You guys are making a big fuss over whether to ban/unban BP because of Eevee pass. Have you considered unbanning BP and banning Eevium Z instead?
I am not really sure where to post this, but after playing USM for almost a year and Snake Draft coming to an end, I want to voice my opinion on an issue the metagame that I needs to be addressed. I know I'm not a great poster, so I will try to focus completely on the content without fluffing it too much.
I am calling for a discussion on Necrozma Dusk Mane/Ultra Necrozma combination as a whole, and their combined impact on the USM Ubers metagame, and the potential to lead to a possible suspect of Necrozma-DM, as I feel this is the best possible solution to the issue without any high levels of complexity of a potential ban and arguably the element of the problem which has the largest impact.
Necrozma has too many dimensions to account for, both from a teambuilder and a playing perspective. Necrozma has an extreme versatility of sets, these sets include Double Dance , Swords Dance + Trick Room (both of these include Weakness Policy + Solgalium-Z variants), 2 Attacks Swords Dance + Moonlight( Specially defensive / Jolly Life Orb) along with Ultra Necrozma sets being Ultra Swords Dance and Calm Mind.
This versatility along with the fact that Necrozma-DM being able to Ultra Burst, means you have to account for the possibility of Ultra Necrozma throughout the game, until enough information is presented to you. The main underlying issue of this is it forces players to account for two different Pokemon at once during the game and both Necrozma’s have completely different methods to check or sequence them in a game. This can lead to guessing games amongst players and games being decided on a coinflip of whether the opponent is Necrozma-DM or Ultra Necrozma, an incorrect guess can be extremely damaging or lead to a loss on the spot. This coinflip element is somewhat comparable to Mega Rayquaza in my opinion.
This is one of the main factors that make Necrozma completely unique to top level offensive threats like Geomancy Xerneas. In the example of Geomancy Xerneas which has less dimensions to it as you can guarantee what Xerneas is capable of doing and there are surefire checks and play sequences to deal with Geomancy Xerneas, I feel this puts Necrozma way above Xerneas in terms of an offensive threat and the amount of damage to a team it is able to do.
In the teambuilder, Necrozma has a short list of checks due its offensive versatility, ability to use 200 BP Z-Moves and offensive stats make it very overwhelming to deal with. Necrozma-DM and Ultra Necrozma put a lot of teambuilding constraint onto teams and requiring additional preparation/countermeasures to deal with Necrozma in teambuilds that tend to lack either a Yveltal or Arceus-Dark. This pushes players into corners with team ideas them and sometimes leads to neglecting top relevant metagame threats such as Ho-Oh, Primal Kyogre, Geomancy Xerneas or Arceus-Ground. Because a considerable teambuilding focus is applied on Necrozma, and thus leads to a workable amount of builds in a metagame that can cover most/or all of the main metagame threats being extremely limited. One being the composition of: Mega Salamence / Primal Kyogre / Primal Groudon / Extreme Killer Arceus / Xerneas / Necrozma-DM which is just barely adequate to deal with the main metagame threats.
Obviously the collateral of removing Necrozma-DM has to be looked at in a metagame perspective, however I feel the removal outweighs the collateral that it could bring and could bring a positive shift to the metagame, allowing players to teambuild more adequately against other metagame threats/trends and the possibility of stall being a workable playstyle as a result.
The reason Necrozma Dawn Wings was not factored into the equation of this post as it has little to no relevant impact on the metagame, with its only workable sets being a niche of Ultra Bursting into Ultra Necrozma. Ultra Necrozma on its own is completely able to dealt with sufficiently and I feel the issues come from the combination of Necrozma-DM and Ultra Necrozma being too powerful and too versatile to account for in the metagame and overall I feel this stems from Necrozma-DM being the overall problematic Pokemon and there should be the suspect element.
In conclusion, the objective of this post is to generate discussion of the USM Ubers metagame moving forward and formulate solutions on how to improve the metagame as a whole. I am quite concerned and passionate about the future of the tier and I would like to see how other players feel about this and post their thoughts.
Thanks for reading my post.
You're right, Ultra Necrozma would be more likely to be banned because of how much better Necrozma-Ultra's stats are.i dont think banning dusk mane should ever be on the table, especially since its the easier of the 2 forms to check effectively in a linear fashion. i agree that the need to cover potential dusk or ultra necro in a game scenario can often be overwhelming and even decide the game with how polarizing the set up turns are, but this wouldn't be a dusk mane problem, it'd be an ultra necrozma problem. dusk mane is rather balanced with its need to set up two dances to be an effective sweeper, meaning you can triangle check naturally between support arcs, zygs, lunalas, ygods, ogres, fast pdons, etc. dusk will always have valuable aspects to provide to the tier in terms of balancing threats and in the current meta is not actually needed to build successful teams. ultra necrozma on the other hand has little to offer except creating an additional offensive threat that has to be dealt with in unconventional ways, while also creating polarizing "coinflip" situations (only things it potentially balances are creating the need for real speed control, mixed pdon, sd arcs). i could see a future potential argument being made for an ultra necrozma ban given its power, building contraints, and odd situational mechanics in conjunction with dusk form.
final statement: having to account for two potential forms is a problem as it creates heavy restrictions in how you check dusk/ultra, but dusk mane is very balanced as a single mon. the premise of banning dusk mane to eliminate the polarizing turns and "coinflips" or "guessing games" that dusk + ultra create should probably be disregarded as it is the additional form that makes it sketchy in the first place. This would be like banning rayquaza base form and mega form instead of just mega form, as you have to "guess between z ray and mega ray" (not exactly like this but if you amplify that situation to a greater extent you get a close example to what the argument is). if you get rid of ultranecrozium z, you get rid of the guessing game problem, while also keeping dusk mane around which is pretty balanced in the fact that teams can easily check offensive and support sets alike in a linear fashion. dusk is also healthy for the metagame if we disregard the ultra + dusk problem. if anything were to be banned, which im not advocating that it should, it should be ultra necrozma in theory.
You're right, Ultra Necrozma would be more likely to be banned because of how much better Necrozma-Ultra's stats are.
You're right, I didn't think about that lolits actually not even as simple of an issue as that. its purely based on the situations that occur when you have to play around a 2 in 1 mon with both possibilities being quite potent and require different methods of checking. from a public standpoint, most will agree overall dusk is a better mon as a whole, and its S rank compared to Ultra's A rank reflects this common viewpoint. this is why banning ultra>dusk may not be intuitive, as we would be banning a pokemon that is not insanely high usage rate, is not overpowered as a whole, and even has ample checks in the meta. the argument about why ultra needs to go would be based purely on how it has "broken" mechanics essentially.
i dont think banning dusk mane should ever be on the table, especially since its the easier of the 2 forms to check effectively in a linear fashion. i agree that the need to cover potential dusk or ultra necro in a game scenario can often be overwhelming and even decide the game with how polarizing the set up turns are, but this wouldn't be a dusk mane problem, it'd be an ultra necrozma problem. dusk mane is rather balanced with its need to set up two dances to be an effective sweeper, meaning you can triangle check naturally between support arcs, zygs, lunalas, ygods, ogres, fast pdons, etc. dusk will always have valuable aspects to provide to the tier in terms of balancing threats and in the current meta is not actually needed to build successful teams. ultra necrozma on the other hand has little to offer except creating an additional offensive threat that has to be dealt with in unconventional ways, while also creating polarizing "coinflip" situations (only things it potentially balances are creating the need for real speed control, mixed pdon, sd arcs). i could see a future potential argument being made for an ultra necrozma ban given its power, building contraints, and odd situational mechanics in conjunction with dusk form.
final statement: having to account for two potential forms is a problem as it creates heavy restrictions in how you check dusk/ultra, but dusk mane is very balanced as a single mon. the premise of banning dusk mane to eliminate the polarizing turns and "coinflips" or "guessing games" that dusk + ultra create should probably be disregarded as it is the additional form that makes it sketchy in the first place. This would be like banning rayquaza base form and mega form instead of just mega form, as you have to "guess between z ray and mega ray" (not exactly like this but if you amplify that situation to a greater extent you get a close example to what the argument is). if you get rid of ultranecrozium z, you get rid of the guessing game problem, while also keeping dusk mane around which is pretty balanced in the fact that teams can easily check offensive and support sets alike in a linear fashion. dusk is also healthy for the metagame if we disregard the ultra + dusk problem. if anything were to be banned, which im not advocating that it should, it should be ultra necrozma in theory.
The case of being surprised by an Ultra set isn't the fault of Dusk, but that of the player for not assessing the enemy team well enough