Yeah, those three definitely stand out as being potentially problematic in OU.
Urshifu's sheer power practically guarantees that it will tear a hole through the opposing team every match (unless you make dumb plays). The few mons that don't automatically fold to Wicked Blow or Close Combat all have issues of their own, whether it's Clefable's inability to handle repeated Poison Jab or Iron Head or Kommo-o's lack of recovery. Even Hippowdon and Tangrowth are almost always 2HKOed by Fu, and physical bulk is one of the main selling points of both those mons. Overall, its breaking power is just more than what the tier is currently built to handle.
Magearna has been out for less than a month, and yet already has five viable sets that take on drastically different roles; that alone should tell you just how versatile it is. While it can never check everything, its move pool is expansive enough to hit hard against everything in OU save Chansey, and even that is ruined by Trick from the Specs of Scarf set. Gear is one of those threats where you need to specifically scout its set before committing to counterplay, less you sacrifice at least one mon; even that approach is risky due to potentially giving sweeping sets a free turn. Not to mention that Gear has pretty good bulk, meaning that only the hardest hitters can really break through it. Finally, its Soul- Heart means that giving it even one KO can potentially cost you the game. It can be checked by Excadrill and Cinderace, but neither wants to switch in due to Gear's Fighting coverage and lackluster bulk, respectively. Gear's only downside is its lack of reliable recovery, but like Fu that doesn't prevent it from tearing a gaping hole in the enemy team (and can mitigate the problem a bit with Draining Kiss).
Cinderace is basically a physical repeat of ORAS Greninja, as its ability to switch typing along with solid offensive stats make revenging it easier said then done. Like Gear, Race's various offensive options hit a large section of the tier fairly hard between Pyro Ball, HJK, Zen Headbutt and the occasional Gunk Shot, Sucker Punch allows it to at least dent whatever takes it down, and U-turn allows it to escape unfavorable matchups like Slowbro. While its utility isn't as good as Greninja, being able to swap hazards, Taunt potential defensive answers and U-turn to bring in teammates give some dimension to its game. I don't think it's as broken as the other two, namely due to its lackluster bulk and its attacking stat not being as good, but it can still be hell for even the most reliable stall mons unless you're constantly on high alert.
Urshifu's sheer power practically guarantees that it will tear a hole through the opposing team every match (unless you make dumb plays). The few mons that don't automatically fold to Wicked Blow or Close Combat all have issues of their own, whether it's Clefable's inability to handle repeated Poison Jab or Iron Head or Kommo-o's lack of recovery. Even Hippowdon and Tangrowth are almost always 2HKOed by Fu, and physical bulk is one of the main selling points of both those mons. Overall, its breaking power is just more than what the tier is currently built to handle.
Magearna has been out for less than a month, and yet already has five viable sets that take on drastically different roles; that alone should tell you just how versatile it is. While it can never check everything, its move pool is expansive enough to hit hard against everything in OU save Chansey, and even that is ruined by Trick from the Specs of Scarf set. Gear is one of those threats where you need to specifically scout its set before committing to counterplay, less you sacrifice at least one mon; even that approach is risky due to potentially giving sweeping sets a free turn. Not to mention that Gear has pretty good bulk, meaning that only the hardest hitters can really break through it. Finally, its Soul- Heart means that giving it even one KO can potentially cost you the game. It can be checked by Excadrill and Cinderace, but neither wants to switch in due to Gear's Fighting coverage and lackluster bulk, respectively. Gear's only downside is its lack of reliable recovery, but like Fu that doesn't prevent it from tearing a gaping hole in the enemy team (and can mitigate the problem a bit with Draining Kiss).
Cinderace is basically a physical repeat of ORAS Greninja, as its ability to switch typing along with solid offensive stats make revenging it easier said then done. Like Gear, Race's various offensive options hit a large section of the tier fairly hard between Pyro Ball, HJK, Zen Headbutt and the occasional Gunk Shot, Sucker Punch allows it to at least dent whatever takes it down, and U-turn allows it to escape unfavorable matchups like Slowbro. While its utility isn't as good as Greninja, being able to swap hazards, Taunt potential defensive answers and U-turn to bring in teammates give some dimension to its game. I don't think it's as broken as the other two, namely due to its lackluster bulk and its attacking stat not being as good, but it can still be hell for even the most reliable stall mons unless you're constantly on high alert.
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