Announcement np: SV OU Suspect Process, Round 14 - Hazy Shade of Winter

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I was one of the two council members who voted against the Kyurem suspect, originally this was because I didn't know what I wanted to vote until we had more time to see how SubTect would develop, but after more thinking on the issue I'm now firmly DNB on Kyurem. I don't have much time for this post so I'll just put my thoughts so far in bullet points:

- I was strongly DNB on the original Kyurem suspect. At the time the main issue being discussed with Kyurem was the relative lack of switchins to the Boots and Specs sets + the occasional DD mixup, but in general I felt that Kyurem teams at the time were railroaded into specific defensive structures that could be exploited heavily by most other styles in the metagame. I think that this aspect of Kyurem has stayed pretty constant, mainly because its profile doesn't really directly fit into any of the most important teambuilding roles - it's not speedy enough to be speed control, it doesn't have priority, it's not Ground/Steel/Ghost or Fairy type, it doesn't have hazards or removal, and it doesn't really want to come in on any of the major speedy boosting threats except for Booster Speed Tusk in some situations. When added together this is pretty relevant, because it means that the teamslot which is given to Kyurem is a slot that other teams will be using to build towards some bigger strategic advantage (which will in turn give them more evident long-term plans). To make all of this more annoying in the builder, special Kyurem isn't even a universal breaker - it still hard loses to stall and at the very least gets perpetually annoyed by Glowking on a lot of balance teams, and it's relatively difficult amongst all the other restrictions to find a strong way to incorporate special Kyurem into a team that also has teammates to address these issues. Kyurem was often painted as a massive menace for balance teams on account of these two sets in the first suspect, and imo this was not realistic to how balance actually played at the time - it had plenty of material to work with against Kyurem in real games, between all the structural flaws i mentioned + other things like the fact that most balance teams wanted to play towards a cleanup with Boots speed control (usually Pult/Zama/Weavile) which Kyurem did absolutely nothing to get in the way of.


- As for DD Kyurem (the most reliable set imo), it addresses some of these issues while leaving others. It's much closer to being a universal breaker in that a well-played mixed DD Kyurem will actually put pressure on every style, but I think it's important to note that when I say well-played DD Kyurem in this context, I mean a REALLY well-played Kyurem. I find it hard to describe DD Kyurem as a sweeper in the same way that something like Gouging Fire or Volcarona was - it's not really something you'd expect to send in and click to a win with even if you have the right set, because you don't have access to recovery and you still have temporary forms of counterplay to deal with (Zama/Steels that are sometimes on a Balloon/Boosters/any number of mons that may live a hit if you choose to click DD first). All of this has to be weighed against the fact that your range of options with Kyurem will close the longer you don't send it in, as hazards will go up and/or the board will eventually simplify to a point that your opponent can do things like directly attacking into Kyurem to put it in range of priority, Teraing in front of the Kyurem, saving sacks to throw out so that Kyurem doesn't kill your remaining important pieces. This aspect of the game does exist to some degree with all of these sweepers, but the difference between Kyu and Goug/Volc is that Gouging/Volcarona found it much easier to punish you to a ridiculous degree just for making a basic initial response. Kyurem's Dragon Dance set mostly exists for making sure people can't wall Icicle Spear, and maybe forcing your opponent to burn Booster/Tera/Zama Dauntless Shield earlier than they wanted to IF you do the early game work necessary to force them into that position.


- Substitute + Protect is the set that originally made me unsure whether or not I wanted to ban Kyurem. Compared to the other special sets, Subtect has some practical advantages in actual games, giving Kyurem the opportunity to scout Choiced users like Gholdengo or drain the PP of checks in general. Compared to Specs Kyurem, Subtect can notably get away with slightly less hazard control, with some successful Subtect Kyurem teams using only Tusk as removal as opposed to the Cinderace + removal cores that are almost always seen with Specs Kyurem. That being said, there's still not that much in the meta in terms of good team structures for Sub Kyurem, and it still usually relies on having very bulky team support that can prolong the game until Kyurem puts in enough work. In this way, you could view Sub Kyurem as just another addition in a long list of long-term balance wincons, which is usually handled by meta adaptation rather than tiering action - eventually the existing Sub Kyurem teams will stop working well in the metagame at large, and then there will be a wait until people find new teams around the set. Regardless of how obviously annoying this set is to face, I don't think I can reasonably support a ban based off of a set that has a similar matchup spread to CM Clef/Boots Weav/Boots Rai/Reuniclus - I think we just have to accept that if the teams around these mons can survive long enough to give their main threat a million opportunities to click buttons, then they will probably win.


- As a small note tacked on the end here, while I don't agree with the premise of trying to predict future metas to make current decisions, I do think that it's possible to hit most of the points from that type of post just by discussing current meta interactions. One of the fundamental things to understand about the matchup between HO and not HO is that most if not all good HO teams will have a couple liabilities against bulkier teams (things that won't meaningfully make progress into the opposing team) and the point of breakers is to kinda balance this dynamic out a bit. I think that the current dynamic between Kyurem and our 4 main Ground types for example is very healthy in both directions - the Ground types tend to find easy free turns against mons that they wall, which is either converted into direct progress through attacks or free hazards that will be used to chip most of the team. From an offense perspective, it's important to have options to punish these sequences, which means having an option that deters these mons while also being good at making progress. On the other side of the same interaction, since the Ground types are still generally good into the offense teams that Kyurem is found on, good play from their side will aim to maximize the value out of their Ground type. A good example of this would be Stareal's game from Week 1 of SCL. Stareal recognizes that early aggressive play with his Ting-Lu will beat out any level of threat that Attribute can create with Kyurem, and as a result of this he's able to create a big early lead that pretty much takes Kyurem out of the game and leaves Attribute with no real answer to Speed Booster Tusk. While Kyurem absolutely is one of the best options this metagame has for an offensive response to the 4 Groundsmen (Lu/Lando/Tusk/Glisc) it's worth noting that this interaction is still mostly based on in-game playing - if you're hoping for a situation vs a high-level player where you get to brainlessly come in on a Ground type as it sets rocks and then DD and start cooking, you may find yourself disappointed when the Gliscor starts cooking with an early SD Tera maneuver, or when the Ting-Lu starts dancing around the rest of your team and putting hazards up, or when the Lando goes for U-turn instead of immediately clicking Rocks. In other words, DD Kyurem isn't being used to put offense over the edge so much as it's being used to patch one of offense's weaknesses that can be found basically everywhere.


- I think that current Kyurem performances in recent tournaments generally support the points I made above, but if there's one place where it hasn't, it would probably be the physical DD sets. These sets have been used more recently after being pretty dead for a while, mostly as a way to target mons that can otherwise safely stop Kyurem like Iron Crown or Scizor. Although this trend is another thing I really would have liked some more time to observe, it's worth pointing out that all of these variants (whether it's Fire/Elec/Ghost/Sub Ground) rely on Tera Blast. Without the physical Tera Blast coming off from the +1 Attack, it wouldn't be possible to land surprise OHKOs on mons that otherwise check every +1 Kyurem, and the existence of Tera Blast allows DD Kyurem to dip into a wider range of defensive teras, rather than always being bound to either Ground or Ice Tera to boost its special moves on the mixed sets.

As a final final note on the metagame (I promise), based off of my personal experience at least, the most banworthy mons in this current meta are Kingambit and Gliscor. Those are really the two mons that punish small building inaccuracies harder than anything else, and they have the upside of absolutely dominating whenever they get a strong matchup, whereas Kyurem still has to do some work to get around its natural answers.

As far as the general comments on council activity/transparency go, what I would say is that there's always a balance that needs to be struck if you want an actually good council. My take on the last few years is that the council has always relied on having a relatively chill sales pitch, in the sense that the main thing it asks from you is to provide meta insight in the council conversations when they do happen, and most of the rest of the busywork is generally already taken care of. It's something that plays well especially to the vast majority of tournament players who interact almost exclusively on Discord as opposed to the forums, which is why I'd say that the quality of the council has been steadily improving over the last few years. The balance between forum posting and Discord maining can definitely be improved still, but I felt it was worth pointing out the limits of council transparency (from a forums perspective at least). It has always been the case that people find a much bigger task in making these posts where you have to carefully craft arguments, pre-empt and then address counter-arguments, and then do your best to shorten the points to a readable length, compared to a Discord discussion where the flow of the conversation will generally take you where you need to go. From my time on other councils around the site I can say that it's a lot easier than you think to reach a point where things get delayed because seemingly basic tasks don't get done. Especially with past initiatives to do more Smogon posting it only takes one or two members of the group project to procrastinate for too long, and all of a sudden you can't release your fully written suspect test OP. Like I said before, there's always stuff that can be done to reform/improve the process, we just need to be aware of the fact that Finch-level council members who are good at every aspect of council duties are rare on this site, too rare to even make a full council of them. Realistically there needs to be some idea of what qualities are prioritised and what qualities are de-prioritised for council members - for me I'd say the most important things are high skill level, reasonable activity in OU discussions (in any part of the community including Discord), and a strong ability to form logical opinions. Outside of everything I just said, I also think that if there's a way to implement some sort of rotating council system, this would be beneficial for the council's health in the long-term.

Speaking of Discord vs forums, if you ever need to ask me anything about the metagame, I'm generally most reachable in the TrainerAid server
here (link).

Alright that's all from me for now, honestly I could have gotten reqs in the time it took for me to write this but maybe this is more valuable than a single vote.
 
I was one of the two council members who voted against the Kyurem suspect, originally this was because I didn't know what I wanted to vote until we had more time to see how SubTect would develop, but after more thinking on the issue I'm now firmly DNB on Kyurem. I don't have much time for this post so I'll just put my thoughts so far in bullet points:

- I was strongly DNB on the original Kyurem suspect. At the time the main issue being discussed with Kyurem was the relative lack of switchins to the Boots and Specs sets + the occasional DD mixup, but in general I felt that Kyurem teams at the time were railroaded into specific defensive structures that could be exploited heavily by most other styles in the metagame. I think that this aspect of Kyurem has stayed pretty constant, mainly because its profile doesn't really directly fit into any of the most important teambuilding roles - it's not speedy enough to be speed control, it doesn't have priority, it's not Ground/Steel/Ghost or Fairy type, it doesn't have hazards or removal, and it doesn't really want to come in on any of the major speedy boosting threats except for Booster Speed Tusk in some situations. When added together this is pretty relevant, because it means that the teamslot which is given to Kyurem is a slot that other teams will be using to build towards some bigger strategic advantage (which will in turn give them more evident long-term plans). To make all of this more annoying in the builder, special Kyurem isn't even a universal breaker - it still hard loses to stall and at the very least gets perpetually annoyed by Glowking on a lot of balance teams, and it's relatively difficult amongst all the other restrictions to find a strong way to incorporate special Kyurem into a team that also has teammates to address these issues. Kyurem was often painted as a massive menace for balance teams on account of these two sets in the first suspect, and imo this was not realistic to how balance actually played at the time - it had plenty of material to work with against Kyurem in real games, between all the structural flaws i mentioned + other things like the fact that most balance teams wanted to play towards a cleanup with Boots speed control (usually Pult/Zama/Weavile) which Kyurem did absolutely nothing to get in the way of.


- As for DD Kyurem (the most reliable set imo), it addresses some of these issues while leaving others. It's much closer to being a universal breaker in that a well-played mixed DD Kyurem will actually put pressure on every style, but I think it's important to note that when I say well-played DD Kyurem in this context, I mean a REALLY well-played Kyurem. I find it hard to describe DD Kyurem as a sweeper in the same way that something like Gouging Fire or Volcarona was - it's not really something you'd expect to send in and click to a win with even if you have the right set, because you don't have access to recovery and you still have temporary forms of counterplay to deal with (Zama/Steels that are sometimes on a Balloon/Boosters/any number of mons that may live a hit if you choose to click DD first). All of this has to be weighed against the fact that your range of options with Kyurem will close the longer you don't send it in, as hazards will go up and/or the board will eventually simplify to a point that your opponent can do things like directly attacking into Kyurem to put it in range of priority, Teraing in front of the Kyurem, saving sacks to throw out so that Kyurem doesn't kill your remaining important pieces. This aspect of the game does exist to some degree with all of these sweepers, but the difference between Kyu and Goug/Volc is that Gouging/Volcarona found it much easier to punish you to a ridiculous degree just for making a basic initial response. Kyurem's Dragon Dance set mostly exists for making sure people can't wall Icicle Spear, and maybe forcing your opponent to burn Booster/Tera/Zama Dauntless Shield earlier than they wanted to IF you do the early game work necessary to force them into that position.


- Substitute + Protect is the set that originally made me unsure whether or not I wanted to ban Kyurem. Compared to the other special sets, Subtect has some practical advantages in actual games, giving Kyurem the opportunity to scout Choiced users like Gholdengo or drain the PP of checks in general. Compared to Specs Kyurem, Subtect can notably get away with slightly less hazard control, with some successful Subtect Kyurem teams using only Tusk as removal as opposed to the Cinderace + removal cores that are almost always seen with Specs Kyurem. That being said, there's still not that much in the meta in terms of good team structures for Sub Kyurem, and it still usually relies on having very bulky team support that can prolong the game until Kyurem puts in enough work. In this way, you could view Sub Kyurem as just another addition in a long list of long-term balance wincons, which is usually handled by meta adaptation rather than tiering action - eventually the existing Sub Kyurem teams will stop working well in the metagame at large, and then there will be a wait until people find new teams around the set. Regardless of how obviously annoying this set is to face, I don't think I can reasonably support a ban based off of a set that has a similar matchup spread to CM Clef/Boots Weav/Boots Rai/Reuniclus - I think we just have to accept that if the teams around these mons can survive long enough to give their main threat a million opportunities to click buttons, then they will probably win.


- As a small note tacked on the end here, while I don't agree with the premise of trying to predict future metas to make current decisions, I do think that it's possible to hit most of the points from that type of post just by discussing current meta interactions. One of the fundamental things to understand about the matchup between HO and not HO is that most if not all good HO teams will have a couple liabilities against bulkier teams (things that won't meaningfully make progress into the opposing team) and the point of breakers is to kinda balance this dynamic out a bit. I think that the current dynamic between Kyurem and our 4 main Ground types for example is very healthy in both directions - the Ground types tend to find easy free turns against mons that they wall, which is either converted into direct progress through attacks or free hazards that will be used to chip most of the team. From an offense perspective, it's important to have options to punish these sequences, which means having an option that deters these mons while also being good at making progress. On the other side of the same interaction, since the Ground types are still generally good into the offense teams that Kyurem is found on, good play from their side will aim to maximize the value out of their Ground type. A good example of this would be Stareal's game from Week 1 of SCL. Stareal recognizes that early aggressive play with his Ting-Lu will beat out any level of threat that Attribute can create with Kyurem, and as a result of this he's able to create a big early lead that pretty much takes Kyurem out of the game and leaves Attribute with no real answer to Speed Booster Tusk. While Kyurem absolutely is one of the best options this metagame has for an offensive response to the 4 Groundsmen (Lu/Lando/Tusk/Glisc) it's worth noting that this interaction is still mostly based on in-game playing - if you're hoping for a situation vs a high-level player where you get to brainlessly come in on a Ground type as it sets rocks and then DD and start cooking, you may find yourself disappointed when the Gliscor starts cooking with an early SD Tera maneuver, or when the Ting-Lu starts dancing around the rest of your team and putting hazards up, or when the Lando goes for U-turn instead of immediately clicking Rocks. In other words, DD Kyurem isn't being used to put offense over the edge so much as it's being used to patch one of offense's weaknesses that can be found basically everywhere.


- I think that current Kyurem performances in recent tournaments generally support the points I made above, but if there's one place where it hasn't, it would probably be the physical DD sets. These sets have been used more recently after being pretty dead for a while, mostly as a way to target mons that can otherwise safely stop Kyurem like Iron Crown or Scizor. Although this trend is another thing I really would have liked some more time to observe, it's worth pointing out that all of these variants (whether it's Fire/Elec/Ghost/Sub Ground) rely on Tera Blast. Without the physical Tera Blast coming off from the +1 Attack, it wouldn't be possible to land surprise OHKOs on mons that otherwise check every +1 Kyurem, and the existence of Tera Blast allows DD Kyurem to dip into a wider range of defensive teras, rather than always being bound to either Ground or Ice Tera to boost its special moves on the mixed sets.

As a final final note on the metagame (I promise), based off of my personal experience at least, the most banworthy mons in this current meta are Kingambit and Gliscor. Those are really the two mons that punish small building inaccuracies harder than anything else, and they have the upside of absolutely dominating whenever they get a strong matchup, whereas Kyurem still has to do some work to get around its natural answers.

As far as the general comments on council activity/transparency go, what I would say is that there's always a balance that needs to be struck if you want an actually good council. My take on the last few years is that the council has always relied on having a relatively chill sales pitch, in the sense that the main thing it asks from you is to provide meta insight in the council conversations when they do happen, and most of the rest of the busywork is generally already taken care of. It's something that plays well especially to the vast majority of tournament players who interact almost exclusively on Discord as opposed to the forums, which is why I'd say that the quality of the council has been steadily improving over the last few years. The balance between forum posting and Discord maining can definitely be improved still, but I felt it was worth pointing out the limits of council transparency (from a forums perspective at least). It has always been the case that people find a much bigger task in making these posts where you have to carefully craft arguments, pre-empt and then address counter-arguments, and then do your best to shorten the points to a readable length, compared to a Discord discussion where the flow of the conversation will generally take you where you need to go. From my time on other councils around the site I can say that it's a lot easier than you think to reach a point where things get delayed because seemingly basic tasks don't get done. Especially with past initiatives to do more Smogon posting it only takes one or two members of the group project to procrastinate for too long, and all of a sudden you can't release your fully written suspect test OP. Like I said before, there's always stuff that can be done to reform/improve the process, we just need to be aware of the fact that Finch-level council members who are good at every aspect of council duties are rare on this site, too rare to even make a full council of them. Realistically there needs to be some idea of what qualities are prioritised and what qualities are de-prioritised for council members - for me I'd say the most important things are high skill level, reasonable activity in OU discussions (in any part of the community including Discord), and a strong ability to form logical opinions. Outside of everything I just said, I also think that if there's a way to implement some sort of rotating council system, this would be beneficial for the council's health in the long-term.

Speaking of Discord vs forums, if you ever need to ask me anything about the metagame, I'm generally most reachable in the TrainerAid server
here (link).

Alright that's all from me for now, honestly I could have gotten reqs in the time it took for me to write this but maybe this is more valuable than a single vote.
I was one of the two council members who voted against the Kyurem suspect, originally this was because I didn't know what I wanted to vote until we had more time to see how SubTect would develop, but after more thinking on the issue I'm now firmly DNB on Kyurem. I don't have much time for this post so I'll just put my thoughts so far in bullet points:

- I was strongly DNB on the original Kyurem suspect. At the time the main issue being discussed with Kyurem was the relative lack of switchins to the Boots and Specs sets + the occasional DD mixup, but in general I felt that Kyurem teams at the time were railroaded into specific defensive structures that could be exploited heavily by most other styles in the metagame. I think that this aspect of Kyurem has stayed pretty constant, mainly because its profile doesn't really directly fit into any of the most important teambuilding roles - it's not speedy enough to be speed control, it doesn't have priority, it's not Ground/Steel/Ghost or Fairy type, it doesn't have hazards or removal, and it doesn't really want to come in on any of the major speedy boosting threats except for Booster Speed Tusk in some situations. When added together this is pretty relevant, because it means that the teamslot which is given to Kyurem is a slot that other teams will be using to build towards some bigger strategic advantage (which will in turn give them more evident long-term plans). To make all of this more annoying in the builder, special Kyurem isn't even a universal breaker - it still hard loses to stall and at the very least gets perpetually annoyed by Glowking on a lot of balance teams, and it's relatively difficult amongst all the other restrictions to find a strong way to incorporate special Kyurem into a team that also has teammates to address these issues. Kyurem was often painted as a massive menace for balance teams on account of these two sets in the first suspect, and imo this was not realistic to how balance actually played at the time - it had plenty of material to work with against Kyurem in real games, between all the structural flaws i mentioned + other things like the fact that most balance teams wanted to play towards a cleanup with Boots speed control (usually Pult/Zama/Weavile) which Kyurem did absolutely nothing to get in the way of.


- As for DD Kyurem (the most reliable set imo), it addresses some of these issues while leaving others. It's much closer to being a universal breaker in that a well-played mixed DD Kyurem will actually put pressure on every style, but I think it's important to note that when I say well-played DD Kyurem in this context, I mean a REALLY well-played Kyurem. I find it hard to describe DD Kyurem as a sweeper in the same way that something like Gouging Fire or Volcarona was - it's not really something you'd expect to send in and click to a win with even if you have the right set, because you don't have access to recovery and you still have temporary forms of counterplay to deal with (Zama/Steels that are sometimes on a Balloon/Boosters/any number of mons that may live a hit if you choose to click DD first). All of this has to be weighed against the fact that your range of options with Kyurem will close the longer you don't send it in, as hazards will go up and/or the board will eventually simplify to a point that your opponent can do things like directly attacking into Kyurem to put it in range of priority, Teraing in front of the Kyurem, saving sacks to throw out so that Kyurem doesn't kill your remaining important pieces. This aspect of the game does exist to some degree with all of these sweepers, but the difference between Kyu and Goug/Volc is that Gouging/Volcarona found it much easier to punish you to a ridiculous degree just for making a basic initial response. Kyurem's Dragon Dance set mostly exists for making sure people can't wall Icicle Spear, and maybe forcing your opponent to burn Booster/Tera/Zama Dauntless Shield earlier than they wanted to IF you do the early game work necessary to force them into that position.


- Substitute + Protect is the set that originally made me unsure whether or not I wanted to ban Kyurem. Compared to the other special sets, Subtect has some practical advantages in actual games, giving Kyurem the opportunity to scout Choiced users like Gholdengo or drain the PP of checks in general. Compared to Specs Kyurem, Subtect can notably get away with slightly less hazard control, with some successful Subtect Kyurem teams using only Tusk as removal as opposed to the Cinderace + removal cores that are almost always seen with Specs Kyurem. That being said, there's still not that much in the meta in terms of good team structures for Sub Kyurem, and it still usually relies on having very bulky team support that can prolong the game until Kyurem puts in enough work. In this way, you could view Sub Kyurem as just another addition in a long list of long-term balance wincons, which is usually handled by meta adaptation rather than tiering action - eventually the existing Sub Kyurem teams will stop working well in the metagame at large, and then there will be a wait until people find new teams around the set. Regardless of how obviously annoying this set is to face, I don't think I can reasonably support a ban based off of a set that has a similar matchup spread to CM Clef/Boots Weav/Boots Rai/Reuniclus - I think we just have to accept that if the teams around these mons can survive long enough to give their main threat a million opportunities to click buttons, then they will probably win.


- As a small note tacked on the end here, while I don't agree with the premise of trying to predict future metas to make current decisions, I do think that it's possible to hit most of the points from that type of post just by discussing current meta interactions. One of the fundamental things to understand about the matchup between HO and not HO is that most if not all good HO teams will have a couple liabilities against bulkier teams (things that won't meaningfully make progress into the opposing team) and the point of breakers is to kinda balance this dynamic out a bit. I think that the current dynamic between Kyurem and our 4 main Ground types for example is very healthy in both directions - the Ground types tend to find easy free turns against mons that they wall, which is either converted into direct progress through attacks or free hazards that will be used to chip most of the team. From an offense perspective, it's important to have options to punish these sequences, which means having an option that deters these mons while also being good at making progress. On the other side of the same interaction, since the Ground types are still generally good into the offense teams that Kyurem is found on, good play from their side will aim to maximize the value out of their Ground type. A good example of this would be Stareal's game from Week 1 of SCL. Stareal recognizes that early aggressive play with his Ting-Lu will beat out any level of threat that Attribute can create with Kyurem, and as a result of this he's able to create a big early lead that pretty much takes Kyurem out of the game and leaves Attribute with no real answer to Speed Booster Tusk. While Kyurem absolutely is one of the best options this metagame has for an offensive response to the 4 Groundsmen (Lu/Lando/Tusk/Glisc) it's worth noting that this interaction is still mostly based on in-game playing - if you're hoping for a situation vs a high-level player where you get to brainlessly come in on a Ground type as it sets rocks and then DD and start cooking, you may find yourself disappointed when the Gliscor starts cooking with an early SD Tera maneuver, or when the Ting-Lu starts dancing around the rest of your team and putting hazards up, or when the Lando goes for U-turn instead of immediately clicking Rocks. In other words, DD Kyurem isn't being used to put offense over the edge so much as it's being used to patch one of offense's weaknesses that can be found basically everywhere.


- I think that current Kyurem performances in recent tournaments generally support the points I made above, but if there's one place where it hasn't, it would probably be the physical DD sets. These sets have been used more recently after being pretty dead for a while, mostly as a way to target mons that can otherwise safely stop Kyurem like Iron Crown or Scizor. Although this trend is another thing I really would have liked some more time to observe, it's worth pointing out that all of these variants (whether it's Fire/Elec/Ghost/Sub Ground) rely on Tera Blast. Without the physical Tera Blast coming off from the +1 Attack, it wouldn't be possible to land surprise OHKOs on mons that otherwise check every +1 Kyurem, and the existence of Tera Blast allows DD Kyurem to dip into a wider range of defensive teras, rather than always being bound to either Ground or Ice Tera to boost its special moves on the mixed sets.

As a final final note on the metagame (I promise), based off of my personal experience at least, the most banworthy mons in this current meta are Kingambit and Gliscor. Those are really the two mons that punish small building inaccuracies harder than anything else, and they have the upside of absolutely dominating whenever they get a strong matchup, whereas Kyurem still has to do some work to get around its natural answers.

As far as the general comments on council activity/transparency go, what I would say is that there's always a balance that needs to be struck if you want an actually good council. My take on the last few years is that the council has always relied on having a relatively chill sales pitch, in the sense that the main thing it asks from you is to provide meta insight in the council conversations when they do happen, and most of the rest of the busywork is generally already taken care of. It's something that plays well especially to the vast majority of tournament players who interact almost exclusively on Discord as opposed to the forums, which is why I'd say that the quality of the council has been steadily improving over the last few years. The balance between forum posting and Discord maining can definitely be improved still, but I felt it was worth pointing out the limits of council transparency (from a forums perspective at least). It has always been the case that people find a much bigger task in making these posts where you have to carefully craft arguments, pre-empt and then address counter-arguments, and then do your best to shorten the points to a readable length, compared to a Discord discussion where the flow of the conversation will generally take you where you need to go. From my time on other councils around the site I can say that it's a lot easier than you think to reach a point where things get delayed because seemingly basic tasks don't get done. Especially with past initiatives to do more Smogon posting it only takes one or two members of the group project to procrastinate for too long, and all of a sudden you can't release your fully written suspect test OP. Like I said before, there's always stuff that can be done to reform/improve the process, we just need to be aware of the fact that Finch-level council members who are good at every aspect of council duties are rare on this site, too rare to even make a full council of them. Realistically there needs to be some idea of what qualities are prioritised and what qualities are de-prioritised for council members - for me I'd say the most important things are high skill level, reasonable activity in OU discussions (in any part of the community including Discord), and a strong ability to form logical opinions. Outside of everything I just said, I also think that if there's a way to implement some sort of rotating council system, this would be beneficial for the council's health in the long-term.

Speaking of Discord vs forums, if you ever need to ask me anything about the metagame, I'm generally most reachable in the TrainerAid server
here (link).

Alright that's all from me for now, honestly I could have gotten reqs in the time it took for me to write this but maybe this is more valuable than a single vote.
I was one of the two council members who voted against the Kyurem suspect, originally this was because I didn't know what I wanted to vote until we had more time to see how SubTect would develop, but after more thinking on the issue I'm now firmly DNB on Kyurem. I don't have much time for this post so I'll just put my thoughts so far in bullet points:

- I was strongly DNB on the original Kyurem suspect. At the time the main issue being discussed with Kyurem was the relative lack of switchins to the Boots and Specs sets + the occasional DD mixup, but in general I felt that Kyurem teams at the time were railroaded into specific defensive structures that could be exploited heavily by most other styles in the metagame. I think that this aspect of Kyurem has stayed pretty constant, mainly because its profile doesn't really directly fit into any of the most important teambuilding roles - it's not speedy enough to be speed control, it doesn't have priority, it's not Ground/Steel/Ghost or Fairy type, it doesn't have hazards or removal, and it doesn't really want to come in on any of the major speedy boosting threats except for Booster Speed Tusk in some situations. When added together this is pretty relevant, because it means that the teamslot which is given to Kyurem is a slot that other teams will be using to build towards some bigger strategic advantage (which will in turn give them more evident long-term plans). To make all of this more annoying in the builder, special Kyurem isn't even a universal breaker - it still hard loses to stall and at the very least gets perpetually annoyed by Glowking on a lot of balance teams, and it's relatively difficult amongst all the other restrictions to find a strong way to incorporate special Kyurem into a team that also has teammates to address these issues. Kyurem was often painted as a massive menace for balance teams on account of these two sets in the first suspect, and imo this was not realistic to how balance actually played at the time - it had plenty of material to work with against Kyurem in real games, between all the structural flaws i mentioned + other things like the fact that most balance teams wanted to play towards a cleanup with Boots speed control (usually Pult/Zama/Weavile) which Kyurem did absolutely nothing to get in the way of.


- As for DD Kyurem (the most reliable set imo), it addresses some of these issues while leaving others. It's much closer to being a universal breaker in that a well-played mixed DD Kyurem will actually put pressure on every style, but I think it's important to note that when I say well-played DD Kyurem in this context, I mean a REALLY well-played Kyurem. I find it hard to describe DD Kyurem as a sweeper in the same way that something like Gouging Fire or Volcarona was - it's not really something you'd expect to send in and click to a win with even if you have the right set, because you don't have access to recovery and you still have temporary forms of counterplay to deal with (Zama/Steels that are sometimes on a Balloon/Boosters/any number of mons that may live a hit if you choose to click DD first). All of this has to be weighed against the fact that your range of options with Kyurem will close the longer you don't send it in, as hazards will go up and/or the board will eventually simplify to a point that your opponent can do things like directly attacking into Kyurem to put it in range of priority, Teraing in front of the Kyurem, saving sacks to throw out so that Kyurem doesn't kill your remaining important pieces. This aspect of the game does exist to some degree with all of these sweepers, but the difference between Kyu and Goug/Volc is that Gouging/Volcarona found it much easier to punish you to a ridiculous degree just for making a basic initial response. Kyurem's Dragon Dance set mostly exists for making sure people can't wall Icicle Spear, and maybe forcing your opponent to burn Booster/Tera/Zama Dauntless Shield earlier than they wanted to IF you do the early game work necessary to force them into that position.


- Substitute + Protect is the set that originally made me unsure whether or not I wanted to ban Kyurem. Compared to the other special sets, Subtect has some practical advantages in actual games, giving Kyurem the opportunity to scout Choiced users like Gholdengo or drain the PP of checks in general. Compared to Specs Kyurem, Subtect can notably get away with slightly less hazard control, with some successful Subtect Kyurem teams using only Tusk as removal as opposed to the Cinderace + removal cores that are almost always seen with Specs Kyurem. That being said, there's still not that much in the meta in terms of good team structures for Sub Kyurem, and it still usually relies on having very bulky team support that can prolong the game until Kyurem puts in enough work. In this way, you could view Sub Kyurem as just another addition in a long list of long-term balance wincons, which is usually handled by meta adaptation rather than tiering action - eventually the existing Sub Kyurem teams will stop working well in the metagame at large, and then there will be a wait until people find new teams around the set. Regardless of how obviously annoying this set is to face, I don't think I can reasonably support a ban based off of a set that has a similar matchup spread to CM Clef/Boots Weav/Boots Rai/Reuniclus - I think we just have to accept that if the teams around these mons can survive long enough to give their main threat a million opportunities to click buttons, then they will probably win.


- As a small note tacked on the end here, while I don't agree with the premise of trying to predict future metas to make current decisions, I do think that it's possible to hit most of the points from that type of post just by discussing current meta interactions. One of the fundamental things to understand about the matchup between HO and not HO is that most if not all good HO teams will have a couple liabilities against bulkier teams (things that won't meaningfully make progress into the opposing team) and the point of breakers is to kinda balance this dynamic out a bit. I think that the current dynamic between Kyurem and our 4 main Ground types for example is very healthy in both directions - the Ground types tend to find easy free turns against mons that they wall, which is either converted into direct progress through attacks or free hazards that will be used to chip most of the team. From an offense perspective, it's important to have options to punish these sequences, which means having an option that deters these mons while also being good at making progress. On the other side of the same interaction, since the Ground types are still generally good into the offense teams that Kyurem is found on, good play from their side will aim to maximize the value out of their Ground type. A good example of this would be Stareal's game from Week 1 of SCL. Stareal recognizes that early aggressive play with his Ting-Lu will beat out any level of threat that Attribute can create with Kyurem, and as a result of this he's able to create a big early lead that pretty much takes Kyurem out of the game and leaves Attribute with no real answer to Speed Booster Tusk. While Kyurem absolutely is one of the best options this metagame has for an offensive response to the 4 Groundsmen (Lu/Lando/Tusk/Glisc) it's worth noting that this interaction is still mostly based on in-game playing - if you're hoping for a situation vs a high-level player where you get to brainlessly come in on a Ground type as it sets rocks and then DD and start cooking, you may find yourself disappointed when the Gliscor starts cooking with an early SD Tera maneuver, or when the Ting-Lu starts dancing around the rest of your team and putting hazards up, or when the Lando goes for U-turn instead of immediately clicking Rocks. In other words, DD Kyurem isn't being used to put offense over the edge so much as it's being used to patch one of offense's weaknesses that can be found basically everywhere.


- I think that current Kyurem performances in recent tournaments generally support the points I made above, but if there's one place where it hasn't, it would probably be the physical DD sets. These sets have been used more recently after being pretty dead for a while, mostly as a way to target mons that can otherwise safely stop Kyurem like Iron Crown or Scizor. Although this trend is another thing I really would have liked some more time to observe, it's worth pointing out that all of these variants (whether it's Fire/Elec/Ghost/Sub Ground) rely on Tera Blast. Without the physical Tera Blast coming off from the +1 Attack, it wouldn't be possible to land surprise OHKOs on mons that otherwise check every +1 Kyurem, and the existence of Tera Blast allows DD Kyurem to dip into a wider range of defensive teras, rather than always being bound to either Ground or Ice Tera to boost its special moves on the mixed sets.

As a final final note on the metagame (I promise), based off of my personal experience at least, the most banworthy mons in this current meta are Kingambit and Gliscor. Those are really the two mons that punish small building inaccuracies harder than anything else, and they have the upside of absolutely dominating whenever they get a strong matchup, whereas Kyurem still has to do some work to get around its natural answers.

As far as the general comments on council activity/transparency go, what I would say is that there's always a balance that needs to be struck if you want an actually good council. My take on the last few years is that the council has always relied on having a relatively chill sales pitch, in the sense that the main thing it asks from you is to provide meta insight in the council conversations when they do happen, and most of the rest of the busywork is generally already taken care of. It's something that plays well especially to the vast majority of tournament players who interact almost exclusively on Discord as opposed to the forums, which is why I'd say that the quality of the council has been steadily improving over the last few years. The balance between forum posting and Discord maining can definitely be improved still, but I felt it was worth pointing out the limits of council transparency (from a forums perspective at least). It has always been the case that people find a much bigger task in making these posts where you have to carefully craft arguments, pre-empt and then address counter-arguments, and then do your best to shorten the points to a readable length, compared to a Discord discussion where the flow of the conversation will generally take you where you need to go. From my time on other councils around the site I can say that it's a lot easier than you think to reach a point where things get delayed because seemingly basic tasks don't get done. Especially with past initiatives to do more Smogon posting it only takes one or two members of the group project to procrastinate for too long, and all of a sudden you can't release your fully written suspect test OP. Like I said before, there's always stuff that can be done to reform/improve the process, we just need to be aware of the fact that Finch-level council members who are good at every aspect of council duties are rare on this site, too rare to even make a full council of them. Realistically there needs to be some idea of what qualities are prioritised and what qualities are de-prioritised for council members - for me I'd say the most important things are high skill level, reasonable activity in OU discussions (in any part of the community including Discord), and a strong ability to form logical opinions. Outside of everything I just said, I also think that if there's a way to implement some sort of rotating council system, this would be beneficial for the council's health in the long-term.

Speaking of Discord vs forums, if you ever need to ask me anything about the metagame, I'm generally most reachable in the TrainerAid server
here (link).

Alright that's all from me for now, honestly I could have gotten reqs in the time it took for me to write this but maybe this is more valuable than a single vote.
The first four paragraphs are such good insight into the dnb position that I almost started this sentence as "the first paragraph," but then I scrolled to double check and was surprised to see it was actually four, not one. The "small note" after was great too. Thank you for sharing, this was good food and fortunately/unfortunately really whets the appetite for more consistent posts from the council regarding suspects.
The community benefits far more from a council that is internally confident in its own competence than from one that elevates loudmouths and shuns quieter types, so encouraging council commentary above berating council silence is what I hope to see.
Though it's worth noting after all the complaining and messiness in this thread, there ended up being more insight here than probably the last 4 or 5 suspect threads combined.
 
At the same time some loud lower skilled players really need to appreciate top players input more even if you disagree. No need to worship them like gods but if all you do is sit back, "haha" that person and dismiss them as them having sh!t opinion, it is no wonder so many top players choose to not engage with the general playerbase. Heck I would go "why bother too. They are top players for a reason and you will find that some are pretty open to engage with the general community . As Ehmcee has already said, some opinion just have more weight since they have experience and are proven in their field. I have learned a lot from better players sharing teams with me. Right now I am just 1800s ladder regular so not that high but I wouldn't have gotten better at all if those ppl wouldnt be nice enough to help.
as a lower-skilled player, I want to say that this is part of why I said I was open to changing my mind. My opinion is informed only by my own experiences, but I feel like if you're not a top player, you should be open to learning and listening. I've listened to top players on both sides of the argument, and generally agreed more with the ban side, but DNB has put up some good arguments as well. I think we would do better to listen rather than to meme. From what I gather from a lot of DNB, it's that Kyurem is more likely to be handled by aggressive positioning rather than defensive, which ultimately requires forethought and better ideas of lines of play, as well as how Kyurem doesn't slot neatly onto every team.

I can get behind the idea that perhaps counterplay to a mon isn't always just "switch in something that walls it," because honestly that does make the game feel too binary.

Also, not against a requirements-met thread, honestly. It'd be nice to filter out who is giving pointless advice. If there's a way to send questions, even better (probably just use the non-requirements thread for that and see if any top players are willing to answer them).
 
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I will be voting ban on Kyurem because I think it is broken in SV OU. I do not think it ruins the metagame and I admit there is some counterplay to it, but, while I enjoy the current metagame and do not mind either result, I do think the responses to Kyurem are rather limited. I also believe the cause-and-effect arguments against a Kyurem (or any other) ban are more preusmptuous than definitive, causing pause that may not be warranted and has not been warranted in the past. I am posting this while fully expecting it to remain unbanned during the vote and having a ton of respect for the other side who made strong arguments, but I think it would not be fair to get a formal post from me as a council member and TL since most of my prior posts are more moderation based as opposed to conent focused.

Let's start with Kyurem itself: obviously a strong Pokemon, but what makes it broken? Set diversity is the common answer, but this is actually not why I think it is broken. I find the Substitute variants to be good, but perhaps overhyped and not a breaking point at all. They took advantage of an unprepared metagame state during OLT and were potent, but the tier has since reacted with things like Roar Moltres, Balloon Encore Tinkaton, RestoChesto Zamazenta, and various Assault Vest users like Iron Crown, Zamazenta, Hoopa-U, Slowking-Galar, and even Okidogi picking up in usage. What really makes Kyurem thrive is how strong it is for a Pokemon with its profile, making counterplay either circumstantial or temporary relative to metagame norms. This causes a strain on teambuilding naturally, but also can lead to decision making in the battle being higher-stakes with less information disclosed.

Choice Specs and even Never-Melt Ice or Heavy-Duty Boots specially focused Kyurem have actually seen a downtick in usage since the advent of the Substitute variant and the upswing in Dragon Dance Kyurem, which we will get to later. I find these sets to still be very strong, pushing the limits of balanced teams while being able to trade at worst (or potentially 2 for 1 if you time a defensive Tera well) into offense. They were at the forefront of the first Kyurem suspect test when it received 58% in favor of a ban and while they are less common now, I find it very telling that a lot of posts are focused on the other variants when these are still plenty strong. I find HDB to be a fair trade-off as you do not take hazard damage in exchange for power, but it is a far cry from problematic without the power, so shifting to the other sets: Ice switch-ins are just not great. You out-damage Slowking-Galar, Air Balloon Gholdengo and Kingambit are one-off checks (which is enough on hard offense, but not on other archetypes usually), and other checks are limited like AV Iron Crown/Air Balloon Tinkaton, who are at least viable even if archetype limited, or Blissey, which is only seen on stall teams. I think it is plenty playable and the tier clearly has not gone to shit with it remaining, but this is a strain on teambuilding and play that is dispraportionate with most other Pokemon.

Perhaps the most threatening sets, however, are the Dragon Dance sets. This, in my eyes, are what distinguished Kyurem now from last suspect, when it just escaped a ban by 5 votes or 2%. Dragon Dance Kyurem is very strong. Without Tera, most Steel types can 1v1 it initially and this forms the basis of Kyurem counterplay: if you exhaust Tera with Kyurem, you frequently get an extra KO vs initial switch-ins, but some teams can at least counter-Tera to limit the threat afterwards if they get turns right. This is an incredibly delicate dance on both sides though. Kyurem being able to run mixed DD with Freeze Dry and Tera Ground Earth Power or fully physical DD with Tera Blast Fighting/Fire/Electric makes consistently stopping it really hard. One-off checks like Zamazenta, most Air Balloon Gholdengo/Kingambit, or Primarina do not have the ability to check it another time. However, Kyurem's base typing is weak to hazards and a lot of teams have enough pressure and speed to limit Kyurem's entry. Is this a healthy dynamic and enough for it to stay in the tier? I do not really think so as we have seen less HO lately (although IMO it is still plenty viable) and there are so many games where one micro-interaction takes a seemingly prepared team puts a team into a huge deficit. I genuinely do not believe the counterplay is numerous enough or durable enough throughout archetypes. I understand some fellow posters disagree and cite valid concerns about hazards being prominent or Tera reliance, but there is a lot of nuance to the hazard situation which hinges on team context on both sides and I do not find it dispraportionately tera reliant to some other win conditions personally.

Pivoting to the more philsophical arguments, I do not prioritize the cause-and-effect potential of bans. I focus on the current metagame as tiering is a multi-step dance throughout a generation, not a singular act that is met with a full-stop. Sure, it is possible a ban on X leads to a ban on Y, but it is also possible that is incorrect. Theories surrounding this have been correct in the past, but also have been very wrong. People worried the ban of Volcarona would make the tier worse, but I think the metagame is close to balance (to the point that I am not really bothered if Kyurem stays TBH) and we have a lot fewer games decided by the matchup moth's antics. Fewer people, but some, speculated that a Gouging Fire ban would lead to a metagame leaning too far or dispraportionate focus, but personally I like this tier and I have used offense frequently to nearly peak the ladder and go 2-0 in SCL so far -- I do see more balance, but everything is viable and I do not view this as a problem. If you dig deeper, I think the "if you ban X Pokemon, Y Pokemon or Z core specifically will be OP" is especially hard to gauge. We have had so many changes since the "ZapKingLu" phase that so many people cited before -- Darkrai is now in the game, Gliscor is not banned, Samurott-H with Knock Off + Ceaseless Edge is better than ever, mixed Deoxys-Speed is superb, offensive Primarina is close to its peak, better Ogerpon-Wellspring sets are circulating, NP Hydrapple has begun to surge, etc. -- there is a different supporting cast around the tier that is naturally going to lead to different outcomes in the metagame. Some similarities are possible, but it is also possible we have vastly different metagame trends -- the point is we do not know this while we very much do know the current metagame, so I focus on that.

Overall, Kyurem is a close call with counterplay that is too thin for my liking. I will vote ban on it, but I expect it to stay probably and I will not be upset by either outcome. Thanks to everyone for posting in this thread, but it definitely was a stressful suspect to navigate and probably took a few years off of my lifespan along the way lol -- vote will be up in an hour or so, this will be locked pretty soon (if you are just reading this, scroll back a few pages and consult other counter-arguments in prior pages please -- only fair and I hate closing out threads).
 
The results of the recent SV OU Kyurem suspect are changing from Ban to Do Not Ban after we uncovered irrefutable evidence of a cheating by a plethora of voters! An individual was repeatedly getting voting requirements and distributing qualified aliases to other users, who elected to use them despite this being in direct violation of the rules. I will provide a full account of what I can share as this is an unprecedented situation and the community deserves accountability.

The initial results above with Kyurem getting banned 84-52, which showed 61.8% support. This was one of the closest suspects in recent history and famously came down to the last few votes. However, 11 votes have been deemed illegitimate after an internal investigation disclosed widespread suspect cheating. We have removed these votes from the pool due to our emphasis on assuring the quality of our suspec process and the recency of the verdict. The new tally is 74-51, which is only 59.2% support. As such, Kyurem is now unbanned from SV OU effective immediately.
 
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