Well, I wasn't expecting to come back to this. We had all the excuses about why a no Tera ladder couldn't happen, but now there is a Solgaleo one? I understand the likeshop is different, but still. I fundamentally disagree that Ubers like Palafin or Solgaleo will ever fix the tier's powercreep issue. But since this is what we have, and it's just for fun, let me give you my thoughts on Solgaleo.
First of all, I think it's going to wind up broken because the stats are high, the movepool is diverse and good, and Tera exists to further supplement this. Also, it's a freaking Uber Title legendary. From what I can gather, a lot of the times where Solgaleo feels lacking or inconsistent is mostly just about needing to dial in the sets more. This mon has so much it can do that you really need to have ruthless efficiency is determining stuff for that.
Second, I'm surprised how much difference there is between some of the opinions here and my own. Don't agree that is broken? Well, let me help you break it. I could be wrong because it is early, but here are my initial impressions...
A. Noob Traps
Note that I'm not saying these are totally bad or that people who think they are good are bad or a noob or whatever. Just that these options aren't as good as they might seem on first impression. Although, these are my own first impressions so... Anyways, these don't feel good to me.
1. Choice Band:
I don't think it's that great. Solgaleo has STABs that aren't the best offensive types. It has great coverage. The speed tier is kinda slow. There are no truly spammable single moves. It really wants to switch up moves. I don't think CB is completely bad per say, but I hate playing it on Solg. I know it looks like it is a brute force wallbreaker, but it certainly seems to play like more of a technical wallbreaker. You win with coverage and the threat of, at least possibly, different attacking types. Not being able to switch attacks just seems too easy to play around here.
2. Flame Charge:
Holy crap does this feel bad. A 50 BP non-STAB move isn't being run for damage. The base speed is only 97. That's not exactly great. It used to be that you needed to outrun all the base 100 mons to be fast. To be fast in this gen, it's more like 110 as that bar. Base 97 speed is below even the old base 100 speed tier that many mons fell in. Your slow! And one speed boost feels way too slow starting to be threatening. I have never lost to a Flame Charge Solgaleo in my life. I'm not calling most of the things in this section bad for sure, but this move certainly is. You want speed? Run Agility! It's
way more threatening and you need less speed EV investment.
3. Assault Vest:
This feels very inconsistent. I understand why it would be appealing with the base stats, but I think this doesn't give you enough offense or utility. Solgaleo has such great utility moves like Teleport, Roar, Trick Room, and even healing through Morning Sun. AV takes all that away for a 4 attack set that doesn't do enough to fat. You can trade ok into some squishy, offensive mons. But this is situational, you almost always go second into said offensive mons because you are only base 97 speed, and there isn't much else that makes progress. I think the defensive sets need to be honed in on the utility.
4. Heavy Duty Boots:
What are we doing here? You resist rocks. Webs and T-spikes don't do anything to you. The only concern is Spike stacking, which is a concern for every grounded mon. Just run proper hazard clear and/or run offensive pressure to prevent the Spikes from getting to 3. I understand boots spam is a strategy, but this is one of the most anti-hazard mons we have. Run a real item on it. Even Air Ballooon would be better for a temp Ground immunity.
In fact, I'd go so far as to say that Solgaleo really frees up teambuilding strats with minimal boots. You have this and another anti-Webs mons or two, such as Serp, a Flying type, or Clear Body Pult, and suddenly your team doesn't care about Webs. This and a Ground type don't care about Rocks. This and a Flying and/or Poison type allows pivoting even with T-spikes on the field. Etc. You have good options for building hazard resistant teams with limited boots when Solgaleo is involved.
5. Full Speed Investment:
This feels bad to me. Every time I try to make a set, I really want to boost the power and/or defenses of this mon. Putting half of those into speed to still not outrun enough doesn't feel great. Yes, there are good speed tiers to beat like Kyurem and Lando-T. I don't feel like it's enough to justify the full investment. If you want to be fast, use Agility and less speed EVs. Otherwise, slower and bulky seems like the way. And to be clear, I'm not saying no speed investment. But like, you don't need any investment to be faster than Gambit. You are faster than all but Timid Raging Bolt with just 80 speed EVs.
What else is there? Maybe Great Tusk is a big one, but most teams have defensive checks to that. Well, Timid Bolt and neutral nature Tusk both hit up to 273 speed. So if you went 274, that's 176 EVs invested for speed. This leaves you with 332 EVs and a Nature, which feels much better than running 252 in speed and only having about as much left to work with on this base stat monster.
Another great thing about the 274 speed tier is that, after an Agility, you can outrun any BE speed Valiant. Here is the math: Timid Valiant reaches 364 EVs. After a 1.5 times BE boost, that becomes 546. With a 2x Agility boost on 174 speed, you reach 548. Now I have given you every reason to never need to invest more than 274 speed even on
"fast" sets. You're welcome.
6. Knock Off:
I want to be clear the Knock Off is almost never a bad move. I just don't think it is the right move on most Solgaleo sets. Like the coverage you need to comliment your STABs on offensive sets almost always has better choices. If you want to hit Ghold? Run a Fire move. And you get no Fairy moves, so even goated Fairy/Dark coverage doesn't really exist here. Tera Fairy Tera Blast + non-STAB Knock Off just seems dreadful.
Tera Dark? Ok, that feels maybe better. Knock Off with Roar phasing on a hazard stack? Ok, now we are getting somewhere. But most of the time, Knock Off feels better to me on something else to leave room for Solg to do other things. I would be very selective about which sets I use this move on.
7. Tera Fairy:
Fairy is easily a top 3 type. So this one must seem crazy to many of you, especially given how Solg has the complimentary Steel typing. You get no Fairy moves, though. You becomes weak to Steel types, which Solgaleo's STAB's already don't hit. I get it is maybe more of a defensive Tera, but you really don't need to resist Dragon since you already do. Opposing Bug and Fighting attacks aren't huge issues. I feel like Water or Dragon are better here as pure defensive Tera types.
This might be an unpopular opinion, but I also think Fighting and Dark are better alternatives to resist Dark moves. You get that resistance while also having the possibility of boosting Fighting or Dark coverage moves. Tera Dark also counters the Ghost weakness, which is nice.
Another thing that might seem wild to some is my opinion on Sucker Punch. I don't think you need to resist Sucker Punch with this mon. Just not being weak to it and having those defensive stats is enough for most mons. The biggest hitter is Gambit, which maxes out at 218 speed with full investment and a Jolly nature. Solgaleo, with no speed EVs, already hits 230 speed. So the pressure is on the Gambit player to make a read, not you. And as long as you aren't running some goofy 4 attacks set, you can play around Sucker mind games. Most viable teams pack something for Gambit anyways. That isn't Solg's primary job.
8. Four Attack Sets:
I don't like hardly any of these. For reasons stated above, Choice Band and AV feel lacking to me. Sucker Punch mind games also become worse. I think the more offensive sets really want a setup move like Agility or CM. The defensive sets really want healing and/or utility. I think figuring it out with 2 or 3 attacks is the way to go. If you can't do it in 3 for offensive sets, and maybe even only 2 for defensive sets, I genuinely think you should remake the set. Speaking of...
9. Using both STABs on the same set:
I actually really like Psychic/Steel as a type combo. But as an attacking type combo, neither is the best. Psychic is a bit better, but still flawed. Most of my theorycrafting on offensive sets (or in general) found that sets with only one STAB and coverage moves were more efficient in most cases. Why? Because the 4MSS illusion comes down to only be able to fit so many attacking moves. The way the coverage works with Solgaleo's STABs, you can hit more stuff than with a Psychic/Steel combo. You really need to be more efficient with hitting more of the meta in less moves.
Now I'm not saying
no set can run Steel and Psychic. But you really need to be honed in on the efficiency to make that work. And there might be better options anyways.
10. Tera Blast:
I have yet to see Tera Blast sets, probably because the coverage options for this mon are really good. And pretty much all relevant moves are at least 80 BP if not higher. So yeah, don't waste your time. I could understand maybe trying to get coverage that Solg doesn't already have for the surprise factor, but what would that even be? Not much creates an amazing dual attacking combo with Steel or Psychic, but the best options are probably already coverage moves Solg has.
D-nite is the poster child for being able to use all sort of crazy coverage sets both with and without TB. So I'm not entirely dismissing the possibility of surprise TB sets, especially as the Solgaleo meta settles and becomes a bit more predictable. But again, what? Maybe you could do something weird with like EQ + Tera Flying or Fire/Grass, but it doesn't seem efficient enough to justify making a Tera hog for it. It feels like an unnecessary gimmick.
B. The New Meta
Or at least these seem really good to me for now. Again, I could be wrong. But they feel so right.
1. Agility:
Holy crap is this intimidating. If you have never seen a difference between a Solg Flame Charge in front of you and Agility, trust me when I say Agility is way more threatening. You need less speed EVs to outrun more in less turns. The fact that it is Agility means Solg will be switching attacks. So no playing around CB. And Solg almost never dies in one hit unless it's a boosted supereffective move. Like, imagine if Ting Lu could just Agility and be faster than BE Valiant. Isn't that kinda scary? That's Solgaleo, but with amazing coverage options.
2. Tera Fire/Electric:
You want a really good Tera type for this mon? Try these. Electric and Fire were already very good coverage options. Defensively, it's pretty decent as well besides sharing the Ground weakness. But perhaps the best thing about it is the immunity to Burn or Paralysis. As a Steel type, you already avoid Poison. So to avoid one of the other two main status conditions is amazing. Maybe even set up in their face. These are scary Tera types to see on Solg.
3. Life Orb:
I know conventional wisdom among some says that LO chip is bad. But here's the thing: I think switching attacking move is better on Solg. LO is also way better than choice items on mixed sets. I don't know if Weakness Policy is consistent, but LO sure is. And you take chip to trigger the WP anyways. LO also has the advantadge of being immediate power and not caring about Unaware. On sets that are like, Agility and 3 attacks, LO seems really strong.
4. Psychic STAB + Fire Coverage:
If you want to get the most efficient 2 move coverage, I think this might be it. I have tried this with special sets and Tera Fire. But you could certainly run physical or mixed sets as well. Anyways, this frees up room to run two status moves. This adresses a problem of why I think many people felt the defensive sets are bad. They can't make enough coverage work with the utility they want. Psychic/Fire coverage works on offense or defensive sets. It doesn't hit everything, but it hits a lot pretty well for two moves.
5. Roar:
Phasing is one of the most important mechanics in gen 9. How could it not be good? Like Ting Lu, you rarely die to a single hit. So you can just often shut down a potential sweeper or two. Sometimes even sort of farm phasing multiple times, especially with hazards up. Roar is annoying to play against if the set is built right.
6. Morning Sun:
Healing is good. A bulky healing set often lasts longer than an AV one. Morning Sun is mostly consistent in this meta. Outside of rain and a little bit of Glowking CR cheese, only Tyranitar and the rare A-tails HO really change the weather to something Morning Sun doesn't like. You have a lot of options for dealing with those matchups, so I feel like any shortcomings aren't too common and can be made up for in the builder.
7. Covert Cloak:
This item is really underrated. Outside of Garg, you can farm things like Nuzzle Hatt or freeze fishing Kyurem sets. If a Pech wants to Malignant Chain after you Tera to avoid Ghost STAB, you don't have to care about it. And maybe the best thing is that Psychic Noise doesn't stop healing from Morning Sun. So you have a real counter to it that isn't weak to Fighting or Fairy coverage. I really like this Cloak on defensive utility sets. I'm less sure about CM, but I have also had success with other CM mons and Cloak in the past. This is a good item.
8. Teleport:
I'm seeing all some talk about how Teleport isn't good. Huh? For as much crap as I have talked about its base 97 speed tier, Solg is still faster than most of the slow pivots. Yet you can still get the slower pivot off because Teleport is an amazing move. You get the initiative on both sides. That's pretty good. The ability to control the momentum is super important. You just need mons to pivot into to take advantadge of it. That isn't a Solg issue. It's a builder issue if anything. Who are you bringing to take advantadge of that Teleport?
And I want to talk about Sun, too. You know how Eject Button Hatt is run on some Sun teams? You get one free pivot and then maybe you sac the Hatt later. It's not a perfect analogy because hazards, but the pivoting is still limited. Morning Sun heals most of your health and the team can often cover your Fire weakness. A well played Solg is usually getting multiple Teleports off. If you get in, say, Wake under Sun for free like 3 or 4 times, doesn't that drastically increase your odds of winning? To me, Teleport seems like
the Sun set. But I'll admit that I need to test it more.
9. Tera Dark:
One of the most frusterating things about using Solgaleo defensively is all the Ghost and Dark types in the tier. Yeah, Fairy and Fighting could accomplish this for opposing Dark moves. But Dark blankets Ghost, too. This allows you to counter both weaknesses while boosting Knock Off or countering a Ghost type defensively. I think this Tera type is really solid on this mon.
10. Trick Room:
Most people I have read here say they like Solg as a TR setter. I mostly agree. But I also think there is more to it. The fact that it can do so many other things makes it more impactful. For example, the threat level of Agility sets are high. For the same mon to also be able to underspeed you and set Trick Room, it's kind of hard to predict. Maybe you could see it easily on an obvious TR team. But what about something less obvious? Maybe you just have Solg and one other slower attacker, and then the rest of the team that isn't all that slow. The mind games with TR just might become a problem.
C. Theorycrafting With The Unknown
Well, at least I don't claim to know. These options feel uncertain to me on this mon. So I have theorycraft sets to test their limits.
1. Sunsteel Strike:
A base 100 power STAB with no drawbacks? Yes, please! Steel as an offensive type? Meh. And what mon does that effect even matter for? I don't feel like it's very important. Yes, it's still an 100 BP STAB with no drawbacks. It doesn't seem unviable. I just don't know if it can be optimal. What I know for sure is this...
Steel attacks are resisted by 4 types:
- Water
- Fire
- Electric
- Steel
Ground moves hit 3 of those types and you have EQ. This leaves the bulky waters and the defensive birds that are Ground immune and resist Steel. The best way I can figure to hit those groups is Electric moves. Zapdos still isn't great, but maybe it's not too much of a problem with Tera Electric resisting its STABs and stopping para.
So here is my attempt to be optimal with Sunsteel Strike:
Solgaleo @ Life Orb
Ability: Full Metal Body
Tera Type: Electric
EVs: 252 Atk / 80 SpA / 176 Spe
Naughty Nature
- Sunsteel Strike
- Thunderbolt
- Earthquake
- Agility
This set hits many things I talked about. You have Agility and the 176 speed EVs. You have mixed attacking with LO. The EVs are meant to primarily favor Sunsteel Strike and EQ coverage power. I don't think you need nearly as much power for Thunderbolt. However, Tera Electric is there if you need more Electric power for some reason. Tera Ground is also maybe an option.
One thing I want to mention is why I tend to run Naughty nature or - spdef natures for mixed attackers in general. Most of the priority in the tier is physical, so I don't want to lower physical defense by any amount on such an offensive set. Thunderclap is an notable exception, but you have the Tera for that if it comes up. I think this is the best way to cover the most of your RK threats.
2. Future Sight:
I don't know if I like this move on Solg. I tested it on some alt with a jank double Future Sight pivot core using Glowking, managed to get within the top 75 in the 1200s after a bit in like a 1300s or barely 1400s max ladder, and then stopped. While there were times it worked, I think the team would have had less defensive weaknesses with just one. Glowking can also come in more times easily because of Regenerator. But the Solgaleo set certainly wasn't bad. I just don't know if it was optimal.
My Teleport results were mixed. On paper, this works well since you can come in the something that threatens the Future Site resists. In practice, I only wound up getting 2 or 3 off against some teams. So I decided to modify the set slightly for a little trolling. I swapped Teleport for Roar and added Throat Spray to trigger off said Roar.
Here is the troll set:
Solgaleo @ Throat Spray
Ability: Full Metal Body
Shiny: Yes
Tera Type: Fire
EVs: 112 HP / 252 SpA / 144 SpD
Modest Nature
IVs: 0 Atk
- Fire Blast
- Future Sight
- Roar
- Morning Sun
I had full investment into special attack power, made each defensive stat hit the 250 mark, and put the rest into HP. No speed required for a Roar set. While the set is hilarious, I haven't tested enough to know if it is actually optimal. Just keep that in mind.
Another thing to keep in mind is that this doesn't make Teleport itself bad. It just might take too many turns to Future Sight, Morning Sun, and then Teleport. Tempo is very important in this game if you aren't playing stall or something. And you aren't using Teleport to bring in some passive stall mon. I feel like the Future Sight pivot combo might be better on Glowking because of its ability. Solg needs to rely on Morning Sun healing, and thus, might take too much time to also throw off a Future Sight. That's all I'm saying.
However, phasing sets are slow by nature. It's not about tempo. This is why I suspect Roar might be a better match for Future Sight here. Throat Spray might be actually good or just a gimmick, but at least it's funny. More testing is needed either way.
3. Solar Beam in Sun:
I already said how I think the best Sun sets are defensive Morning Sun + Teleport. But let me say something about Solar Beam. It's strong. Fire/Grass coverage is no joke. And perhaps the Sun could make up for not having Fire STAB. So I felt maybe this could be an alternative to Psychic/Fire if that gets spammed on ladder too much. Is it good? I don't know. But I want to try it.
Here is the green energy set:
Solgaleo @ Power Herb
Ability: Full Metal Body
Shiny: Yes
Tera Type: Grass
EVs: 80 Def / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Meteor Beam
- Agility
This is another 176 EV Agility set. The cool thing about using Power Herb here is it gives you flexability. You can either run Meteor Beam or hit a Solar Beam outside the Sun. Tera Grass is run for Solar Beam, but also for Raging Bolt's Thunderclap since the Def investment was for the physical priority. Also, having a Water and Ground resist in pocket isn't bad on a Sun team.
I decided to make an offensive set here, but it might also be an option to just run this coverage on a defensive set with Morning Sun and Teleport. Or even CM. That's not as fun as Power Herb, though.
D. Conclusion
So I think there is a lot this mon can do. You just need to be really efficient about how you do it. I gave my thoughts on what I think is good, what feels bad, and even gave out a couple silly set ideas for extra inspiration. Hopefully, you all can figure out how to properly break Solgaleo now so that we don't have to find out the hard way on the main ladder. Thank you for coming to my TED Talk.