
Hi everyone! Following the recent conclusion of our very first community survey, the Metagame Council has decided to ban Rage Fist from the SV CAP metagame and go ahead with nerfing Chuggalong.
Since receiving Sketch back two months ago, Necturna has skyrocketed in viability, now capable of running any number of sets ranging from Salt Cure, Victory Dance, Shift Gear, Sticky Web, Belly Drum, its standard Shell Smash set, and of course, Rage Fist. Averaging a score of 3.1 among the general public and 2.8 among CAP Ladder Tour qualifiers on our recent community survey, opinions on whether or not to nerf Necturna were fairly split. However, among the Metagame Council, the sentiment regarding Necturna was nearly unanimous; for perspective, the average result among the six councilmembers was a 4.2. Additionally, given the overwhelming survey support for a Rage Fist ban as opposed to nerfing Necturna's native movepool or stats, we believed it to be a much more straightforward CAP to tackle than Kitsunoh, which received comparable survey results.
Rage Fist's mechanics demand passive counterplay, limiting the best responses to Necturna to direct status, contact punshiers, stacking up hazards, punting the issue by phazing, threatening with a direct OHKO––difficult given Necturna's large bulk, and failing in the face of Tera––or attempting to set up before Rage Fist's BP grows unmanageable. Necturna's own arsenal of passive damage options, namely Will-O-Wisp and Leech Seed, as well as its ability to heal off damage with Leech Seed, Pain Split, or even cure status with Rest, all further constrain the amount of reliable longterm counterplay. Necturna certainly requires skillful and calculated play to reach its performance ceiling, but at the same time, there is simply not much an opponent can do to respond on the field without devoting great resources in the teambuilder beforehand. Some users have expressed that Salt Cure sets are in fact even more problematic, and banning Rage Fist will do relatively little as a result, so the Metagame Council will keep a close eye on Necturna's performance in the following weeks in case it remains an unhealthy element.
Despite the nerf to Chuggalong's Speed as a result of its Post Play Lookback, it has only continued to plow forward at full speed through the SV metagame. Receiving an average score of 2.9 among the general public and 3.5 among qualified voters, Chuggalong was the CAP on the community survey that was most widely deemed to be a pressing issue. With an incredibly deep movepool, and an even deeper amount of viable Tera options to match, Chuggalong has the potential to break past essentially any of its checks and counters. Whether it's blowing up its defensive checks with Tera Water Surf, Tera Psychic Stored Power, or Tera Dragon Clanging Scales; preventing phazing, Thunder Wave, and recovery with Taunt, or going 1-for-1 at minimum with Destiny Bond; sniping bulky Steel-types like Gholdengo and Kingambit with Flamethrower; dodging Arghonaut's Circle Throw and Blissey's Seismic Toss with Tera Ghost; or even the rare Tera Flying to escape super-effective Ground attacks, Chuggalong can pull just about every trick in the book to brute-force through traditional counterplay and evade being revenge killed. There hardly exists a team composition that's safe versus every potential Chuggalong set. Naturally, however, Chuggalong can't pull all of this off at once. Its greatest strength is also its greatest pitfall; being able to freely spec into winning any matchup it wants, but not every matchup it wants. This is only exacerbated by the trouble it often faces safely setting up in the first place, especially with its reduced Speed. The notable lack of its dominance across post-PPL tournaments largely reflects this fact.
Important: The Metagame Council will not be unbanning Annihilape as a result of the Rage Fist ban. CAP's current tiering policy is to adopt all OU bans with the allowance of banning further elements ourself when necessary (SS Dugtrio, SS Clefable, SV Walking Wake). Posts about Annihilape will be subject to moderation.
======snake said:1. The CAP Metagame Council identifies a broken/unhealthy threat. Input from the metagame discussion thread, Discord, high-level tournament replays, etc. are ways the community can voice their concerns to the CAP Metagame council.
2. The CAP Metagame Council begins a thread. The OP, written by the CAP Metagame Council, summarizes why the Pokemon is broken. Metagame shifts, game mechanics changing, or OU bans can be potential points. The CAP Metagame council will also include a checks and counters list. Hard-counters to soft-checks, hazard damage, relative ability to switch-in, etc. should be considered. Keep in mind that with the broken Pokemon in the metagame, we can continue to understand why it is broken.
3. In the thread, the community discusses the simplest solution(s) to making the CAP not broken. Here, we can well-define a new list of checks and counters. Some solutions may be changing its ability to one that's similar but not as good, reducing its speed tier, removing some of its bulk or attack, or removing a certain move or two from its movepool. The community will play a huge role in identifying what solutions are available, but CAP Metagame Council will have the final say on what nerf is implemented. Keep in mind that the nerf(s) that is(are) implemented MUST preserve the identity of the CAP (i.e. Necturna uses Sketch, Pajantom uses its powerful trapping move, etc.).
Rules for posting in this thread:
- Do not post one liners, nor uninformed posts.
- Do not hold discussion on other potential nerfing processes.
- Do not hold discussion on the nerfing system.
- You are required to make respectful posts.
- If you fail to follow these rules, your post will be deleted and you may be infracted.
We're aiming for this Nerfing Process to last for approximately 2 weeks.