FOR THE GUYS post transmogrifying thread [transmogrifying machine broke] [toddlocked]

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grape tylenol

white girl wasted
is a Site Content Manageris a Top Artistis a Forum Moderator

pictured: what will happening to your post

do you like: surprises?

make a post in this thread and it will be transmogrified via the power of the Forum Moderator (
) badge into an exciting new post. please be patient as it may take some time to fully transmogrify the post. have fun (or don't)


Light Up The Night
is a Top Team Rater

  • CRUST:
  • 1-1/2 cups graham cracker crumbs
  • 1/4 cup sugar
  • 6 tablespoons butter, melted
  • 2 packages (8 ounces each) cream cheese, softened
  • 2 large eggs, room temperature, lightly beaten
  • 1/2 cup sugar
  • 1 teaspoon vanilla extract
  • 1 cup sour cream
  • 1/4 cup sugar
  • 1 teaspoon vanilla extract
  • 1/2 cup sugar
  • 2 tablespoons cornstarch
  • 1 can (14-1/2 ounces) pitted tart cherries
  • 1 teaspoon lemon juice
  • Few drops red food coloring
  1. In a small bowl, combine crust ingredients. Press onto the bottom and a third of the way up the sides of a 9-in. springform pan; set aside.
  2. For filling, in a small bowl, beat cream cheese until smooth. Add the eggs, sugar and vanilla; beat just until smooth. Pour into prepared crust. Bake at 375° for 20 minutes. Remove from oven; cool 15 minutes. Increase temperature to 450°.
  3. Meanwhile, combine sour cream topping ingredients. Spread over filling. Bake for 10 minutes. Cool at room temperature; cover and chill 12 hours.
  4. For cherry topping, drain cherries, reserving juice. Set cherries aside. In a large saucepan, combine the sugar, cornstarch and cherry juice until smooth. Bring to a boil. Cook and stir for 1-2 minutes or until thickened. Remove from the heat; stir in lemon juice, food coloring and reserved cherries. Cool for 5 minutes. Spread over cheesecake; chill several hours. Just before serving, remove sides of pan.
(taken from Taste of Home)
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Aqua Jet

Boba Bitch
is a Contributor to Smogonis a Community Contributor Alumnus
The release of Pokemon Scarlet and Violet on the 18th of November brought us a brand new core mechanic, Terastallization. This thread will be used to discuss the tiering of Terastallization in Smogon's Overused metagame.

Here is how the new mechanic functions:

Any Pokemon can utilize it, but it can only be done once per battle
Upon Terastallizing, a Pokemon will retain the effects even if they switch out, lasting until they faint
Each Pokemon has a "Tera type" that you can strategically pick in the teambuilder
This type becomes your sole defensive typing
You retain initial STABs, but also gain STAB on your "Tera type" if it is a novel type
If your "Tera type" is one of your STABs, then you get an additional boost akin to the ability Adaptability
"Tera Blast" is a new move every Pokemon learns that is 80 BP and will take the form of your "Tera type"
"Tera Blast" will take the form of your highest attacking stat at the time of usage if Terastallized. It is always special and Normal typed prior

As you can see, this mechanic is entirely novel, not closely resembling any prior concept we have seen in Pokemon prior to this generation. The competitive implications of Terastallization have been assessed since the release last week, but also continue to be assessed by our growing playerbase in our constantly evolving metagame. One constant in discussions about early tiering have been the potential for Terstallization to be the focus of tiering action.

Here is a post showing ten common examples of effective Terrastalization in the metagame. Notice the variation between the effect and use of each one; there are a number of examples that work offensively, defensively, or even both simultaneously. A couple of the sets use Tera Blast, a couple of the sets abuse the added boost to previously existing STAB, a couple of the Pokemon solely focus on the shifted defensive typing to grant wider match-up coverage, a couple of the Pokemon use the additional STAB typing to bolster their complimentary attacks, and so on. It is very hard to isolate a single aspect of Terastallization as the best or worst as they all play very important and pressing roles in the metagame on numerous Pokemon.

Given how potent and focal Terastallization has been thus far, it has been deemed appropriate to open a thread on its tiering placement. There are three potential outcomes for Terastallization: outright ban, restriction, and no tiering action. The former two fall into the camp of tiering action being needed while the latter one maintains the current status quo. Let's discuss all three possibilities!

Outright ban

An outright ban is Terstallization will remove the entire concept from the metagame with no strings attached. This can be seen as the "nuclear option" as it removes the entire core mechanic from the current generation of OU, but in extreme cases a nuclear option may be necessary to reach the ideal result. In this case, the ideal result is a competitive metagame and we would resort to this option if it is determined that there is no place for Terastallization in a competitive environment.

There has been a significant amount of buzz about removing Terastallization from the metagame altogether as the alternatives, which will be discussed below in the "restriction" and "no tiering action" sections, all leave things to be desired. They all come with their own respective cons, but the collective pro of preserving some semblance of the generation's core mechanic in the metagame. As for an outright ban, it is the opposite -- if we were to go to this option, we would face the con of it being removed altogether, but have the pro of avoiding a potentially ideologically flawed or inconsistent method chosen as our solution.

In terms of practical outlook, a lot can be said as to having the ability to change defensive typing making finding consistent counterplay to Pokemon an impossibility. Terrstalization fundamentally alters how we approach handling the wide array of threats our metagame presents us, occasionally forcing the metagame to resort to extremes with a surplus of revenge killers to minimize prospects or a surplus of extreme walls to outright blank Terastallization options on more dynamic offensive presences. It is possible to argue that this concept as a whole does not belong in a competitive metagame due to how much it warps how we play and how even with the closest attention to detail, it can be seen as an unreasonable ask to handle both Pokemon in their original state and these Pokemon with altered types. However, it is also true that more experienced players have began to expect specific Terstallizations from specific opposing Pokemon. This at least adds a layer of strategy and a component of prediction to the matter. It is true that there can be some guesswork when it comes to timing and specifics, but it also takes proper usage to reep the rewards of Terastallization.

The move Tera Blast also warrants discussion. It has been serving as a practical tool to a number of Pokemon in the metagame with a STAB boost and being able to adapt to your stronger offensive side. The limiting factor of it is that it does take up a valuable moveslot and it also is only 80 base power. This makes the viable pool of Tera Blast users slightly limited, but there are still a good amount of users overall. We can say that Tera Blast alone as a concept is not the most overwhelming thing we have seen and may be tolerable in a vacuum as of now, but there are still lots of new applications of it popping up that give Tera Blast potential to get scarier by the day in the metagame.

Overall, the main selling point for an outright ban would be that the sudden type shifting is seen as an uncompetitive element of the metagame, thus making the premise of the core mechanic banworthy. It is currently yet to be seen as to if the playerbase views this dynamic as competitive or uncompetitive, but we will use this thread to assess that matter and guide us in proceeding.


The idea of restricting Terastallization has been floated on numerous occasions to the council and to tiering administration. The underlying idea behind these prospects would be that it preserves the core mechanic of the generation, granting the metagame some defining characteristics while maintaining a playerbase drawing feature to some degree. It is true, however, that neither of these two pieces of reasoning have any direct correlation to competitiveness, which is the foremost focus in any tiering discussion.

In addition, we are working under the premise that if any restriction does get implemented and the mechanic still proves problematic afterwards, then at this point we would be far more likely to cut any losses and not try any further restrictions, but rather an outright ban. This means that the focus of this will be to see if there is any plausible restriction to Terastallization that could balance it enough to remain in the metagame rather than being on trying to preserve as much as possible on the basis that it can always be further restricted, which we will not waste the bulk of the generation on leveling out.

Some proposed restrictions we have seen are:

Showing the Tera type of each Pokemon in the each player's party at Team Preview
Limiting the amount of Pokemon on any given team that have access to possibly Terastallize during a battle
Limiting Pokemon to only using a Tera Type that matches their current STAB
Banning usage of the move Tera Blast

Showing Tera type at Team Preview

This would be the biggest restrictor of the core mechanic and perhaps is the one that has garnered the most discussion. Cons include the fact that it is still not a perfect solution to the guesswork required to play around Terastallization and it would require potential display modifications that are seen as undesirable in many circles. The pros, however, would be that it limits the pool of possibilities for players to abuse the mechanic while setting an expectation what's to come.

From a competitive point of view, it is helpful to know what every Pokemon's Tera type is, but it is still inherently challenging to line-up your counterplay with the timing of the opponent and their use of the mechanic. When a Pokemon's defensive profile can do a flip-flop on command, changing the entire type chart on whim, it makes counterplay as a whole unreliable. Surefire revenge killing methods can be dwarfed by sudden resistances and immunizations while an additional STAB typing or boost to previously existing STAB can tear through counterplay even with prior knowledge of the possibility just because all game will be played in fear of the prospect and it adds a premium offensive bonus that is not seen through other means regardless of what information is disclosed.

This restriction may cut closest to the core of the problem, but it still does not assure the balancing of Terastallization and implementation is controversial.

Limiting the amount of Pokemon on any given team that have access to possibly Terastallize during a battle

One can argue that the layers of unpredictability will be minimized if less Pokemon can possibly utilized the mechanic, potentially limiting it to a smaller pool of Pokemon on each team or even just a singular Pokemon on each team. This can be akin to a handshake agreement made between players on the cartridge, too, that we would essentially enforce as a clause into our mechanic and implement through the teambuilder rather than as a modifier of the battle mode itself.

Limiting Tera typing to previously existing STAB types

Much like the above option, this would inherently restrict the abuse of Terastallization, but it would not be a full-stop to the possibility for trouble to arise. It would be more possible to keep Terastallization in the metagame without having to worry about Pokemon adopting entirely new typings to shift their match-up coverage throughout the metagame. However, adopting a Tera type within your STABs for a Pokemon with two types can still drastically shift a Pokemon's profile as you can shed weaknesses if timed properly. In addition, granting every Pokemon boosted STAB to the point that it is like they have Adaptability can be seen as problematic in it if itself.

From a competitive point of view, this would be less problematic to the metagame than leaving Terastallization entirely untouched and skirts away from the aspect many believe is the least competitive one. However, it also leaves a lot there that can prove troublesome for the playerbase, especially when this is considered to be present on top of one of the least forgiving power creeps we have ever seen. Implementing this could be seen as something akin to a handshake agreement between players, which could be more plausible as well.

Banning Tera Blast

Banning Tera Blast would be seen as the least invasive, but most straightforward and precedented, way to restrict Terastallization. To put it bluntly, this does not address the core of the problem or the most focused on aspects of the mechanic, so it seems like a solution that should only be elected if this concept is viewed to be only slightly problematic rather than wholly.

Only so many abusers actually utilize Tera Blast as many simply prefer the additional STAB for other coverage or for making it harder to approach your Pokemon with would-be super effective attacks. Tera Blast is just one subset of the larger topic of Terastallization and this would be the most minimal restriction of the bunch, reserved for cases where only minimal reform is needed if discussion trends in that direction.

No Tiering Action

In the event that Terastallization is seen as a concept conducive to competitive play, bringing out an acceptable metagame state with it involved on a consistent basis, then we would opt to not change the application of the core mechanic whatsoever. This would neglect to address any of the above points about the burdens of type changing on counterplay or the potential issues with the additional strength provided to Pokemon through boosted STAB or a novel STAB type as well. However, neglecting these matters could be seen as acceptable if they do not seem overly problematic to the bulk of the playerbase. This will almost surely be an option in any suspect or vote on the matter of Terastallization because of this and the fact that it is the status quo. It is important to us that many players see Terastallization as a draw to participating in our metagames; while it is the first and foremost priority to maintain competitive integirty and balance, it is also a factor to have generations motivate players to participate and have an identity. This premise is a large driver behind the potential for no tiering action or limited restrictions, and additionally add a potentially higher burden of proof to the outright ban side as well.


Regarding the timelime, this thread will be open and active for at least the bulk of the next week. There is a chance it spans beyond this week if a line-of-action is still not determined. This allows for us to amass a larger quantity of opinions and come to an informed decision on what may be one of the most important tiering topics ever. We have an open mind now and hope the community can help lead us in the best direction possible.

December is likely to have some sort of suspect on Terastallization -- be it with two options or potentially more -- that will be the first of the generation. We are likely to have this suspect be longer than the normal one, potentially spanning three weeks rather than two, given the importance of the subject matter.


Finally, banning the most broken abusers of Terastallization is a concept that we should be avoiding at all costs as an alternative to any of the above options as a long-term best practice. This is not an actual solution as we would just end up de-creeping the metagame to the point that the new top abusers would assume similarly troublesome roles potentially. If we are approaching a suggestion of this, then it is best to shift focus onto considering an outright ban or restriction!

It is important that posts in this thread stay on-topic and within the realm of possibilities. Please avoid posts without substance or any personal attacks while staying in-line with feasible options (such as those listed in this OP) rather than getting off track.
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moderater edit: hey do you guys know why it isn't saying Last edited by a moderator: from graped tylenol
moderater edit 2: ok nvm now it showed up. from graped tylenol
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formerly trainer_j0nathan
can you guys help me with my gen 3 lc team?

barf (Doduo) @ Choice Band
Ability: Run Away
Level: 5
Shiny: Yes
EVs: 236 Atk / 236 Spe
Jolly Nature
- Double-Edge
- Drill Peck
- Quick Attack
- Hidden Power [Ground]

Snubbull (F) @ Sitrus Berry
Ability: Intimidate
Level: 5
EVs: 116 HP / 196 Atk / 36 Def / 36 SpD / 116 Spe
Adamant Nature
- Earthquake
- Return
- Thunder Wave
- Thief

Trapinch @ Sitrus Berry
Ability: Arena Trap
Level: 5
EVs: 236 HP / 36 Atk / 80 Def / 80 SpD / 36 Spe
Careful Nature
- Earthquake
- Rock Slide
- Quick Attack
- Hidden Power [Ghost]

Porygon @ Sitrus Berry
Ability: Trace
Level: 5
EVs: 156 HP / 116 Def / 76 SpA / 156 SpD
Sassy Nature
- Double-Edge
- Ice Beam
- Thunderbolt
- Recycle

Elekid @ Sitrus Berry
Ability: Static
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Thief
- Substitute
- Ice Punch

Staryu @ Sitrus Berry
Ability: Natural Cure
Level: 5
EVs: 76 Def / 196 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Hydro Pump
- Thunderbolt
- Surf
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