So, we finally banned the brocken sneas, I wanted to share my thoughts about the new meta.
General meta Trends: In my humble opinion balance and bulky offense will domianate the new meta, sneas forced these teams to either use nishe pokemon like aegi and skele or tera reliant soft checks like tera ghost ferro, tera poison tusk, zap and ting lu. This made it harder for them to still check the plethora lof other threads and as a result mu fishs. The ban coupled with the overall decline in power levels will allow balance and bo stapels like garg, glisc, gking, zapdos, mola, lele and volc to thrive.
I have heard many ppl complain about this thing even before the ban. Getting +1 spdef for free by teraing, allows it to turn the tide on revengekillers like ival, koko, lele and z-torn, while being able to heal off chip damage with horn leach making it mutch more difficult to wear down. Its speed stat not only significantly shortens the list of revengekillers, but also allows pon to outspeed every pokemon in the tier that isnt ival in terrain or a weather mon after trailblaze; which is useful for punishing more offensiv teams, which try to switch around it with revengkillers, but sacrifices a lot of breaking power. Personally I prefer superpower in the last slot for the clean OHKO on ferro and non scarf kart as a bonus, superpower dosent do mutch do mutch outside of that though. Encore, Subsitute and Taunt are two intresting options which improve the wallbreaking capability of ogerpon by a lot, you can trick the opponent into teraing thier pex/mola and shut them down completly; using encore will give your opponent nightmares in general. There are very few reliable checks, which arent at risk of getting blown up by a certain 4th move, but I will discuss those later. There are a some checks, that are reliably beat most sets like tera dragon mola/pex, which take very little damge from pons STABs and put it on a timer with toxic and then either haze pons boosts away, stall it out with regenerator or switch into a revengkiller. This approach brings many with it though the first and most servere drawback is the mandatory tera, the ogerpon player can now use thier tera on an offensiv pokemon to make more progress and slow the opposing progress down with offensiv pressure, while thier opponent cant. So the ogerpon player has more time to win than thier opponent. The second iussue(s) are, the Taunt/Subsitute/Encore sets that I discussed and nishe coverage moves like play rough. Another "check" is ferrothorn that handels every non superpower set, but even against those it can be used to punish horn leech and cause prediction games with zaps static and lavados/volcs flame body, although the opponent can +2 252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 252 HP / 252+ Def Zapdos: 396-466 (103.1 - 121.3%) -- guaranteed OHKO your zap too.
Alolamola can assit pon most crucially by passing it multiple Wishes throughout the game, which allows pon to trade health more liberally and punishes the many teams without a long term answer; mola can also bring ogerpon onto the field with flip turn and stop revengekillers with its enormus bulk, but exept against glisc, garg and gking trying to catch a toxic in for the former and lop for the latter you wont have many opportiunities. Ogerpon also pairs very well with especially special wallbreakers like fight-z lele and zap to lure/wear down ferro faster and almost guarantee a win against stall. I also wanted to highlight the role pon plays on (hyper) offense in containing rain with is water absorb making the opponent think twice about clicking thier strong water moves or at least prevent them from doing so twice with thier choice locked threads and threatining thier team back with a now rain boosted Ivy Cudgel that allows pon to beat even fully physically defensiv ferro
without superpower by using sd on the switch, doing about half with Ivy Cudgel, taking about half form power whip (if the oppent even has that move) and then knocking it out with tera water, hazards or other prior chip ideally to keep water absorb.
could be considerd to be that pokemon that benifits the most from the from the ban of sneasler. Its talent in abusing tera to gain multiple boosts has been known since a long time, but with possibly the most consistent revengekiller gone volc very well could reach a new hight. I have always been a fan of bulky volc this gen, due to its usefulness as both a sweeper and a wall/soft check for
ival, mega scizor, lop, zama, kart and medi, while helping with flame body shenanigans. In my opinion the best tera types on bulky sets rn are Grass and Steel with very differnt checks and counters, Tera Grass with flamethrower (or fiery dance if you are that sort of person), giga drain, roost and qd is almost the standard volc set, it can beat rain, if you manage to weaken the zap enough, I can beat garg 1v1 by forcing it to recover reapeatedly by threatinig the flame 2HKO (+2 0 SpA Tera Grass Volcarona Giga Drain vs. 252 HP / 252+ SpD Tera Fairy Garganacl: 160-190 (39.6 - 47%) -- guaranteed 3HKO after Leftovers recovery/ +3 0 SpA Tera Grass Volcarona Giga Drain vs. 252 HP / 252+ SpD Tera Fairy Garganacl: 201-237 (49.7 - 58.6%) -- 68.4% chance to 2HKO after Leftovers recovery; +3 0 SpA Tera Grass Volcarona Flamethrower vs. 252 HP / 252+ SpD Tera Fairy Garganacl: 241-285 (59.6 - 70.5%) -- guaranteed 2HKO after Leftovers recovery) and healing off salt chip, although with the past promince of tera water and the emerging tera dragon, that used to be easier, it mere exsitence can trick prominet offensiv water types like ursh, hsam, rotom and weakend ogerpon into switching out against it, fearing the possibilety of getting used as a setup fodder and it can guarantee an OHKO against diancie, while requiring significantly less chip for ting lu, (m-)ttar and the rising mola. Tera grass has a lot of downsides though: it still has crippling weakness to flying, made wore by the fact that bulky volc wont be able to OHKO zap and torn (both will likely be better and more common in the new meta) without significant chip damage, volcs nemisis, toxic, is still as crippling, it cant even dream of touching tran (although that has been and will continue to decline in usage and viability) and its new fire weakness allows yard to beat volc, if it terad on a water type. Tera Steel has, exept it weakness to fire, a completly different set of weaknesses and setupfodders, its resistances to flying, fairy and psychic let it setup on torn, zap, diancie and scarf lele, some of which would be revengekillers otherwise, its resistance to normal, steel and ice make it harder for priority moves like lop fake out, zors bp and weavs ice shard to revengekill it, but it gains a crippling weakness to ground, although glisc and (most of the time) lando can OHKO it and it gets absolutly stonewalled and destroyed by garg. This set usally runs hp ground as the coverage move, although psychic and giga drain might also work.
But the best part about this set is that it fixes volcs biggest iussue: Toxic. This mostly help against mola and gking which go from counters to setupfodder, unfortunatly many Toxic users like tran, lando and glisc can now threaten it with thier stabs, but they will most likely use Toxic against an unterad volc, you can qd with tera steel on toxic and then survive one hit on another qd (if they are weakend enough) or Flamethrower and followed by (another) Flamethrower and you have a +1 or +2 volc on the field (Examples:
lando tran).
this mon is very addicting, after the ban, running a classic speedcontrol is mutch more worth it again and the wallbreaking set is as annoying as ever. Although scarf lele is as prediction reliant as it always was, but due to the shift to bos and balnces this gives lele more opportinities to lele, which means that the opponent is the one who relies on predictions to beat lele and if it doesnt psychic into a dark type or moonblast into a gking or pex, especially tera psy/fairy boosted attacks will always do valuable chip damage. lele also benefits from the slight drop in tar usage, which allows lele to make progress in alomst every game. It does still do scarf lele things as always, but I wanted to highlight Future Sight as a powerful wallbreaking tool, it will almost guarantee a kill if you can bring in a physical thread, this works best with zama in my experience, you have to drop either psychic or psychock though. There are also still the wallbreaker set with psy/fight z, cm, psychock, focus blast/hp fire and moon blast. This is relativly self explanetory, fight z is a nice steel lure and while psy z is good at nuking rondom threads like zap, mola, torn, lando and unterad pon and is a surprisingly effectiv emergency option for idef garg and sd glisc. Most ppl expecting (locked!) scarf lele also helps a lot when it comes to scoring surprise k.o.s and in the information game in general, so keep this set a secret as long as possible. You can break the defensiv backbone of balance and bo with this easely, but for well build fats and stalls you will need additional support such as hazardstacking, knock, wish and pivoting support from mola and/or another breaker like pon, zap, medi, diancie or iron hands. A specs set might work too, but I prefer the ability to switch moves + Z Moves of the cm set
the underrated C-Tier Grasses:
I told you I would talk about the universal pon checks later and here we are, these three can beat pretty mutch all pons if they arent heavily weakend and force pon out by threatining it with giga drain/horn leech, but they have a lot of defensiv and offensiv utility in many other mus. The best, mega venu, is also a surprisingly good wallbreaker that will either tear the opposing team apart with its hard hitting neutral coverage and sludge bomp poision or it will do noting offensivly against a mega zor or a blob, although this rarely happens due to thier low usage. It will almost always have defensiv value (which gives it more opportiunities to wallbreak) a toxic and lech seed-immunity coupled with being a solid knock absorber, quite bulky overall and a great typing and can help its team out against a plethora of threads like ival, hsam, glisc, kart, rain/water in general, ferro, mola, pex, the aforementiond pon ( you have to be carefully against it though as if can defead venu with tera + chip, hazards, 2 max rolls and a giga min roll, so venu is a more soft check), tera fairy/water garg (it can at least force the others to tera). Its ability to take almost every not super effectiv hit once and retaliate with a strong counterattak I havent tried this out, but a set of giga drain, hp fire, lech seed, synthesis and a phys def oriented spread sounds very annoying to deal with. Amoonguss is very simular to venu due to its typing, but it trades the wallbreaking power for spore (pls dont forget that you cant spore things in etrrain), regenerator, the ability to hold an item and higher bulk. When it comes to defensiv utility is mostly does the same jobs as venu, but better. As an item I pefer boots, due to the few good defoggers rn, but rocky helmet, leftovers and eject pack all have nice too. Last but not least we have bulu, which has a different but simular typing as the other two. bulu mostly relies on grassy terrain for its nice as it can disrupt opposing terrain, get 12% recovery each turn and help out its teammates with a reduced eq and passiv recovery. Although it doesnt like getting parad or knocked it makes up for that with its huge bulk, avoiding the 2HKO by lop, lele, diancie, it is probably the best pon check in the game as it 2HKOs non tera pon while gaining health back with horn leech, it can force garg to tera, while salt cure is mitigated by leftovers + terrain (it can only fish for a crit at +6 vs non tera water) and it can beat sd glisc 1v1 by not getting 2HKOed and spamming +2 horn lech. With sd and stone edge it can become a huge thread itself, scoring surprise kills agaist yard, volc, zap, torn.
mola, glisc, garg I have written way too mutch, but I wanted to at least mention these three, they will be the defensiv cornerstones of the balance/bo new meta, mola passes wishes (with still has 16pp for whatever reason) all day to gives your threads multiple lives and provides a slow regen pivot, glisc massivly benefits from less (hyper-) offense teams and dominates the tier with its many sets, that are all one of the best in sweeping, knocking, hazardsetting and -removal respectivly. The cornel salt stacker also benefits from less offense and it is almost impossible now to handle all of its different tera variants with one mon. Its idef set is a scary as ever due to the decline in power levels and only very few teams use a solid salt cure absorber like coat pex and knock clef. I would consider the latter two as future suspect candidates.
Ban Tera