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SM Needs Tiering Action: Rain

Aight so, right now I am stuck in a hotel room since I have been traveling with family for pretty much the entire duration of July, so apologies if this response isn’t as in depth as it possibly could be. Also I am typing on my phone, because fuck my life the hotel I am at doesn’t have a viable outlet for my laptop charger and the bugger is dead. Nonetheless, before I do go into my little spiel, I want to cover the issues revolving around the absence of legacy player input as a discussion point.

First of all, I think using big tour names as a way of trying to prove a point with the general satisfaction of the playerbase a mute point. For one, it is commonplace for top players to maintain views that substantially deviate from the norm in regards to tier dynamics, with a prominent example being the aforementioned ABR’s placement of Mence at dead last in his ADV VR post, because they intrinsically view the metagame from a different lens stemming from their own philosophies and skillsets. But just because the average SSNL player thinks XYZ is broken while SPL player thinks it isn’t does not single handedly invalidate the potential presence of an unhealthy element in the metagame, and is an extremely narrow-minded viewpoint. The point of tiering is not to cater to the whims of a handful of elite players, but to promote the most competitive form of a metagame, especially given multiple SPL starter level players have shared sentiments in support of said tiering action.

Secondly, the vast majority of these legacy players don’t actively play the tier because they frankly don’t have to. It has been a long time since SM has been the current generation, and as with the vast majority of past generations, the top echelon of players often migrate to the subsequent generation, generally reserving these prior generations for trophy tours (Masters, Stours, SPL, WCOP, etc.). I don’t think it is fair to say the likes of Tricking or Soulwind have the same level of qualifications to judge the tier compared to an active player just based off of historic success. Legacy absolutely matters, but metagames are not static, especially one as naturally volatile as SM, with massive shifts in playstyles, tech options, and the revolution of multiple defensive pieces. Mind you in 2021, an era highlighted by the dominance of Psyspam, none of Cresselia, Dragonite, ZardX or Serperior had the relevance, let alone the presence, that they do now. The modern metagame has changed immensely within the span of five years, and I think it's a massive insult to the current active playerbase who play year-round to discard their viewpoint in favor of an old head who comes back for 2 months just to fill a slot in WCOP.

The biggest point I would like to mention in regards to the absence of player input from top players is the complete lack of change regarding the tier itself. Tiering action has always been highly contested in SM, with disputes over everything from Z-Moves, Magearna, Kartana, Tapu Lele, and even shit like MMaw all finding themselves on the chopping block at one point or another. Yet, the last time we had any sort of relevant tiering action was fucking Zygarde back at the tail end of 2018. I don’t blame any of these players for not giving enough of a fuck to make a post, given how the actual existence of this discourse stems from a discussion thread started by the ORAS head of all people. Cause what will actually change? I sympathize with those who have resigned to the tier remaining static because somehow the status quo precedes the possibility of positive change, because that is what I believed for the longest time. However, we are at the cusp of a potential survey that could fundamentally change the direction of the tier and denying that off the basis of a lack of nuance would be a disgrace. Even if nothing changes, let the suspect happen so we can at least have a result that reflects the sentiment of the majority of the playerbase.

With all that being said, given the unlikelihood of any really substantial posts preceding any of these suspects, there are a few points I would like to refute in favor of keeping Manaphy.

Yes, Manaphy is outplayable, but so is quite literally everything within the confines of a standardized metagame. SM is a tier defined by its surplus of offensive demons that share the same destructive potential as Manaphy, and all of which require attention and their own counterplay. All of ZardX, Lele, KyuB, Serp and countless others share the capacity to dismantle defensive structures with little effort and require intelligent piloting and in-depth tier knowledge to successfully stave off. However, none of these threats are able to completely bypass traditional counterplay to the degree in which Manaphy does. Hazards, phazing, status; all either permanently cripple or force the opposition to reposition, allowing you to swing momentum in your favor. Even Heal Bell + ZardX teams require a multitude of conditions to be met to allow safe entry of ZardX to function as a Stallbreaker while simultaneously being at odds with the rest of the metagame. All of these fail to properly answer Manaphy in the long term without prolonged sequences of correct turns because of its resilience. The Rest that is the so-called “differentiating factor” that also happens to pair with a mon that combines status-immunity and immediate wake up with Hydration, backed by bulk and defensive profile of mono-Water typing, all in tandem with the fastest snowballing setup move with no-drawback and the efficacy of the weather setter with arguably the lowest skill cap in the game.

A lot of arguments in defense of preserving Manaphy seem to isolate it as an individual threat without consideration of the context how polarizing it is as a threat as a cog on RAIN. And not just as a Rain threat, but as a blight on the builder within an already constrictive offensive metagame. We are not talking about +3 Manaphy and its ridiculous calcs as an individual threat, but how it meshes within the core of MPert, Gren and its supporting cast. I think it is very understated at how capable Rain is at bricking defensive counterplay by virtue of the presence of Manaphy alone. So what happens when the Rocks you need to check the Taunt Tornadus that otherwise cycles your defensive core happens to be on the “small subset of mons that Manaphy can enter on”, because role compression requires running Rocks on your Heatran? And what about the required entry into Toxapex on a Greninja that otherwise would tear you apart once transformed into Ash-Gren? What about that turn where you have to go Slowbro to prevent Pert from taking one? What happens if Leftovers got knocked off of Gastrodon because you guessed the Pelipper's set wrong? What happens if MLati isn't at full when it comes in on a +3 Manaphy? These are turns Manaphy and its teammates will generate constantly throughout the entire game's duration.

We are in a metagame where a large percentage of players option-select Rain as a catch-all to deal with the variety of offensive structures in the tier. Even if its usage or winrate isn't emblematic of a broken mon on the surface, the ramifications are palpable. Most defensive mons in the metagame HAVE to run specialized sets to deal with Manaphy, often at the cost of otherwise superior utility options that would otherwise fare better into the top threats of the metagame. It is in my opinion that the polarizing nature of Manaphy's in the builder alone, let alone its extensive applications beyond the Fat matchup (again, check its defensive calcs and how it matches up into top HO threats and the efficacy in which it is able to force KOs on key threats) are that indicative of an unhealthy presence in SM. I think banning Manaphy would allow players to have the flexibility necessary to handle the offensive onslaught of the current metagame while still maintaining the beneficial anti-cheese properties of Rain, without being as intrusive as a Serp or Drizzle ban, therefore allowing players to adjust for subsequent tiering action and creating a healthier metagame in the process.

Suspect Manaphy.

(Sorry for the grammatical errors or if I missed anything important, it is currently 1:27 AM and this is about as much text as I am willing to dump while buzzed. Now I am gonna go enjoy the rest of my vacation. Peace.)
 
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begging god that this thing gets struck down if SM does continue with new tiering

As an aside, as I play, I’m definitely seeing much more Mag on rain than Manaphy. I’ve been running a lot of Grass-heavy Stall like MVenu with Unaware Clef, which has about the best success I can get against Rain. Between the two, I think Manaphy probably has the better wide range of things it dominates, but Mag variants are still incredibly powerful. Neither, however, really reflect how well Rain just works as an internalized system. The Flying & Water spam really is just incredible to wear things down, and in this gen in particular the team composition comes with great bulk AND speed AND offense no matter what. There really is not enough in the teambuilder besides Rotom-W that handles enough of Rain, and Rain forces switch after switch otherwise to slam your team.

All this to say, I really don’t think Manaphy is the sole problem. If there was a survey, I would definitely put Rain itself as the issue, and probably prioritize Damp Rock as the acceptable nerf with either Manaphy or Drizzle outright behind it.
 
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Secondly, the vast majority of these legacy players don’t actively play the tier because they frankly don’t have to. It has been a long time since SM has been the current generation, and as with the vast majority of past generations, the top echelon of players often migrate to the subsequent generation, generally reserving these prior generations for trophy tours (Masters, Stours, SPL, WCOP, etc.). I don’t think it is fair to say the likes of Tricking or Soulwind have the same level of qualifications to judge the tier compared to an active player just based off of historic success. Legacy absolutely matters, but metagames are not static, especially one as naturally volatile as SM, with massive shifts in playstyles, tech options, and the revolution of multiple defensive pieces. Mind you in 2021, an era highlighted by the dominance of Psyspam, none of Cresselia, Dragonite, ZardX or Serperior had the relevance, let alone the presence, that they do now. The modern metagame has changed immensely within the span of five years, and I think it's a massive insult to the current active playerbase who play year-round to discard their viewpoint in favor of an old head who comes back for 2 months just to fill a slot in WCOP.
I'm just a passenger here, and i realize you may just spin this back at me for that reason, but I really think you need to take yourself less seriously if you are talking like this. Metagaming is often cyclical, but its also driven, particularly in old gens with lower general activity, by the personal metas of each prominent player. You all got preferences and different ways you like to approach problems and theres certain trade offs to every single one of those.

It is a bit silly in my opinion to put yourself on some sort of pedestal and discredit what those who have had success think or previously thought regarding SM OU or any metagame for that matter.... Additionally - some of the best ideas and advancements come from returning to a meta after being away for a bit. If you haven't experienced this yourself, you will when you inevitably do take a step back and return. It is perspective!!

Now lets be clear - what should actually be done regarding any changes should be driven by the active playerbase and community and what they want to do. But when I read this, that those opinions do not matter and it would be an insult to offer insight as to why these things werent problems at the highest level in the past, its just missing the mark. You are better served trying to understand why that is or was previously true. Its just sticking your head in the sand.
 
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Aight so, right now I am stuck in a hotel room since I have been traveling with family for pretty much the entire duration of July, so apologies if this response isn’t as in depth as it possibly could be. Also I am typing on my phone, because fuck my life the hotel I am at doesn’t have a viable outlet for my laptop charger and the bugger is dead. Nonetheless, before I do go into my little spiel, I want to cover the issues revolving around the absence of legacy player input as a discussion point.

First of all, I think using big tour names as a way of trying to prove a point with the general satisfaction of the playerbase a mute point. For one, it is commonplace for top players to maintain views that substantially deviate from the norm in regards to tier dynamics, with a prominent example being the aforementioned ABR’s placement of Mence at dead last in his ADV VR post, because they intrinsically view the metagame from a different lens stemming from their own philosophies and skillsets. But just because the average SSNL player thinks XYZ is broken while SPL player thinks it isn’t does not single handedly invalidate the potential presence of an unhealthy element in the metagame, and is an extremely narrow-minded viewpoint. The point of tiering is not to cater to the whims of a handful of elite players, but to promote the most competitive form of a metagame, especially given multiple SPL starter level players have shared sentiments in support of said tiering action.

Secondly, the vast majority of these legacy players don’t actively play the tier because they frankly don’t have to. It has been a long time since SM has been the current generation, and as with the vast majority of past generations, the top echelon of players often migrate to the subsequent generation, generally reserving these prior generations for trophy tours (Masters, Stours, SPL, WCOP, etc.). I don’t think it is fair to say the likes of Tricking or Soulwind have the same level of qualifications to judge the tier compared to an active player just based off of historic success. Legacy absolutely matters, but metagames are not static, especially one as naturally volatile as SM, with massive shifts in playstyles, tech options, and the revolution of multiple defensive pieces. Mind you in 2021, an era highlighted by the dominance of Psyspam, none of Cresselia, Dragonite, ZardX or Serperior had the relevance, let alone the presence, that they do now. The modern metagame has changed immensely within the span of five years, and I think it's a massive insult to the current active playerbase who play year-round to discard their viewpoint in favor of an old head who comes back for 2 months just to fill a slot in WCOP.

The biggest point I would like to mention in regards to the absence of player input from top players is the complete lack of change regarding the tier itself. Tiering action has always been highly contested in SM, with disputes over everything from Z-Moves, Magearna, Kartana, Tapu Lele, and even shit like MMaw all finding themselves on the chopping block at one point or another. Yet, the last time we had any sort of relevant tiering action was fucking Zygarde back at the tail end of 2018. I don’t blame any of these players for not giving enough of a fuck to make a post, given how the actual existence of this discourse stems from a discussion thread started by the ORAS head of all people. Cause what will actually change? I sympathize with those who have resigned to the tier remaining static because somehow the status quo precedes the possibility of positive change, because that is what I believed for the longest time. However, we are at the cusp of a potential survey that could fundamentally change the direction of the tier and denying that off the basis of a lack of nuance would be a disgrace. Even if nothing changes, let the suspect happen so we can at least have a result that reflects the sentiment of the majority of the playerbase.

With all that being said, given the unlikelihood of any really substantial posts preceding any of these suspects, there are a few points I would like to refute in favor of keeping Manaphy.

Yes, Manaphy is outplayable, but so is quite literally everything within the confines of a standardized metagame. SM is a tier defined by its surplus of offensive demons that share the same destructive potential as Manaphy, and all of which require attention and their own counterplay. All of ZardX, Lele, KyuB, Serp and countless others share the capacity to dismantle defensive structures with little effort and require intelligent piloting and in-depth tier knowledge to successfully stave off. However, none of these threats are able to completely bypass traditional counterplay to the degree in which Manaphy does. Hazards, phazing, status; all either permanently cripple or force the opposition to reposition, allowing you to swing momentum in your favor. Even Heal Bell + ZardX teams require a multitude of conditions to be met to allow safe entry of ZardX to function as a Stallbreaker while simultaneously being at odds with the rest of the metagame. All of these fail to properly answer Manaphy in the long term without prolonged sequences of correct turns because of its resilience. The Rest that is the so-called “differentiating factor” that also happens to pair with a mon that combines status-immunity and immediate wake up with Hydration, backed by bulk and defensive profile of mono-Water typing, all in tandem with the fastest snowballing setup move with no-drawback and the efficacy of the weather setter with arguably the lowest skill cap in the game.

A lot of arguments in defense of preserving Manaphy seem to isolate it as an individual threat without consideration of the context how polarizing it is as a threat as a cog on RAIN. And not just as a Rain threat, but as a blight on the builder within an already constrictive offensive metagame. We are not talking about +3 Manaphy and its ridiculous calcs as an individual threat, but how it meshes within the core of MPert, Gren and its supporting cast. I think it is very understated at how capable Rain is at bricking defensive counterplay by virtue of the presence of Manaphy alone. So what happens when the Rocks you need to check the Taunt Tornadus that otherwise cycles your defensive core happens to be on the “small subset of mons that Manaphy can enter on”, because role compression requires running Rocks on your Heatran? And what about the required entry into Toxapex on a Greninja that otherwise would tear you apart once transformed into Ash-Gren? What about that turn where you have to go Slowbro to prevent Pert from taking one? What happens if Leftovers got knocked off of Gastrodon because you guessed the Pelipper's set wrong? What happens if MLati isn't at full when it comes in on a +3 Manaphy? These are turns Manaphy and its teammates will generate constantly throughout the entire game's duration.

We are in a metagame where a large percentage of players option-select Rain as a catch-all to deal with the variety of offensive structures in the tier. Even if its usage or winrate isn't emblematic of a broken mon on the surface, the ramifications are palpable. Most defensive mons in the metagame HAVE to run specialized sets to deal with Manaphy, often at the cost of otherwise superior utility options that would otherwise fare better into the top threats of the metagame. It is in my opinion that the polarizing nature of Manaphy's in the builder alone, let alone its extensive applications beyond the Fat matchup (again, check its defensive calcs and how it matches up into top HO threats and the efficacy in which it is able to force KOs on key threats) are that indicative of an unhealthy presence in SM. I think banning Manaphy would allow players to have the flexibility necessary to handle the offensive onslaught of the current metagame while still maintaining the beneficial anti-cheese properties of Rain, without being as intrusive as a Serp or Drizzle ban, therefore allowing players to adjust for subsequent tiering action and therefore creating a healthier metagame.

Suspect Manaphy.

(Sorry for the grammatical errors or if I missed anything important, it is currently 1:27 AM and this is about as much text as I am willing to dump while buzzed. Now I am gonna go enjoy the rest of my vacation. Peace.)
Hey waddup Proof :)

ABR’s placement of Mence at dead last in his ADV VR post, because they intrinsically view the metagame from a different lens stemming from their own philosophies and skillsets. But just because the average SSNL player thinks XYZ is broken while SPL player thinks it isn’t does not single handedly invalidate the potential presence of an unhealthy element in the metagame, and is an extremely narrow-minded viewpoint.

1. I don’t agree with this, the Best players should have just as much if not more say so in the tier their results back up their reasonings even if people saying they are lowkey pretty much Washed Up and don’t know or play the tier anymore xD.(I don’t think this lol)
I don’t even agree with this sentiment because just because someone doesn’t grind every unofficial tour doesn’t mean they don’t play anymore. Even some of the best players that started after CG think Rain & Manaphy is fine and ABR, Tricking, & even players people said are for a ban like Empo all have just as much say so as someone who is more active in every SM tour.

Yet, the last time we had any sort of relevant tiering action was fucking Zygarde back at the tail end of 2018. I don’t blame any of these players for not giving enough of a fuck to make a post, given how the actual existence of this discourse stems from a discussion thread started by the ORAS head of all people. Cause what will actually change?

2. Just because it’s been a long time since something in the tier changed doesn’t warrant a automatic suspect, moving too fast when people figure out something is off is how people make mistakes, it’s better to better understand the problem to avoid future problems & just going to the first thought of Nuking Manaphy which Nukes rain as a whole could have DIRE consequences to the metagame dispite everything saying the Metagame unplayable slop now which I don’t think it is
(It could be much worse without Manaphy or Serp trust me)

I think it is very understated at how capable Rain is at bricking defensive counterplay by virtue of the presence of Manaphy alone. So what happens when the Rocks you need to check the Taunt Tornadus that otherwise cycles your defensive core happens to be on the “small subset of mons that Manaphy can enter on”, because role compression requires running Rocks on your Heatran? And what about the required entry into Toxapex on a Greninja that otherwise would tear you apart once transformed into Ash-Gren? What about that turn where you have to go Slowbro to prevent Pert from taking one? What happens if Leftovers got knocked off of Gastrodon because you guessed the Pelipper's set wrong? What happens if MLati isn't at full when it comes in on a +3 Manaphy? These are turns Manaphy and its teammates will generate constantly throughout the entire game's duration.

Yes everything you are saying is true but you’re saying like Rain isn’t easy to exploit. I can see if there were multiple Manaphy Rains running around to counteract each type of team stucture but its manly just one team and said team is easily exploitable with good Pokemon like Kyurem B and Ferro u don’t start out at +3 with Rain up when Manaphy is set out u have to lead Peli get Manaphy in Set Up and everything if ur able to do this and put your opponent in a bad position esp when the team is so common u deserve the OHKO like a lead Kyurem Black gives the Sample Rain problems need Superpower to do enough damage with it as long as Rain isn’t up Manaphy can’t do the Hydration Rest shit ether Rocks Up anoyy Peli instead of Prepping for Manaphy how about we Prep for beating Rain as a playstyle instead which would Beat Manaphy by virtue of not being able to abuse the Rain.

We are in a metagame where a large percentage of players option-select Rain as a catch-all to deal with the variety of offensive structures in the tier. Even if its usage or winrate isn't emblematic of a broken mon on the surface, the ramifications are palpable. Most defensive mons in the metagame HAVE to run specialized sets to deal with Manaphy, often at the cost of otherwise superior utility options that would otherwise fare better into the top threats of the metagame. It is in my opinion that the polarizing nature of Manaphy's in the builder alone, let alone its extensive applications beyond the Fat matchup (again, check its defensive calcs and how it matches up into top HO threats and the efficacy in which it is able to force KOs on key threats)

Okay,
why question again is why is it so important that Fat in this metagame needs Manaphy banned, why do we need fatter teams to become better? Whats so special about Fat teams that we need to remove a whole playstyle from viability damn near to improve a already good playstyle like Fat teams can already beat Manaphy too Chamflashs Ditto team has good winrate from farming the Rain team .
 
Okay, why question again is why is it so important that Fat in this metagame needs Manaphy banned, why do we need fatter teams to become better? Whats so special about Fat teams that we need to remove a whole playstyle from viability damn near to improve a already good playstyle like Fat teams can already beat Manaphy too Chamflashs Ditto team has good winrate from farming the Rain team .
Answering this quickly because I feel something here is widely misunderstood by a lot of players.
First of all removing Manaphy won't kill Rain as you're implying here, secondly Fat/Stall isnt special at all, but every playstyle should be viable. Manaphy completely invalidate them which is, in the eyes of a lot of playerd, damaging to the tier. I would share the same sentiment of actions needed if HO, Bulky Off, "Balance" or any speed of play had to deal with something out of the realm of acceptable for them to handle.
 
Swampert itself is not very bad vs fat teams, just needs prediction to win vs defensive Grass-Water cores. However, if you need something that destroys fat and fits in Rain without the need to predict, just run Band Araquanid. Standard Ferro and Toxapex sets get 2HKOd, Tangrowth and Slowbro just need one lucky Defense drop to fall too. "But Araquanid is mid vs anything non-fat!" So its Manaphy, though to a lesser extent. You want to run Rain and not lose to fat? Pay the price. Manaphy is not needed at all for Rain to break fat.
 
Answering this quickly because I feel something here is widely misunderstood by a lot of players.
First of all removing Manaphy won't kill Rain as you're implying here, secondly Fat/Stall isnt special at all, but every playstyle should be viable. Manaphy completely invalidate them which is, in the eyes of a lot of playerd, damaging to the tier. I would share the same sentiment of actions needed if HO, Bulky Off, "Balance" or any speed of play had to deal with something out of the realm of acceptable for them to handle.
Yes it would, before Manaphy rose 2 sub ranks Rain suffered from not being constant enough into Fat Bulky structures and without it why would u run it outside of cheesing HO once in a blue moon? U can even run a different playstyle like Psyspam and Sun and achieve better effects once Manaphy is gone. Even if u were to run a Koko or Magearna over Manaphy it’s still Viable & still threatening enough considered a playstyle to account for in the builder but those Ferro Pex teams become even more of a Bitch and what happens when u face MSab & friends? Honestly I don’t think saying we need to make Rain less relevant because it’s used alot and makes Fat bad(not even true imo) is any more fair than saying Ban Manaphy because I want to stall everyone with M Sab teams.(KEEP IN MIND RAIN HAVING HIGH WINRATE IS NEW THIS YEAR B4 IT WAS %50) & also Balance is Viable matter of fact it’s one of the best Playstyles rn Ferrothorn Balances are very good rn good into most builds, if you prep for Manaphy Rain actually becomes the easiest MU for balance (see Chamflashs Ditto team) All of this fat teams are unviable because of Manaphy is Cope nonsense Tricking literally farmed everyone last cycle or OLT cg using Ferro Latias Balance because everyone was using rain :/ most of these posts are just saying Balance needs to be better because Manaphy Rain is good into Fat teams like I’m confused do we just wanna ban Manaphy just so we can Cheese HO players with M Sab and Make the Tier even more MU infested at least with Rain and the Offfensve boon in SM you can outplay bad matchups
 
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Swampert itself is not very bad vs fat teams, just needs prediction to win vs defensive Grass-Water cores. However, if you need something that destroys fat and fits in Rain without the need to predict, just run Band Araquanid. Standard Ferro and Toxapex sets get 2HKOd, Tangrowth and Slowbro just need one lucky Defense drop to fall too. "But Araquanid is mid vs anything non-fat!" So it’s Manaphy, though to a lesser extent. You want to run Rain and not lose to fat? Pay the price. Manaphy is not needed at all for Rain to break fat.
Spider is actually very good on Rain but it would not save it from obscurity. Manaphy has much much easier time vs Fatter teams and the reason Rain is able to afford both Manaphy and Swampert & Ash Greninja is that Manaphy has such a good MU into Fat, the defensive Structure of the sample rain isn’t that good but it plays similarly to a Offense or Hyper Offense team so if u have less Breaking Power most rains are going to Fold if the Raqnid Rain player faces a Phis Def Water Resist compared to Manaphy where u need something to check it better on Fat teams like a Ditto because just letting Balance mostly have a good MU into rain is gonna make it a niche playstyle like TR or Veil & before someone says why should we save Rain? We not saving anything I’m saying it’s not broken at all, why do we have to pay da price if we already running flying resist Ferro? I jus wanna run rain and not lose to Ferro Pex which are like the holy trinity of defensive SM OU
 
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i would be on the do nothing side this time around i think, you probably picked the worst time to post this thread (no offense) since threats like z dragonite, z gyarados, z bulky kyub, CM mag structures etc are surging and coincidentally they all prey on manaphy structures.
if you held a suspect back in 2019 i'd have voted ban on manaphy, it is indeed a very oppressing mon, especially for the kind of structures that were being used back then. and i'd argue in 2020-21 too until people started taking different approaches in the tier. as of now manaphy and rain as a whole is still usable and quite effective, you can always change up a couple sets to catch your opponent off guard but i don't think it's broken enough to warrant a ban.
despite all of this, i'm not opposed to a suspect. manaphy's still very restricting in the builder and to me it's always been the second most broken mon after zygarde.
and also i do not agree with the notion that fat will be unstoppable if mana goes. that feels very shortsighted to me considering the amount of threats this tier has.

regarding the fact of finding swampert or damprock broken that i've read in this thread, i'll admit that it's the first time i hear this sentiment ever since i've been on the site. obviously it doesn't seem very appealing to me, even though pert is the best mon on rain. it's very good and easily customizable in terms of sets, but i don't think it warrants a ban.

as for serperior, sub seed set offers no real defensive utility. it has some impressive free matchups but it's offset by how easily it gets punished by uturn spam or roar tran, so take that as you will. i wouldn't mind seeing it gone for that reason, obviously though take into account that glare taunt is a nice glue for HOs.

final thoughts: the meta has been frozen for a while simply because nothing stands out too much as deserving tiering action. i wouldn't hold it against the council. sm has always been one of the most dynamic and volatile generations, and we just ended up accepting this fact as a community throughout the years, it's one of the things that makes it fun to play even though building can be a headache at times
 
I would not support a ban of anything on Rain. It is a good playstyle and some strengths have been highlighted by greater recent usage, but I find Rain beatable with most archetypes. I think Rain needs to trade-off with the specific Pokemon across the last slot or two. I will go through them all, but given that I do not find Rain broken, it's clear enough to start by saying I would not touch Damp Rock, Drizzle, Pelipper, etc.

Manaphy has been the biggest discussion point, which I understand. Tail Gow 2A with Rest on Rain is hard to kill while being a threat. I think that it is limited to trading vs offense, there are more than enough checks to it, and it is a resource sink as a slot, too, as it uses your Z and takes away from other options you see on Rain. Manaphy is common on Rain, but by no means mandatory and I feel like banning it would just be a miscarriage of tiering practices. While I understand classic balance is less in vogue than it once was, Manaphy is not the only symptom of this and banning something that is not broken to artificially prompt change is not the play. Metagames are cycical and old generations are sadly a lot slower than modern ones as they see less play, but balance used to thrive while similar Rains existed and it will one day in the future, too.

Mega Swampert is a great Pokemon on Rain and more of a staple than Manaphy, but still not broken. I actually feel like Mega Swampert is scarier for offense than Manaphy is for balance sometimes, but I still would not ban it as there are enough tools in the metagame to contain it. I would also not touch or even seriously consider Greninja for a ban.

Serperior I get why people discuss as it is annoying, but I find it more of a supercharged utility Pokemon with a nice offensive presence than anything else. SubSeed sets are the most threatening, but they are awkward to fit and utility variants are easier to fit, but also much more possible to stop. Just think it is perfectly fine as is in the metagame. Honestly, Mega-Charizard-X is the closest Pokemon to conventionally broken for me, but I would not ban it as it requires a ton to make work, has plenty of shortcomings, and still can be traded with. I just would not ban anything at the moment.

Finally, I am glad steps are being taken towards making the SM council more active and current. The playerbase is owed people who are competent in these positions. Good luck to whoever is added.
 
Serperior I get why people discuss as it is annoying, but I find it more of a supercharged utility Pokemon with a nice offensive presence than anything else. SubSeed sets are the most threatening, but they are awkward to fit and utility variants are easier to fit, but also much more possible to stop. Just think it is perfectly fine as is in the metagame.
Don't really get this argument at all.
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Just off the top of my head these are 3 teams I can think of that have subseed serperior on them. I don't get how you could argue serperior to be an 'awkward fit' on any of these:

- The drill team has been used for the past half decade with minor modifications (replacing torn with zap, different breakers like kart or garchomp in place of serp). Serperior fills the exact role as kartana does here only in a less healthy way by replacing immediate power and generally more 'consistent' matchups with snowball potential and the ability to dominate games.

- The koko ho has been a fixture across official tts for the past few years. Although we see some modifications subseed serp is ran more often than utility sets because the threat it poses is worth using rocksfog lando or forgoing fog entirely

- Serperior gets used all the time on sun structures, basically never as a defogger. Yes serp is often seen dropping subseed in favour of stuff like grassium z but subseed is by no means an awkward fit and I would argue the alternative of spamming glare on all its checks is not necessarily a healthy thing to keep in the game either.

If anything subseed serp is an easier fit compared to utility. The fog stuff is only really justifiable on ho teams trying to faciliate rocks-weak sweepers like zardx volca dnite while 'breaker' serps work on all kinds of stuff including ho. I personally have no qualms with banning a cheesy setup sweeper on ho teams to try and nerf them, while as alluded to before kartana fills almost all of serperiors roles synergistically outside of ho teams while being a much healthier presence for the tier.

While rain is something I could see myself understanding both sides I feel very very strongly about this pokemon. Curious to see why others against banning serperior would argue for it since I have no idea how you can justify keeping something like this who at best spams glare and at worst is a suffocating matchup presence that completely takes over games
 
Just off the top of my head these are 3 teams I can think of that have subseed serperior on them. I don't get how you could argue serperior to be an 'awkward fit' on any of these:
It provides no defensive utility whatsoever with SubSeed though. You can absolutely make progress with it (even demolishing unprepared teams) and it is the highest ceiling set, but losing the ability to punish swaps with Glare or Taunt limits it, especially due to Leaf Storm PP and the abundance of (quad) resistances. I also do not use SubSeed on that ZardY team, but perhaps others do or the import has been adapted since I last toyed with it in January.

And I am certainly not the only one who thinks this...
as for serperior, sub seed set offers no real defensive utility. it has some impressive free matchups but it's offset by how easily it gets punished by uturn spam or roar tran, so take that as you will.
If you think that despite the limitations, SubSeed Serp is too oppressive, I understand, but you cannot ignore 8 Leaf Storm PP, U-turn Torn-T cores, the uptick in Roar Heatran, flatlining vs a lot of stalls, the Mega Venu problem, etc. Just do not think this puts it over the top at all.
 
I don't think any team with serperior on it (outside of specifically defog) are aching for its defensive utility to the point where it becomes a major pain point, nor do i think its lack of defensive utility significantly impacts its wallbreaking prowess, typically getting the same opportunities as non-leech sets.

Moreover, I also think glare variants without subseed like glaresynth, which would be the alternative to subseed, are not exactly healthy additions to the metagame due to how easily it can spread paralysis with such little opportunity cost compared to options like twave clef or mag. As for the other limitations, outside of limited PP the rest I disagree with on the impact they have (roar tran and venu only really see use on specific balance and fat teams, tornt gets abused very easily by glare on non-leech sets). If you still disagree then it may just come down to us interpreting either the meta right now or serperior's dynamics differently since I think I've gotten my point across. In that case I understand, enjoy the rest of your day
 
I think it's worth to note that you can also run subseed + glare which has been run in officials before. Yes it's more fishy but it also abuses para + sub and can force itself through tough matchups like torn or roar tran. It's basically a way to have the snowball potential while continuing to have utility.

Also Serp does the opposite of flatlining vs. stall. It gets activated. Only the Volcarona Stalls can stop it if they carry bug buzz, aside from that the traditional fats are almost helpless vs. subseed serp. Also Mega Venusaur is barely a real Pokemon and does not exist outside of extreemly specific and niche scout counter bring. Once in SPL at 1.02% usage (Manectric had double the usage!), twice in WCoP at 1.79% usage, and 16 in Stour at 1.01% usage.

I thought that was worth pointing out.

Anyways, I think this thread has done a very good job of facilitating conversation. I'm very appreciative that so many tour players have went out of their way to drop their 2 cents here or PM'd me on discord. I think this shows that SM is a very beloved tier for many people, and we all want it to get better in our different philosophies.

I think anyone reading the thread should see that we it would probably be a good idea to suspect something at the very least. Suspecting is a good midground that would satisify the action-focused group without upsetting the no action people. This thread has achieved its objective. Plus, the SM council will be updated, which I'm happy for the SM community, and surveys will be created to address this. I think we've reached a good balance of productive back and forth of opinions, and I'll be watching any more conversation from the sidelines :blobthumbsup:
 
Hi. I haven't read the entire discussion about rain teams in the SM meta yet I'll set aside some time for that later, but I did read a few posts and decided to share my thoughts on the subject.

Rain is arguably an "broken" playstyle in the SM meta.I’d consider Manaphy the biggest issue in this regard. rain teams essentially rely on three powerful sweepers that share incredible synergy (Mega Swampert, Greninja, and Manaphy). That said, you can still achieve great results with rain variants featuring Pokémon like Magearna, Gyarados, Tapu Koko, and so on.

Manaphy is incredibly oppressive against slower and balanced teams, even tho, against offenses too. It have a absurd recovery via Hydration (combined with Rest), and a Tail Glow setup that allows it to reach +3 and sweep practically anything with its Z-Move. The main "dilemma" with Manaphy is choosing the final moveslot: it usually goes to Psychic given the prevalence of Toxapex in the metagame, but it can also be filled by Energy Ball (to break through Seismitoad and Gastrodon) or Ice Beam (for Latias and Dragons in general).
Without getting down in the specific damage calculations, Manaphy can still break through any of these targets with its Z-Move (barring, of course, Water Absorb users).
Manaphy's biggest issue is simply the ease with which it can pull all this off and, of course, the pressure it places on team building. It is virtually impossible to play any "fat" or balance team that doesn't have at least two answers for Manaphy, as it will almost certainly overwhelm one of them. The pressure remains against offense, too; Manaphy have incredible bulk and without even getting into the specific damage calculations can tank hits from just about anything, be it Kartana, Tapu Koko, M-Zam, M-Medi, etc.
So, often, even a revenge kill isn't your way out.

But anyway, would Manaphy getting banned destroy Rain?

Easy question, no!
Rain remains a very oppressive style, as I said, there are several variations that also reach great results. As I mentioned above, whether with Magearna, Tapu Koko, or Gyarados, you can find excellent results with Rain.

Okay, but what now? How are we going to get rid of the FAT teams ?

One point worth noting here is that Manaphy is essentially a rain exclusive Pokémon; it is extremely rare to see one outside of a rain team, so the answer here is simple, too. SM is clearly known for its powerful wallbreaker as some players mentioned above, but the difference lies in the ease with which each one operates: Manaphy comes in under the rain, clicks two buttons, and sweeps an entire team,
while others place greater value on strategic thinking and game sense;
And let's face it, that's much better, right?

I think Manaphy deserves a suspect, and I believe many others think the same. I'm happy to see such an active thread about SM.

I’ll make another post about Serperior later, but overall, it’s quite oppressive right now; I personally don’t use any team that lacks an adequate answer to it. However, Serperior has more weaknesses (such as 8 pp leafstorm + miss chance) and requires specific conditions to truly be "broken," so generally speaking, I think it’s fine to leave it as is.

Sorry for my english btw, i been using google translate to help in the post.
 
Brief preamble – I would probably vote no ban on any of the aforementioned pokemon, and I overall find SM to be fun and balanced even if chaotic.

Regarding manaphy, the question might boil down to whether you view tiering as "let's rigorously prove brokenness" or "we can remove any pokemon we think would improve the metagame." If you're trying to argue brokenness, I admittedly don't really vibe with that angle much at all. If manaphy has practically 0 use outside of rain, and all of its viability/usage is explicitly tied to pelipper/swampert, how can it be more broken than pelipper/swampert? Those pokemon can exist without manaphy plenty and I just can't say the reverse is true. For a quick glance at wcop, there were 14 pelipper/swampert and 5 manaphy. All this said, if you believe in "handpicking" what to ban I respect the voting prerogative. I just personally don't think the metagame subjectively improves with a manaphy ban either. I think we'd maybe see more chansey and less techs like thunder latias but all the non-rain teams would be mostly the same.

As for the rest of rain, I find the arguments to tier here a bit more "compelling" than manaphy. I referenced usage above as a way to show how manaphy is a tool rather than the core element of rain, but high usage itself doesn't indicate brokenness. It's a widely known team, it's a sample, and it's pretty straightforward. It'll get spammed to hell in stuff like stour livetours and it always has. I would respect someone wanting to apply tiering here, but it just doesn't meet the threshold for me personally. I feel like you don't actually need to bend over backwards too hard in the builder to account for it and usually 1-2 set changes can entirely flip the matchup. Usage and being a necessity piece aside, I do find swampert to be more threatening to face than manaphy overall as well but yea it doesn't pass that line for me.

Serp is "annoying" and it always has been. I think the utility sets (glare fog) are kind of important team pieces but yea of course it's going to be frustrating at times. The belief that subleech pushes serp over the edge does feel very kneejerk and will almost certainly dissipate with time. Even if that just means people use more uturn gliscor and roar heatran than say, knock gliscor and magma tran makes a huge difference. This is ignoring the torn scarflando type of mons and really subleech just serves to prey on some chansey teams or pex balances like sand (which is a fine thing). Metagames are indeed constantly changing and how threatening serp is will likely shift more with time as it always has.

All this said, I do respect if suspects are held and would happily participate in said ladders even if my vote is dnb. I'm happy to see passion and interest in SM and I hope the tier continues to be enjoyed.
 
I find the topic raised by Ruffles very interesting, and reading the opinions of highly experienced players like Empo or ABR is particularly enriching. However, I still want to give my opinion, especially regarding the situation of "Rain and Manaphy." Please excuse me in advance if I say a couple of silly things; I'm just an average player who got back into sm about two years ago, but I'm also passionate about this game, which has been an integral part of my life since childhood.

Regarding the rain, I don't think banning Drizzle or Mega Swampert, as I've read, is a good idea. Even though Swampert is particularly strong in the rain, and a Waterfall flinch or an Ice Punch freeze can often completely turn a game around, and the fact that it only really needs 3 offensive moves makes its 4th attack slot very versatile (Stealth Rock, Toxic, Superpower, Power-Up Punch, Substitute, etc.) and more or less difficult to deal with depending on our response. Banning Drizzle would be quite harsh on Pelipper, who would lose his main asset which makes him playable in SM and would make him completely useless, just like Dugtrio in ORAS since the banning of Arena Trap.

I personally think that the main thing that makes rain "problematic" in the meta and several people have already addressed it, but it's Damp Rock. In my opinion, having to face monsters like Mega Swampert Ash Greninja and Manaphy in the rain for 8 turns is far too difficult for most teams, even if you are relatively well prepared. And it's all the more absurd since Pelipper is truly the only weather setter who can take advantage of rocks that increase the duration of weather from 5 to 8 turns. Let me explain:

For the sun, there is really only Charizard Y that sets it up effectively (Torkoal and Ninetales are almost non-existent) and it is a mega evolution which therefore cannot carry the Heat Rock, which means that its weather only lasts 5 turns and it is much easier to time. Ninetales Alola is also the only true Hail setter in the tier and it will be played with Light Clay to increase the turns of Aurora Veil rather than Icy Rock to lengthen the duration of Hail. Finally, for sand, Tyranitar and Hippowdon can technically use Smooth Rock to extend the duration of their weather, but it's rarely the optimal choice. Less specialized items that are useful in more situations are preferable, such as Assault Vest, Choice Band, Choice Scarf, Chople Berry, or Tyranitarite for Tyranitar, and Leftovers or Rocky Helmet for Hippowdon. Anyway, all this to say that in overused sm Pelipper is truly the only weather applicator to benefit from an item that can increase the duration of the weather he applies. This, in my opinion, justifies banning only Damp Rock from the tier, to make the Rain matchup more affordable for many teams in the format.

As for Manaphy, I'll be much briefer. As has been said several times, it is really only in rain that the Pokémon is abject. Outside of that, it's a Pokémon with average speed and a severe lack of damage output until it sets up Tail Glow. And consequently, it is really only in the rains that we see it played a lot. Even if he is never really the one who will destroy your entire team at the end of the game, that role being more that of Ash Gren or Swampert, it is Manaphy who often makes that possible. This is due to the combination of: Tail Glow + Z Surf which, under rain, destroys most of the water resistances in the metagame.

Tapu Bulu: +3 240+ SpA Manaphy Hydro Vortex (175 BP) vs. 248 HP / 252+ SpD Tapu Bulu in Rain: 360-425 (104.9 - 123.9%) -- guaranteed OHKO

Tapu Fini: +3 240+ SpA Manaphy Hydro Vortex (175 BP) vs. 248 HP / 120+ SpD Tapu Fini in Rain: 319-376 (93 - 109.6%) -- 56.3% chance to OHKO

Rotom-Wash: +3 240+ SpA Manaphy Hydro Vortex (175 BP) vs. 252 HP / 252+ SpD Rotom-Wash in Rain: 332-391 (109.2 - 128.6%) -- guaranteed OHKO

Ferrothorn: +3 240+ SpA Manaphy Hydro Vortex (175 BP) vs. 252 HP / 240+ SpD Ferrothorn in Rain: 318-374 (90.3 - 106.2%) -- 37.5% chance to OHKO

Latias Mega: +3 240+ SpA Manaphy Hydro Vortex (175 BP) vs. 248 HP / 0 SpD Latias-Mega in Rain: 340-401 (93.6 - 110.4%) -- 62.5% chance to OHKO

Tangrowth: +3 240+ SpA Manaphy Hydro Vortex (175 BP) vs. 252 HP / 244+ SpD Assault Vest Tangrowth in Rain: 353-416 (87.3 - 102.9%) -- 18.8% chance to OHKO

Add to that the combination of its Hydration+Rest talent in the rain which allows it to win its duel against Chansey or Toxapex who are usual answers to Greninja. In reality, Manaphy's problem in the rain is not that he single-handedly destroys teams (although he does sometimes), but rather that he can too easily create gaps large enough in opposing teams to allow Gren or Swampert to clean up. Nevertheless, I don't think banning Manaphy is necessarily the right thing to do in the immediate future. Even though it is totally overpowered in rain, I think banning damp rock would make it much less complicated to manage. Since there are only 5 turns of rain instead of 8, by the time he enters the field, strengthens himself, launches a first attack and heals himself if necessary, the rain will have already stopped and he will be much less dangerous. For me, if rain is really too problematic, the priority would be to ban damp rock and see how things evolve. If, even with Damp Rock banned, Manaphy remains too strong in the rain, I think a ban is necessary.

However, every time the topic of rain is brought up by someone, it's always the quartet: Pelipper, Mega Swampert, Ash Greninja, Manaphy that is discussed, and we often forget that a rain team is not just these 4 Pokémon. Typically, I have seen almost no one address Tornadus-T even though he also has great importance in the strong pressure that rain puts on teambuilding, in my opinion. Between his access to Hurricane which never misses in the rain in addition to being able to confuse, U-Turn which allows him to safely bring back offensive threats and especially Knock Off which allows him to remove items from the usual responses to rain teams. I am thinking in particular of Tapu Fini who only has leftovers to heal himself, Rotom Wash who is supposed to be a good answer to Tornadus but being often played with a Wiki Berry as the only means of healing, cannot really afford to come at him at the risk of being sabotaged and becoming a real punching bag. And finally, Ferrothorn, who also relies heavily on leftos for healing and is also hampered by Ferrothorn's regular presence in the rains, which prevents him from clicking Leech Seed and puts pressure on him with Spikes.

There you have it! That was my opinion on rains in SM. In the end, I made it much longer than I thought it would be. Maybe I'll come back here to give my opinion on the Serperior case, which is also quite interesting. In the meantime, I hope my arguments were clear and that I didn't say anything too silly.

With that, have a good day everyone.
 
Rain doesn't have an impressive usage stat or even winrate at all. I'm a bit confused why people are complaing at the moment. Posting the most unimpressive stats and then trying to make a point to get Mana banned, lmao.

Feel like the whole issue is that people are pissed at the metagame and use Manaphy as the scapegoat when it isn't the issue at all. Mana is actually quite a skill-expressive mon. Matchups against offense oftentimes rely on trading Mana well into the opponent's team. Yes it is an instant-win button against a few fats, but I believe this is actually healthy and a net positive for the metagame as a whole.
Also whenever I am trying to build fats, Mana feels less limiting than some other threats like Kartana or Xard, but well, that might just be me.

As skype stated the structure of rain is quite rigid.
It has been the same structure for what - 8 years now? It's bit ridiculous that people still manage to come unprepared for it. That being said yes there obviously is an issue if the same exact structure has been so dominant for so many years now.

Brief preamble – I would probably vote no ban on any of the aforementioned pokemon, and I overall find SM to be fun and balanced even if chaotic.
but i don't think it's broken enough to warrant a ban.
Rain’s usage comes mostly from how straightforward (seemingly) it is to use, not how broken its mons are. In stour, you can just load rain up and hope the rookie player you’re facing just folds to pert or gren. People don’t really load rain with the idea of “ok backs against the wall, time to load the best, most consistent style” imo.
Most of you guys who want to ban Mana spend hours in the builder innovating and are pissed off by the fact that you load it into rain without enough water resists. This is the sole reason some of you want to nerf it... and tbh it's quite understandable because I am one of these guys as well.
I do , however, believe that banning Mana would be a huge mistake and is not the reason why this one structure has been so dominant for such a long time.
The issue is quite obvious to me, so I am surprised it has not been adressed here at all, because the issue wth rain is clearly Ash-Greninja.

However, the reason I mention this is because while Manaphy on rain certainly does make things complicated for certain balances, it's hard for me to say it's the main culprit behind the style thriving less.
Balance has no issue with Mana, in some matchups the mon is just a dead weight that you sack or try to trade away.
The real issue is AshGren - a mon that solos plenty teams by itself. A mon that's borderline impossible for balance to handle under rain & also fares amazingly into offense. A mon that has the ability to essentially get you a second Mega Evolution if you do not give it free turns to Spike up. Even in "bad matchups" it can still get a crazy amount of value by forcing certain lines.

The only reason Mana is seen as an issue is because it dismantles the structures we are forced into just to have a decentish matchup into AshGren. If it weren't for this guy we wouldn't have to use Chansey, Pex, Mag on the same kind of team. And even in these limited matchups it will still be able to give you amazing value by setting up Spikes. All besides the fact you just straight up lose if it's Prot-Z.
There really has to be some cognitive dissonance in this thread. People are going on about how Mega Pert is problematic - the fuck? Pert is has so much role compression for rain and you need to keep Peli alive at all times for it to do anything. With AshGren you have a broken win condition in the back and simply play the sack game without needing to preserve your rain at all.

We have adapated so well to this guy that we have basically forgotten that he has the metagame in a huge stranglehold.
The sole reason Psyspam has been a dominant pick against Rain isn't Zam's Trace - its Lele's ability to block Water Shuriken under rain. Yes some rain teams like to forgo AshGren for Kingdra but that's only to actually have the upper hand in the Rain & Psyspam matchups. It was similar back in the day with Azu & Z-Gyara. How about more modern trends like Serp on HO, Bulky KyuB & Dnite being spammed? These mons obviously possess great role compression, but what they all have in common is that they are necessary to keep Ash-Gren in check on certain structures. Even earlier anti-Spikes fats such as Celestial Alignment... the unnoticed influence that AshGren has had on the metagame is profound.

I ask you to just take one minute and look back at the first post in this thread. Now close your eyes and imagine a Metagame without this guy for once... The constraints that would be lifted from offensive structures... the constraints that would be lifted from balance. Rain would not be half as potent and much less consistent. If you really wish to shake up the SM OU metagame, you should look at AshGren. Any other bans will just make it worse for now.

TL;DR: Ash-Gren is the actual problem. Manaphy is just exploiting the structures Ash-Gren forces the meta into.
 
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Yo, now that I'm finally unbanned, I wanted to make a post about my position on this matter.

Overall, I agree with the sentiment that the current SM OU is in a pretty poor state. Since the rise of Mega Charizard X (and, in general, offensive playstyles able to abuse the former dominance of SD Gliscor balance/fat) and CM Cresselia (which was invalidating a bunch of different offenses), the tier adapted in a way where only type-spam HO/offense and weather are the ones that have the right to thrive.
Not that I'm saying Balance (and anything under that) is unviable - for example, Skarmory Gastrodon Heatran Clefable structures are, imo, among the best structures in the tier right now - but everyone can agree that the playstyle is a lot more limited in terms of building freedom (especially in the ground slot where the usual staple of Gliscor basically makes you weak to Sun, Excadrill Sand, Rain, ...).
Moreover, I would even stretch that limitation onto the rest of the tier. Viable Offense/BO are forced to respect a lot of conditions, such as slotting at least two water-resists for rain, a fire-type for Magearna/Scizor, a dark-resist/fairy-type for Weavile/Ash-Greninja/Kommo-o, a psychic-resist/steel-type for Alakazam/Tapu Lele, and many others of that nature. The expression of those limitations is visible when the best offensive structures are all following the same pattern of Fire-Type + Water-resist 1 + Water-resist 2 + Landorus-T.
My point is that the ability to innovate (and not cheesing with a random low-tiers pokemon and jerking off to that because it worked once, since we are living in a reality where people think BO1 is somewhat a competitive format) is, due to the very nature of the tier, almost nonexistent, leading to a state where the tier is decaying from the endless spam of recycled structures/teams.

Concerning a possible tiering action, I do admit I dont vibe with a nerf on rain. I'm not trying to be different for the sake of being different - since, like everyone, playing with or against Rain is as fun as cleaning the toilet after a customer clogged it with its dump - but I genuinely believe that targeting Rain is not going to save the tier from the issue explained before.
For example, banning Manaphy would be a net negative for the tier as, not only does it not solve the issue of the dual offensive water-core of Ash-Greninja + Mega Swampert existing, it also indirectly buffs awful semi-stall structures that have the funny and interactive gameplan of doing nothing and wait for their bulky wincons to outlive everything with enough time (if a Rain nerf has to happen, banning Damp Rock is the ideal solution since it keeps Rain as a viable playstyle while reducing by a fair margin everything that makes it annoying).

For me, if we look for solutions to make SM OU better in the long run (and not put band-aids on the symptoms), we have to understand what caused the tier to become a huge fiesta of weather and HO/offense slop. I have two propositions in that regard.
The first proposition is to ban Gliscor. While it sounds completely stupid, my reasoning is that since SD Gliscor can outlive everything thanks to Poison Heal and its double-type (being neutral on rocks + not taking spikes), people understood that there's no "defensive" answer to it (and using your own SD Gliscor to counter the opposing SD Gliscor is not valid). Therefore, the best adaptation is what we are witnessing right now: extreme offensive playstyles that punish Gliscor's lack of immediate offensive pressure; which justified, in return, a resurgence of weather. What I'm expecting from this ban is bulkier playstyles not having to deal anymore with Gliscor generating infinite value and being able to re-focus on beating the other offensive structures.
The second proposition is to ban Tapu Lele. While I don't see Psy-Spam as broken (and even good if I'm honest), what I see as problematic from Tapu Lele is Psychic Terrain. As we all know, dealing with oppressing threats can be done by adding ways to outspeed and kill them. Weather has been popular for that thanks to Mega Swampert and Excadrill (it's possible to include Hawlucha in that category). For the rest of the tier, the (consistent!) forms of speed control are limited to Choice Scarf and Priority Moves. However, due to Tapu Lele setting up Psychic Terrain, it's impossible to use only Priority Moves (any Set-up users/Mega Alakazam under Psychic Terrain would crush you otherwise). Therefore, the most consistent option is to run a Scarfer (like Kartana, Landorus-T and Victini). The issue is that this approach is also limited on its own since:
-not a lot of pokemon are good with Choice Scarf (and I'm not considering users such as Serperior, Garchomp or Kyurem-B as good btw)
-even among the pool of good Choice Scarf users, their limitations as a whole means not every team can structurally afford them (and it's even possible to say that those are niche rather than being staple. For example, you will only see Scarf Kartana on HO and Ditto on Fat/Semi-stall)
This is why I think banning Tapu Lele would be helpful for the tier as it would lead to Priority Moves being a real alternative as a form of speed control (and not just having to forfeit against any Tapu Lele based structures).

Final note before finishing this post: fuck Serperior and, while banning it would also not make the tier that much better, we can all agree that this shit sucks lol

Thanks for the reading and I'm really happy seeing again proper discussions about this degenerate tier.
 
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Following up on discussion in this thread, the SM Council held a survey about the state of the metagame with Manaphy and Serperior. As a result, we will be holding a suspect test for Manaphy!

The following players were surveyed:
1) 6+ games or 3+ wins in SPL. 4+ games or 2+ wins in WCOP
Yelodash, Eternal Spirit, NoName6293, Skypenguin, Empo, Aso, Axzel, ChrisPBacon, Endill, MichaelderBeste2, Zaza, Hairoll, DeeJ, Tace, Vert, Drachenkeule, c0mp, GeniusX, Gondra, Charmflash, Piyu

2) Top 8 in SM points from smogon tour
egalvanc, We Three Kings, Storm Zone, Tenebricite, Santu, Qwily, TakingNotesKinda, Always!

3) Finals of Seasonals/Globals/Majors this year
Winter Seasonal: stratdkt, Brandonlee1

4) Overall 2025 SM Circuit top 16
Eelektrone, Abele, Baddy, Blazing, pkcc, Kyo, zRyan74, Kustavan, Fdmw, CM Reuniclus, Vioz, StepC, SASAGEYO, Astoria, Brandonlee1, Drachenkeule

The results are as follows:

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Although it is worth noting only 34% of the 32 respondents believe Manaphy to be banworthy, 69% supported a suspect test.

This does not preclude a future suspect test for Serperior, however its support for a ban or a suspect was not deemed great enough at this time.
 
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