hey friends, this will be my long awaited
BAN HATTREM propaganda post. I know I was of this opinion during when the tier was in its early SS infancy, and it eventually left the tier so I never needed to make a post back then. Now its back, just as good as it used to be and now its my turn to try and convince you that PU would be a better tier without it. I'll try and keep the post in general not too long (I'm so fucking sorry - future hjad), so I'm sorry if I do ramble / repeat myself since I haven't done this type of post in a good while.
So, I don't think its unpopular to say "fuck hattrem" at the moment. I think a lot of the PUs playerbase will find playing against hattrem super frustrating at the moment but its quite hard to justify banning a pokemon which isn't as immediately broken as some of the other looming threats we are yet to deal with in this tier. In, fact the argument I will use to justify to ban hattrem is that
"it allows for support which is too good in this meta and makes it unhealthy in the tier". To unpack that statement, I'll describe what hattrem does and why it's unhealthy for the tier.
So to answer what Hattrem does; its quite evidently a magic bounce user used to deny hazards from the enemy team (and infact bounce them back, ill get more into this later) amongst other things like status moves such as toxic. Its therefore quite easy to lump hattrem into the same group as icevally, rockvally, hitmonchan, sandslash, Mr Rime etc as "hazards control". My argument is that Hattrem's bulk, typing and movepool coupled with magic bounce as an ability make its ability to support and facilitate other pokemon in the tier unfair and indeed unhealthy to the tier. Hattrems set is commonly physically defensive with psychic / giga / mystical fire / nuzzle or psychic / nuzzle / with restalk for more longer term hazards control (it can also do hwish but that isnt overly popular yet), therefore, it would be good to look at the stealth rockers (and to a lesser extent spikers since spikes arent mandatory by any means whereas it can be argued sr is) and see how hattrem matches up vs all of them.
This is the main list of stealth rockers in PU, of which the only 1s with a shot at 2hkoing it come from pawniard,
pinsir and marowak. crustle can get passed it with a 2hko if it runs absolute shite aka xscissor for coverage, so i wont put it on the list, and ston can also 2hko if it runs choice band, but cb rocks is fugaze as well so nots go down that rabbit hole too much. You can run calcs from the others to double check, nothing without a choice band or heavily compromising their set or role can get passed it. Other options from LC include big boi drillbur who can do the mold breaker SR (just like pinsir underlined above), but im not gonna dive down this either too much since that isnt the point of this post. The point is to show if you wanna get passed hattrem in its current state in the tier 100% of the time, you are limited to pinsir (more on this later) or most of the time with pawniard and marowak.
We are yet to see Pinsir and Marowak's influence on this meta, but its reasonable to assume neither would be popular stealth rockers in the tier based on previous precedent. Both are hugely relevant offensive threats and if they do occasionally stealth rock, its largely on some hyper offense if the stealth rock advantage is too good to pass up or you have a free turn and an attack isnt the best option. The implication from this is that in majority of games, people will not be using pinsir or marowak as a specific way to get round hattrem, but only to use them as neccesitys on offense so rocks can go up. A more popular option may be pawniard, who has a much nicer typing for balance teams, eviolite bulk and the ability to punish defoggers courtesy of defiant. Despite this, pawniard still only really finds itself on offensive archetypes due to the nature of pu balance at the moment. Compression is crucial especially in this ever developing SS meta, and pawn finds itself left off most balance teams in favour of stunfisk, mawile, stonjourner and now sandslash because it doesn't offer the same level of utility as these others do outside of stealth rocking. So to conclude this point, what choices does balance or indeed any archetype that plans to last actually have if it wants to beat hattrem? All the things I mentioned are capable of not allowing hattrem to get in the way. Also consider in maro and pawns case, that if it is indeed that you want to click stealth rock, and hattrem remains alive, there is a very real possibility it could switch in regardless. As any ORAS NU player will tell you, just because you have Rhydon, does not mean Xatu will just avoid coming in. The same applies for hattrem. If pawniard clicks anything other than knock, hattrem survives the proceeding knock and can then do lots of damage with mystical fire (defiant sucks but if your rocker is at 40ish% whats the likelihood you get rocks up in the rest of the game is very low, especially given its bulk.) Marowak also experiences this mindgame to a lesser extent since if you do mispredict, knock / eq still just has a overwhelming amount of damage coming out. That being said, if you do click stealth rocks even with marowak the user on the field, the momentum loss from sr being bounced back is massive.
Lets dive into that risk-reward a little more. One of the reasons I dont like that hattrem is lumped into the same bracket as other hazards control is that the interaction of stealth rocker vs hattrem is almost always biased towards the hattrem user. When you use defog (also spin, but there is a spinblock mechanic so its not entirely simple), most of the time if the opponent gets up some hazards that u want to remove, you either have to sacrifice offensive momentum or some health on your defogger. Likewise if you set up SR, its likely that you will need to do similar. When you have hattrem, and then the stealth rocks get bounced, the momentum difference before and after the bounce is absolutely horrific. You've not only wasted your own turn, but instantly given your opponent the best hazard with no repurcussions apart from having hattrem come in.
I just quickly want to segway here before I continue on this rant about the hattrem risk reward that hattrem is actually massively underrated as a purely offensive threat. The amount of things in the tier that can switch into psychic / mystical / giga coverage without quarrels is surprisingly limited. When you add nuzzle into the mix, you either dont have a switch in and hattrem is doing a lot of damage back (unlikely, because this interaction only arises when your using balance and cant instantly pressure hattrem) or (more likely) hattrem spreads para's all over your team or onto your main special meta check. This is often important as special meta checks on balance tend to need to wall multiple mons and having it para'd adds a lot of variance into whether you actually check certain things. So its very unlike natu where you can literally switch anything into it like the hardest breaker you can imagine to scare it out instantly, your actual switchins are limited to stuff which is also quite momentum draining as well. think along the lines of musharna, type null, lapras etc or you are taking a lot of damage on your breaker which obviously isnt ideal if you are using balance, thats a big key to your offensive winning strategy most of the time.
Back on track with the risk-reward scenario, especially in the case of balance vs hattrem. It can often be seen that the opposing hattrem user wont even click the hattrem knowing of that huge momentum loss, and instead go into one of the tiers many high power breakers. I'm sure everyone here who has played pu has experienced the scenario of just being overpowered by an offensive core because of the momentum deficiencies on a bulkier team. This is an inevitability that allows for this "second wave" loss in momentum, where if hattrem doesnt switch in (especially when switching in seems perfectly reasonable) your opponent can just not switch it in not only to preserve hattrem but gain large momentum. A lot of the tiers popular stealth rockers dont output huge amounts of damage especially when in there most popular defensive spreads, so if you do manage to hard heatmor as mawile play roughs looking for chip on hattrem, that mindgame can cause an inevitable sequence of questions on your defensive core. Its well documented that PU struggles to deal with those questions given our defensive options, so the fact hattrem enables this is part of the reason its stupid. Whether they decide to go hard heatmor or hattrem in this theoretical scenario with our mawile isn't even something where you can reasonably predict. Just because you have no counter to heatmor doesnt mean they wont go hattrem, the same that just because you have heatmor counterplay doesnt mean they wont go heatmor. In my experience, stealth rocking vs a magic bounce user and especially hattrem is ALWAYS a guessing game. This inconsistency in how people will go about playing with hattrem will often cause people to not call out when hattrems arent switching in without game fatal consequences, and as a result a hugely biased risk reward just by hattrem existing, it doesnt even need to come in.
Now I also mentioned above that if you do want your 100% out vs hattrem, you gotta run pinsir (or drillbur, shame sandslash had to ruin his niche ig). This clearly facilitates an offensive perspective of the meta, and with the defensive options and utility we have in the tier, offense becomes a better archetype than what it was already. All it needs is to look at the PUPL replays for the weeks that have happened to have a good grasp for the meta. Most of the teams tend towards an offensive core supported by a couple pivots (usually meta checks) and a stealth rocker, bulky offense, or some straight up offense (this passed week was mainly thwackey based stuff). Offensive archetypes based around fulfilling the function of the team before you lose out long term. Balance with defensive cores and the like is basically phased out of the tier at the moment in favour of stall due to how sparse our defensive options actually are. Hattrem therefore facilitates this more offensive perspective, not only by requiring that offensive pokemon are the main way of pressuring it (like pinsir, pawn etc) but also that balance pokemon currently employed; think mawile, stunfisk, mareanie, also massively struggle to beat it. The momentum deficit also favours offensive teams, and best case scenario, the game turns into who can best pivot into their breakers and force as much damage as possible. This favours offense based on the fact there will likely be a few more breakers than on bulkier archetypes, but even in the scenario where equal amounts of breakers are distributed, the game comes down even more so to who has the more effective breaker (comes down to variance and the builder) and less on who can manipulate their opponents team to best abuse their own breaker (ideal, more skillful). Offense generally brings a large amount of variance in the tier, its not ideal to have a tier to have mainly offense / bulky offense as there only main archetypes because its less likely in a game of few turns that the person who has indeed won is the more deserving winner, which at the end of the day, is what we want to achieve.
Jesus this went on far longer than I wanted, but oh well, enjoy the content ig. I want the tldr to be really good, so please if you havent read the whole post
the tldr is more than enough, refer to the rest of the post if you are confused on my thought process or want some extra information. Also please dont hesitate to @ me in the PU discord or pm me if you also have questions but don't want to vent them on forums (but i do encourage forum interaction, its actually great to have posts written in a longer format so thoughts can come across more eloquently. I guess my final thoughts are that as players of PU we shouldnt only be looking at the biggest baddest breakers with the least counterplay even though thats often whats most tempting to do in a largely unbalanced meta like this, maybe banning hattrem isnt a solution, for the reasons ive listed above and below, I believe banning it would vastly help PU in dealing with these big bad breakers in the long term as well as increase the tiers playability.
tldr;
-hattrem has only 3 rockers which can reasonably pressure it, pinsir your 100%s and pawn/maro which are like 95%s, none of which are overly popular bar pawn which has a harder risk reward
-these rockers are only found on offense
-hattrem will therefore limit the effectiveness on balance
-biased risk reward especially vs balance make the playstyle a liability due to this pokemon ontop of the struggles it already faces -> bouncing is stupid
-underrated offensive threat, harding into most breakers in the tier is often off the table based on coverage + nuzzle
-a meta which favours offense is likely to be way more variant, worse player wins more of the time, less turns to allow for good thinking / skills to prevail
-meta is already struggling with the amount of offensive threats, hattrems support facilitates the use of every single big offensive threat in the tier by denying stealth rock pressure on anything which isn't an offense vs offense mu which is quite mu dependent and skill limited to a couple turns due to momentum
conclusion: if we ban hattrem, balance becomes more playable, offense needs to think about its strategy vs hazards more thoroughly which either nerfs the offensive core (we want this) or means that balance has a reasonable out vs it in more matchups. Therefore, I plea to my fellow council members to consider banning it.