretty obnoxious... Maybe it could be ok but the power difference is significant between regular Blastoise and MBlastoise and all it is an annoying sweeper. Not gonna rule it out but not exactly a priority to free.

:mabosstiff:Stakeout: Nah.

:miraidon: Hadron Engine: Maybe. I don't think it's presence as of now is too bad, but with 3 mons banned in large part due to it, there is some justification though those 3 mons do have exceptional traits that also contribute to their brokenness and I'm not sure if they'd be ok even without it. For its current state, there are an abundance of resists like Ferrothorn, RegenVest Dragons/Swamp and Grounds in general, with abusers like Heliolisk/Thundurus/Rotom all somewhat limited in terms of their fragility/speed and can lack coverage at times but it certainly isn't the most healthy thing around with its raw power undeniable into some teams.

:dragonite:Dragonite (2): A contentious presence, Dragonite is the only mon to get two mentions of a ban in the survey without much surprise. Aerilate Extreme Speed paired with its high ATK and fine bulk lets it serve as a potent revenge-killer and strong sweeper especially against those not prepared properly. Several checks exist to limit Dragonite such as Fluffy Corviknights, Gliscor (Toxic), Mandibuzz, Gholdengo, Psychic Surge and more niche checks stretching out but Dragonite boasts powerful coverage to make checking it very precarious. Fire Punch/Flamethrower/Thunderbolt/Earthquake/Ice Spinner are all options that make it dangerous, especially when paired with Z-Moves. Still, it cannot have all these moves at the same time along with other moves like DDance/Roost and can still be played around with resists, so it has been bearable enough and hasn't had too much of a showing yet. A watchful eye will be kept on Dragonite, still.

:dachsbun:Well-Baked Body: Fine. People who complain about it are bad. Fire-types have plentiful coverage and +2 Def is at most an annoyance and not something you should be losing to.

:archaludon:Archaludon: Fine. Offensive PSea sets gets easily walled by X RegenVest/Blissey or stuff like VA Corv, other sets don't matter.

:mawile-mega:Mawile-Mega: Maybe not okay. MMawile is already fairly strong with Huge Power alone but with Intrepid Sword and an SD to +3 it becomes quite nuclear. Revenging it quite difficult as +3 can do pretty ludicrous stuff like OHKO'ing Heatran with Sucker Punch. Corv is fairly exploitable without IDBP and stuff like defensive Gliscor cant OHKO it with EQ. It still retains some checks like PrankPex, defensive Mew, some Fluffy/Unaware checks and can still be revenged with stuff like CB Fightings and PsySurge Azelf somewhat common. Could potentially see action.

:victini:Victini: A somewhat controversial mon, Victini has mostly settled in as a fine mon. Its strength is undeniable with V-Create but immunities and resists are abundant with other strong Fire-types within the meta. While it does have fine coverage, it cannot have all the coverage it needs for WBB Ferro, Gholdengo, Zapdos, Garchomp and the others and suffers from a lackluster speed, typing and rocks weakness that make it hard to manuever. Like Dragonite, but without the ESpeed or setup/bulk to compensate. It can be a matchup fishy, but has mostly settled as a risky option that is hard to manuever but can be used for big payoff (or flop lol) with little showing for it being broken outright.

:volcarona:Volcarona: While an annoying matchup fish, Volcarona's numerous weaknesses have let it settle as mostly bearable. While Z-Moves being reintroduced do make it a bit more annoying, its numerous checks like Regen Dragons, Dragonite, WBB sets like Gholdengo/Corv still mostly remain firm while having to deal with its fragility, speed and rocks weakness (or lower power with MGLO/Boots) that let it be outplayed rather fairly.

:metagross-mega:Metagross-Mega: As of now, there is little reason to seek any action against MMeta. While a bit strong, popular walls like Corviknight and Mew handle it fairly fine. It has 4MSS issues as it wants a variety of coverage like Psychic STAB, EQ, IPunch, TPunch as well as a boosting move and Sub. It's hardly the mostly threatening mon and has not a good showcase, with middling speed and annoying weaknesses to Ground and Fire that make it not that hard to revenge.

Overall, there wasn't a definitive point of contention singled out in the survey, with at most only a slightly below average rating for Z-Moves. Short answer also didn't have much overlap, with various offensive threats mentioned as potentially overbearing. While there are a few specific threats considered for action (MMawile, Hadron Engine, Dragonite, Gouging/MChar) overall the amount of offensive options can be a bit limiting. As such more overarching action is planned with Z-Moves being looked at for its enabling of many threats, with the lowest score on the survey, a potential suspect for when ladder is next up. For now, however, something else has been voted on...

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Light Clay has been banned from National Dex Almost Any Ability!
Ban...AthaGiyuLordBoxResult
Light ClayBANAbstainBAN2-0 BAN

Talking about overarching action... Light Clay offense while not insanely popular is also pretty dumb. Given the amount of strong offensive options, when bolstered with double bulk it can really not be fun. It's shown itself to be more than capable of attaining good results (see NDAAA SSNL) and its popularity is not necessarily indicative of its true strength given lack of a solid meta and games to go around with. With the sheer amount of offensive options running around, and contention around what should go in terms of individual mons, banning Light Clay is not a solution but hopefully does help a bit overall when dealing with these monster threats in the future as until hopefully other action can be taken.​
 
Some teams I used to win seasonal

:ferrothorn: :great tusk: :pecharunt: :tapu koko: :tyranitar-mega: :zapdos:
Pursuit trap a Regenvester with Ttar then try to win with Koko and Zapdos. Z Fight Tusk can help break holes too (the mon doesn't benefit hugely from any other item anyway), especially surprise stuff like Fluffy Corv.

:deoxys-speed: :diancie-mega: :gouging fire: :pecharunt: :roaring moon: :tapu lele:
Diancie isn't the most reliable lead for offense but it can work wonders if positioned well. The rest of the mons are pretty straight forward. I never go out without my Pecharunt, this mon offers too much to pass.

:barraskewda: :genesect: :gholdengo: :goodra-hisui: :kommo-o: :mew:
This one's a bit older and NG Gene is probably somewhat suboptimal but the idea is overwhelm their specially defensive core with para + sub Ghold.

:gouging fire: :great tusk: :iron crown: :lopunny-mega: :manaphy: :mew:
Light Clay-less version of my double Z Screens HO. It's obviously not as strong as before but still entirely playable imo.

Some thoughts

:ghostium z: Z-moves are very strong offensively and any team that's too passive will be in trouble quite often. This would be a good thing if they weren't slightly too dumb. Some mons like Pao and Boulder are already banned solely because of z-moves, and abusers like Ghold, Gouging and Rmoon are concerning as well. The thing is they're also part of the appeal of Naaatdex so I'm frankly not sure how to go about this. I'd also like to see the meta evolve more cause there's still too much passive balance for how likely you are to get steamrolled by a well backed-up Z-move user. If I want consistency rn I'd rather build BO/offense, maybe even HO (webs or hazards) rather than balance.

:pecharunt: Pecharunt is a critical node in such an unpredictable metagame imo. It's not great against more defensive teams but the get out of jail free card against setup is extremely valuable, especially for offense where you're usually weak to fast setup. It's gen8 Toxapex but it pivots.

:gholdengo: Z-Ghost Gholdengo is a menace. I like Adapt most cause you lack damage with immunity abilities, but you can adapt the set depending on your team. Prepare your Normal-types folks.
 
Teams I built for the Sceptiles this OTSL:

:great tusk::gouging fire::meloetta::tapu fini::gholdengo::zapdos: (vs FadedCharm) (L)

Very straightforward build for Week 1 but I was comfortable building with a broken no one's brought up, and thus hasn't really had the time to refine. Enter Breaking Swipe, only now that it's status + hazards immune, and beats the grounds with extreme ease. Unfortunate misplay due to risking vs Corv when we could've just DD'd 6 times, but I think its potential is pretty evident to go alongside the classic SOR Z stuff.

:deoxys-speed::great tusk::zapdos::ferrothorn::roaring moon::iron moth: (vs Glory) (W)

Still managed despite the L, Sceptiles knew the vibes. Decided in the cord that LO Deo-S is pretty monstrous if positioned well. Major boon in terrain also prevents Nite and others from being effective revenge killers in the back, which I was somehow anticipating given the scout.

:goodra-hisui::ursaluna-bloodmoon::great tusk::skarmory::greninja::tapu bulu: / :goodra-hisui::ursaluna-bloodmoon::great tusk::skarmory::meowscarada::walking wake: (vs RoFnA) (W)

Kayzn suggested Bloodmoon during tests and who said? It's in the exact MU we were asking for. Real talk though, Bloodmoon EXCELS as a wincon against slower teams and I've been saying it since, notoriously difficult to switch into mon from standard play that only abuses the dynamics of AAA to uphold a solid MU into defensive builds, being able to underspeed the common defensive pivots is really underrated too since they often can't touch you and nominally rely on facilitating momentum for faster threats.

:tapu lele::tapu koko::landorus-therian::iron hands::corviknight::tyranitar-mega: (vs LordBox) (L)

Wanted to take advantage of Pursuit into LordBox here, so it was TTar time, only unfortunate that we weren't aggressive enough into it. Would've likely gone Specs Azelf > Lele if I knew Gapdos was coming though. Good play on his.

:gengar::meowscarada::manaphy::great tusk::archaludon::gliscor: (vs Fluore) (L)

SFLO Gengar is strong, that's what we both agreed on for this round. Had some opportunities to get it in where we didn't which is a bit troublesome.

:zamazenta-crowned::swampert::aerodactyl-mega::hippowdon::mew::moltres: (vs FadedCharm) (W)

Pursuit strain no.2. Trap the Ghosts with Aero, let IDBP Zama put in work. T-Debris was also getting more attention so I decided I had to put it to use as an auxilllary backup against offense. Missed the chance to say karma is a bitch as our opp lost to greed but it is what it is.

:deoxys-speed::tyranitar-mega::ferrothorn::tapu koko::dragonite::landorus-therian:
:iron moth::ting-lu::roaring moon::garchomp::manaphy::corviknight: - Probably my most consistent team var for tests
:garchomp::gholdengo::toxapex::swampert::great tusk::zapdos:
:tornadus-therian::heatran::azelf::garchomp::ting-lu::ferrothorn:
:latios::tapu fini::Zapdos::heatran:::landorus-therian::Scizor-mega: - NDOU gaming with Hadron Lati. Lando though? he's just #TheMan.
- :gouging fire: probably deserves its ban. Mon has proven itself to have just about no consistent counterplay + forces some awkward 5050s between set prediction and in gameplay which isn't the healthiest. Other suspects I'd look into include Hadron but moreso my personal take.
- Do not retest anything for the moment.
- Rank Bloodmoon, M-Tar, and M-Meta.
- A revamp of the AC clause was tossed around so I'll just chip my thoughts into it here. 1 AC > 2 has the potential to diversify the meta but my fear is how it further centralizes certain threats due to the importance double regen has in handling them. Especially given how much we've emphasised tiering around the phenomenon of offense lately. Which at this point isn't ideal for the tier's health.
- :walking wake: as much as I've hated on it in the past, doesn't seem so bad anymore.

Don't have too many quips for this recent mess of a schedule I call a return but I'd like to give my s/os to Velcroc, hidin and Adriyun (you too!) for inviting me to build, and about15gals for being cool to chat with. To Kayzn, we've basically played the entire section together; I appreciate you preserving the entire tour and taking the time to sit through the troubling dynamics with me, had a promising demonstration of your battle talent right there and would like to see more of it in the future.

Also, #FreeNDOMs.
 
It has been a while, but finally some announcements... Firstly, welcome Iride to NDAAA Council! They've been building and playing the meta since NDOTSL 1 and into 2 and we are happy to finally have you on council! Next, some tiering announcements...

:sv/gouging-fire:

Gouging Fire has been quickbanned from NDAAA! Mega Alakazam remains banned.
Ban..AthaGiyuLordBoxIrideResult
Gouging FireBANABSBANBAN3-0-1 BAN
AlakaziteUNBANABSBANABS1-1-2 BAN

:gouging-fire: Gouging Fire has consistently shown itself as an extremely potent threat throughout NDOTSL II. While its power may not appear apparent with a modest base attack, its great defensive and offensive typing combined with large bulk helps it easily facilitate Dragon Dance sets that can tear through the majority of teams with Desolate Land, Sword of Ruin or MGLO sets with even double-resists such as Tapu Fini often losing to Z-sets simply able to set up on them and ignore Trick nearly forcing very bulky Grounds or immunities to check (and sometimes still losing to the right Z-Crystal). While it has served a useful defensive role in checking many threats itself, its own warping effect on the builder is too hard to ignore and thus has been banned near unanimously and the repercussions will be met with likely further tiering action when more play occurs.

:alakazam-mega: Mega Alakazam was voted on as without the choice of an ability it can prove outcompeted by other special breakers in the meta. However it still can retain an ability pre-Mega to use such as Psychic Surge and with Trace even able to copy abilities such as Adaptability which are far more common means its Mega forme with a far better speed tier and Psyshock able to bypass RegenVest/Blissey checks was unable to successfully pass the unban vote with there already being enough dangerous offensive threats in the current meta.​
 
Here's my thoughts on a couple things now that the tier has been able to settle a bit after the long-awaited bans

:great tusk:
Great Tusk
Very hard to neglect within a 2 AC setting, between it being easier than ever to accompany defensively, ability to pair with pretty much everything both offensively and defensively, and its immense physbulk and access to all the utility it needs regardless of set. This is easily one of the most splashable mons I think I've seen in any given tier.

:garchomp:
Garchomp
If you're not considering Tusk the moment it's in your builder, chances are this guy comes to mind. Multiple hazards, good natural bulk, and coverage make this an exceptional mon in AAA, especially with added techs like Water/Dragon Z to revitalise SD sets and bring down the house. Also helps that it rarely overlaps with Tusk as a teammate as opposed to the general structures that Tusk also tends to be used on anyways.

:pecharunt:
Pecharunt
Whether running fast utility-based stuff on offense (Prankster) or defensive sets (Fluffy, EE) to focus on spinblocking it out, Pecharunt to me feels like another one of those mons which fit perfectly into the pace of AAA. Probably the sturdiest check (besides Mew) to all matter of Fightings, Waters, and other miscellaneous physical threats like Dragonite while its ability to dish poisons in return makes it hard to play around without resorting to Steels, which is by itself the easiest thing to take advantage of with the other things in its toolkit. It also does all this while being able to pivot, break, and even force KOs with DBond but for covering the above alone without the major caveat of 4MMS this mon is really good.

:gholdengo:
Gholdengo

The other "spinblocker" and defensive Ghost of the tier. To preface, I can see it being rather questionable to some slower squads, although it usually ends up being surprisingly fraiI, too slow, or lacking in immediate offensive output depending on the set, so I find it to be less splashable in practice than suggested. I do think the bulky NP sets with Z-Moves + immunities cover the most though if anyone else wants to hone in on that.

:charizard-mega-x::ceruledge:
Mega Charizard X and Ceruledge
Wanted to shine a bit on these two which are already extremely suspect amongst most players, but in short, Fire is already insanely good as an attacking type and these two do an especially good job of supporting it offensively with little effort owing to their other qualities; M-Char in particular gets immunities to things like Trick and Ground pre-Mega which makes it very easy to setup with, can sometime support those traits with other things like Sub and MG (to offset Rocks and Toxic chip before Mega), and is also very strong with Intrepid boosts and few reliable defensive answers to the standard Blitz Claw TPunch (for Fini and other things like WBB Corv or Mandi), stretching conditions in checking it to unreasonable lengths a lot of the time; Ceru has a bit easier due to being more manageable offensively, but the aforementioned traits which it abuses with sets like Z-Polter and MGLO or Desolate Land likewise make it very easy to position and force KOs given Ghost STAB's propensity for bopping most of the potential absorbers already. In general, both feel a bit too strong and consistently overwhelming relative to their surroundings, with one even abusing Z-Moves yet again to get there, and I feel most teams would most appreciate not having to deal with these (especially M-Char) at some point.

:walking wake:
Walking Wake

To be exact, I would've been in favour of some sort of action on this several months ago, but I feel a better understanding of the inherent pace and general direction of the meta more or less puts its potential to be broken out of business for me. 2 AC making Regen easier to fit on things like Blissey and Hoodra means Cune is rarely blasting its way through dedicated special walls anymore, and even more niche checks like Empoleon or Fini typically do the job by themselves in conjunction with occasional support from omnipresent Desolate Land mons or a second Water resist. Not the fastest thing in the world either with it crucially missing out on options like Sol, Thundurus, and M-Meta being around more nowadays which I think could be looked at more personally. Also a cool enabler (albeit something unlikely to get past teams by itself this way) with sets like Knock Off ironically helping to reduce the stranglehold of cores acting complacent in the face of offense which I think is fine for it.

Now, these two weren't brought up exclusively, but are things I would like to bring into the fold of tiering discussion nonetheless.

:deoxys-speed:
Deoxys-Speed

Deo-S is an absolute menace offensively. The abundance of offensive abilities it gets to use at its disposal in AAA along with its unparalleled Speed tier (which puts it above +1 Chomp or Scarf Gene, to be exact) means there's realistically only going to be certain thresholds for traditional checks to be considered reliable to decent into it because of how effectively it dismantles most traditional Psychic/special attacking checks; SF + MG w LO, Protean, PsySurge and Hadron backed by its coverage, NP, and Z-Moves all augment its power sufficiently to where counterplay will rarely overlap with each other because of how many offensive mons it invalidates regardless, and this also makes it really easy to pick apart defensive answers because of how much they're forced in and chipped in any realistic outcome. Not the end of the world if this stays IMO, but I feel the offensively oriented state of the tier favors Deo-S so heavily to where I would consider revisiting it sometime down the line.

:dragonite:
Dragonite

Last but not least, Aerilate Dragonite. I'll admit that there's some counterplay to be told with Toxic being usable on things like Ferrothorn and Blissey, which helps a bit as it's splashable into other mons too, as is the case with Pecharunt, Steel Birds, and Fluffy mons being quite common, aside from PsySurge usage being quite high with Azelf and Deo-S, maybe we'll see increased Dazzling usage on mons like Chomp or Genesect to combat it in the future. Not as stupid as the other banned threats honestly, but despite all of this, Dragonite feels like more of a potential concern as opposed to a healthy metagame presence of how much ESpeed inherently restricts the offensive counterplay to setup variants which don't resort to certain defensive structures otherwise, especially once future tiering occurs and some of the other bans go through, so I think it should stay on the radar.

In short, I think there's a lot of enthusiasm to work with, the tier up to this point felt like it was way too linear with the raw number of threats (Boulder, Aryuentei, Screens .etc), that also had the bulk and versatility in dancing around traditional checks (eg: MG Breaking Swipe Tei vs Grounds), making it to where it was frankly unfun to be surprised by them using teams that were supposedly prepped vs everything else. With these successfully dealt with in some form, I think the only real ability I would probably take notice towards is Toxic Debris, out of the three hazards which the ability facilitates, the lack of dedicated Poisons on a lot of teams to help absorb them without giving up resources make it the most challenging to prep for in a way that's conductive into other structures by far.

Tl;dr Diversity in OU/Uber mons and building shortcuts make this tier a blast in my free time. To the rest of the council, let's bring it home. :swole:
 
To be exact, I would've been in favour of some sort of action on this several months ago, but I feel a better understanding of the inherent pace and general direction of the meta more or less puts its potential to be broken out of business for me. 2 AC making Regen easier to fit on things like Blissey and Hoodra means Cune is rarely blasting its way through dedicated special walls anymore, and even more niche checks like Empoleon or Fini typically do the job by themselves in conjunction with occasional support from omnipresent Desolate Land mons or a second Water resist. Not the fastest thing in the world either with it crucially missing out on options like Sol, Thundurus, and M-Meta being around more nowadays which I think could be looked at more personally. Also a cool enabler (albeit something unlikely to get past teams by itself this way) with sets like Knock Off ironically helping to reduce the stranglehold of cores acting complacent in the face of offense which I think is fine for it.
I read this before the ladder and thought dam wake balanced? Personally from my (short) laddering and building experience I don't really find this mon healthy for the meta. It feels like im building open teams because of how much this mon demands in builder and in-game. Wake spikestack was the most powerful play style before it was banned and it seems clear to me that it is one of, if not the most powerful play style here as well. This is compounded further as there are many more viable spikers and 2AC allows said spikers to have more longevity.

Wake being a great progress maker against fat structures was used as reasoning for keeping it around in sv, but it was clear after its ban there were still many great ways to make progress, and if anything had a greater stranglehold on balance.

Of the mons mentioned in the above blurb, literally none of them beat it longterm. Especially when taking into account that spikes will most likely be up as that is the optimal team comp w wake. This is further compounded by knock off, which means no AVs/lefties/boots on the forced switch-ins. This was demonstrated in SV, and I don't think that there is substantial enough counterplay even with more resist options and 2AC.
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 248 HP / 0 SpD Tapu Fini in Heavy Rain: 143-168 (41.6 - 48.9%) -- guaranteed 3HKO
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 4 HP / 252+ SpD Blissey in Heavy Rain: 210-247 (32.2 - 37.8%) -- 94.6% chance to 3HKO (bad spread and its still doing this much btw)
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 252 HP / 252+ SpD Empoleon in Heavy Rain: 127-150 (34.1 - 40.3%) -- 44.2% chance to 3HKO after Leftovers recovery
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Fire) vs. 0 HP / 4 SpD Iron Moth in Harsh Sunshine: 109-129 (36.2 - 42.8%) -- guaranteed 3HKO
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 252 HP / 4 SpD Primarina in Heavy Rain: 156-185 (42.8 - 50.8%) -- 3.9% chance to 2HKO
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 252 HP / 252+ SpD Goodra-Hisui in Heavy Rain: 97-114 (26.6 - 31.3%) -- guaranteed 4HKO
252 SpA Choice Specs Walking Wake Draco Meteor vs. 252 HP / 252+ SpD Goodra-Hisui: 168-198 (46.1 - 54.3%) -- 53.1% chance to 2HKO

These are specs calcs, and while scarf has a significant damage reduction, it is able to take on the role of a late-game cleaner much better than specs, and was honestly the more broken variant as the speed control it offered in conjunction with its still great damage output was unparalleled. However, I think specs is much better here in general, since there is the options of tport and many other slower fat pivots compared to sv that let it in freely, so I don't think the speed issue is too big of a deal (348 is still amazing on its own anyway).

To me, wake is doing what it did in SV but to a deadlier degree here since spikes are so much better. Sure it struggles with longevity issues, but it had the same issue in sv, but that still didn't stop it from cleaving through all defensive cores before it died.

I just bring this up because of the tour and think it will show how truly busted it is, similar to open, and would rather not be building teams w wabs steels/full spdef regen waters that still lose to it. I also think this would be a step in the right direction if one wanted to clean up some of the more egregious offensive mons that are lurking here but haven't had time to shine due to lack of play.

Also unban zama, even w z-moves I can't see it being over the top w pech and dnite in the meta
 
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A couple things:

Of the mons mentioned in the above blurb, literally none of them beat it longterm. Especially when taking into account that spikes will most likely be up as that is the optimal team comp w wake. This is further compounded by knock off, which means no AVs/lefties/boots on the forced switch-ins. This was demonstrated in SV, and I don't think that there is more substantial counterplay here even with more resist options and 2AC.
I want to first elaborate on the exact precedent I wish to establish when mentioning these Pokemon as potential checks/counters. Yes, by following basic definitions, Specs Wake has the tools to beat most of these given answers with prediction and/or hazards support, making them solid checks > counters. On the other hand, other trends show that these are also very splashable defensive answers with many useful applications outside of this role. (eg: Ferrothorn being an excellent Spiker and Tapu Fini and Empoleon being excellent hazard removal). Not to mention that these checks also arguably have sufficient tools to navigate these scenarios in conjunction with other teammates, avoiding being KOed by it in most scenarios and the Wake user requiring numerous play patterns to get past them in the best case scenario.

Offensive counterplay, as often paired with these defensive checks to force it out, includes but is not limited to.
:azelf::tapu koko::roaring moon::deoxys-speed::thundurus::ogerpon:*:lopunny-mega::diancie-mega::meowscarada::latios::metagross-mega: - Naturally Faster
:meowscarada::roaring moon::azelf::latios::zarude::zapdos-galar::genesect: - Choice Scarf
:dragonite::dhelmise::zarude::lopunny-mega::mawile-mega: - Priority

Specific to choice sets; able to punish a choice lock into the wrong move -
:roaring moon::gholdengo::tapu lele::genesect::mawile-mega::kommo-o::tapu bulu::dragonite::iron crown: - Setup Threats
:victini::ogerpon-hearthflame::cinderace::iron moth::heatran::volcanion: - Desolate Land
:tyranitar-mega::metagross-mega::bisharp::muk-alola: - Pursuit

These are all offensive threats capable of revenge killing or taking advantage of Wake themselves, limiting the window for Wake to break through said checks or make progress as a whole, but how does this combined setting with the aforementioned defensive pivots work in practice?

Here's an example game from NDOTSL II
Team Preview - RoFnA loads a pivot balance team, whereas Giyu loads Wake BO in conjunction with spikestack. RoFnA's counterplay to Specs Wake appears to consist of Teleport Blissey and a secondary Desolate Land pivot.

Turn 8-9 - Wake successfully hits the field on a predicted Toxic Spike, offsetting the Desolate Land in the process, RoFnA then proceeds to hard switch into Blissey, which Giyu successfully predicts to get in Spikes Ferrothorn for a free layer.

Turn 23-24 - Wake enters the field yet again with the help of U-turn Corv, and as Blissey switches in again, it is revealed to not be Regenerator, which in theory makes it worse at checking Wake in this specific MU. Wake then removes Blissey's boots and switches out.

Turn 26-27 - Koko U-turns to bring in Wake directly on Desolate Land, a smart play by Giyu seeing as RoFnA refused to heal Blissey beforehand, thus leaving it in 2HKO range of Weather Ball. RoFnA then brought in Mew with the likelihood of taking Weather Ball should the set have revealed to be been Specs all along.

Turn 39-40 - Repeat interaction.

Turn 42 - Without Ferrothorn around, RoFnA is able to take advantage of Toxic Spike up and bring in Choice Band Barraskewda to claim a KO, which forces Wake onto the field and puts it on a timer.

Turn 43 - Wake fires a Specs Draco Meteor which fails to pick up the KO, and fails to pick up the KO in part due to being slower than the check, which recovers in front of it.

Turn 49 - Wake comes in after Corv faints, Flip Turns again with the likelihood of bringing Blissey down to OHKO range and avoid being scouted without claiming a KO.

Turn 53 - Wake comes in on Teleport, takes additional U-turn chip as it knocks Blissey out.

Turn 55 - Barraskewda finishes Wake off with a Flip Turn
*Spoilers to summarise what Wake did

In fact, the example replay shows how even with a team that is not explicitly prepared to handle Wake in the long-term, it was able to be defeated in practice through the combination of backup pivots and good play. It is also here that the nature of 2 AC > 1 very much benefits said play.

Like many other breakers that are balanced, this marks the more situational nature of Wake's wallbreaking powers in these scenarios and often puts these counterplay options in the opposing user’s hands, the effectiveness of this dynamic we currently have has never left me blaming it if it cleans up or manages to setup a position to grab a KO despite my checks, rather (like any other breaker) it was able to and is potent at taking advantage of poor positioning.

Wake being a great progress maker against fat structures was used as reasoning for keeping it around in sv, but it was clear after its ban there were still many great ways to make progress, and if anything had a greater stranglehold on balance.
To preface, I very much intended for this to be a secondary argument for keeping Wake in the tier, seeing as it is also one of the best and most splashable options for this type of wallbreaker/enabler role. However, while I think Wake is balanced and brings more positive > negatives to the tier, that doesn't mean I haven’t made exceptions to this rule when addressing other banned Pokemon.

An example of a broken Pokemon that also brought benefits (IMO) applies perfectly to the recently banned :gouging fire:, who I voted to ban in large part due to its overwhelming set variety, which made it very hard to check in practice seeing how easily its "resists" could be played around. That said, what wasn't mentioned was that :gouging fire: also provided the tier with a sturdy check to many other threats roaming around, most notably Genesect, but also Gholdengo and M-Mawile to an extent. While other checks existed and newer options certainly became more viable and could be used in the same manner, it still didn't change the fact that one of the most splashable answers to these threats was now gone.

Also unban zama, even w z-moves I can't see it being over the top w pech and dnite in the meta
Finally, while I appreciate your enthusiasm in suggesting certain unbans for the future, I would also like to emphasise the limitations that come with this as well as the difference between unbanning a Pokemon because it would be healthy for the tier or balanced on its own.

To me, the tier as it is still possesses a multitude of threats I feel should be looked at first, most notably Z-Moves as a whole, but also individual threats such as Deo-S, Dragonite, M-Mawile, and abilities such as Toxic Debris and Hadron Engine. As it stands, the council has also demonstrated various opinions on problematic elements and how we can move forward to fix them. Whether or not it has sufficent counterplay or can be adapted to, Zamazenta is an extremely fast, strong, and powerful attacker in a tier that already struggles to handle everything besides it, which if it were to be freed right now, would only amplify said issues as opposed to solving them.
 
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I read this before the ladder and thought dam wake balanced? Personally from my (short) laddering and building experience I don't really find this mon healthy for the meta. It feels like im building open teams because of how much this mon demands in builder and in-game. Wake spikestack was the most powerful play style before it was banned and it seems clear to me that it is one of, if not the most powerful play style here as well. This is compounded further as there are many more viable spikers and 2AC allows said spikers to have more longevity.

Wake being a great progress maker against fat structures was used as reasoning for keeping it around in sv, but it was clear after its ban there were still many great ways to make progress, and if anything had a greater stranglehold on balance.

Of the mons mentioned in the above blurb, literally none of them beat it longterm. Especially when taking into account that spikes will most likely be up as that is the optimal team comp w wake. This is further compounded by knock off, which means no AVs/lefties/boots on the forced switch-ins. This was demonstrated in SV, and I don't think that there is substantial enough counterplay even with more resist options and 2AC.
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 248 HP / 0 SpD Tapu Fini in Heavy Rain: 143-168 (41.6 - 48.9%) -- guaranteed 3HKO
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 4 HP / 252+ SpD Blissey in Heavy Rain: 210-247 (32.2 - 37.8%) -- 94.6% chance to 3HKO (bad spread and its still doing this much btw)
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 252 HP / 252+ SpD Empoleon in Heavy Rain: 127-150 (34.1 - 40.3%) -- 44.2% chance to 3HKO after Leftovers recovery
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Fire) vs. 0 HP / 4 SpD Iron Moth in Harsh Sunshine: 109-129 (36.2 - 42.8%) -- guaranteed 3HKO
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 252 HP / 4 SpD Primarina in Heavy Rain: 156-185 (42.8 - 50.8%) -- 3.9% chance to 2HKO
252 SpA Choice Specs Walking Wake Weather Ball (100 BP Water) vs. 252 HP / 252+ SpD Goodra-Hisui in Heavy Rain: 97-114 (26.6 - 31.3%) -- guaranteed 4HKO
252 SpA Choice Specs Walking Wake Draco Meteor vs. 252 HP / 252+ SpD Goodra-Hisui: 168-198 (46.1 - 54.3%) -- 53.1% chance to 2HKO

These are specs calcs, and while scarf has a significant damage reduction, it is able to take on the role of a late-game cleaner much better than specs, and was honestly the more broken variant as the speed control it offered in conjunction with its still great damage output was unparalleled. However, I think specs is much better here in general, since there is the options of tport and many other slower fat pivots compared to sv that let it in freely, so I don't think the speed issue is too big of a deal (348 is still amazing on its own anyway).

To me, wake is doing what it did in SV but to a deadlier degree here since spikes are so much better. Sure it struggles with longevity issues, but it had the same issue in sv, but that still didn't stop it from cleaving through all defensive cores before it died.

I just bring this up because of the tour and think it will show how truly busted it is, similar to open, and would rather not be building teams w wabs steels/full spdef regen waters that still lose to it. I also think this would be a step in the right direction if one wanted to clean up some of the more egregious offensive mons that are lurking here but haven't had time to shine due to lack of play.

Also unban zama, even w z-moves I can't see it being over the top w pech and dnite in the meta
I will chip in a bit from my own experience particularly from SVAAA as Iride isn't experienced with that meta and its own troubles with Wake. I was and still am a proponent that Wake is too overtuned for SVAAA with its particularly limited options for dealing with Wake and I experienced that hands-on with being forced to stuff the likes of Wabs Heatran/Empoleon on the majority of teams but I find that a lot different from my experience in NDAAA.

Firstly I am somewhat unaware of this argument to keep Wake around as a progress-maker against Fat even when it was being discussed in SV, Fat outside its one hot-streak moment in the meta before fading into irrelevancy once again has always been quite bad so there was never much of a need to control its dominance (and was Wake even legal during this one time it was relevant?). The argument as far as I remember and far as I could tell around whether it was broken or not and proponents of it being balanced cited its need to juggle around immunities and could be played around with the Vests with its speed + the other hard counters, I think this is far more true in this meta in comparison to SVAAA. It's true that this meta is more undeveloped, and Wake is still a strong wincon and progress maker sure and I could see it rising in usage as we head into the first tour, ladder and development for the meta in a while but I've had a far better time in terms of checking it in the builder and in play it remains the same as ever. Regen Blissey isn't a perfect answer particularly in the long-term if you set up Spikes and can Knock it but it is more than a suitable neutral check that allows you to play around Wake, Regen Fini obviously can struggle as a dedicated answer but the fact it can even check Choice Specs Wake as a primarily physically defensive check gives a lot of breathing room similar for Ferrothorn and hell you can even.

Wake here to me is somewhat similar (not a perfect comparison) to SVAAA Zamazenta (excluding IDBP lmao), very strong and fairly reliable wincon but it requires a good deal of good piloting and support to use to its fullest degree while it has a suitable amount of counterplay that while not perfect allows you to play around and check it fairly well and you can always try to full-counter it on fatter balance/stall (Storm Drain Z-Gholdengo is a pretty fun mon imo) Given it has pivot/Knock that makes it more consistent but can also be checked more consistently especially on more offensive styles with its speed-tier. Of course the extra X-Factor is Spikes strength which is debatable with extra setters but also removers and I'm curious to see how SpikeStack will hold up to other offensive styles which I think will rise up in the meta as more people experiment and will also put more pressure on Wake and has always been a good way to check Wake (even you admit Scarf is a far more preferable set than Specs) For now, I haven't have to the same degree as SV where it did get banned had to account for Wake in nidicolous ways like Wabs Skarm or STail and I think there are other elements of the meta more outright unhealthy in what they "force" in comparison to Wake.
 
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Something I've been spamming for a bit:
:sv/zygarde-complete:
Zygarde-10% @ Leftovers
Ability: Power Construct
EVs: 204 HP / 52 Def / 252 SpD
Sassy Nature
IVs: 19 Spe
- Substitute
- Thousand Arrows
- Core Enforcer
- Coil

Its just Zyg-C with its unholy bulk and nasty move Thousand Arrows chilling in a tier with no Ubers that contest it. Power level overall is higher than like ou obv but this thing's ability to shrug of hits and trade with several opposing hard hitters is obscene.
204 HP hits leftovers numbers after PC, rest dumped into SpD, it makes it quite a bit worse at hard switching into some dumb attackers like Ceru but in return the SpD is really nice, helping it shrug off hits from the likes of Ghold, easily tanking super effective moves unless they are like Specs Draco. Coil patches up Def anyways making Sub aids to break. 19 Spe IVs is completely optional but it lets it underspeed Skarm and Min Speed Gliscor if you want.
Rest would be nice but its hard fitting it and Hadron makes it very annoying, and Sub is completely broken as a move and crucially helps with getting out of the Zydog phase. Once you proc PC you are no longer down a mon. Zydog's bulk is actually abysmal.
Core Enforcer is the tech here, as Earth Eater unfortunately completely bricks Thousand Arrows, Core lets you move after many EE mons like Ghold and Pech and suppress their EE to fire off a free Arrows. Its respectable BP and Zyg's SpA also make it deal solid chip against physically bulky mons like Tusk, Gliscor, and idk if anyone is using EE Hands, along with denting Dragons like Wake/Latios when behind Sub and trolls Dnite.

Keeping Zyg healthy is a challenge. Thanks to Zydog's abysmal HP it will usually end up around 60-70% post transformation, which is enough to start doing stuff, but often it needs a second life. Thus I think Z Pecharunt is one of the best teammates for it, it spinblocks (EE) which helps keep up Spikes which are really good with Zyg to help punish EE over Levi mons and pivoting sequences, and Z-PShot is one of the best ways to heal up Zyg (the pivoting is blocked by GaG but you can hard switch into Zyg immediately afterwards and it full heals on switch in). Healing Wish is also really good but is much more committal and harder to fit. Wish is rather ineffective with Zyg's HP, you would need to use something like Alomomola which is pretty undesirable. Grassy Surge is actually probably quite decent, gives it some passive recovery, overrides Hadron for Rest (none of the Hadron users really want to switch in), and Zyg is a ground type that doesn't use EQ (also enables powerful tech Secret Power to put the Mew to sleep).

Main checks are physically fat guys that can actually threaten back (Ice Beam/Moonblast). With the high SpD invest these moves actually aren't super threatening (they literally barely 3HKO) but they do more to you than you do back and they have recovery and you don't (Prim needs to be careful though esp if Zyg gets a boost off first, as +2 Arrows 2HKOes)

I haven't tried offensive variants but it feels more fishy due to inconsistencies into EE mons and losing a fair bit of defensive utility. Max attack with Z might be interesting though, as Ground-Z lets you break past stuff like Fini/Prim, or some shit like Dark-Z with Crunch.
252+ Atk Adaptability Ceruledge Never-Ending Nightmare (185 BP) vs. 204 HP / 52 Def Zygarde-Complete: 350-412 (56 - 66%)
252+ Atk Adaptability Ceruledge Poltergeist vs. 204 HP / 52 Def Zygarde-Complete: 208-246 (33.3 - 39.4%)
252 SpA Adaptability Gholdengo Shadow Ball vs. 204 HP / 252+ SpD Zygarde-Complete: 134-158 (21.4 - 25.3%)
252 SpA Hadron Engine Tapu Koko Dazzling Gleam vs. 204 HP / 252+ SpD Zygarde-Complete: 210-248 (33.6 - 39.7%)
252 SpA Choice Specs Walking Wake Draco Meteor vs. 204 HP / 252+ SpD Zygarde-Complete: 462-546 (74 - 87.5%)
252 SpA Hadron Engine Latios Draco Meteor vs. 204 HP / 252+ SpD Zygarde-Complete: 422-500 (67.6 - 80.1%)
+1 252+ Atk Life Orb Aerilate Dragonite Extreme Speed vs. 204 HP / 52 Def Zygarde-Complete: 278-329 (44.5 - 52.7%)

0 SpA Mew Ice Beam vs. 204 HP / 252+ SpD Zygarde-Complete: 196-232 (31.4 - 37.1%)
0 SpA Swampert Ice Beam vs. 204 HP / 252+ SpD Zygarde-Complete: 172-204 (27.5 - 32.6%)
0 SpA Primarina Moonblast vs. 204 HP / 252+ SpD Zygarde-Complete: 186-222 (29.8 - 35.5%)
0 SpA Tapu Fini Moonblast vs. 204 HP / 252+ SpD Zygarde-Complete: 146-174 (23.3 - 27.8%)
36 SpA Genesect Ice Beam vs. 204 HP / 252+ SpD Zygarde-Complete: 232-276 (37.1 - 44.2%)
 
I <3 Zygarde-Complete

Yes I would like to click sub 3 times and unlock the goat

he's SO SLOW though... like dd twice and still get outsped and encored...
 
Wanna share a funny set that annoys my opponent:

Maushold @ Protective Pads
Ability: Stench
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Population Bomb
- Crunch
- Encore

Protective pads to counter rocky helmet, stench for population bomb. The game becomes a meme whenever this comes out because now everything is based on luck. Having fun with luck is better than ever especially when all tiers right now are trying to ban every single luck based strategies!
 
Tiering Announcement And Other Important News!

It has been a while since any tiering action or update to resources but now with the spotlight ladder as well as the tour we're back with several announcements as the meta develops in the short time it has the attention it has!

Ceruledge remains legal! Zamazenta-Hero has been unbanned!

:sv/ceruledge: :sv/zamazenta:

pinging dhelmise to implement ty
Ban...​
Atha
Giyu
Result​
Ceruledge​
DNB​
DNB​
BAN​
BAN​
2-2-0 DNB​
Zamazenta​
UNBAN​
UNBAN​
UNBAN​
BAN​
3-1-0 UNBAN

:ceruledge: - While there are certainly many controversial aspects in the meta to vote on Ceruledge has appeared as one of the more clear-cut aspects to vote on due to its incredible strength with Ghostium Z or even with regular LO sets that allow it to cleave through the majority of defensive cores in meta. However with low bulk and speed it requires great positioning and can be played around with resists like Roaring Moon and MTar while still having some defensive checks like Regenerator Ting-Lu, WBB Mandibuzz and faster checks like GTusk/Chomp which can give more breathing room in practice. As such, it has escaped the ban vote narrowly with a tied vote but it will still be put on the watchlist and monitored closely as the meta develops and people adapt to using it and building around Ceruledge.

:zamazenta:- Zamazenta has been a topic of discussion for quite a while, it was banned very early on due to perceptions based on its strength as a box-art and in the previous generation, however due to the meta stabilising and it being tested in SVAAA to not be as overwhelming it has become more clear that Zamazenta would not be as strong as once perceived to be. While adding another offensive threat to the mix is not ideal at this time, with 2AC and the abundance of extra Fighting-type checks such as Tapu Fini, Gliscor, Mew and Tapu Koko we decided to vote on it and thus Zamazenta has been unbanned. Z-Moves do add a bit of concern however with the lack of great boosting moves for them the threat is not of too much concern, as the meta and tour progresses we will however be keeping a close eye on its performance on the tour and the effect it has on the meta.

Council Watchlist/Radar Update!

As the meta has had more time to develop with the spotlight tour and the ladder and many borderline elements appearing we have decided to update and share the council watchlist of elements in the meta that we've discussed about as being borderline and controversial in an attempt to focus discussion and interest around these topics to guide potential future tiering action!

:rusted-sword: / :mawile-mega::medicham-mega::charizard-mega-x: - Intrepid Sword / Strong Offensive Megas
While the tour has only progressed for a short while and ladder is not a perfect metric the strength of the offensive Megas such as Mawile, Medicham and MChar has been rather apparent to council.

:medicham-mega: Of the three most notable megas Medicham arguably packs the strongest immediate punch of them all, with an extraordinarily powerful STAB CC that manages to even 2HKO Fluffy Corviknight and threaten resists such as Tapu Fini while also packing a STAB Zen Headbutt for defensive staples like Pecharunt or Great Tusk. Unlike the others it lacks a great way of boosting and sweeping but its sheer power makes it suspect, with the only half-decent defensive checks being Mew, Scarf/Bulky Gholdengo and outplaying with Intimidate Cycle which is hardly ideal though it can struggle into more offensive teams that can outpace and out-position it.

:mawile-mega: Similarly extraordinarily strong, Mega Mawile packs an extraordinary punch somewhat similar to MMedi though lacking in its speed to outpace the majority of defensive checks and without a great STAB CC. However, in return it boasts the ability to setup with Swords Dance which when combined with its priority-move Sucker Punch it can actually even threaten offense far better than MMedi could with its ability to OHKO offensive revenge-killers like Wake with a +3 Sucker Punch. It also boasts some considerable bulk to setup Swords Dance, able to tank an EQ from Gliscor and thus beat it while Corviknight a usual double check simply gets SD'd on bar niche and terrible IDBP sets. Similar to MMedi however it can struggle to get into position with its very low speed, weaknesses to Ground/Fire and lesser special bulk and more reliance on getting the SD at times thus can be danced around or traded with worst comes to worst. Still when it can be positioned its strength is extraordinary even against offensive with Sucker Punch and raw switch-ins are still difficult outside of the likes of bulky Gliscor and Mew which still can immensely struggle.

:charizard-mega-x: MCharX of the three main problem-makers is on the weaker side however is still extraordinarily strong while boasting unique and troublesome advantages. While MMedi/MMawile boast extraordinary initial strength and are primarily wall-breakers, MCharX while can be a wallbreaker is also a very strong sweeper with its ability to setup with Dragon Dance. With potent Fire-type STAB and the power boost of ISword + TClaws it can mow through many staples in the tier such as Mew, and Corv with an immunity to Wisp that could otherwise irritate the two. Even theoretical checks like very bulky Gliscor/GTusk can struggle into MChar as it boasts the ability to setup in its pre-Mega form with a Ground immunity meaning they aren't safe checks. It also boasts some considerable bulk and a decent defensive typing that means it isn't too hard to setup around otherwise checks like Tapu Fini or trade with mons like Zapdos, especially with its Trick immunity. On the other hand, MChar can find it hard to setup at times with its quadruple initial Rocks weakness and it can be harder to force out mons initially to get setup and WBB being popular means certain WBB mons like Mandibuzz can check it fairly safely. However its ability to sweep and get away with games is definitely notable and very suspect.

As you notice all three of those mons abuse Intrepid Sword to great benefit, particularly Mega-Medicham and there are also other nuisances like Mega Gyarados/Mega Lopunny/Mega Metagross that also leverage Intrepid Sword to their benefit as well. It would seem fairly logical to act against ISword to help tone down the threat of these mons however ISword isn't arguably that strong of an upgrade for these mons. Download can work for these mons, if a bit inconsistent, but can be triggered on SpD checks which are their favourite prey for entry regardless and also can activate multiple times before Mega meaning the user can play a bit more recklessly with their Megas. For mons such as Mawile/MChar there are also other abilities they can leverage far more freely with ISword gone such as immunities such as WBB/EE or Magic Guard in MCharX's case to setup far more easily.

Though all these mons they can be played around to a degree offensively the task to check them defensively is very ardous and bar Medicham the Megas all have ways to boost their speed to sweep or through their powerful priority. As it heads now without any significant development some sort of action against these mons is inevitable in the long-term, however the question becomes whether to act against Intrepid Sword or the individual abusers themselves with their being a fairly notable gap in strength outside of the main three or arguably just the main Huge Power abusing duo.

:gholdengo: Good as Gold
GaG has always been a rather suspect ability with its existence already having been tested and banned from SVAAA. While there hasn't been any very prominent usage of GaG just yet there are certainly reasons to fear the abilities strength and more importantly just outright frustating aspects. With its ability to completely deny removal such as Defog in tandem with a spinblocker such as Sinistcha or EE Ghold/Pecha it can create very frustating HazardStack teams that feel very noninteractive and are generally just frustating. Similarly GaG can also be applied to HO/Offense to make sure hazards or Sticky Webs set up by leads remain there even if the opponent can outplay you and gain momentum. The other use it can be leveraged for is its ability to deny traditional anti-setup measures such as Status, Trick and Whirlwind/Roar on bulky setup mons such as Manaphy or Demon Mew. Its usage has remained low due to it being somewhat hard to fit and the lack of development but we will be keeping a very keen eye on any usage it gets in the future as the meta develops further.

:miraidon: Hadron Engine
Hadron Engine has a very obvious aspect that makes it quite suspect and that is the sheer power of Rising Voltage combined with the extra SpA boost given by Hadron Engine. This strength is usually enough to overwhelm neutral checks alone such as Blissey or even bulky resists like Ferrothorn at times. That being said, a lot of abusers are very flawed, often lacking coverage or just great stats in general and Ground-types with a neutral check are often enough to take on their power as of right now as non-Choice Specs sets can be danced around without their immediate spammable power and Electric checks otherwise such as Vabs/LRod or RegenVest Dragons still can mostly check these mons. A close eye will be kept on the ability as sets get developed that could potentially overwhelm check along with its somewhat constraining effect already.

:walking-wake: Walking Wake
Walking Wake has already shown itself to be quite strong in an AAA enviroment as showcased in the far more developed SVAAA meta with its extraordinary strength combined with great utility in pivot/Knock Off and good defensive traits made it overall just far too good of a mon for the meta. Here in Natdex there are quite a lot of differences, with new checks such as Ferrothorn, Tapu Fini and Regen TP Blissey all being quite popular mons alongside old checks inherited from SVAAA such as RegenVest Manaphy, DesoLand and being somewhat able to be danced around offensively, at least for the more dangerous Specs set. That being said, its raw power is still quite apparent, with checks like Fini threatened immensely and not being reliable as a sole check and Ferrothorn also somewhat requiring support due to its passive nature and not being able to kill Wake due to its substanial bulk (though still can cripple it with Knock Off). The meta has not progressed at its current point to show as much constriction to check Wake such as Wabs Heatran/Bulletproof Empoleon as it did in SVAAA but its strength as a breaker is fairly undeniable. Whether it progresses to the point of becoming too constraining, however, is yet to be seen but we will be keeping close watch.

:genesect:Genesect
Genesect also has quite the troublesome history, having gotten banned in SSAAA for its immense coverage movepool that made it quite fishy and hard to check at times and thus not being a really healthy aspect of the meta. Genesect pulls similar tricks here with a variety of sets such as MGLO/SFLO, No Guard, Shift Gear - Tinted Lens, and even Ate-Speed/Explosion sets. It can at times be quite a pester with its coverage, able to go Physical, Special or mixed with coverage within those sections as well to snipe certain checks (EG Flamethrower for non WBB Steels such as Ferro/Ghold and EBall for Swapert). That being said Genesect often struggles to break through most of its checks present and at times struggling with its subpar speed. Still its potentially unhealthy immense set variety it can dip into is fairly concerning with hints of it showing on ladder and such is being looked at for potential future tiering action if it develops to strain the builder further.

:dragonite:Dragonite
Dragonite with its access to a strong STAB Boosted Aerilate Extreme Speed has always been controversial across multiple generations of AAA with its ability to sweep unprepared teams combined with its strong coverage. In Natdex it further gets access to Double Edge/Return, both potential options that can try to overwhelm some of the squisher checks such as Regen Tapu Fini and Swampert. Despite access to these tools, Dragonite can suffer trying to choose all the coverage it needs for its checks, with old checks such as Psychic Surge, Zapdos, bulky Gholdengo and Pecharunt remain while new checks such as bulky Mew, Tapu Koko and aforementioned Regen Fini/Swampert also join the fray. Its strength and ability to sweep unprepared teams and its good coverage that can snipe checks at times earns it a position on the watchlist but with a variety of checks and its healthy attributes as speed-control means it most likely wont see any action in the near future bar some major developments.

:ghostium-z: Z-Moves
While pursuing action against a generational mechanic such as Z-Moves might be somewhat controversial, their strength here is quite undeniable. With the strength of a boosting ability and Z-Moves setup mons such as Ceruledge, Gholdengo and RMoon gain the extra power to overwhelm their respective checks and bulldoze through the rest of the team with the extra ability amp. That being said, Z-Moves still can be played around, predicted and the lack of boost to coverage can hamper their usage pretty severely. For now we are fairly satisfied to tier around the abusers themselves but as the meta progresses and more sets leveraging the strengths of Z-Moves are inevitably discovered it isn't entirely out of question for Z-Moves to come under a suspect given their role in the bans of previous mons as well and general strength.

VR Update!

The VR has been rather outdated for a quite while now, missing quite a few mons and also with rather outdated placements of other mons. With the ladder and also tour in full-swing a fair few amendments were made to the current VR to more accurately reflect the current meta while a full voting slate and potential overhaul of the VR system from a wider tier-based system to a narrower letter-ranking system is planned for after the spotlight tour concludes as to more accurately be able to tuned to the meta. If you have issues with the current VR or any of the changes, please make let us know either through the forums here on the NDAMs Discord!

pecha, dragonite -> tier 2
rmoon -> tier 2
eleki -> tier 4
terrakion, gapdos, barra -> tier 3
bisharp/mtar -> tier 4
moltres -> tier 4
gengar/zoro-h -> tier 4
deoxys-s -> tier 2
icrown -> tier 4
mmeta -> tier 3

removed MG from ghold, add adapt
removed regen from victini
replaced vabs on mana with motor drive
added magic guard to rmoon
removed immunities from pex
removed tclaws from zarude, added sword of ruin
removed psea from rwash (edited)

Future Plans...

As the tier becomes more developed with the attention gained from both ladder and play in tours finally resuming the resources such as the VR (the changes discussed before), Sample Teams, Speed Tiers and Role Compendiums will all probably go heavy reworks to update them to make sure they're as accurate and useful as possible for newcomers, however this will probably take some time given the large amount of work involved so stay tuned. On that note, I will remind people that Sample submissions are always open! (and wanted) as the Samples while not too awful are somewhat dated before the large burst of activity seen now.

On the tiering front, while there was a vote now it was mainly on the most prominently controversial aspects of the meta that already had a fair bit of discussion beforehand, there remains a significant amount of borderline elements remaining in the meta. With the watchlist outlined, any thoughts and discussion on the mons on the watchlist whether here or in the discord would be much appreciated! With all these borderline elements and further development in the tour and discussion there will very likely be more slates to come so stay tuned!​
 
Gonna make a forum post for a silly nomination but I'm kind of sad this mon gets no attention:

:sv/sneasel: --> At least Tier 4 lol
Sneasel @ Choice Band
Ability: Adaptability / Technician
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off / Beat Up
- Ice Shard
- Pursuit / Beat Up

"Why would you use this it's garbage lol"

There really isn't much to explain about besides the fact that this is bad, very bad Weavile that still functions in this meta partly bc what Weavile did in the meta was so broken to begin with and because of trapping and hitting extremely hard. I think the appreciation of a fast, deceptively powerful pursuit trapper with a very strong offensive typing that doesn't take up the mega slot is very greatly underestimated. Unlike things such as Bisharp and Tyranitar, Sneasel can still use its speed to more reliably pursuit trap OFFENSIVE dangerous threats without having to resort to trying to click Sucker Punch like :zygarde-10: (who hasn't transformed), :Walking-Wake:, :garchomp:, :Ceruledge:, :Tapu-Lele:, :Iron-Moth:, :Genesect:, :Latios:, :Victini:, :Gholdengo: (variants that threaten heavy damage to slower pursuiters) and more. All of the mons listed above are still OHKO'd by Choice Band Axel or Knock Off without being able to outspeed Sneasel, so it is still accomplishing what Weavile does just in a more limited scope, but enough to still differentiate itself from other options.

"Ok, well it's still very weak"

252 Atk Choice Band Adaptability Sneasel Triple Axel (120 BP) (3 hits) vs. 0 HP / 0 Def Walking Wake: 344-410 (101.4 - 120.9%) -- guaranteed OHKO
252 Atk Choice Band Adaptability Sneasel Knock Off (97.5 BP) vs. 0 HP / 4 Def Genesect: 266-314 (93.9 - 110.9%) -- 62.5% chance to OHKO
252 Atk Choice Band Adaptability Sneasel Knock Off (97.5 BP) vs. 0 HP / 0 Def Tapu Lele: 324-382 (115.3 - 135.9%) -- guaranteed OHKO
252 Atk Choice Band Adaptability Sneasel Knock Off (97.5 BP) vs. 0 HP / 0 Def Iron Moth: 386-456 (128.2 - 151.4%) -- guaranteed OHKO

Sneasel being in on any mon listed prior almost always just threatens a kill if they stay in, and even if they predict you not clicking pursuit something is losing an item or its Choice Band Triple Axel will still threaten to do a ton to anything that isn't an intimidate wall or physically defensive resist. Sneasel still hits the usual things you'd want to pursuit while avoiding potential speed creeping especially from defensive Mew, Gliscor, weakened AV Swampert, Blissey, Meloetta, etc.

The obvious thing out of the way is that it requires more support to enter the field, as it can't use its resistances or nonexistent bulk to switch into anything not locked into Psychic unlike Mega Tyranitar and occasionally Bisharp, but numerous regen pivots and eject button/sacking a mon you no longer need in the game trivializes this problem for when you really need it.

"Why not use Mega Aerodactyl, or Mega Metagross as pursuit trappers?"

This is probably the stronger argument I'd have for Sneasel having competition as with Intrepid Sword these two can actually have a decently powerful presence that encourages switching and their +1 pursuit will mean more + mega Metagross's typing. Well, for two simple reasons. One, you are using up your mega slot to pursuit trap which can be restricting especially to structures like stall that clearly want to run another mega. Another is that these pokemon simply would rather run other coverage most of the time, and that after the first turn if they want to come in and threaten to trap something again like a Gholdengo they lose the intrepid boost and their weakening effect is much less drastic.

Weavile is so broken that its pre evo I think very obviously still holds a place in the meta (mostly bc of threatening pursuit on offensive threats in the meta rn that the others are poorer at), please rank :3

Some replays of Sneasel doing stuff on a stall I run on ladder
https://replay.pokemonshowdown.com/gen9nationaldexaaa-2285878177 (opponent doesn't switch the mon that kills my whole team because of Sneasel specifically threatening pursuit and dies for it)
https://replay.pokemonshowdown.com/gen9nationaldexaaa-2285871244 (trapping the opposing tini without having to play mindgames unlike Bisharp, this game isn't the best example as if they didn't clear rocks there would be no chance regardless but Bisharp/TTar would have to eat a hit here pr Bisharp can be mindgamed)
https://replay.pokemonshowdown.com/gen9nationaldexaaa-2281816357?p2 (isn't sneasel exclusive trapping but works)
https://replay.pokemonshowdown.com/gen9nationaldexaaa-2281454255?p2 (trapped and killed 47% gliscor to win the game, later traps mglo heatran to solidify win)
https://replay.pokemonshowdown.com/...81821694-ovjqk7riczacejz95ae60rgfyi42ulipw?p2 (opponents team isnt good but showcases eject + pursuit)
https://replay.pokemonshowdown.com/gen9nationaldexaaa-2281436378-4m7jl4i9ao56nl20bn399lbw4r7j1tupw (ghold isnt incentivized to stay on sneasel to twave bc its faster, gets ohko'd by pursuit)
https://replay.pokemonshowdown.com/gen9nationaldexaaa-2287089569 (sneasel traps ogerpon who otherwise 6-0's)
https://replay.pokemonshowdown.com/...87022917-zt74muzutmgobzuo95m9irg5dlkk5l1pw?p2 (traps victini (i still lose this game)
https://replay.pokemonshowdown.com/gen9nationaldexaaa-2287015329-i2ruxufwgsvrfgf2j3wclu3i719o0ahpw (traps moltres)
 
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Question: Why is Parental Bond banned? I get that it's a really good ability, but what about it is banworthy? Wouldn't most attackers rather use Beads or Sword of Ruin for damage output?
 
Question: Why is Parental Bond banned? I get that it's a really good ability, but what about it is banworthy? Wouldn't most attackers rather use Beads or Sword of Ruin for damage output?
Parental Bond Iron Head = 49% flinch chance, Parental Bond Seismic Toss/Night Shade = 200 HP of damage instantly (basically 2HKOs every mon)
 
Question: Why is Parental Bond banned? I get that it's a really good ability, but what about it is banworthy? Wouldn't most attackers rather use Beads or Sword of Ruin for damage output?
It essentially buffs moves with a 50% chance for an effect to occur have their effects given an even higher chance of occurring in addition to dealing more damage. It also essentially breaks the game in half if the move is a multi-hit,set damage,or even any 100+ base power move. Do not even get me started if any Pokemon that learns triple axle has this ability allowed on it with any outspeed ruining your life if your team has no ice resists. This unlike the ruin abilities, buffs both physical and special attacks making the question “Why not use parental bond” the main question you must ask before even thinking of building a team. The ruin abilities only passively nerf stats while this ability essentially allows you to move twice in one turn. Essentially this ability warps the metagame around its presence without adding any real value to the health of the tier.
 
Note: I'm not trying to seriously argue to unban Parental Bond. Just wanting a bit of discussion.

It essentially buffs moves with a 50% chance for an effect to occur have their effects given an even higher chance of occurring in addition to dealing more damage. It also essentially breaks the game in half if the move is a multi-hit,set damage,or even any 100+ base power move. Do not even get me started if any Pokemon that learns triple axle has this ability allowed on it with any outspeed ruining your life if your team has no ice resists. This unlike the ruin abilities, buffs both physical and special attacks making the question “Why not use parental bond” the main question you must ask before even thinking of building a team. The ruin abilities only passively nerf stats while this ability essentially allows you to move twice in one turn. Essentially this ability warps the metagame around its presence without adding any real value to the health of the tier.

1. Parental Bond does not affect multi-strike moves
2. What about Parental Bond is broken with high BP moves? How is it any different from other damage boosting abilities? Most of these moves either don't have secondary effects or have negative secondary effects.
3. So you do get the double chance at an effect, but are there any egregious examples of this? Is Shadow Ball going from a 20% to 36% chance to SpD drop significant? The increased flinch chance of Iron Head for example does matter, but are there any legal strong Steel Type attackers that are also fast?

Parental Bond Iron Head = 49% flinch chance, Parental Bond Seismic Toss/Night Shade = 200 HP of damage instantly (basically 2HKOs every mon)

4. Yeaaaa, Seismic Toss/Night Shade interaction does sound pretty busted.
 
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Note: I'm not trying to seriously argue to unban Parental Bond. Just wanting a bit of discussion.



1. Parental Bond does not affect multi-strike moves
2. What about Parental Bond is broken with high BP moves? How is it any different from other damage boosting abilities? Most of these moves either don't have secondary effects or have negative secondary effects.
3. So you do get the double chance at an effect, but are there any egregious examples of this? Is Shadow Ball going from a 20% to 36% chance to SpD drop significant? The increased flinch chance of Iron Head for example does matter, but are there any legal strong Steel Type attackers that are also fast?

Update: Ok, so Mega Metagross is legal.



4. Yeaaaa, Seismic Toss/Night Shade interaction does sound pretty busted.
I was mostly just theorizing how the second attack could hit even if you miss a draco meteor or another high bp move and could increase the chances of it hitting anyways with a low bp which could decide entire matches depending on what Pokemon has the ability. And on moves with perfect accuracy it is a flat damage boost able to break sashes. One potentially egregious example could be fiery dance on volcarona or malignant chain on pecharunt but they rather run other abilities. Thinking about it made me realize that this alone is not enough to make it broken. It is mostly agreed upon that the fixed damage interaction is what makes it broken. Outside of this interaction it seems mostly worse compared to other a
 
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I was mostly just theorizing how the second attack could hit even if you miss a draco meteor or another high bp move and could increase the chances of it hitting anyways with a low bp which could decide entire matches depending on what Pokemon has the ability. And on moves with perfect accuracy it is a flat damage boost able to break sashes. One potentially egregious example could be fiery dance on volcarona or malignant chain on pecharunt but they rather run other abilities. Thinking about it made me realize that this alone is not enough to make it broken. It is mostly agreed upon that the fixed damage interaction is what makes it broken. Outside of this interaction it seems mostly worse compared to other a
Pretty sure the second hit only happens if the first one does.
 
For those who are struggling to defeat stall, here is an example of how I pivoted 2 Regen mons into a high ladder stall player :). shows the importance of 2AC in regular AAA

good luck everyone! :) :)

https://replay.pokemonshowdown.com/gen9nationaldexaaa-2291966586-1a8hqqbj4mv140moecn993ns76ftjj1pw
Natdex AAA is really Stall infested. Not just normal Stall, the most disguisting kind of stall, having 2 Regenerator mons, mega sableye Fluffy n sh*t.

Tell me to git gud, i don't care.

Sure Stall is still a fair playstyle and has its place in competitive pokemon, but playing it every third game with 200+ turns is just not fun for me.

Sadly turned me away from this OM which at first i really enjoyed.

If someone knows a good Stall breaker against Fluffy, Well baked, Intimidate, chansey, 2 Regen core let me know.
 
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