Metagame National Dex UU Metagame Discussion - Porygon-Z Banned

NAT DEX UU MEGAPOST PART #2

On other news...

Tangrowth:


:ss/tangrowth:



Can you tell I’ve been working on this for a while?

Tangrowth @ Assault Vest

Ability: Regenerator

EVs: 252 HP / 4 Def / 252 SpD (Maybe some def?)
Sassy Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Earthquake / Hidden Power [Fire]

Tangrowth @ Rocky Helmet/ HDB?
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sludge Bomb / Earthquake / Hidden Power (Fire)
- Sleep Powder/ Stun Spore

Tangrowths an amazing wall in the tier, handling a multitude of offensive threats, from Zera to MAlt.

252 Atk Zeraora Close Combat vs. 252 HP / 252+ Def Tangrowth: 73-87 (18 - 21.5%) -- possible 5HKO

252 Atk Zeraora Plasma Fists vs. 252 HP / 252+ Def Tangrowth: 45-54 (11.1 - 13.3%) -- possible 8HKO

252+ Atk Pixilate Altaria-Mega Return vs. 252 HP / 252+ Def Tangrowth: 120-142 (29.7 - 35.1%) -- 19.9% chance to 3HKO

0 SpA Tangrowth Sludge Bomb vs. 0 HP / 4 SpD Altaria-Mega: 136-160 (46.7 - 54.9%) -- 62.1% chance to 2HKO

+2 252+ Atk Aegislash-Blade Close Combat vs. 252 HP / 252+ Def Tangrowth: 187-220 (46.2 - 54.4%) -- 59% chance to 2HKO

0 Atk Tangrowth Knock Off (97.5 BP) vs. 0 HP / 0 Def Aegislash-Blade: 242-286 (92.7 - 109.5%) -- 56.3% chance to OHKO

252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Tangrowth: 170-204 (42 - 50.4%) -- approx. 0.4% chance to 2HKO

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Tangrowth: 181-214 (44.8 - 52.9%) -- 27.3% chance to 2HKO

+2 252 SpA Rotom-Wash Hydro Pump vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 112-132 (27.7 - 32.6%) -- guaranteed 4HKO

0 SpA Tangrowth Giga Drain vs. 0 HP / 4 SpD Rotom-Wash: 168-198 (69.7 - 82.1%) -- guaranteed 2HKO

0 SpA Tangrowth Giga Drain vs. 252 HP / 0 SpD Rotom-Wash: 168-198 (55.2 - 65.1%) -- guaranteed 2HKO after Leftovers recovery

0 SpA Altaria-Mega Fire Blast vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 124-148 (30.6 - 36.6%) -- 65% chance to 3HKO

252 SpA Moltres Flamethrower vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 210-248 (51.9 - 61.3%) -- guaranteed 2HKO

+1 176 SpA Nihilego Sludge Wave vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 318-374 (78.7 - 92.5%) -- guaranteed 2HKO

It also does need help vs Melm if it isn’t running FB, but it does do extremely well for a wall that doesn’t resist Steel. AV’s Sp Def does let it handle many Special threats, but some Pokemon such as Molt and Nihi can break through it. After being in the tier for a while, a double regenerator core with Glowking is looking to be a tier staple, with them both handling many of each other’s checks extremely well.

However it does have obvious issues. Without AV its Sp Def is Paper thin, while AV sets limit Tang’s utility, most notably denying it Sleep Powder. Its Passivity hurts it quite a bit, as while Tang does good damage to Pokemon weak to its STAB and coverage, oftentimes it just gets endlessly sat on by Bulky Pokemon such as Skarm and CM Glowking. It also has competition with Amoonguss as a Regenerating Grass Type, exchanging Knock and physical bulk for far better special bulk and an immunity to Toxic.

Tang also has a horrendous MU vs. Amoonguss, often being forced to let one of its partners eat a Spore when it's forced out. In short, Tang is a wall, a top-tier wall in my opinion, but suffers a little bit due to really only being that. From what I’ve seen works best when put into a defensive core with partners such as Glowking, while Amoonguss has the advantage of generally working better with less assistance. I don’t have too much to say about it as of now, but it looks like a really great addition to the tier, and one I pray OU just doesn’t steal back.

Now onto some old faces:

Krookodile:


:ss/krookodile:

Krookodile @ Focus Sash / Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Taunt / Pursuit

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock / Pursuit
- Earthquake
- Knock Off
- Pursuit / Taunt

Krookodile couldn’t have asked for better circumstances. With MSab no longer deflecting Rocks, and Weavile no longer hogging the spotlight, Krookodile seems to be in a significantly better position than it was a few months ago. Carrying an Electric Immunity, Pursuit, Stealth Rocks, and even Intimidate, Krookodile’s Role Compression can find use on almost any team.

While it may not be a perfect CM Glowking check, it can force it out after chip, and steamrolls any other set. Intimidate allows Krookodile to check a variety of dangerous physical attackers, such as the aforementioned Z-Jirachi but also Pokemon such as Zeraora. And with Pursuit under its belt, it can often force many Pokemon into a dangerous 50/50 for their life.

However, Krook has major limitations worth getting into. To start I haven’t found Bulky support all that useful, as Krooks still too frail and it’s damage output is further reduced, however this is just my opinion. However, due to this, my analysis will mostly focus on other sets.

Here are some calcs against some common threats Krook will likely see itself used against.

252 Atk Krookodile Earthquake vs. 252 HP / 0 Def Slowking-Galar: 366-432 (92.8 - 109.6%) -- 56.3% chance to OHKO

252 Atk Krookodile switching boosted Pursuit vs. 252 HP / 0 Def Slowking-Galar: 294-348 (74.6 - 88.3%) -- guaranteed 2HKO

136 SpA Slowking-Galar Scald vs. 0 HP / 0 SpD Krookodile: 190-224 (57.4 - 67.6%) -- guaranteed 2HKO

252 Atk Krookodile Earthquake vs. 252 HP / 252+ Def Slowking-Galar: 254-300 (64.4 - 76.1%) -- guaranteed 2HKO

252 Atk Krookodile switching boosted Pursuit vs. 252 HP / 252+ Def Slowking-Galar: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO

0 SpA Slowking-Galar Scald vs. 0 HP / 0 SpD Krookodile: 168-198 (50.7 - 59.8%) -- guaranteed 2HKO

0 SpA Slowking-Galar Hydro Vortex (160 BP) vs. 0 HP / 0 SpD Krookodile: 334-394 (100.9 - 119%) -- guaranteed OHKO

252 Atk Krookodile Earthquake vs. 0 HP / 4 Def Zeraora: 384-452 (121.1 - 142.5%) -- guaranteed OHKO

252 Atk Krookodile switching boosted Pursuit vs. 0 HP / 4 Def Zeraora: 153-181 (48.2 - 57%) -- 91.8% chance to 2HKO

-1 252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Krookodile: 190-224 (57.4 - 67.6%) -- guaranteed 2HKO

252 Atk Krookodile Earthquake vs. 44 HP / 0 Def Melmetal: 222-264 (52.6 - 62.5%) -- 98.8% chance to 2HKO after Leftovers recovery

252 Atk Krookodile Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 228-270 (70.3 - 83.3%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Krookodile Earthquake vs. 0 HP / 0 Def Aegislash-Shield: 228-270 (87.3 - 103.4%) -- 18.8% chance to OHKO

252 Atk Krookodile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Slowking: 246-290 (62.4 - 73.6%) -- guaranteed 2HKO

252 Atk Krookodile switching boosted Pursuit vs. 252 HP / 252+ Def Slowking: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO

252 Atk Krookodile Earthquake vs. 44 HP / 0 Def Melmetal: 222-264 (52.6 - 62.5%) -- 98.8% chance to 2HKO after Leftovers recovery

These Calcs are a mixed Bag. Krookodile’s greatest flaw is it’s disappointing damage output especially compared to it’s middling bulk. It can’t even OHKO CM Glowking. This leads to its greatest flaw: as your team’s Ground Type, many Pokemon easily do Krookodile’s individual roles better.

While they lack Pursuit and Intimidate, other Ground Types fulfill a defensive or offensive role better. Hippowdon’s insane bulk and Reliable Recovery lets it wall a hard counter a multitude of Pokemon and stay healthy throughout a game. Mamoswine’s damage output is significantly higher, and it also has priority and some defensive utility from its ability. Swampert’s sole weakness and Flip Turn makes it hard to pass up in general.

There's also some Pursuit competition, as Bisharp has Priority and Defiant while having a much better MU vs MAlt, while Scizor lacks STAB but is also Scizor. Finally it often relies on being in pristine condition to Trap Pokemon such as Zera, making the prevalence of Spikes very problematic. There is another set however that's worth going into.

Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge

Choice Band let's Krookodile augment its power to score some important KOs vs a variety of Meta threats, finally scoring the coveted OHKO on Glowking, while also having its power augmented vs other threats.

252 Atk Choice Band Krookodile Earthquake vs. 252 HP / 252+ Def Slowking-Galar: 378-446 (95.9 - 113.1%) -- 75% chance to OHKO

252 Atk Choice Band Krookodile Earthquake vs. 44 HP / 0 Def Melmetal: 336-396 (79.6 - 93.8%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Choice Band Krookodile switching boosted Pursuit vs. 0 HP / 4 Def Zeraora: 229-271 (72.2 - 85.4%) -- guaranteed 2HKO

252 Atk Choice Band Krookodile Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 338-402 (104.3 - 124%) -- guaranteed OHKO

Banded Krook is a mixed bag in itself. Even with Choice Band, Krookodile’s offensive power comes up somewhat short, while also giving up on Rocks and switching moves. Despite this, it does do substantially more damage, and these calcs do make a difference when Chip comes into play.

However, in the end of it all, while its roles do have a huge amount of competition, the future does look bright. A team using Krookodile must use its combination of tools to use it effectively, as it has a ton of competition who can do it’s individual roles far better. As for Scarf Krook, just take Tang dropping as another reason not to use it.

Hippowdon

:ss/hippowdon:

Hippowdon @ Leftovers / Rocky Helmet
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock / Whirlwind
- Earthquake
- Slack Off
- Toxic / Whirlwind

Hippowdon @ Leftovers / Rocky Helmet
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock / Whirlwind
- Earthquake
- Slack Off
- Toxic / Whirlwind

Hippowdon @ Leftovers / Rocky Helmet
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock / Whirlwind
- Earthquake
- Slack Off
- Toxic / Whirlwind

Hippowdon is an absolutely fantastic wall, and one of the premier defensive threats in the tier. As the Electrics of Mega Manectric and Zeraora find greater use in this more offensive meta, a Sp Def variant of Hippo is the best version of it, due to it being easily the best check to them due to its bulk and reliable recovery. I really don’t have much to say about Hippo. It’s just a phenomenal wall, stonewalling so much of the meta. HDB may become the definitive item of Hippo due to the pair’s tendency to be paired with Spikers, but Lefties has a place too.

It's also important to note Hippo’s use in checking Glowking. While it's hardly optimal for it to be your sole check, it easily forces out Glowking in a pinch, as Hippo’s bulk lets it handle Scald. Here are some calcs of Hippo vs common Meta threats.

0 Atk Hippowdon Earthquake vs. 252 HP / 252+ Def Slowking-Galar: 198-234 (50.2 - 59.3%) -- guaranteed 2HKO after sandstorm damage

0 SpA Slowking-Galar Scald vs. 252 HP / 240+ SpD Hippowdon: 112-134 (26.6 - 31.9%) -- guaranteed 4HKO

252 Atk Zeraora Close Combat vs. 252 HP / 16 Def Hippowdon: 101-119 (24 - 28.3%) -- 95.9% chance to 4HKO

252 Atk Zeraora Knock Off (97.5 BP) vs. 252 HP / 16 Def Hippowdon: 82-97 (19.5 - 23%) -- possible 5HKO

0 SpA Zeraora Grass Knot (120 BP) vs. 252 HP / 240+ SpD Hippowdon: 158-186 (37.6 - 44.2%) -- guaranteed 3HKO

0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Zeraora: 300-354 (94.6 - 111.6%) -- 68.8% chance to OHKO

0 Atk Hippowdon Earthquake vs. 0 HP / 4- Def Zeraora: 336-396 (105.9 - 124.9%) -- guaranteed OHKO

252 SpA Manectric-Mega Hidden Power Ice vs. 252 HP / 240+ SpD Hippowdon: 122-144 (29 - 34.2%) -- 2.9% chance to 3HKO

252 SpA Manectric-Mega Overheat vs. 252 HP / 240+ SpD Hippowdon: 130-154 (30.9 - 36.6%) -- 68.5% chance to 3HKO

-1 0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Manectric-Mega: 188-224 (66.9 - 79.7%) -- guaranteed 2HKO after sandstorm damage

0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Manectric-Mega: 284-336 (101 - 119.5%) -- guaranteed OHKO

252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 240+ SpD Hippowdon: 135-160 (32.1 - 38%) -- 96.9% chance to 3HKO

0 Atk Hippowdon Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 180-212 (55.5 - 65.4%) -- guaranteed 2HKO after Leftovers recovery

And remember, while it can’t 1v1 opponents like Washtom, a Toxic is very crippling.

However, I do feel Hippo’s other sets aren’t as easy to justify on a team as Sp Def. I struggle to find use for the Mixed Defensive set as it's easier just to pair Hippo with another Max-Max wall, and while Physical Hippo does have its place in the Meta, though other Pokemon such as Tang and Skarm are also very able to do this job. Of course Hippo’s typing and utility differentiates it greatly from the others, but as a Physical Wall its competition is stiff.

In addition to this, Hippo does have a few flaws. It has an annoying case of 4MSS, where it really wants both Toxic and Whirlwind, yet it can’t do both. Toxic lets it cripple Ground Immunities such as the Rotoms and Moltres, while Whirlwind can be used to rack up Hazard damage against checks such as Pert and deny set up sweepers such as Celesteela.

It’s also somewhat passive, as if something doesn’t mind its EQ they can usually endlessly sit on it, forcing it to Whirlwind or switch out. Skarm is the worst example of this, as it can just endlessly Spike while Hippo can only delay its inevitable return.

Also note it suffers from a really shaky Alakazam MU, as it can spec into bulk to doge a OHKO from EQ, effectively turning Hippo into set up fodder. Finally, while Hippo enjoys dishing out Toxic, it hates taking it in return.

However, Hippo’s role in denying so much of the meta and setting up rocks in their face makes it an essential part of the Meta. Its influence can’t be understated when the likes of the Electrics are stopped in their tracks by it. Simple, but very effective.

Zeraora and Mega Manectric:

:ss/zeraora:

:ss/manectric-mega:

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Knock Off
- Grass Knot / Close Combat / Toxic
- Volt Switch

Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Grass] / Hidden Power [Ice]
- Overheat

I have added these Pokemon together because of their similar role as a fast Electric Type. Making Ground Types even more mandatory than usual, these 2 speed demons act as blanket checks to almost the entire tier’s offensive pantheon. Combine it with Spikes and their coverage, and you have a truly scary pair of pivots. Against any team style, from HO to Stall, their power and speed will always have a use. And once you get rid of the opposing Ground Type, watch them run wild.

252 Atk Zeraora Plasma Fists vs. 0 HP / 24 Def Alakazam: 262-310 (104.3 - 123.5%) -- guaranteed OHKO

252 Atk Zeraora Close Combat vs. 44 HP / 0 Def Melmetal: 174-206 (41.2 - 48.8%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Zeraora Plasma Fists vs. 0 HP / 4 Def Primarina: 374-444 (124.2 - 147.5%) -- guaranteed OHKO

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 4 Def Zeraora: 102-120 (32.1 - 37.8%) -- 95.6% chance to 3HKO

252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Nihilego: 267-315 (74.3 - 87.7%) -- guaranteed 2HKO

252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Celesteela: 288-342 (85.9 - 102%) -- 12.5% chance to OHKO

-1 252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Krookodile: 190-224 (57.4 - 67.6%) -- guaranteed 2HKO

252 SpA Manectric-Mega Thunderbolt vs. 0 HP / 0 SpD Alakazam: 159-187 (63.3 - 74.5%) -- guaranteed 2HKO

252 SpA Manectric-Mega Overheat vs. 44 HP / 244 SpD Melmetal: 304-358 (72 - 84.8%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Manectric-Mega Thunderbolt vs. 0 HP / 0 SpD Primarina: 270-318 (89.7 - 105.6%) -- 31.3% chance to OHKO

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 4 Def Manectric-Mega: 97-114 (34.5 - 40.5%) -- guaranteed 3HKO

252 SpA Manectric-Mega Overheat vs. 252 HP / 76 SpD Scizor: 640-756 (186 - 219.7%) -- guaranteed OHKO

252 SpA Manectric-Mega Thunderbolt vs. 0 HP / 4 SpD Celesteela: 300-354 (89.5 - 105.6%) -- 37.5% chance to OHKO

252 SpA Manectric-Mega Hidden Power Ice vs. 0 HP / 0 SpD Krookodile: 180-214 (54.3 - 64.6%) -- guaranteed 2HKO

Now, many of these calcs are far from OHKOs, but that isn’t the point of Zeraora and Mega Manectric. As displayed, they have the capability, either through coverage or their sheer power, to 2HKO almost the entire Meta. This easily makes them arguably the best revenge killers in the entire tier, as not only do they threaten so much of it, they don’t rely on Scarf and can pivot out, keeping up huge offensive pressure.

Which one works better depends on the team, though from my experience Zera’s HDB and Knock Off makes it an easier to fit on teams, however, this isn't to say MMane’s Overheat and Intimidate are upstaged at all, particularly against Grass Types.

Both Pokemon’s biggest challenges are with Ground types, most notably Sp Def Hippo. Both are easily forced out, though Zera’s Toxic can cripple Hippo, an Grass Coverage in general can 2HKO most other grounds. MAlt is another great check, only fearing Toxic and HP Ice depending on their sets. Finally Zera really struggles with Bulky grasses such as Tang and Among, while MMane despises AV Glowking. While it needs to be at full health, CM Glowking also sets up on both Pokemon’s main sets.

252 Atk Zeraora Close Combat vs. 252 HP / 16 Def Hippowdon: 101-119 (24 - 28.3%) -- 95.9% chance to 4HKO

0 SpA Zeraora Grass Knot (120 BP) vs. 252 HP / 240+ SpD Hippowdon: 158-186 (37.6 - 44.2%) -- guaranteed 3HKO

0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Zeraora: 300-354 (94.6 - 111.6%) -- 68.8% chance to OHKO

252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Altaria-Mega: 67-80 (23 - 27.4%) -- 68% chance to 4HKO

252 Atk Zeraora Close Combat vs. 252 HP / 8 Def Tangrowth: 97-115 (24 - 28.4%) -- 97% chance to 4HKO

252 Atk Zeraora Knock Off (97.5 BP) vs. 248 HP / 168+ Def Amoonguss: 95-112 (22 - 25.9%) -- 4% chance to 4HKO

252 Atk Zeraora Plasma Fists vs. 252 HP / 252+ Def Slowking-Galar: 123-145 (31.2 - 36.8%) -- 75.5% chance to 3HKO

252 Atk Zeraora Knock Off vs. 252 HP / 252+ Def Slowking-Galar: 108-128 (27.4 - 32.4%) -- guaranteed 4HKO

252 SpA Manectric-Mega Overheat vs. 252 HP / 240+ SpD Hippowdon: 130-154 (30.9 - 36.6%) -- 68.5% chance to 3HKO

-1 0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Manectric-Mega: 188-224 (66.9 - 79.7%) -- guaranteed 2HKO after sandstorm damage

252 SpA Manectric-Mega Hidden Power Ice vs. 0 HP / 4 SpD Altaria-Mega: 130-154 (44.6 - 52.9%) -- 23.4% chance to 2HKO

252 SpA Manectric-Mega Overheat vs. 252 HP / 4 SpD Tangrowth: 502-592 (124.2 - 146.5%) -- guaranteed OHKO

252 SpA Manectric-Mega Overheat vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 212-250 (52.4 - 61.8%) -- guaranteed 2HKO

252 SpA Manectric-Mega Overheat vs. 248 HP / 80 SpD Amoonguss: 318-376 (73.7 - 87.2%) -- guaranteed 2HKO after Black Sludge recovery

252 SpA Manectric-Mega Thunderbolt vs. 252 HP / 0 SpD Slowking-Galar: 139-165 (35.2 - 41.8%) -- guaranteed 3HKO

Thus these Pokemon aren’t super hard to wall, and they will only truly “run ham” when their counters are removed. However, they still remain fantastic, and borderline essential to many team styles due to their sheer usefulness as Speed Control.

Zeraora @ Electrium Z / Shuca Berry / Normalium Z
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Close Combat
- Knock Off / Giga Impact

Finally, it's also worth mentioning Zera’s BU set. While not running Volt Switch feels like a crime, this set does have the capability to run through walls, though it struggles with setting up with Zera’s very meh Bulk, and most of our physical walls can deal with it effectively.

Urshifu-Rapid-Strike:

:ss/urshifu:

Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Surging Strikes
- Ice Punch / Aqua Jet
- U-turn / Aqua Jet

Urshifu-Rapid-Strike @ Icium Z
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Surging Strikes
- Close Combat
- Ice Punch

Urshifu-Rapid-Strike @ Choice Scarf
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Ice Punch
- U-turn

A great wall breaker that’s not one to take lightly. Its Surging Strikes and Close Combats have few answers, and combined with it’s pivot capabilities Watershifu is a defining Physical Wallbreaker in the tier.

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 0 HP / 0 Def Altaria-Mega: 135-159 (46.3 - 54.6%) -- 63.7% chance to 2HKO

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 44 HP / 0 Def Melmetal: 432-510 (102.3 - 120.8%) -- guaranteed OHKO

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 252+ Def Slowking-Galar on a critical hit: 228-273 (57.8 - 69.2%) -- approx. 2HKO

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 0 Def Slowking-Galar on a critical hit: 333-396 (84.5 - 100.5%) -- approx. 6.3% chance to OHKO

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 0 Def Aegislash-Shield on a critical hit: 207-246 (63.8 - 75.9%) -- approx. 2HKO after Leftovers recovery

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 4 Def Swampert: 319-376 (78.9 - 93%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 248+ Def Hippowdon on a critical hit: 360-432 (85.7 - 102.8%) -- approx. 6.3% chance to OHKO

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 0 HP / 0 Def Celesteela: 288-339 (85.9 - 101.1%) -- 6.3% chance to OHKO

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 0 HP / 4 Def Zeraora on a critical hit: 354-417 (111.6 - 131.5%) -- guaranteed OHKO

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 168+ Def Rotom-Wash: 216-255 (71 - 83.8%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Skarmory: 168-198 (50.2 - 59.2%) -- guaranteed 2HKO

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Tangrowth: 181-214 (44.8 - 52.9%) -- 27.3% chance to 2HKO

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 176+ Def Amoonguss: 144-169 (33.3 - 39.1%) -- 10.8% chance to 3HKO after Black Sludge recovery

252 Atk Choice Band Urshifu-Rapid-Strike Ice Punch vs. 252 HP / 176+ Def Amoonguss: 240-284 (55.5 - 65.7%) -- guaranteed 2HKO after Black Sludge recovery

As shown here, many defensive and offensive staples are split into two by the sheer power of Choice Band Watershifu’s STABs. However, while it’s hell to switch into, it has issues worth getting into.

For one, it has an absurdly bad Rocky Helmet weakness. While it should reliably beat Skarm, if Skarm comes into a Surging Strikes, Watershifus in for a world of pain. And while few Pokemon can switch into both Close Combat and Surging Strikes, many can come into at least one and force Watershifu out.

Pokemon cleaved in the previous Calc can force Banded Watershifu out if it guesses wrong, such as Glowking reading a Close Combat. Watershifu is hardly gone, and can even Pivot, but is much more manageable with decent prediction. Also note that threats such as Tang and Amoong can scout while healing off the damage with Regenerator.

However, trying to defensively answer CB Watershifu is just an impractical way of beating it. While Zera and friends cannot switch in, they easily crush it.

Watershifu’s other sets remain useful too. BU exchanges the immediate Power of CB for the ability to slam Amoongus and other checks for huge damage from Icium-Z.

+1 252 Atk Urshifu-Rapid-Strike Subzero Slammer (140 BP) vs. 252 HP / 176+ Def Amoonguss: 446-526 (103.2 - 121.7%) -- guaranteed OHKO

+1 252 Atk Urshifu-Rapid-Strike Subzero Slammer (140 BP) vs. 252 HP / 252+ Def Tangrowth: 282-334 (69.8 - 82.6%) -- guaranteed 2HKO

+1 252 Atk Urshifu-Rapid-Strike Subzero Slammer (140 BP) vs. 0 HP / 0 Def Altaria-Mega: 422-498 (145 - 171.1%) -- guaranteed OHKO

Finally, Scarf allows Watershifu to act as a scary revenge killer and cleaner, but the caveat is that without Band or +1 it’s damage output is super mediocre. Band could stave off even the likes of Skarm through it’s sheer Power, while Scarf need it’s team to handle a wide variety of checks before it can start working.

252 Atk Urshifu-Rapid-Strike Ice Punch vs. 0 HP / 0 Def Altaria-Mega: 152-180 (52.2 - 61.8%) -- guaranteed 2HKO

252 Atk Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Tangrowth: 121-144 (29.9 - 35.6%) -- 31.7% chance to 3HKO

252 Atk Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 252+ Def Skarmory on a critical hit: 111-135 (33.2 - 40.4%) -- approx. 100% chance to 3HKO

While it’s damage output unboosted is low, Scarf does flip the script vs Offense and does far better now virtue of it now outspeed the likes of Zera and friends, though it often needs chip to get it’s job done.

252 Atk Urshifu-Rapid-Strike Close Combat vs. 0 HP / 4 Def Zeraora: 247-292 (77.9 - 92.1%) -- guaranteed 2HKO

252 Atk Urshifu-Rapid-Strike Close Combat vs. 44 HP / 0 Def Melmetal: 288-342 (68.2 - 81%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Urshifu-Rapid-Strike Close Combat vs. 0 HP / 0 Def Celesteela: 192-226 (57.3 - 67.4%) -- guaranteed 2HKO after Leftovers recovery

However, the Calcs don’t lie: Watershifu is a great Pokemon in Nat Dex UU, and arguably one of the definitive, if not the definitive Wallbreaker. Combines even with good set variety, from BU and Scarf, and Watershifu is one hell of a Meta threat to deal with, though on a game-to-game basis mostly maganable with good prediction.

Seismitoad:

:ss/seismitoad:

In my opinion, the most underrated Pokemon in the Tier, Seismitoad at first seems like a discount Pert, but it very much justifies a role on many teams. For example, in a team where AV Glowking ended up being my sole Rotom switch in, I was recommended Toad as my Ground Type to combat Pursuit.

Water Absorb is the key here, allowking Toad to act as a fantastic counter to Washtom, while also being an even better check to Glowking due to its immunity to Scald. While it loses Flip Turn, it has the ever useful Knock Off, and retains the important Stealth Rocks. However, this isn’t to say Toad will unseat Pert as the premier Water-Ground of the tier.

On a game-to-game basis Pert remains a strong check to Glowking, and Flip Turn’s utility just cannot be understated. Combine that with Pert’s better bulk and you have a Pokemon that's better suited to the general Meta. However, in teams that need a hard Washtom counter and prefer a harder Glowking counter, Toad is an almost perfect fit. I didn’t think I would enjoy using it so much, but I have been converted into the cult of Toad.

Reuniclus:

:ss/reuniclus:

Reuniclus @ Leftovers / Fightinium Z / Grassy Seed maybe Z?
Ability: Magic Guard
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Focus Blast / Shadow Ball
- Recover

Reuniclus is a niche but very effective Pokemon when used correctly. At first, it just looks like a discount Glowking, lacking it’s terrifying Scald and Regenerator (Reuniclus does actually get Regenerator, however it’s vulnerability to Toxic makes it unable to take advantage of that on a CM set). However, it’s that MU when Reuniclus starts to shine.

Glowking is actually set up on by Reuniclus. Psyshock can break through even a +6 Glowking, while Glowking will hardly be able to dent you in return.

+6 4 SpA Life Orb Reuniclus Psyshock vs. 252 HP / 252+ Def Slowking-Galar: 452-532 (114.7 - 135%) -- guaranteed OHKO

+6 0 SpA Slowking-Galar Sludge Bomb vs. +6 252 HP / 0 SpD Reuniclus: 120-142 (28.3 - 33.4%) -- 94.8% chance to 4HKO after Leftovers recovery

+6 0 SpA Slowking-Galar Hydro Vortex (160 BP) vs. +6 252 HP / 0 SpD Reuniclus: 143-169 (33.7 - 39.8%) -- 28.6% chance to 3HKO after Leftovers recovery

And similarly to Glowking, other passive Pokemon are merely setup fodder to this Pokemon’s sweep. However, Reuniclues cannot unseat Glowking due to its inability to run Regenerator. It cannot just play as freely as Glowking because of that. Combine it with a worse Defensive Typing, and you have a decent niche, but not much more. Reuniclus isn’t done just yet however.

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Acid Armor
- Recover
- Stored Power

An interesting set that can set up on a ton of the Meta, and even 1v1 the strongest Physical Attackers. However, it’s inability to hurt Dark Types, Pokemon extremely common due to them handling so many of the Meta’s other threats, really hurts this set overall.


Shitmons:

Breloom:


:ss/breloom:

Why do people still use this thing? Spore looks great, until you realize half the tier walls you, and you have little defensive utility. Not even SD + Rock-Z is gonna save you when no ones gonna let you SD for free anyways. Tang dropping is the nail in the coffin here, sadly our Fungus friend isn’t worth using over our other Fungus friend, Amoonguss.


Donphan:

:ss/donphan:


Why is this thing UU by usage? Playing ND RU, we had a ton of UU Moments. Mence dropping? Well ig thats fine, since Dnite exists. Wait Dnite dropped? WAIT WHY IS HONCHKROW NOW UU BY USAGE?

We had other funny moments, like both Tapu Bulu and Hawlucha dropping during the Hawlucha suspect test somehow. Like how on earth did this happen, am I mistaken or something? But nothing compares to the absolute Meme of Donphan being UU by usage for so long.

What does it do in this tier? Does your Rapid Spin make it worth using a Hippowdon that's a ton frailer with no Recovery? Is your 30% on MAlt with Ice Shard the reason? This question has plagued my mind ever since I could remember, but that's when I realized: UU does what UU does. We don’t question the Nat Dex UU Ladder, as that’s staring at something my mortal mind cannot comprehend. An enigma, a paradox, the Nat Dex UU Ladder is simply a wonder to behold, and still more skilled than the Nat Dex AG Ladder. God bless Nat Dex.

Mega Beedrill:

:ss/beedrill-mega:

Remember when this was good? No? Yeah me neither. At the very least, Mega Beedrill’s Ladder usage is easier to understand. On Paper, it looks like a high risk-high reward sort of Mon. You’re absurdly frail but at the same time exceptionally fast and hit like a truck. But sadly, that’s where the positives end.

Mega Beedrill has an atrocious STAB Combo. Wanna be walled by every Steel Type? No? Well too bad. Skarmory and Scizor sit on this endlessly, while also freely setting up on it. Even Steels weak to Drill run, such as Melm, have no trouble 1v1ing it and easily force it out. And that's another issue, Rocks. Forget about frailty, you’re sooner gonna die from Rocks anyways, and Skarm’s omnipresent Spikes. Finally, you do admittedly hit hard, but not THAT hard, or nearly enough to justify using. For heaven’s sake CM Glowking turns Mega Beedrill into setup fodder!

252 Atk Adaptability Beedrill-Mega U-turn vs. 252 HP / 252+ Def Slowking-Galar: 142-168 (36 - 42.6%) -- guaranteed 3HKO

252 Atk Beedrill-Mega Drill Run vs. 252 HP / 252+ Def Slowking-Galar: 162-192 (41.1 - 48.7%) -- guaranteed 3HKO

252 Atk Beedrill-Mega Knock Off vs. 252 HP / 252+ Def Slowking-Galar: 132-156 (33.5 - 39.5%) -- guaranteed 3HKO

In short Mega Beedrill sucks, don’t use it


Now onto a speed Round of Pokemon I want to cover, but don’t have as much to talk about:

:altaria-mega: Altaria Mega -> MAlt remains dominant in the tier from a multitude of positive traits, ranging from it’s superb defensive typing to it’s extremely powerful DDance sets. However, the rise of Glowking does annoy it quite a bit, as while it hates EQ, Sludge Bomb destroys it. In addition to this, older faces such as Skarm and Scizor continue to make it’s life miserable. Amazing, but has easy counterplay.

:amoonguss: Amoonguss-> Amoong remains a great Pokemon despite its new competition as a regenerating grass type in Tang. It finds a niche through utility derived from it’s great Special Defense and Poison Typing, though gains new weaknesses from that end as a result. Remains great overall.

:moltres: Moltres-> A Pokemon making the best use of both utility and power, Moltres remains a great Defogger on both defense and offense. It’s crippling Knock Off weakness remains, but so does its powerful Hurricanes and annoying Will-o-Wisps.

:primarina: Primarina-> While Weavile rising made it lose a crucial victim, and Stall’s decline did it no favors, Primarina remains good through the sheer power of it’s Specs or Calm boosted STABs. And while not super bulky, it’s typing does give it great resistances to Meta threats such as Watershifu and Infernape.

:rotom-wash: Rotom-Wash-> While it has its struggles with its damage output, this hardly means Washtom is unviable in any way. Being a good pivot with a great typing and useful utility in the form of Defog and Will-o-Wisp, Rotom has its struggles but remains a very splashable and effective Pokemon overall.

:swampert: Swampert-> While I have given a Pert clone a full in depth talk and left it stuck here, Swamperts merely simple, not ineffective. Endowed with a fantastic defensive typing, Stealth Rocks, Flip Turn, and status in the form of Toxic and Scald, Swampert is one hell of a bulky pivot that makes good work in almost every game it’s in. It is hurt by it’s lack of reliable recovery, but with good gameplay that can be played around.

:keldeo: Keldeo-> A dangerous breaker, Watershifu itself showed us that Water/Fighting STAB is no joke as despite the tier having more a few resists, as you’re gonna need those resists if you don’t want to get cleaved. Unfortunately common Meta staples such as MAlt are those resists, hampering Keldeo’s viability, but it does have some coverage and can run Toxic. Keldeo also has good set variety, and can act as a Specs Wallbreaker, Scarf Speed Control, and even Sub CM. It's been on a little declide as of late due to the likes of the aformentioned MAlt but also Glowking, but remians very viable.

:nihilego: Nihilego-> A fantastic Hazard setter on HO, while also being a scary end-game cleaner. Unfortunately it lacks overage against many Steel Types, notably Melm, but the sheer Power of it’s Meteor Beams are liable to cleave through it’s checks if given the opportunity. Something you definitely shouldn’t sleep on.

:rotom-heat: Rotom-Heat-> A holder of another great typing, Heatom separates itself from its Water Twin due to its strong offensive capabilities with a better Nasty Plot set. However, it's still more than capable of flexing utility-oriented muscles with a Bulky Pivot set. Sadly, both sets suffer from a bad Knock Weakness, but Heatom is no joke nor is it upstaged by Washtom.

:tapu-bulu: Tapu Bulu -> Niche but cool Mon, enables a ton of stuff with G-Seed while being no sluch itself. Sadly has a really nasty MU with Glowking and Skarm, but overall is a threat and a half on a good team.


All in all I love ND UU, and while it has it's flaws, it looks only to be improving. I have left out a few Pokemon here, but I have covered all the Pokemon I feel strongly about. Special thanks to Lupla and Niadev for helping me with this post, as well as the advice from everyone in #uu-discussion in the ND Cord! And another Special Thanks to N_Mareanie, who convinced me to keep on going and finish the Post!

Thank you for reading my post, I hope yall will have a wonderful day.
 
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So i was planning to make a funny post but because it was somehow deleted i decided to just go back to my simple style so here we go.

"Are you giving up that easily? No? Guess it payed off in the end"

The Rise of Mega Beedrill

:ss/beedrill-mega:
The constant jokes about this mon being terrible has been around for a long time, seeing as something a new player picks and starts to spam it on ladder forever without realizing how terrible it is, and even now there are a few lurking around but now things have changed and M-Beedrill picked on a new light.

"What lead to his rise?"

For starters, it was more of how popular it got over the few days (mostly on NDPL) which made people explore around it more and found out how to make use of the trades alongside a new one. A unmatched speed tier that outspeeds even Zeraora makes it tough to offensively check outside of scarfers & priority but a well played M-Beedrill gets around that and abuses it with constant momentum and Knock Off crippling his checks and counters which are mainly steels while bulky pokemon like Swampert, The Rotoms, G-Moltres and others aren't comfortable eating U-Turns

252 Atk Adaptability Beedrill-Mega U-turn vs. 252 HP / 4 Def Swampert: 186-220 (46 - 54.4%) -- 4.7% chance to 2HKO after Leftovers recovery


252 Atk Adaptability Beedrill-Mega U-turn vs. 248 HP / 0 Def Rotom-Heat: 80-95 (26.4 - 31.3%) -- guaranteed 4HKO


252 Atk Adaptability Beedrill-Mega U-turn vs. 252 HP / 168+ Def Rotom-Wash: 126-150 (41.4 - 49.3%) -- guaranteed 3HKO after Leftovers recovery

Some may not see like a lot but keep in mind some of them aren't known for longevity and they don't like taking too much chip damage and neither the steels taking Knock Off.

But the major reason is the enviroment itself. Alakazam has been a demonic threat that every team has to take in mind which leads up to a major advantage that it has, Pursuit, allowing it to revenge Zam better than most pokemon as it is the only faster pokemon that traps it besides Scarf Krookodile but its also forcing it out with momentum, sure it can't switch in at all but it often trades or cripples the opposing team on this scenario

"What about Hazards? Its known for being terrible agaisnt them right?"

That is true for sure but this is why its paired with certain partners that contributed a lot for this mon. Hatterene is the N-1 partner by far thanks to Magic Bounce and being able to deal with most of the rockers in the tier such as Hippowdon, Swampert, Rhyperior, Seismitoad and also Spikers like Skarmory and Deoxys-Defense (gotta play around Deo-D a bit tho) while also appreciating steels being constantly chipped and fighting back agaisnt the steels themselves for M-Beedrill to clean up as most of them aren't gonna be healthy all the time such as Melmetal, Aegislash or Skarmory. Rotom-Wash also being the preffered choice as the defogger with similar good matchups but other options such as Salamence could also work with it

"Then what's the problem for it to still being a bit down?"

Something to take in mind while building M-Beedrill is that its kind of restrictive because to begin with you need Hatterene and M-Bee itself not bringing defensive utility for the team, which leads up to weird builds that end up with 50/50s in many cases (this also applies to "Good Matchups" too). Hatterene and the fogger of choice are obviously not gonna be keeping rocks off forever, specially with certain rockers like Nihilego or Terrakion being painful to deal with, which limits M-Beedrill a lot and not allowing it to come in at all due to his rocks weakness combined with terrible longevity. This last one is probably on me but its also WAY too prediction reliant compared to just building regular teams due to how Matchups are needed to be played around, this ends up making every single play important and 3 times the prediction that you usually do compared to other teams.

Final Thoughts

In the end, M-Beedrill is still the usual high risk high reward pokemon like always, but compared to the older days it has definitely improved a lot thanks to the meta changes and the new cores available for it. It can't really go any higher than a mid C mon and neither its something you can easily pick and build around for sure althought if all things are done correctly it gets the job done. For now we can enjoy the time where this thing is finally considered a decent pick overall.
 
Tier shift time!

Rises: None

Drops:
:blaziken: NDOU -> NDUU
:medicham-mega: NDOU -> NDUUBL

As a reminder, Mega Medicham was banned a long time ago near the start of the metagame. As it has not been unbanned any time since, it is not legal. It was banned long before we had a forum and the discord has since been deleted in one of the greatest tragedies in recent memory, which is why there is no official ban post.

EDIT: It appears Mega Medicham is legal on the ladder, which should not be the case. This is due to the a mixup thanks to a missing list of all banned Pokemon and should be resolved soon. The rules thread now has the total list, so this shouldn't happen again. Abuse the easiest kills of your life/run nothing but Reuni or Deo-D teams in the meanwhile I guess (MMedi gets Fire Punch so Aegi isn't safe).
 
I think its time to bring this mon up for discussion after a long time of constant talk in how impactful it is to the current Metagame

:ss/alakazam: This mon took my braincells out

Alakazam was one of those pokemon that wasn't really at the top of people's heads due to his terrible Matchups with the pokemon that used to dominate the meta such as Hoopa-Unbound, Mega Sableye, Weavile, Galarian Slowking and more. Once all of them got banned (expect vile, it just raised), Alakazam took off as one of the premier offensive threats that requires so much attention on building and in battle, during the Mew meta it was considered somewhat manageable because people didn't had enough time to worry about it but once the meta settled, it became really opressive as the answers weren't that many and offensively it was tough to fend off due to its 120 Speed alongside absurd power and longevity agaisnt hazards thanks to Magic Guard.

1: The Checks

:Zeraora: :Mienshao: :Zarude: These three are able to outspeed it and kill it but they aren't able to switch in at all. Zarude can actually switch into it a couple of times but a single Focus Blast kills it

:manectric-mega: You outspeed Zam but you can't OHKO it back, kinda like the mon im about to talk about

:krookodile:
Scarf can switch into it as long as its not Focus Miss but it can't even kill it with Pursuit and it has to decide between Knock and Pursuit on the moment it faces non-sash variants

:bisharp: Same as krook but instead of being faster, you kill it with priority

:beedrill-mega: 3rd time but instead of killing it, you kill it with momentum but you also don't have a single room to come in and terrible longevitiy, pretty much the only reason this thing got ranked due to how stupidly huge the support is needed for it

:Swampert: It can take some hits but its prone to getting worn down and this is not even the main Zam check that a team has, which means trying to check it with this mon could potentially make the situation worse

:aegislash: :melmetal: :slowking: :slowbro-galar: :reuniclus: All of these pokemon are always gonna lose out on a move that Zam will always have on but they still help you play around it. The AV users are actually able to take more than 2 hits but they are unable to kill Zam back or stay alive agaisnt hazards which also applies to Melm and Slash

2: The "Counters"

:ss/scizor:

By far one of the most splashable ways to handle Alakazam as its able to come in multiple times and can even take a Focus Blast and Roost of the damage while also being able to kill it. Constantly roosting could give the Zam user a ton of free turns so it has to be careful whenever it comes in and losing boots means Focus Blast will be able to 2HKO it with if Rocks are up.


:ss/celesteela: :ss/moltres-galar:

These two not only raised a lot in response to Alakazam's dominance but also were discovered to be good pokemon in general. Celesteela not only forces it out but it can also turn it into an opportunity to annoy the opposition with Leech Seed and handles any switch for that move which allows it to stay alive long enough to handle Zam but it still hates losing its Leftovers. G-Moltres is also one that can turn this into an opportunity to launch an offensive approach, but Offensive variants won't be able to stay alive forever, while as defensive ones are good status absorbers and thanks to the defensive profile it has, it can have many turns to use Rest and still threaten the opposition with Hurricanes and Fiery Wraths which are hard to have a proper resist for (Specially if it got a SpA boost thanks to Berserk) but getting Knocked makes it much more difficult to stay alive in the long run.

:ss/mandibuzz:

While this one is def a better version of G-Moltres when it comes to dealing with Alakazam, the problem comes in fitting it on a team and its inability to properly do things outside of that one role, sure it has U-Turn, Knock Off, Defog, Foul Play or Taunt, but it can't always fit them and it struggles to deal with Zam if it loses Boots

3: The Versatility:alakazam:

Even with all the checks available, Alakazam can always adapt to them since it has access to many tools that aren't well explored or common but they are still great measures it has for everything. Focus Sash is the most discussed one as its an absolute game changer, it might lose a bit of power but now it has the ability to just shutdown most pokemon that relied on taking it in 1 hit and not dying back (just like some of the mentioned checks) which makes things even more difficult as you still have to not only deal with Alakazam after the failed attempt but also the rest of the team. Knock Off is a great move that shutdowns a huge chunk of the available counterplay because all of them aren't well known for longevity agaisnt Zam hits with hazards up while also giving it some good utility. Coverage moves (besides Sball and Fblast), Counter and Substitute are quite niche but they also have some huge potential, HP Fire cooks Scizor alive, Z-Zap Cannon was mentioned by Scrap2 in his team dump post which deletes any water or dark that's not Swampert, Krookodile or Zarude, Counter is an option for Sash to basically have a delete button agaisnt physical attackers, specially Zeraora, Substitute is quite meh but it does have similar purposes as Sash and can take advantage of teams that rely on switching around it while also having the power of Life Orb.

4: The "Problems"

Aside from the fact that its unable to take almost any hit, having to rely on Focus Blast certainly doens't make things look that good and the raise of more counterplay for it made it less of a insta killing machine but even then that says a lot about its presence which enforced a lot of things back up in order to deal with it.

5: Final Thoughts

So to summarise things up, the meta has been centralized around Alakazam for a long while, its presence cannot be ignored and it has been considered by many players to be unhealthy. In my opinion it could receive a Suspect Test on a later date after the tier finishes some things up (and i still regret voting to not test it later on smh) but for now at least we can say the meta is feeling more fresh with less mons that makes us thing they are somewhat fine but end up being stupidly broken to the point where its not funny. Alakazam may not be as broken as the last 2 mons we had (Mew and Galarian Slowking) but its still quite overwhelming for the meta.
 
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[NOTE: this post represents my personal views and not the council's]

Alakazam's a mon I've kept an eye on for a while, always teetering on the brink between balanced and broken, and while I think it's overall not as dumb as other stuff we've had (somehow), I do feel like what happened to Mega Gardevoir and Mega Diancie (or was going to happen if DLC2 didn't give them Mystical Fire and flip them so far over the edge they could do an entire acrobatics display without issue) is happening to Alakazam - It drops, it's initially fine for a while to everyone's surprise, but eventually as the meta progresses, its admittedly sizable restrictions on the meta become more and more apparent and it passes the point where it's unmanageably annoying to deal with. I don't know if we've reached that last bit yet (ie. I haven't reached the point where Scizor, Slowking or Celesteela are on every single one of my teams) but we're definitely getting there in my opinion. However, it has gotten far enough to the point where I can start to conclude that, if not broken, it's at the very least unhealthy. So, I'm going to go into a bit more detail about why this is with examples of specific mons that go out of their way to deal with or be a check to Zam, evidencing it being unhealthy. For a more general view, check lupla/TheWeirdGastrodon's (they do be having different names on discord and the forums, huh) post above.

:ss/slowking:

While TWave Slowking is a good mon in its own right, notably still letting it do most Slowking things, Thunder Wave probably wouldn't be standard if it wasn't for Alakazam, because without TWave, SpDef Slowking is basically only slightly less optimal setup fodder than PDef instead of a check. It also cripples Goltres, sure, but you don't really want to stay in on it anyways and it's more of a "I can't afford to have you make me click the X button" option anyways. And yeah, you can spam it a bit when you pivot on something to cripple the grass or MAlt or whatever but I find it hard to believe it'd be our first choice in a zamless meta, even if we've by and large adapted to FuturePort.

:ss/beedrill-mega:

And now, the elephant (bee? wasp?) in the room of Alakazam checks: Mega Beedrill. This thing's niche is pretty much only relevant because of Alakazam and the fact that we need a fast Pursuit mon for it but isn't Scarf Krookodile. Because, even if Scarf Krookodile does have some decent role compression it still hits like a wet noodle in a pretty Balance oriented meta and fails to revenge basically any sweeper besides BU Zera (a very hit or miss set), Blaziken that only has one Speed Boost round, Bisharp (who you boost the attack of with your best ability so better hope you're higher than 78%) and, of course, Alakazam. Mega Beedrill is better but not by much, as it still has vastly more issues than strengths (walled by an absolute ton, rocks weakness actively working against what it wants to be doing (ie. spamming u-turn and coming in as much as possible) in a meta where we're already down pretty bad for good hazard control, practically forced to be paired with Hatterene as a result, and it uses up a mega slot that could be used by malt). I strongly doubt Mega Beedrill would still be considered rank worthy if Alakazam left, and last time I checked, a mon almost solely being ranked for dealing with a questionable mon is pretty textbook unhealthy.

:ss/urshifu-rapid-strike:

Ok, it's not like Aqua Jet is bad outside of Zam (RKing Nihi and Blaziken, as well as chipping Sciz if you're weakened is pretty neat) but it's another case where the move probably wouldn't be used as much if it weren't for zam, because, let's face it, ditching U-turn kinda sucks. Unless, of course, you ditch Ice Punch which is honestly worse because losing to MAlt, Moong and Mence/DNite is sacrificing your best MU (ie. against BO and Balance). Perhaps the worst part is it doesn't even OHKO from full, so you have to somehow get chip damage on a mon that has "Fuck Chip Damage: The Ability"'s slightly worse but still amazing prequel. And it's not even like boots where the mon gives up a bunch of firepower - no, this thing can just straight up run LO drawback free. That usually means packing a shaky defensive check, playing super aggressive, or chipping it with setup fodder as it NPs and praying it's actually NP and not AOA or Substitute. Oh yeah and speaking of, AJet loses to Substitute Alakazam anyways so lol.

There's probably some more examples I'm forgetting, but I'm running out of time so I'll leave this here. Wanna take some time to mention that RestTalk Goltres is kinda an example but it's actually a good mon, it's just that Alakazam makes it way better. Also, Mandibuzz, but that's just way worse Goltres but with Defog and Roost, and an ability to somehow feel extremely passive despite having both Knock Off and U-turn.

Realistically, Scizor is the only real mon that was already really good before Weavile left and checked Alakazam well (arguably including Celesteela and RestTalk Moltres-Galar). Alakazam has changed the meta a lot in terms of what it forces mons to run or what mons it forces, and not for the better. I personally wouldn't be opposed to taking a slight detour on the Retest Grand Tour and suspecting this thing, because we are going to reach the Mega Gardevoir Threshold sooner than later, especially as we potentially unban more things, and everyone is going to hate prepping for this thing.
 
altaria.png
National Dex UU
altaria.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Altaria            |    6 |  30.00% |  33.33% |
| 2    | Melmetal           |    5 |  25.00% |  80.00% |
| 2    | Urshifu-*          |    5 |  25.00% |  40.00% |
| 2    | Celesteela         |    5 |  25.00% |  40.00% |
| 2    | Moltres            |    5 |  25.00% |  40.00% |
| 6    | Swampert           |    4 |  20.00% |  75.00% |
| 6    | Nihilego           |    4 |  20.00% |  50.00% |
| 6    | Scizor             |    4 |  20.00% |  50.00% |
| 6    | Amoonguss          |    4 |  20.00% |  25.00% |
| 10   | Beedrill           |    3 |  15.00% | 100.00% |
| 10   | Hatterene          |    3 |  15.00% | 100.00% |
| 10   | Gligar             |    3 |  15.00% | 100.00% |
| 10   | Skarmory           |    3 |  15.00% |  66.67% |
| 10   | Ribombee           |    3 |  15.00% |  66.67% |
| 10   | Dragonite          |    3 |  15.00% |  66.67% |
| 10   | Manectric          |    3 |  15.00% |  33.33% |
| 10   | Slowking           |    3 |  15.00% |  33.33% |
| 10   | Mienshao           |    3 |  15.00% |  33.33% |
| 10   | Rhyperior          |    3 |  15.00% |   0.00% |
| 20   | Tangrowth          |    2 |  10.00% | 100.00% |
| 20   | Moltres-Galar      |    2 |  10.00% | 100.00% |
| 20   | Grimmsnarl         |    2 |  10.00% |  50.00% |
| 20   | Salamence          |    2 |  10.00% |  50.00% |
| 20   | Blaziken           |    2 |  10.00% |  50.00% |
| 20   | Diggersby          |    2 |  10.00% |  50.00% |
| 20   | Absol              |    2 |  10.00% |  50.00% |
| 20   | Necrozma           |    2 |  10.00% |  50.00% |
| 20   | Rotom-Heat         |    2 |  10.00% |   0.00% |
| 20   | Krookodile         |    2 |  10.00% |   0.00% |
| 20   | Feraligatr         |    2 |  10.00% |   0.00% |
| 20   | Roserade           |    2 |  10.00% |   0.00% |
| 20   | Zeraora            |    2 |  10.00% |   0.00% |
| 33   | Vanilluxe          |    1 |   5.00% | 100.00% |
| 33   | Steelix            |    1 |   5.00% | 100.00% |
| 33   | Tapu Bulu          |    1 |   5.00% | 100.00% |
| 33   | Rotom-Wash         |    1 |   5.00% | 100.00% |
| 33   | Nidoking           |    1 |   5.00% | 100.00% |
| 33   | Tornadus           |    1 |   5.00% | 100.00% |
| 33   | Muk-Alola          |    1 |   5.00% | 100.00% |
| 33   | Pyukumuku          |    1 |   5.00% | 100.00% |
| 33   | Deoxys-Defense     |    1 |   5.00% | 100.00% |
| 33   | Buzzwole           |    1 |   5.00% | 100.00% |
| 33   | Regieleki          |    1 |   5.00% | 100.00% |
| 33   | Keldeo             |    1 |   5.00% | 100.00% |
| 33   | Mandibuzz          |    1 |   5.00% |   0.00% |
| 33   | Cobalion           |    1 |   5.00% |   0.00% |
| 33   | Houndoom           |    1 |   5.00% |   0.00% |
| 33   | Sylveon            |    1 |   5.00% |   0.00% |
| 33   | Azelf              |    1 |   5.00% |   0.00% |
| 33   | Togekiss           |    1 |   5.00% |   0.00% |
| 33   | Hippowdon          |    1 |   5.00% |   0.00% |
| 33   | Aegislash          |    1 |   5.00% |   0.00% |
| 33   | Venomoth           |    1 |   5.00% |   0.00% |
| 33   | Alakazam           |    1 |   5.00% |   0.00% |

Round 1 of the National Dex Triple Crown Tour is almost over so I figured I'd go over some interesting stuff:

:ss/melmetal:
Melmetal starts off with a phenomenal showing of a total of 5 uses (25%) and an amazing 80% win rate. We saw multiple sets this week, from the infamous status spreading sets (Thunder Wave & Toxic) to Choice Band, easily overpowering Steel-resists such as Scizor in this match here. Thunder Wave Melmetal was used on an Hyper Offense team it seemed like, which was used to weaken Skarmory with Thunder Wave + Thunder Punch (albeit not being Protective Pads, which was weird imo) so Pokémon like Salamence and Mega Altaria could have an easier time. This 'mon had a great first week and I'm excited to see where it goes.

:ss/grimmsnarl::ss/regieleki::ss/ribombee:
Hyper Offense was used a lot, in the forms of Screens and Webs. Webs used a total of 3 times, utilizing Pokémon like Diggersby, Mega Absol, Tornadus, Necrozma and Celesteela. Necrozma and Celesteela were seen together as a Meteor Beam duo, and Mega Absol offers a nice Speed tier + insane power after a SD boost allowing it to clean late game such as in this match.

Screens was pretty okay, but the setter actually varied here. Grimmsnarl was used twice and Regieleki was actually used once as a Screen setter. Its high Speed tier + Rapid Spin allows for nice utility that Grimmsnarl may sometimes lack. Explosion is also ofcourse pretty nice to gain momentum, which is super important for HO teams.

:ss/beedrill-mega:
Gotta talk about my boi Mega Beedrill. Used a total of 3 times and rocking an epic 100% winrate. I can't deny any longer that Mega Beedrill is actually pretty solid. It's a great lead due to powerful U-turns, and its amazing Speed stat allows it to revenge kill Pokémon like +1 Blaziken and +1 Mega Altaria as shown in this match. It's been performing really well and I wouldn't be surprised for that to be reflected in the VR as well at some point.

:ss/Alakazam:
By many people, including me, considered to be the biggest problem the tier currently faces. Yet this ‘mon had a really shit performance this week. Literally no one used this outside of one single match where it didn’t do anything outside of failing to KO a Tangrowth. To be fair, the user of the Alakazam team was using Psychock > Psychic which I don’t quite get. They were also Focus Sash and didn’t proceed to click Counter on the obvious Knock Off from Tangrowth (unless they weren’t Counter - which would be really weird for a Focus Sash set). Hoping to see better results in the upcoming weeks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Next are some currently unranked Pokémon which I thought were pretty cool:

:ss/Vanilluxe:
replay
Specs Vanilluxe was used (at least I'm assuming it was Specs), and it wasn't bad. It fought an HO team and Vanilluxe's insane raw power with Blizzard + Hail chip denied any possible going sweep. Doing insane damage to Celesteela pretty much rendered any sweep useless, and even stopped Dragonite from going insane with clutch use of two Ice Shards.

:ss/feraligatr:
replay
Feraligatr had a decent showing in one match, and funnily it wasn't DD. SD Gatr is so powerful due to Sheer Force boosted Liquidation, and its okay Speed stat allowed it to plough through common Water resists like Tapu Bulu and Rotom-Wash with ease, which allowed Celesteela to be a lot better throughout the match.

:ss/venomoth:
replay
Quiver Dance Venomoth managed to kill a Keldeo from 100% with Z-Bug Buzz and likely would've done a lot more would it not have been for the Sleep Powder miss. Venomoth was an insane threat and likely would've beaten Skarmory with a bit of luck (+2 252 SpA Tinted Lens Venomoth Bug Buzz vs. 252 HP / 4 SpD Skarmory: 152-180 (45.5 - 53.8%) -- 43.4% chance to 2HKO).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Last but not least, some interesting techs that I saw:
  • :urshifu: Someone used Taunt + U-turn to deny Slowking from getting momentum with Teleport, which made Slowking less effective as a Shifu check (replay)
  • :slowking: Colbur Berry Slowking was used over the otherwise common item HDB. This allowed it to use Galarian Moltres (and other Darks in theory) to safely Teleport out to other teammates without being scared of being KO'd (replay)
  • :moltres-galar: Taunt GalarTres was seen to annoy bulkier Pokémon such as Specially Defensive Celesteela (replay)
 
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The recent tournament has been pretty cool so far, I'd like to post some thoughts.

| 2 | Melmetal | 5 | 25.00% | 80.00% |
melmetal.png

We've gone off to a pretty hot start in my book even if I didn't get to stick around for that long myself lol, and Melmetal itself is no exception. Boasting huge amounts of usage in Week 1, it's nothing less to be expected from the meta-defining monster that it is. The combination of Thunder Wave + Pads and Toxic + Protect Lefties sets are nearly if not outright impossible to handle defensively right now. Great bulk and power alongside an excellent pure Steel typing go hand-in hand and definitely serve their purpose in making these potentially game-breaking exchanges as difficult to maneuver around as always. Will absolutely be keeping its top ranking in the tier for sure.
:melmetal::grimmsnarl::nihilego::salamence::altaria-mega::blaziken:- Used by Oculars
:melmetal::slowking::beedrill-mega::hatterene::gligar::buzzwole:- Used by 3MoreMinutes
:melmetal::altaria-mega::krookodile::moltres::slowking::nihilego:- Used by Sagisolar
:melmetal::moltres-galar::urshifu::swampert::regieleki::celesteela:- Used by Ashbala
:melmetal::beedrill-mega::hatterene::moltres::tangrowth::swampert:- Used by UnzipsCrogre

| 6 | Swampert | 4 | 20.00% | 75.00% |
swampert.png

Swampert made quite the splash in popularity this time around. I'm guessing this would have to do with the resurgence of more offensive teamstyles as of late, allowing it to win out quite the placing as the premier Ground-type on these setups once more. As always, Swampert's sturdiness and great role-compression in Rocks + Flip Turn prove pivotal in allowing it to fulfill its intended purposes and set the stage for its teammates on the ride to victory. The unique typing even allows it to take advantage of common Steel, Fire and Electric-types decently enough to find increased opportunities which is neat. It's certainly no Michael Phelps on its own, especially with the lack of recovery kicking in for the long-haul, but pretty sufficient for what you want it to do it.
:swampert::vanilluxe::manectric-mega::scizor::amoonguss::moltres:- Used by Mollymt1
:swampert::beedrill-mega::hatterene::moltres::tangrowth::melmetal: - Used by UnzipsCrogre
:swampert::altaria-mega::moltres::roserade::scizor::zeraora:- Used by ong
:swampert::moltres-galar::urshifu::melmetal::regieleki::celesteela:- Used by Ashbala

| 10 | Beedrill | 3 | 15.00% | 100.00% | | 10 | Hatterene | 3 | 15.00% | 100.00% | | 10 | Gligar | 3 | 15.00% | 100.00% |
:beedrill-mega::Hatterene::Gligar:
There hasn't been much new that Mareanie's covered already but I'll mention it anyways. The thing's been absolutely killing it this week, an increased presence of good hazard removal options and the meta shifts has greatly benefited Beedrill, making it's U-Turn and Knock Off seriously sting whatever's in front of it now, the great Speed Tier anchoring the bee's place in the metagame has also massively opened up opportunities for it, most notably against hugely important benchmarks such as +1 Malt and Zeraora. Hatterene and Gligar have also been accompanying Mega Beedrill as common choices for anti-hazard options, and aside from being the groundwork for it to make bank by clearing the field of one of it's main issues in Stealth Rocks, the duo has also served to be excellent in their own right, being able to permanently shut out common Hazard Setters such as Rhyperior, Swampert and Hippowdon to name a few while keeping their own has made for a gigantic advantage in enlongated battles overall.
:beedrill-mega::hatterene::moltres::tangrowth::melmetal::swampert::- Used by UnzipsCrogre
:beedrill-mega::slowking::melmetal::hatterene::gligar::buzzwole:- Used by 3MoreMinutes
:beedrill-mega::keldeo-resolute::hatterene::skarmory::tangrowth::gligar:- Used by ChrisPBacon

Hope some of these examples give you get a better view of how much the meta has changed. I'm almost certain that the tier will be welcomed and continued to be played as it is, lots of things are genuinely worth using right now and you will not be disappointed. Enjoy!

=========================================

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This may seem a bit out of place (for now) since Latias is very powerful, having quickly made its way onto a ban-slate with the additions brought to its exceptional set variety with few, relatively easy to patch weaknesses specific to the tier at the time. But I do believe that there is enough counterplay on paper to make a metagame with it around worth exploring. Things such as Malt, Celesteela, GMoltres and AV Reuniclus for instance, are all Pokemon that have seen more viable use which can afford to switch into it more than enough times throughout the game to make progress with their punish options not being too easily taken advantage of or forced in the context of our current metagame, others that could retaliate in a similar vein like Lefties Melm or AV Tang didn't exist as such, Aegislash and Azumarill were still banned, styles now featuring more middle-grounded Pokemon like Scarf Zarude weren't favored enough to be used other options just to try and revenge kill the Eon Dragon, and Slowking is an ever-reliable pivot on Offense to ensure that Latias is kept at bay. There may still be concerns over the use of CM Z-Move sets to break through some of its checks by exploring their initial passivity to easily setup, but with coverage issues in the last slot, mainly Ice Beam for SpD Hippos looking to Toxic it or GMoltres, Thunderbolt for the Fairies and Slowking, or recovery options. That being said, the potential strain these combined sets bring to the table are still very much in question however, so I'd leave this to be tested with caution over the course of another day.
 
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skarmory.png
National Dex UU
skarmory.png

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Skarmory           |    4 |  40.00% |  75.00% |
| 2    | Tangrowth          |    3 |  30.00% |  66.67% |
| 2    | Gligar             |    3 |  30.00% |  66.67% |
| 2    | Altaria            |    3 |  30.00% |  33.33% |
| 2    | Celesteela         |    3 |  30.00% |  33.33% |
| 6    | Keldeo             |    2 |  20.00% |  50.00% |
| 6    | Scizor             |    2 |  20.00% |  50.00% |
| 6    | Slowking           |    2 |  20.00% |  50.00% |
| 6    | Nihilego           |    2 |  20.00% |  50.00% |
| 6    | Ribombee           |    2 |  20.00% |  50.00% |
| 6    | Diggersby          |    2 |  20.00% |  50.00% |
| 6    | Absol              |    2 |  20.00% |  50.00% |
| 6    | Necrozma           |    2 |  20.00% |  50.00% |
| 6    | Dragonite          |    2 |  20.00% |  50.00% |
| 6    | Alakazam           |    2 |  20.00% |   0.00% |
| 16   | Vanilluxe          |    1 |  10.00% | 100.00% |
| 16   | Manectric          |    1 |  10.00% | 100.00% |
| 16   | Amoonguss          |    1 |  10.00% | 100.00% |
| 16   | Swampert           |    1 |  10.00% | 100.00% |
| 16   | Moltres            |    1 |  10.00% | 100.00% |
| 16   | Beedrill           |    1 |  10.00% | 100.00% |
| 16   | Hatterene          |    1 |  10.00% | 100.00% |
| 16   | Bisharp            |    1 |  10.00% | 100.00% |
| 16   | Buzzwole           |    1 |  10.00% | 100.00% |
| 16   | Zygarde-10%        |    1 |  10.00% | 100.00% |
| 16   | Infernape          |    1 |  10.00% | 100.00% |
| 16   | Zarude-Dada        |    1 |  10.00% | 100.00% |
| 16   | Zeraora            |    1 |  10.00% |   0.00% |
| 16   | Rotom-Heat         |    1 |  10.00% |   0.00% |
| 16   | Cobalion           |    1 |  10.00% |   0.00% |
| 16   | Mandibuzz          |    1 |  10.00% |   0.00% |
| 16   | Hippowdon          |    1 |  10.00% |   0.00% |
| 16   | Melmetal           |    1 |  10.00% |   0.00% |
| 16   | Muk-Alola          |    1 |  10.00% |   0.00% |
| 16   | Pyukumuku          |    1 |  10.00% |   0.00% |
| 16   | Deoxys-Defense     |    1 |  10.00% |   0.00% |
| 16   | Grimmsnarl         |    1 |  10.00% |   0.00% |
| 16   | Venomoth           |    1 |  10.00% |   0.00% |
| 16   | Blaziken           |    1 |  10.00% |   0.00% |


:ss/vanilluxe:
Vanilluxe is continuing its trend from Week 1 to show it's actually a pretty powerful force to be reckoned with. Specs Blizzard + Hail chip quickly overwhelmes even bulkier Steel-types in our tier such as Scizor (like this game). Ice is a pretty good offensive typing and Vanilluxe has nice qualities over other offensive Ice-types in the tier such as Mamoswine - Blizzard being 100% accurate being one of them obviously.

:ss/beedrill-mega::ss/hatterene::ss/gligar:
This core continues to show to be super successful in the current meta. Like I said last week, Mega Beedrill should not be considered bottom of the barrel bad anymore. The current meta is doing it huge favors, like Celesteela being a frequently more common option over Skarmory (which means less Rocky Helmet to face) and Melmetal also just does not like constantly switching into insanely powerful U-turns. Being able to trap Alakazam is ofcourse always a good thing.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Some small other thoughts
  • :nihilego: Stealth Rock + Toxic Spikes Nihilego was actually used in a game, a lot different than the standard Meteor Beam set. It was also carrying Thunder Wave, being able to cripple Celesteela, which otherwise would have likely won the game on the spot. (replay)
  • :celesteela: Unlike the Nihilego game, Celesteela actually went batshit crazy in an other game. Meteor Beam sets continue to prove that they can no longer be ignored in the building and can sweep a lot of unprepared teams at the moment. (replay)
 
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Ok so now that Zammer is finally gone i wanna talk about a few things that were left from it and what mons obtained a chance to shine in this zamless metagame

:alakazam: ZAMMER IS GONE :alakazam:

The change in this means that teams won't be forced to use specific steels or darks like Scizor or Scarf Zarude alongside speed control that's restricted to scarfers from the already mentioned Zarude or Zeraora, this usually ended up in making builds stack up with scizor or celesteela most of the time which was getting a bit restrictive and while those mons aren't bad, you usually wanna build something more original right? these things have dropped or just lowered the specific sets (like Bulky Sciz, Pursuit Mega Beedrill or Scarf Zarude). Other than that, the meta didn't even change that much with the ban, so why am i making a post? well that's because i needed space for mareanie there are a few things id like to discuss about this one since even thought its small, its still worth mentioning the few changes.


:skarmory: Realization :Celesteela:

:ss/Skarmory:

Ever since Zam's popularity got higher and the demand of a steel in order to handle it was required, skarm started to become worse due to its attributes not fitting the criteria due to low special bulk, which made the fighting neutrality obsolete, alongside not being able to resist Rock, which caused a lot of issues when facing off not only Zam but also threats such as Mixed Mega Altaria, Aegislash or Nihilego, which Skarm was unable to handle and even more so, the fall of Whirlwind in reliability due to the presence of boots as well as being unable to handle certain setup sweepers which it should not be losing in a prolonged match such as Bulky Swords Dance Scizor or Bulk Up Buzzwole. Even when Zam got banned the thoughts on being a fake steel still remained and has gotten a bit harsher but that doesn't mean Skarm is out of the game (far from it) since the typing is still great alongside reliable recovery, great physical bulk that compliments Body Press well, the usual Spikes that are always desired and the experimentation of Taunt, Toxic or Iron Defense as the last moveslots having more success, but now people need to think a little bit more when it comes to handle the threats other steels are used to deal with.

:ss/celesteela:

Celesteela in theory is also on the same problems as Skarm but in practice the lack of that hugely exploitable weakness in low special bulk made a huge difference, since that allowed it to check things Skarm was unable to handle such as Nihilego, Mixed Mega Altaria, Hatterene, Aegislash while still soft checking Scizor or Zarude. That weakness being out means it became really popular as a great Zam counter (until it adapted of course) but once it was banned, that didn't change Celes position as a premier steel type on teams thanks to good ways to make progress in Leech Seed and Flamethrower to deal with grasses and steels while also not being all that passive thanks to Heavy Slam being a good move to throw out. Offensive Sets are also getting extremely popular even with Zam banned as they by far one of the best options for a steel in HO, which really liked the introduction and raise from threats such as Goltres, Azumarill and specially Blaziken. The lack of Spikes, reliable recovery and huge physical bulk from Skarm certainly makes a difference but Celesteela is currently on a much better spot than its underrated days.


:azelf: Mind Adaptations :necrozma:

:ss/azelf:

Azelf has been on a discussion even with Zam around since its a good alternative for a lead rocker compared to Krookodile for HO thanks to having a much better speed tier, Fire coverage and Explosion in order to bring its teammates in much more safely, the offensive sets like Pivot or NP were mostly ignored due to any offensive psychic just being a worse Zam in most scenarios. After that people have been catching on Azelf's potential outside its usual structure with the last mentioned sets as Pivot has a good speed tier that gets the jump on relevant pokemon such as Zarude, Terrakion or Mienshao (as long as two of these aren't scarfed). Threatning things like Regen cores, Urshifu-RS, Scizor, Etc after coming in is a really good trade when you're also capable of keeping that same momentum and spread near free Knock Off's that would cripple the things that would try to somewhat take Azelf hits such as Slowking, Assault Vest Tangrowth or Celesteela. Nasty Plot has decent coverage in general and the +2 boost gives off massive power, unfortunately its not that easy to fit on teams and hasn't been explored or discussed much. This mon may be pure theory as this is a bit recent but the potential behind it shows a good future.

:ss/necrozma:

Necrozma has always been a good rocker and setup sweeper but not only it suffered from huge competition but also the fact that a slow offensive Psychic type with average bulk in a meta like that tends to have a rough time due to how easily it could get forced out or killed, the presence of darks like Krookodile, Goltres or Zarude and also common walls like Swampert, Deoxys-Defense or Slowking were huge factors that, while Necro tried to adapt, wasn't enough to handle its problems. Some of its problems got kind of fixed as those pokemon won't be required on every team, which allows Necro to show off its potential as a rocker that beats even Defog Gligar and a setup sweeper that takes full advantage of the trades given (Weakness Policy, Decent Coverage and Prism Armor) to find a place on various types of teams. This one isn't as huge as Azelf but i believe it at least deserves some value as those unique trades aren't something you can just sleep on that easily.


:Blaziken: What's gonna be next from now on? :melmetal:
:urshifu-rapid-strike:

Blaziken might be the most opressive offender atm and certainly the one that would most likely get banned as SD sets are just impossible to handle defensively without resorting to REALLY specific options and outplaying it not being that easy, the minimum that its able to obtain in a match is a 1-2, a clean sweep isn't rare to happen and even if it faints, it hugely opens up holes that are greatly abusable for the team.

https://replay.pokemonshowdown.com/gen8nationaldexuu-1528093628-fxc85cfpj0s7tslns97tv3ex08dyxn7pw Even if Avery went for the kill, Zeraora would end up winning the entire match anyway

https://replay.pokemonshowdown.com/gen8nationaldexuu-1511597450-9l0dr4n3tibruape77i5ryc5hh7gaktpw losing hippo was basically losing agaisn't Mega Altaria, not that it mattered much in the end

Melmetal has been a ND UU staple for a while but its clear that it has started to show off a bit of a problem with how you gotta play around Toxic or T-Wave variants, as those greatly change the matchup. A Rotom that tries to handle T-Wave ends up losing in the long run vs Toxic Melm, Skarmory dominates even TPunch Toxic Melm but T-Wave ruins the whole thing, these two sets always want you to at least have a backup that while they aren't perfect, just having it works fine alongside the usual counter and compared to Alakazam, the checks and counters were fairly distributed so that it wouldn't be 100% restrictive but even then there's no denial in how much this mon acts both in builder and in battle

Urshifu-RS is the one pick i don't really agree much due to the reasoning being the FSight combo alongside Pads which ignores the contact damage that other sets suffer, the problem is that people really adapted to FSight combos these days and its not really hard to play around it. Pads alone became a great addition in Urshi's kit alongside the 4th move being freed up and instead of coverage, its Taunt, which shutdowns Skarmory or Slowking from attempting to check it and being able to freely spam your moves without letting them shrug off most of the damage on a match. Choice Band is still the same breaker but its not the only good set anymore (BU and Scarf are from below average to bad) but now you have a secondary option that should be kept in mind sometimes.

Anyway the end of the post is here, as always thanks for reading this and lets see how the meta keeps on evolving with more tools to play around with.
 
hello we were discussing our top 10 pokemon in the natdex discord, so i'll post my thoughts here as well

#1
809.png
Melmetal
single most threatening 'mon in the tier imo. Between PadsTWave, ProTox and Band, this thing has close to zero counterplay in the tier that can take on all sets (barring Gligar, since Melm doesn't rlly run Ice Punch).

#2
334-m.png
Altaria-Mega
many put this in the #1 spot, and for good reason. It has unrivaled utility, good setup sets, and just fits on pretty much every archetype, from balance to HO due to its nice typing and defenses.

#3
892.png
Urshifu-RS
pads + taunt is a godset, and paired with future sight one of the scariest breakers to face imo. fighting + water + uturn can be hard to cover coming off base 130 atk, especially when taunt shuts down pokemon from recovery like roost skarm and buzz.

#4
893.png
Zarude
single most splashable mon in the tier imo. checking aegi and rotom-wash in one slot, having very scary bu sets, and taking advantage of very common pokemon like hippo and pert is overall just very solid

#5
591.png
Amoonguss
spore + sludge bomb is a broken combo lmao. the core of the most regenerator cores out there and just never fucking dies. good blanket check to a lot in the tier

#6
807.png
Zeraora
this has been and always will remain the best speed control we have. volt + knock + toxic alone makes so much progress in any matchup it's insane. it even has some versatility going between some setup sets like calm mind and bulk up

#7
Rotom Sprite
Rotom-Wash
best defogger and that's really all i need to say

#8
681.png
Aegislash
this tier lacks ghost resists (only zarude and krook rlly, and even zarude can lose to SD kings shield). aegislash's typing and bulk can be quite scary to deal with and subtox sets take advantage of common pokemon like amoonguss, mono attacking mega altaria, rotom-w, nihilego, etc.

#9
212.png
Scizor
defensive sd sets are super good, especially the pads + knock one, being able to lure common checks like rotom-h and moltres and knocking their boots off. very scary sweeper on HO still.

#10
465.png

between physdef and AV, this 'mon legit checks everything lmao. knock sets itself apart from amoonguss obviously, and knock is generally very spammable in this tier since ur able to just sludge bomb mega altaria. amazing blanket check to a shitload in the tier and also forms really good regenerator cores​
 
1 :altaria mega:
Mega Altaria's amazing utility let it be a great option in basically every single playstyle. DD sets are staple on Hyper Offense and defensive sets can check huge threats to Balance and Bulky Offense like Urshifu-R and Bulk Up Dada. Other sets like 3A, Defesive/Refresh DD are also good options on balance teams as well, providing unparalleled role compression with Heal Bell/Defog or as a wincon.

2 :melmetal: Thunder Wave or Toxic can make progress against every single check and sometimes for me melm is kinda broken, especially if Rotom-W goes to OU.

3 :Urshifu:The definition of wallbreaker, this thing literally invalidated hyper offense for a while until azumarill dropped. Pads + Taunt sets can easily make progress against malt and skarm, but i still think that cb is the best set. Icium Z is also a option but easily to play around, while Scarf is an ok revenge killer.
4 :Rotom-Wash:Staple on any Volt turn build. Can Defog against most entry hazard setters besides rose and nihilego+ it just clicks volt switch forever. Waterium Z can be interesting to pressure Hippowdon and Nihilego trying to get Rocks.


5 :amoonguss:Checks a lot of pokemon and can force 5v6 games if your opponent have no Spore switch-ins.

6 :zarude: Z sets are amazing to lure moltres and rotom-h, easily enabling mons like Melmetal and Mega Altaria to wreak havoc while Boots is an amazing check to non Close Combat Aegi and Washtom

7 :zeraora:Speed Control + Pivot + Knock Off + Toxic. The progress that Zeraora can make is just amazing.

8 :scizor:The only "reliable" zam check. Still, after zam suspect, Defensive sets are really good wincons and Scizor should run more Defense to take some hits from Krook a little better .Offensive sets should always be Life Orb imo, Band is bad right now with all these Steel-types, Rocky helmets and Steel-resists like Shifu, Washtom and Heatom.

9 :tangrowth: nothing much to explain honestly, av sets checks a lot of the metagame and physically defensive is good too. Knock Off + Sludge Bomb can force a lot of progress as well.

10 :aegislash:Sub Toxic can force progress against a lot of shit + SD sets can be very threatening against balance builds.

honorable mentions: :moltres: :hippowdon: :swampert: :slowking:

some mons that i think should get more attention

:diancie: Diancie beats most defoggers right now + its typing and access to Heal Bell can inhibit any progress from Draco Meteor Salamence and Toxic Moltres, unlike Nihilego and Rhyperior. It also counters G Moltres. Diancie can be a really good pick on balanced teams, especially because of bell support.

:lycanroc-dusk: i didn't test dog as much as i would like but SD Z sets can destroy Tang, Skarmory and Amoonguss after rocks. The main problem is that Terrakion exists.
 
im joining the gang as well bois but im gonna change the list a bit now

1. :melmetal: Purely being one of the most borked mons in the meta with both T-Wave and Toxic sets not only being extremely good but also the difference in checks and counters are vastly different, which can take the game by surprise. This is basically THE TANK from the tier, its strong, its bulky and fits on a lot of teams.

2.:altaria-mega: Fluffy Boy could have been N1 if it wasn't for Melm but for now its sitting here. By far one of the best utility mons and being as splashable as Lando-T (pmuch every playstyle can gladly take this mon), Special sets are a menace even without investment, DD are HO demons that are near impossible to check without an offensive Moltres, Celesteela or healthy AV Tang and so on.

3.:urshifu-rapid-strike:No meta adaptations such as the prominence of bulky grasses or contact damage ever stops this wallbreaker from being at the top 3 for almost everyone. The introduction of Pads + Taunt made it even harder to check with things like Skarmory, Slowking or Buzzwole and it still has great momentum opportunities and power, same applies to band except that bulkier teams will have even more problems.

4.:Rotom-Wash: Wanna know why Melm is not entirely busted and not being suspected yet? The answer is the most splashable fogger and momentum grabber in the tier. Argubly the best check for Melm even if facing Toxic variants while also countering Moltres, Defog Salamence, Skarmory and more.

5.
:Zarude:
Rotom-Wash Counter, Status Absorber, Momentum, Water Killer, Great Wincon or Decent Speed Control depending on the set, monke has everything

6.:Amoonguss: Hasn't anyone sussed its capabilities of simply not wanting to die? Switch in and out, shut something down with Spore, spread and absorb Poison, win by being inmortal.

7.:Tangrowth: Plays a bit like Guss with some key differences in that its not inmune to Poison, it doesn't have the Fairy or Fighting resist and phys def sets having a exploitable Special Defense. That doesn't stop it from an excellent pick with its variety to mess the opponent up thanks to free Knock Offs that it can throw out since most of the absorbers can't switch into it, both are extremely splashable.

8.:Zeraora: You may have noticed that the 3 previously mentioned pokemon are troublesome for Zeraora and sure they are but that doesn't stop it from being excellent. One of the best speed controls in the tier and spreads knock almost for free while also having a good movepool that could play around its checks like Hippowdon, Swampert, Zarude or Mega Altaria such as Grass Knot, Close Combat or Toxic, Boots was an absolute blessing and its one of the most important things that make it a lot better compared to Mega Manectric.

9.:Aegislash: while it is one of the mons that suffered quite a bit with the recent development in Zarude, Celesteela and Goltres, as well as old faces like Krookodile, it keeps up as Sub Toxic variants are still excellent progress makers alongside a good defensive typing with great offensive power. backing it up.

10.:Scizor: :Moltres: A tie between these two. Moltres as only been raising these days and for good reason, flying stab is a terrifying thing to face and the typing is excellent when you don't have to deal with the massive weakness of Stealth Rock which is also something that it handles with thanks to being a great offensive Defogger that even Hippowdon and Swampert don't like to face it. Scizor took a bit of a hit with Zam leaving and thus the demand for it decreasing but that never stopped it from still being at the top, it still needs to experiment a bit with bulky sets since those aren't restricted to Zam anymore and thus you can play around with the spreads a little bit more but in the end, Scizor will be at the top with the same trades that everyone knows.

Honorable Mentions: :hippowdon: :nihilego: :swampert:
 
Every generation is beheld to tier staples, and changes in the metagame that are meant to come from said tier staples. NatDex UU is no exception to this rule, and I'd like to go over some of these metagame advancements in this post.

Creative and Innovative Sets in National Dex UU

melmetal.png
urshifu-rapidstrike.png
aegislash.png
deoxys-defense.png
roserade.png


Melmetal

:ss/melmetal:
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Thunder Wave
- Toxic
Melmetal has long since been considered the biggest and most versatile threat, even surpassing the omnipresent Mega Altaria with its drop into the tier, but lately people have been realising just how restrictive and near impossible the combination of TWave + Protective Pads and Toxic + Protect is to reliably handle in the teambuilder. Such a set consisting of both status moves only aims to push this concept even further, taking advantage of Melmetal's propensity to flinch down bulkier targets and already great neutral coverage in Thunder Punch. You're essentially limited to faster revenge killers in practice, with few options to actually threaten the Iron Giant, let alone get in safely, and other nicher resists immune to both status moves in Gligar and Mega Steelix on a bulkier team. Compound this with Melmetal's already great surviability and many points of entry against the overall metagame, and it becomes clear why Melmetal remains as such a cut above the rest of the threatlist.

Urshifu-RS

urshifu-rapidstrike.gif

Urshifu-Rapid-Strike @ Protective Pads
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Taunt
- U-turn
Protective Pads Urshifu was a set that was only recently invented in the latter-half of the period between the last three month tier shift, but that didn't stop the set from taking off as one of the new premiere wallbreaking options as soon as it started seeing use in tournaments. Being able to ignore chip damage from Rocky Helmet is already an insane benefit, and to add onto this, you get access to Taunt, which is incredibly useful for preventing makeshift checks such as Buzzwole and Skarmory from using healing moves to consistently check Urshifu throughout the game. Leading to said checks being eventually worn down throughout the game enough to be put into range of attacks from not only Urshifu, but also from other Pokemon that they would often be tasked with dealing with like Scizor on an offensive team, creating a dangerous snowball effect with the help of an undeterred U-Turn that can be very difficult to stop from making progress while Stealth Rocks are up. Its immense stranglehold on the tier as a result of the seemingly even smaller pool of reliable checks, moreorless necessitating a Regenerator Pokemon or Salamence on most teams to properly deal with it and most other sets, has ultimately allowed Urshifu to rise to the top of the metagame once again.

Aegislash

:ss/aegislash:
Aegislash @ Spell Tag / Ghostium Z
Ability: Stance Change
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Close Combat
- Toxic
- King's Shield
Aegislash's newest and most proactive offensive set, this variant succeeds in many aspects where previous iterations have failed, arguably leading to the resurgence of Aegislash as a whole. Spell Tag gives Aegislash the ability to spam Shadow Ball, with fewer good options to defend against the move with the power boost allowing it to 2HKO Pokemon such as Amoonguss and bulky Scizor commonly used to pivot around it. Additionally and more notably, Aegislash's ability to switch moves and already perfect coverage with Close Combat and Toxic even gives it the ability to run King's Shield on the same set, greatly limiting otherwise debilitating Pursuit and revenge killing attempts, making it much more consistently threatening and resulting in a huge overall emphasis on Aegislash's potential and versatility. Ghostium Z is also a solid option, as it gives the extra kick needed to more easily break a bulkier target like Hippowdon and Swampert often preceeded by Shadow Ball on the switch.

Deoxys-D

deoxys-defense.gif

Deoxys-Defense @ Rocky Helmet / Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Cosmic Power
- Night Shade
- Recover
- Taunt
Deo-D has been at its most influential recently, and this I can largely attest to being based on the recent invention of the Cosmic Power set (often referred to as "Demon Deo-D" by the playerbase). Simply put, the Defense boost offered by Cosmic Power allows DeoD to have a much better matchup against its usual list of offensive counterplay, placing teams on a timer to stop it from setting up and consequently mitgating the passivity issue that the Spikes set previously ended up suffering from. Adding fuel to the fire, Deo-D's already great surviability with just Max HP investment, Pressure ability to reduce the chances of being taken out by an unlucky crit after setting up, and unusually fast Taunt to shut down Status, most Defogs (preserving the hazards it's often paired with), or recovery moves means that its able to attempt to pull this off multiple times in a game, leading to an overall bulky tandem that can now very easily threaten to snowball and control entire games on the spot. As it is, I can't deny how much of an impact such a set brings to the table when done correctly, making it extremely hard to stick to the standard defensive metagame in the tier that we all got used to, so much so that some players have already cited it to be an unhealthy presence.

Roserade

roserade.gif

Roserade @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis / Spikes
Life Orb Roserade is good! Thanks to the set's suprisingly great coverage against the overall meta, and many free entry points against common Pokemon in the meta (notably Mega Altaria, Rotom-Wash, Slowking, and Rhyperior, to name a few), Roserade actually becomes quite the potent wallbreaker in the tier, easily overwhelming the plethora of Steel-types with Technician-boosted HP Fires and faster checks in Salamence and Moltres with Sludge Bomb poisons, the potential addition of Spikes and its defensive utility against other prominent Pokemon such as Choiced Primarina and Amoonguss always being appreciated. It's been seeing decent usage overall and such a set should definitely be used more on a Pokemon already gaining more and more traction in recent times. You will not be disappointed with how nasty it can be against a bulkier team.


Other Notable Trends
:rotom-wash: - The recent shifts might've ultimately lead to a close call, but Rotom-Wash's continued excellence in the tier has since been far from unrecognized, being one of the more reliable switch-ins to "why am I not banned yet?" Melmetal and handling a fair amount of common Pokemon in the tier as well, hazards often not withstanding against what's arguably also been the best Defogging option in the tier.

:rhyperior: - Rhyperior continues on its uptick in usage as people continue to realise just how amazing its role compression is currently, between its important defensive flexbility holding teams together during one moment, and perhaps its great offensive capabilites during another, Rhyperior continues to remain as one of the most unique and effective Pokemon at what it does; consistently keeping Stealth Rocks up against the phethora of Defoggers in the tier not named Rotom-Wash and being a generally solid wallbreaker on BO teams at that. It may have just as much going against it compared to what it has going for it between Hippowdon's longevity and Swampert's splashabilty, but still being able to stand strong amongst those two for the same reasons behind its genuinely useful niche in teambuilding regardless? Absolute champ.

:azelf: - We all expected it, but the last few bans and Weavile's rise to OU definitely speak for themselves, as between the lack of stiff competition in a metagame as volatile as this, and common Psychic-type checks such as Celesteela and Slowking often being a boosted Fire Blast or Energy Ball away from being torn to shreds by Nasty Plot sets, respectively. The floodgates have finally opened for Azelf to go crazy in the tier. With an Alakazam-replacing Speed stat still only outsped by Scarfers and the Electrics, just enough bulk to avoid being OHKOed by most priority users, and great coverage against the tier at large being complemented by solid boosting items in Life Orb or Expert Belt, often leaving teams at the mercy of being able to properly stop it from NPing one way or another. Azelf looks to be establishing itself as quite the offensive menace at this time of day beyond its otherwise less splashable Pivot and Lead sets, now a very terrifying Pokemon in its own right capable of commanding a great deal of respect and precision at all times.


So there you have it, some notable examples of metagame development at its finest. I hope this helps to give you an idea of how much things have changed to make the tier worth playing, because there really is a lot to enjoy at the moment. Have a great day!
Edit: fixed formatting on mobile
 
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on a serious note,

Screens are fucking stupid oh my god.

I have been playing with N_Mareanie today and so many mons become so absolutely dumb behind screens, and there are multiple viable ways (most notably regieleki and grimmsnarl) to get them up.

Celesteela and galartres both just sometimes instantly win the game, and when they don't, light clay means that you just use your other sweeper first to break, and IF (that is a massive if) THAT sweeper doesn't instantly win, then steela/galartres cleans 90% of the time.

My suggestion is to do what galar uu has done and ban light clay. I think that would make it to where you can actually play around the screen duration and pick kills. Screens' main weakness is that once it loses its momentum it struggles to get it back since it relies on its full health setup sweepers behind screens to just sit there and take whatever your opponent dishes out. Light clay allows you to just do this for three more turns. If light clay were to be gone, in most matchups, with proper play, you could manage to weaken the sweepers enough that they couldn't clean up your whole team, getting you the win. In the current format, that's practically impossible unless you want to lose to the rest of the metagame instead.

I'm going to try to play a bit more over the next couple of weeks, possibly some exhibition matches, so I can try to actually get decent replays. People on ladder tend to have skill issues.
 
Please ban light clay before ndwc.

I played this tier for a week like a month ago and had to go through a lot of screen teams. I would either get forced into a game ending situation despite the best of my abilities to prevent them. Or I had a mon that stone walled one of sweepers and they would get outlasted.

But for real though the amount of things that take advantage of screens in this tier is ludicrous. Celesteela, Necrozma, Scizor, Azumarill, Moltres-G, Dragonite, Porygon-Z, Tapu Bulu, and theres probably 5 more that I can't think of on the top of my head. Banning one of the hardest hitters (Melmetal) that doesn't use screens is only gonna make this problem harder to stop. (Unless it doesn't get banned but I still had issues with screens regardless). On a side note I was surprised that Blazkien got prioritized over it considering how much it benefited from them.
 
Please ban light clay before ndwc.

I played this tier for a week like a month ago and had to go through a lot of screen teams. I would either get forced into a game ending situation despite the best of my abilities to prevent them. Or I had a mon that stone walled one of sweepers and they would get outlasted.

But for real though the amount of things that take advantage of screens in this tier is ludicrous. Celesteela, Necrozma, Scizor, Azumarill, Moltres-G, Dragonite, Porygon-Z, Tapu Bulu, and theres probably 5 more that I can't think of on the top of my head. Banning one of the hardest hitters (Melmetal) that doesn't use screens is only gonna make this problem harder to stop. (Unless it doesn't get banned but I still had issues with screens regardless). On a side note I was surprised that Blazkien got prioritized over it considering how much it benefited from them.
:ss/grimmsnarl: :ss/regieleki:

Light Clay has been on discussion for a while and for good reasons, Celesteela and G-Moltres are the main culprits while Nihilego or Mega Altaria are not far behind and despite the bans of other mons that hugely benefited HO such as Blaziken, Jirachi or Mew, the style never seems to fall that hard and continues to be difficult to stop because most teams best method of winning is purely sheer luck or hard reads that only delay the inevitable.

The difference in some of the banned mons (the ones i mentioned early) is that they were broken in general and they were just making Screens HO even more obnoxious. Melmetal despite being the current suspect and kind of unhealthy in general, it doesn't really do much agaisnt them but it can sort of win 1v1s vs Nihilego or Mega Altaria but that gets chipped really quickly so it ends up opening other threats.

In my opinion i would like to see some action taken on this because im also thinking that it pushes nearly everything over the edge (altho delaying Drought again feels kinda sad but it is what it is).
 
I fully agree that the archetype of Dual Screens HO needs some type of nerf. It is incredibly easy to utilize with the plethora of great sweepers the current meta offers. Common ones like Celesteea, Galarian Moltres, Mega Altaria, Azumarill and Salamence but lesser used ones like Nihilego, Rotom-Heat, Necrozma and others are all just fantastic behind screens. We'd ban too many abusers if we'd focus on individual Pokemon, so I don't think this is necessarily the best choice (although imo, banning Celesteela would nerf the playstyle significantly, but maybe not enough...).

Banning a setter is also out of question. Grimmsnarl and Regieleki are both fantastic Screen setters, and even if you'd hypothetically ban both of them, other users like Teleport Xatu (block Taunt and Hazards with Magic Bounce pog), Azelf and probably even fucking Morgrem tbh.

Banning Light Clay is probably the best course of action. Less Screen turns means less bullshit setup from all 4 abusers on the team. It requires a more thoughtful process instead of the plain brainless playstyle it is currently. It also seemed to have worked in SS UU, so probably works here too.

I think quickbanning it into retest (though idek if a retest is necessary. maybe hold a quick survey just focussing on Screens?). Would make WCUP significantly more bearable at least.
 
dropping some thoughts after Melmetal's ban! (this is a mix of vr/metagame post)

:gligar: B+ -> B

Gligar was one of the best checks to Melmetal, being immune to both Thunder Wave and Toxic while stalling out Double Iron Bash PP. With Melmetal ban, Gligar loses a big niche; however, its still a really good Pokemon since it can compress Stealth Rock/Defog, Ground and Electric immunity and some support options, B should be fine imo.


:terrakion: :rockium z: B+ -> A-

This thing has literally no switch-ins after setup. Rockium Z completely destroys balance builds if you aren't using stuff like PD Swamp or Hippowdon. The main probably here is that most builds with Terrakion are really weird, most of the time the team always miss something really important and some matchups are really scary (the melmetal's ban can mitigate this imo). + Terrakion also has an ok defensive utility by switching in against rocks nihi and offensive celesteela since you lives +2 Air Slash and does a lot with Z.

:infernape: :fightinium z: UR -> B

Rip Blaziken. NP sets are good now, Z Focus Blast is a nuke and most checks to it (Malt, Salamence, Hippo, Rotoms) are easily chipped. Bulky Psychic-types like AV Gbro, Slowking, and Reuniclus + you rarely find a good time to setup are really big downsides, however.


:altaria mega: :altarianite: not rising this because its already on top.
Oh no the best check to it is gone so it's time to Malt dominate the metagame again:pika: (Jk, malt was really good and now becomes even more, it still dominates the meta but i don't think it's in an "evil way" like melm)

:scizor::choice band: :zarude::darkinium z: :zeraora::heavy-duty boots: -> They generally lack the brute force to break past Melmetal and this was really annoying late-game if melm was healthy. Choice Band Scizor will probably rise in usage again, since its one of the best checks to Malt, Nihilego, and HO.


:dragonite::flyinium z:

You don't need to run EQ anymore since Fire Punch coverage is way better against Celesteela, Skarmory and Scizor (fire punch still does a lot against Aegi). Dragon Dance / Extreme Speed or Roost / Fire Punch / Fly can probably see some use? Rotoms are still a pain but they are generally easily to chip in range of Supersonic Skystrike.

:keldeo: :choice scarf: zarude and shao are the best Scarfers and Keldeo can be interesting since it outspeeds both and most of time you are expecting Specs, i really want to try something with it! (dragons, slowking, and grasses are still a pain but you can pair keldeo with something like BU Dada?)
 
:choice band::choice band::choice band:
:ss/bisharp:
:choice band::choice band::choice band:

Bisharp @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Beat Up/Sucker Punch/Assurance
- Iron Head
- Pursuit

I've always been a huge bisharp fan, and while it was already really good/underrated before melm got banned, it certainly doesn't mind melm being gone. Bisharp has virtually no common switchins outside of skarm and buzzwole, which have both fallen out of favor (both are also dropped with future sight support). It's probably our best pursuit trapper in the tier, being able to switch in freely on sub tox aegi, and being able to pursuit any blade form aegi due to defiant taking advantage of king's shield. Against cc sets, bisharp doesn't even need to predict, as there are so few knock off switchins in the tier anyways (even less beat up switchins). It's able to free up many special attackers to clean by pursuiting aegi and slowking (pair it with anything countered by 1 of the 2 and it goes crazy).
 
Quick thoughts of my own on the current state of the meta since it's been a couple days after Melmetal's departure

scizor.gif

Scizor @ Choice Band
Ability: Technician
EVs: 120 HP / 252 Atk / 136 Spe (Speed EVs can be adjusted to hit 160s/170s)
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Pursuit / Dual Wingbeat

First off, Scizor just continues to get better and better! The meta craving for an alternative Steel-type perfectly capable of maintaining its defensive stance just so happens to make it even easier to fit Scizor onto a wider range of archetypes as the preferred choice on most teams, as it also possesses the most versatility and diversity in this newly expanded role, making it much more suitable than it used to be. I've personally been really enjoying the Choice Band set over Melmetal for this purpose, despite not being nearly as powerful or bulky as Melmetal, it still more than makes up for it with the sheer offensive role compression it provides as a pivot and revenge killer extraordinaire, being especially helpful at the moment given the recent spike of Screen HOs coincidentally lacking in sturdy checks to it, as even the main setter Grimmsnarl, gets absolutely destroyed by a boosted Bullet Punch before Reflect can go up, meaning that if you manage to adequately damage or take out the Steel-resist (usually only one of Rotom-H, Celesteela, Bisharp, or opposing Scizor) with good positioning against even a slightly weakened opposition, Scizor just takes off. It's not even like getting Scizor into that position is hard in the first place given the prominence of other pivots such as Rotom-W and Stealth Rock Swampert on VoltTurn, both of which also appreciate the power and momentum offered by Banded U-turn with Skarmory at a low, other, more common resists in Celesteela and Moltres notwithstanding thanks to the threat of Knock Off. Access to a Technician-boosted Pursuit makes it a great way to remove Nihilego and Slowking as well.

celesteela.gif
moltres-galar.gif


These two absurdly scary sweepers (and the entirety of Screens to a major extent) have been tearing up the metagame lately, and it's honestly not hard to see why that is. With the last few bans removing a majority of defensive pivots and other sweepers that previously outshined these two (AV GKing, Jirachi, Mew, Melmetal, Weavile .etc), it looks as if things have finally caught up to give them their time in the spotlight. Autotomize Celesteela is an absolutely amazing wincon that can effectively use its typing and bulk under Screens to easily setup and snowball out of control, I've even experimented with dropping the Meteor Beam + Power Herb combination to run Giga Drain/Energy Ball in the last slot instead and it's actually really good, you give yourself an even better matchup against common stopgaps like Rotom-W and Rhyperior by removing the need to slowly wear them down yourself or with other sweepers, and Z-Air Slash (Flyinium Z being the replacement item) still utterly decimates most Pokemon that would otherwise be able to take a hit, such as Moltres. Double Dance GMoltres plays similarly, but also provides HO teams with a much needed check to other dangerous threats such as the new Azelf and the always dangerous Aegislash, which is great obviously. I'd like to see how WC adapts to the continued looming presence of these two, if even at all before the time comes.

aggron-mega.gif
or
steelix-mega.gif


There's been a fair amount of ongoing discussion between the decision to use either one of these two as the new defensive Steel-type of choice recently and I generally think they're on the same level. Personally, I'd say that MSteelix makes for a more useful fit on offense with its additional Volt-immunity against Zeraora, which is huge alone given how much of an offensive menace it can be against those types of builds with its Boots set, while MAggron lacks the crippling Water weakness (against WashTom especially) that MSteelix has and effectively has more bulk to switch into and take on other dangerous threats such as Defog Salamence thanks to Filter, giving it additional longevity against the overall meta. It's usually boiled down to preferences and the like in my eyes, but I haven't really seen one being clear-cut superior to the other on most teams.

We've reached the end of this post, but I'll leave it to other people to cover the other aspects as we continue to interact and share new things about the meta here while it continues to grow and improve. Thanks for reading and have a great day.
 
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So I'm gonna start a new project today for myself where I basically randomize 3 completely different Pokemon every day and try to make a team with them, which shall then be tried out in a few matches. The goal of this project is to try out new stuff which may otherwise be neglected otherwise, improve my own teambuilding skills and to just have fun! I noted down every fully evolved (and some not fully evolved) Pokemon and randomized them in random order, the first 3 that came up I will be building with today. These three are as follows:

Fearow, Frosmoth & Rotom
fearow.png
frosmoth.png
rotom.png


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Team 1: Fearow
:ss/fearow:

Typing
normal.gif
flying.gif


Abilities
Keen Eye
Sniper

Base stats
HP: 65
Attack: 90
Defense: 65
Sp. Atk: 61
Sp. Def: 61
Speed: 100

So at first glance, many may think that Fearow is just a complete inferior version of Staraptor... And they'd be right. Fearow has 90 base attack, which is a whole 30 points lower than Staraptor's base 120 attack. Fearow also somehow doesn't learn Brave Bird, meaning its most reliable Flying STAB move is Drill Peck. Lack of Fighting coverage is also notable, meaning Steel and Rock types have an easier time walling it. Fearow does learn Drill Run, a 80 BP Ground move, but this means it has a lot of trouble even chipping counters like Skarmory, Celesteela and Rhyperior. One upside is that Drill Run has a better matchup vs Aegislash however, and since Aegislash is insanely good in the current meta, it may be an interesting niche to work with.

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Galarian Form

Fearow @ Scope Lens
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Drill Peck
- Drill Run
- Focus Energy
The above set is what I went with. Since I didn't want to use a straight up inferior Staraptor by using a Choice Band set, I opted for something that only Fearow can do. Fearow has the Sniper ability, meaning a critical hit will do x1.5 more damage than it originally would. Couple this with Scope Lens and Focus Energy, we have a crit machine that can potentially be a decent late game cleaner. For example, crit Double-Edge OHKO's max HP Rotom-Heat, kills standard defensive Rotom-Wash after Stealth Rock, and does 71% - 84% to max HP Aegislash. The Aegislash part is especially important, since it's something standard Staraptor can't achieve. Drill Peck over Brave Bird also means you don't kill yourself as quick as you would otherwise, and crit Drill Peck still managed to get the KO vs bulky grasses such as Amoonguss. Obviously, there is a lot to watch out for. Fearow is insanely fragile, and lots of meta staples are faster than it. In the A ranks, Zarude, Zeraora, Nihilego and Mienshao outspeed and kill. B+ or lower still has Pokemon like Keldeo, Mega Manectric, Terrakion, Cobalion, Lycanroc-Dusk, Azelf, Tornadus and Zygarde-10% than can outspeed and either outright kill or do significant damage to Fearow. Like mentioned earlier, Pokemon like Skarmory, Celesteela and Rhyperior are also nigh on impossible to break through. The first step was to fix these issues with teammates.

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rhyperior.png
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630.png
807.png
Galarian Form

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 16 Atk / 180 SpD / 60 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Swords Dance
Rhyperior helps out a lot with a bunch of faster Pokemon that would pose a problem to Fearow. It's able to check Zeraora and Mega Manectric nicely and can take a hit from the like of Cobalion, Lycanroc-Dusk and Zygarde-10% and kill in return. Swords Dance + Stone Edge means Rhyperior can muscle past physical walls like Skarmory and Hippowdon, which would otherwise be problematic for Fearow to break. The speed allows Rhyperior to creep Hippowdon.

022.png
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amoonguss.png
630.png
807.png
Galarian Form

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 168 Def / 88 SpD
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Spore
Amoonguss patches up a lot of defensive holes on the team currently. Lacking a good Fighting, Fairy, Water and Grass (Fearow doesn't count) resist, Amoonguss seemed like a good fit. It's able to check faster threats like Keldeo, Cobalion and Mienshao, while also being able to punish U-turners (Scizor) or Flip Turners (Swampert, Keldeo) with Rocky Helmet. It also gave me a check to Grass Knot Zeraora should I encounter it, and gives me counterplay vs DD Mega Altaria.

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591.png
mandibuzz.png
807.png
Galarian Form

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog
Mandibuzz fixes up a few remaining defensive holes and gives me hazard removal for the team. The team lacked any switch ins to the likes of Bulk Up Zarude, Aegislash and Azelf, so Mandibuzz seemed like a perfect fit with its defensive aspects. Since removal was still needed, Mandibuzz fit better there than Galarian Moltres would. CB Bisharp matchup was also quite questionable, and Mandibuzz's better defense stat means it helped me out vs that particular scenario. The speed EVs allows Mandibuzz to outspeed Modest Primarina and Aegislash.

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zeraora.png
Galarian Form

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Volt Switch
- Knock Off
- Close Combat
Zeraora gives me much needed speed control on the team. It works nicely with Mandibuzz, as Mandibuzz can switch into a lot of offensive threats and U-turn into Zeraora for a revenge kill. Think of Pokemon like Azelf, Zarude and Urshifu-RS. I opted to go with Close Combat on this particular build, since it gives me a better matchup vs Zarude, Terrakion and Bisharp, which I otherwise may struggle with.

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591.png
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slowbro-galar.png

Slowbro-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 248 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Future Sight
- Psyshock
- Sludge Bomb
- Scald
Galarian Slowbro finally gives me a special tank for the team. Nihilego, Primarina, special Mega Altaria and Draco Meteor Salamence are finally answered. Future Sight is super nice for balance teams like these, as damage will be forced throughout the game and works nicely with Zeraora. Psyshock gives me the upper hand vs Nihilego and SubCM Primarina. Scald makes it so Rhyperior can't switch in for free and lets me fish with a burn vs Terrakion. 8 speed is for Amoonguss.

Final Team
022.png
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591.png
630.png
807.png
Galarian Form

https://pokepast.es/2f21932869bc51b1

https://replay.pokemonshowdown.com/gen8nationaldexuu-1558965963-pb9tyaea44sdjwmlsa02qdyxyn815jipw

Fearow actually managed to get 2 kills in this match because of Focus Energy. Getting rid of the two bulkiest walls on my opponents teams meant Galarian Slowbro was able to freely win the game after its two best checks (Calm Mind Reuniclus and Hippowdon) were down.

My own thoughts on Fearow
Fearow is awful. It legit took me like 10 matches before Fearow even did something, something that easily could've been done by a Band Staraptor instead. Focus Energy is nigh on impossible to setup when you threaten nothing out with your base 90 attack. You get revenged by half the meta and still end up killing yourself too quick since Double-Edge is your main form of STAB. I'm gonna be honest, this Pokemon wasn't even fun to use and I'm glad I even got one okay-ish replay of it performing. GameFreak really needs to give this thing a good regional form on the levels of Galarian Moltres to make this somewhat viable.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Team 2: Frosmoth
:ss/frosmoth:

Typing
Ice-type
Bug-type


Abilities
Shield Dust
Ice Scales

Base stats
HP: 70
Attack: 65
Defense: 60
Sp. Atk: 125
Sp. Def: 90
Speed: 65

Frosmoth is a very interesting Pokemon to work with. Ice / Bug is obviously one of the worst types in the game, and accompanied with a base 65 speed does not do Frosmoth well. It has 125 base special attack however, and alongside Quiver Dance to boost its very mediocre speed, it has the potential to be quite threatening. Ice as an offensive typing is quite good in this tier, considering some top Steel types such as Skarmory and Celesteela don't actually resist it. Melmetal being gone now is obviously super good, although Scizor is still a pain to deal with, as well as other Steel types such as Aegislash and the up and coming Mega Aggron. Heavy-Duty Boots at least means we don't have to put on a million hazard removers however, which is nice at the very least.

frosmoth.png
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Frosmoth @ Heavy-Duty Boots
Ability: Ice Scales
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Giga Drain
- Quiver Dance
- Substitute
I went with the Quiver Dance set for Frosmoth, since currently no other (ranked) Pokemon uses the move, so the competition is pretty much nonexistent. Ice Beam + Giga Drain coming off of 125 base special attack hits a lot of the tier for good damage. Substitute alongside its ability Ice Scales allows Frosmoth to use common meta staples such as Amoonguss, Rotom-Wash and Slowking as setup fodder.

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nidoqueen.png
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893.png
373.png

Nidoqueen (F) @ Black Sludge
Ability: Sheer Force
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Thunderbolt
- Stealth Rock
Nidoqueen is a good partner here as it's able to deal with the faster Electric types (Zeraora and Mega Manectric, both of which annoy Frosmoth) and Nihilego, all while it offers hazards in return. It can force damage on special walls quite nicely to put them in range for Frosmoth later. The reason why it's Nidoqueen and not Nidoking is obviously because of the extra bulk Nidoqueen provides. The speed is for Modest Primarina.

873.png
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moltres.png
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Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 84 Def / 172 Spe
Timid Nature
- Flamethrower
- Roost
- Defog
- U-turn
Moltres is the best Scizor counter the tier has to offer, so it's only natural to put it on a team where Frosmoth has to shine. Hazard removal is obviously key as well. U-turn allows me to pivot onto Slowking (a Pokemon which oftentimes switches into Moltres), which in turn gives Frosmoth more setup opportunity, which works quite nicely.

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893.png
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Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Choice Band Scizor forces damage on Steel types such as Mega Aggron and Cobalion, which significantly helps out Frosmoth. Pursuit is here for the potential to trap Aegislash, a Pokemon Frosmoth also does not enjoy. Scizor also helps out the team significantly with being able to revenge both Mega Altaria and Nihilego, two otherwise threatening Pokemon to the team.

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Zarude @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- U-turn
- Jungle Healing
Standard stuff here. The best Aegislash and Rotom-Wash check in one slot, both of which the team still needed. It U-turns on Steel types so the other team members can weaken them, which again, is great for Frosmoth.

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salamence.png

Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 44 HP / 212 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hurricane
- Flamethrower
- Roost
Salamence helps out with the Urshifu-RS matchup, as well as giving me better counterplay vs Rotom-Heat since this Salamence is Draco Meteor.

Final Team
873.png
031.png
146.png
212.png
893.png
373.png

https://pokepast.es/634f553aec77af25

https://replay.pokemonshowdown.com/gen8nationaldexuu-1559109413

Despite Frosmoth's Ice / Bug Typing, it still managed to tank a Flamethrower from Salamence and OHKO in return, a Pokemon that would otherwise be an insane threat vs my team, especially since it was revealed after the match that it was Draco Meteor, which I basically lack any defensive checks for.

https://replay.pokemonshowdown.com/gen8nationaldexuu-1559213630

So this would be a match where Frosmoth should be good on paper, but then you realize it doesn't even outspeed Zeraora after a single Quiver Dance. It killed the Golurk on a double and did okay damage to Zeraora, but that's about it.

My own thoughts on Frosmoth
Frosmoth is okay-ish. It seems decent on paper but in reality is super hard to get going. Scizor on the top of the food chain is super bad for it since Bullet Punch is pretty much a death sentence. Quiver Dance sounds cool in theory but oftentimes the setup opportunities are rarely presented to you since you're just too slow vs most of the meta. It can put in work in specific scenarios but that's about it. Fun to try but not any viable worthiness in my eyes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Team 3: Rotom
:ss/rotom:

Typing
Electric-type
Ghost-type


Abilities
Levitate

Base stats
HP: 50
Attack: 50
Defense: 77
Sp. Atk: 95
Sp. Def: 77
Speed: 91

Rotom is very unique as it's the only Ghost type Pokemon that has access to Volt Switch. This made me exited, since as we all know Volt Switch is one of the best moves in the game. Ghost typing is quite good in our tier, especially if we look at the recent success of Pokemon like Aegislash and Chandelure. 95 base special attack isn't the best, especially compared to the other special attacking Ghost types in the tier. Rotom got Nasty Plot in Gen 8 however, which is very nice. 91 base speed is a bit faster than the other Rotom forms, and while not significant, you still now get the jump on the likes of max speed (Galarian) Moltres, which is not bad at all. Access to status moves like Will-O-Wisp and Thunder Wave are obviously always great, and Levitate is a neat ability to take advantage of Pokemon such as Hippowdon, so we definitely have something decent to work with here.

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10% Forme

Rotom @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Volt Switch
- Will-O-Wisp
- Nasty Plot
This set is pretty interesting. It capitalizes on the fact that the tier lacks any solid Ghost resists barring Krookodile and Galarian Moltres, the former of which gets Burned by Will-O-Wisp and is unable to trap because of the equipped Colbur Berry. Nasty Plot allows me to play more aggressive vs defensive squads like Slowking + Amoonguss. The goal is pretty much to spread status and spam Hex + Volt Switch throughout a game.

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scizor.png
334-m.png
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10% Forme

Scizor @ Buginium Z
Ability: Technician
EVs: 252 HP / 16 Atk / 232 Def / 8 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Scizor was added as a way to form a VoltTurn core with Rotom, as Scizor U-turns on Pokemon such as Moltres and Skarmory which allows Rotom to be brought in for free. It's also able to deal with Zarude quite nicely, which poses a big threat to Rotom otherwise.

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altaria-mega.png
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10% Forme

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Flamethrower
- Toxic
- Roost
Mega Altaria is a good status spreader with Toxic and allows for a secondary Zarude check, as well as Zeraora and others. Hyper Voice + Flamethrower + Toxic is very deadly in this meta and acts as a solid breaker.

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roserade.png
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10% Forme

Roserade @ Heavy-Duty Boots
Ability: Poison Point
EVs: 160 HP / 252 SpA / 96 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Spikes
- Synthesis
Roserade offers Spikes, which always works well with a VoltTurn core. Poison Point is aimed to punish Zeraora going for Plasma Fists or Knock Off, which allows for more status spreading. It also gives me a pivot into Primarina, Amoonguss and Tangrowth.

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empoleon.png
10% Forme

Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
- Scald
- Defog
- Toxic
- Knock Off
So this was originally supposed to be Moltres, but in each match I significantly struggled to switch into Flying moves from Salamence or Moltres. I couldn't put on Rotom-Wash obviously due to species clause, so I went with Empoleon instead as my hazard remover. It's still fairly passive but matches up nicely vs the two threats mentioned previously and gives me Knock Off. Defense is meant to live Earthquake from Krookodile.

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zygarde-10.png

Zygarde-10% @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Extreme Speed
- Toxic
- Glare
I still needed a breaker, Ground type, speed control and status spreader, so Zygarde-10% seemed like the perfect Pokemon to put on the team, since it was looking like a more offensive team to begin with.

https://replay.pokemonshowdown.com/gen8nationaldexuu-1559139105

Rotom was pretty decent this match. It was able to burn the Rotom-Wash and boost up vs a scared Celesteela. This allowed it to OHKO the Rotom-Wash with Hex, which was good. Colbur Berry allowed me to play more aggressive vs Knock Off Salazzle and force on chip with Volt Switch.

https://replay.pokemonshowdown.com/gen8nationaldexuu-1559205451

Rotom was funny here, despite me losing. It was able to eat the Pursuit because of Colbur Berry and burn the Krookodile, Hexing it down eventually. It kept pressuring the status'd Buzzwole with Hex, and honestly, I should've played more aggressive with Nasty Plot and the likes of it. Fun match nonetheless!

My own thoughts on Rotom
Rotom was definitely the best Pokemon out of the three I tried out. It has some decent defensive traits in Levitate + Ghost typing, as well as the fact that it's able to form decent VoltTurn cores with Scizor and spread around status. It's still really fragile though however, and 91 base speed is just too slow to be viable when the rest of its stats look like that. Also not being able to use multiple Rotom forms on a team hurts Rotom's viability a decent bit, since Rotom-Wash is one of the best Pokemon in the tier currently. Still fun to use however!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ranking of the Pokemon today, 1 being the best performing and 3 the worst
1.
rotom.png

2.
frosmoth.png

3.
fearow.png


This was fun to do and hopefully I'll be back with a new set of three tomorrow! I encourage everyone to try out a lot of new stuff now that the meta is fresh and new with Melmetal gone. Have a good night everyone!​
 
With melm gone, I've been experimenting with more mons, and some of them are pretty good.
:ss/keldeo:
With the resurgence of scizor, everyone suddenly remembered that keld exists, and it turns out that it's pretty good. All of specs, scarf, and cm 3 atks are very good, but the set that I've really been liking is sub cm. It abuses a lot of common specials walls like slowking, steela, and it can even beat amoonguss 1v1 if played correctly.

:ss/slowbro-galar:
everyone remembers glowking meta, and just how fun it was. Well he's back! glowbro has even better physical bulk, so it becomes even more ridiculously hard to threaten it on the physical side (hippo eq does a nice 53 max), allowing you to fish for more burns. It also doesn't care about zarude's darkest lariat and threatens it back with sludge bomb. However, glowbro is easier to beat with special attackers. Some notable ones include nihilego and azelf, but glowbro can make set adaptions to handle these (psyshock flame destroys nihilego).

:ss/dracozolt:
dracozolt hits insanely hard with bolt beak. With a lot of malts investing less in bulk, you only need a little bit of chip to get 2hkos with bolt beak. It also has amazing coverage in fire blast for grasses like tang and eq for nidoqueen. It does struggle a bit with fat grounds, but you can wear down mons like swampert with dragon claw and hippo can be overwhelmed with spikes and teammates.
 
Suspect Coverage: Melmetal in NatDex UU

tumblr_pxlcl7Hllo1rsrk2xo1_540.gifv


Introduction:
Melmetal has always been known as a somewhat controversial and problematic presence in the tier, boasting an absurdly Iron Fist-boosted STAB move in Double Iron Bash, fantastic natural bulk making it nigh impossible to revenge kill from full with most offensive Pokemon, on top of having just enough coverage needed to break past common defensive checks. These traits have since lead to what has always and continuously persisted as a top tier threat up until this point in time, mostly withstanding due to the tier's ability to have kept it in check through a select group of defensive Pokemon. However in spite of this, recent metagame developments and the continued resurgence of more offensive teamstyles in the wake of the great hazard stacking decline also came with another opportunity for Melmetal, the newly discovered effectiveness and subsequent rise of its vastly diverse moveset options in Protective Pads and Leftovers + Toxic sets to jeopardize the forced state of the metagame alongside what evolved to represent unhealthy confinements on teambuilding and inconsistent counterplay had finally signalled the end of the king's tenure in the tier in the eyes of many players.

Melmetal may have withstood the test of time, but the concept of an exceptional set variety with few, relatively easy to patch weakness had finally reached its breaking point in the tier, and with an overwhelming 85% of support in the latest tiering survey, the council finally agreed to suspect it.

Popular Sets:

Protective Pads:

:ss/melmetal:
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
-Thunder Wave / Toxic
- Toxic / Earthquake
Melmetal's most recent and arguably most potent set often consists of the item Protective Pads in conjunction with either one of Thunder Wave or Toxic, being able to successfully negate the prediction-reliant opportunity costs that came with previous sets while also giving it the ability needed to break teams unimpeded by the presence of contact effects. Making it a highly appealing option to most offense and VoltTurn structures that were common place to provide this set with the ability to more safely manage its HP and take hits by providing it with safer switch-in opportunities to wallbreak effectively, being able to consistently reap the rewards of its ability to break teams in return as a result. Additionally, thanks to Melmetal's already immense breaking power without the need of a Choice-item or Life Orb, near-perfect neutral coverage with just two moves, and propensity to overwhelm most slower walls with flinches from Double Iron Bash regardless, Melmetal can even afford to fit both status moves on the same set, further limiting the amount of things that would be able to switch into it throughout the game, and often leading to certainly bulkier cores being invalidated entirely with their ability to reliably pivot around and wall Melmetal's status moves being taken away from them, which would quickly come to define what had pushed it over the edge in the eyes of many players.

Toxic + Protect:

:ss/melmetal:
Melmetal @ Leftovers
Ability: Iron Fist
EVs: 32 HP / 116 Atk / 252 SpD / 108 Spe
Careful Nature
- Double Iron Bash
- Earthquake / Thunder Punch
- Toxic
- Protect
This set takes advantage of Melmetal's pre-existing defensive attributes and with Leftovers and Protect, selectively builds up on the ability to outlast common checks, while still allowing Melmetal to hit most offensive Pokemon fairly hard. Heavy Special Defense investment allows Melmetal to easily stay in on and trade blows with the likes of Hippowdon, Rotom-Wash lacking Will-O-Wisp, and Salamence to leave them crippled with a Toxic, while simultaneously making it even more difficult to force out with attacks such as Hydro Pump from Choice Specs Primarina and Overheat from Mega Manectric no longer sufficing against this iteration of the immortal beast. The viability and difference in counterplay between these two options is especially notable, as it shows how easily and simply can Melmetal threaten to shift the scales of counterplay against most teams without losing effectiveness against much else, emphasizing on Melmetal's surprisingly high level of flexibility for a Pokemon with commonly overlapping moveset options that already makes it so dangerous to consistently play around, even with dedicated teamslots to handle the majority of other sets.


Unconventional Options:

Choice Band:


:ss/melmetal:
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Double Iron Bash
- Thunder Punch
- Earthquake / Superpower
- Toxic / Rock Slide
Choice Band boosts Melmetal's damage output to absurd levels, turning its immune-less Double Iron Bash into an absolute nuke of an attack that can easily power through the likes of teams relying on shakier checks such as Swampert and Tangrowth upon entry, with Melmetal's additional coverage also threatening to spell doom against nearly everything else attempting to pivot into the move, making it truly a sight to behold. Nevertheless, despite all the coverage and power it has at its disposal, the lack of Protective Pads when attacking often hurts Melmetal's ability to dish out consistent damage without near-perfect levels of prediction, as carelessly going for Double Iron Bash against an incoming Rocky Helmet user or Rotom can threaten to sap a lot of momentum for the user in return, while being locked into any other move can be similarly debilitating and easily taken advantage of after the fact. However, should the Melmetal user be at the top of their game, it can be a huge force to be reckoned with.


Sample Teams:

:Melmetal::zeraora::amoonguss::moltres::rotom-wash::swampert:

:ss/melmetal:
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Earthquake
- Thunder Wave / Toxic

:ss/zeraora:
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Volt Switch
- Knock Off
- Toxic

amoonguss.gif

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]

moltres.gif

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Hurricane
- U-turn
- Roost

rotom-wash.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 168 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Defog

swampert.gif

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Flip Turn
- Toxic
This team, built by Niadev and used by several other players to win important matches, features a solid VoltTurn core centered around showcasing Melmetal's immense threat potential and breaking power, utilizing a slew of prominent and effective pivots to maximize switch-in opportunities against as much of the metagame as possible. Zeraora and Moltres have solid offensive synergy with Melmetal by pressuring and forcing damage on Pokemon such as physically defensive Tangrowth, the Rotoms, and Skarmory for Melmetal to take advantage of, while Swampert and Rotom-Wash also support the team with a reliable defensive core that can provide Stealth Rock and Defog support and answer key threats such as opposing Melmetal and Aegislash. Amoonguss provides a secondary switch-in to opposing Electric-types alongside Swampert and a Urshifu-RS check.

:melmetal::zarude::hippowdon::salamence::mienshao::rotom-wash:
:ss/melmetal:
Melmetal @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 132 SpD / 124 Spe
Adamant Nature
- Toxic
- Protect
- Double Iron Bash
- Thunder Punch

:ss/zarude:
Zarude @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- Taunt
- Jungle Healing

:ss/hippowdon:
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 16 Def / 240 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

:ss/salamence:
Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 44 HP / 232 SpA / 232 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Draco Meteor
- Flamethrower
- Roost

:ss/mienshao:
Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Knock Off
- Stone Edge

rotom-wash.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Defog
Conversely, MudkipBeans's version features a slower, bulkier take on the cyclopean giant. Thanks to the teams' reliable defensive core of Hippowdon, Zarude, and Rotom-W to fall back on, Melmetal ultimately gets ample opportunities throughout the game to break down and hyperfocus its matchups against the Pokemon that it may afford to stay in on and attempt to wear down for the team. Salamence provides a switch-in to Urshifu-RS, while also providing a secondary offensive presence to help overload threats such as MAltaria and Nihilego for Melmetal to exploit on free turns. Choice Scarf Mienshao acts as the teams' Speed control and provides a nice option for forcing item removal on contact punishers that would otherwise trouble Melmetal without Protective Pads, such as Rocky Helmet Amoonguss and Flame Body Moltres.


Arguments:
Ban Reasoning:

If you haven't been reading this with your eyes closed, then you'd know that Melmetal packs an unreasonably versatile array of sets and moveslot options to choose from for the type of Pokemon that it is, between Melmetal's ability to shift violently between an offensive behemoth or immovable tank, the main issue which many players have with Melmetal is that it is simply too strong and restricting on the teambuilder with too little opportunity cost to bear in most cases, between options such as Rotom-Wash lacking the reliable recovery needed to take repeated hits in the long-run while even flatout losing to Toxic sets, and others such as Moltres and Skarmory being similarly vulnerable to getting worn down by status or being outright flinched down by Thunder Wave + Double Iron Bash, each slight moveset variation is almost single-handedly capable of changing the type of counterplay needed to be truly safe against Melmetal. Additionally, even if many of the defensive Pokemon mentioned are able to limit Melmetal in a vacuum, their inability to do this repeatedly and reliably with the exception for nicher answers like Gligar can often leave the opposition in a heavily disadvantageous state that can be easily exploited by the fast-paced nature of teams which Melmetal often finds itself on, as attacking straight into another wall against the threat of being worn down even more quickly from trying to stave off Melmetal itself can often be considered trivial otherwise, while Melmetal's naturally high Attack stat combined with huge bulk making it difficult to KO for most Pokemon threatened by it can also force unhealthy trades or guessing games for a safe switch based on what moves Melmetal may be missing or planning on using, with the tier also being rifled with popular Pokemon such as Zarude and Nihilego for it to take advantage of, and other powerful pivots to help it manage its HP even more easily, it's not uncommon for Melmetal to be able to successfully get into these positions needed for it to force an overwhelming amount of progress in most games regardless.


Do Not Ban Reasoning:

While Melmetal can be argued to be tough to answer on the defensive side reliably, various combinations of bulkier checks can often just be enough to sufficiently handle or cripple Melmetal in return so that it can be safely threatened out by something else given its poor Speed, low Special Defense, and its typing being one of the most targeted in the game offensively, namely versus teams packing any form of Moltres, Swampert, Rotom-W, Rotom-H, Skarmory, and Gligar to name a few, all genuinely good Pokemon in their own right being more than capable of finding their way onto most teams with their versatility and splashability regardless of Melmetal's influence, differentiating the effects from other previously banworthy and arguably more restrictive presences such as Weavile, making stacking counterplay not as difficult or improbable to most teams as one might think when used in conjunction with offensive options. Popular threats like Urshifu-RS, Krookodile, Buzzwole, Mienshao, Flamethrower Salamence and Mega Manectric, in addition to the aforementioned Moltres and Rotom-H alongside even lesser known options such as Volcanion and Nidoking, all being examples of Pokemon that can outspeed and hit Melmetal very hard on their own, and while Toxic + Protect sets are far more difficult to wear down in these types of matchups with their longevity and defensive utility being first and foremost, they also come with the unfortunate downside of sacrificing some of Melmetal's offensive potential against more defensive builds by limiting the amount of coverage it can pack to deal with certain matchups, be it dropping Earthquake to handle Aegislash and Mega Steelix, Thunder Punch for the likes of Skarmory and Celesteela, or providing bulky Swords Dance Scizor with free turns without Thunder Wave should the set be easily revealed to the opposition through chip damage. Additionally, even Pokémon that Melmetal could theoretically check or pivot into for a wallbreaking opportunity like Mega Altaria and Nihilego can find ways around it by using common moves such as Fire Blast or Knock Off on the switch, further limiting the amount of progress it can make against faster teams with the emphasis being on its item reliance and aforementioned poor Speed or longevity.


Conclusion:
With a supermajority vote of 19-6 against a ban threshold of 60% from the community, Melmetal was swifty banned from National Dex UU, a truly polarizing vote indeed, the differences felt from the effects Melmetal's presence in the tier have since formed great contradictions among the playerbase with such an opportunity to take, though many also felt it was worth keeping around for as long as it had remained. Moving forward, it seems likely that the removal of Melmetal's indisputable grasp over the defensive metagame will finally open the door for less compounded structures of both offensive and defensive alike to thrive and have their place again.
 
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