Longtime lurker here, since late gen 4/early gen 5 (but I only became an ok player in gen 6 lol), I made an account recently to respond to the OU player surveys (I’m super grateful to the council for that initiative by the way, it lets people like me who don’t like posting publicly to contribute to the development of the tier, thank you!). I am a casual player who often dips in and out of Showdown, but I usually manage to play in the 1700-1900+ range on the ladder (I’m not saying this to brag, I know I would probably suck in tourney and you can get away with so much matchup-fishy/gimmicky garbage on the ladder lol, I just want to impress upon you that my opinion isn’t terribly uninformed, despite this being my first public post).
Anyway, I was going to post in the Zama discussion thread since I just managed to get reqs, but I saw this ongoing teleport/slowtwin discussion and I had to weigh in, because I have some strong feelings here and right now there is no clear consensus on what to do.
I actually have been a major fan of the OU tier since the mag/cinderace bans. In fact, while this might be an unpopular opinion, I think the last time I liked the current gen OU meta this much was in ORAS. However, if I do have two complaints with this tier as it stands, it is 1) the often sluggish pace of games due to constant pivoting with regenerator mons and heavy duty boots, and 2) the problematic regenerator+future sight+teleport slowtwin strategies. Of these two, the first point is more about personal preference than something truly being “broken,” I think, but the slowtwin issue is more controversial, as this thread is showing.
As many have noted here, the difficulty with this regenfutureport combo is that it is not clear what the most broken aspect is. A lot of people have already weighed in on this, but I hope you will indulge me if I throw my hat into the ring here:
1) Teleport: I am leading with this because there has been some anti-teleport sentiment here which I disagree with strongly. Throughout DLC2, I have quite enjoyed using teleport on clefable and blissey in the high ladder, despite it being less common, especially on clefable. I think both of these mons present balanced applications of this pivoting option. Especially with clefable, you need to stay at a decently high HP to properly wall attackers, and teleport offers a skillful tradeoff here: call your opponent’s switch/weak u-turn and get a free pivot, but you risk taking a stronger hit that will hurt your defensive viability in the future. Because these guys lack regen, it is a lot more difficult to find an opportunity to heal, since you can’t just call an easy switch and immediately double out, you have to commit to staying in for a turn to use a healing move. Not to mention the rarer beneficiaries of teleport like porygon2 and xatu. Sure some of these guys can be viable but they aren’t broken. What makes teleport annoying on the slowtwins is that it essentially doubles as a healing move due to regenerator.
Additionally, (and this is a small amount of theorymonning here, apologies for that), I also want to reiterate the fact that, as many here have stated, if the slowtwins received a pivot move like flip turn instead of teleport, the same effect would likely occur. Maybe Zapdos might become a better switch in to threaten static on contact, and maybe you would see stuff like storm drain Gastrodon rise as a check, but at the same time the slowtwins would fare much better against heatran and taunt, and would gain the ability to pivot while holding an assault vest if they so chose to enhance their bulk. Also, while much has been made about the negative priority of teleport, given that the only things in OU naturally slower than the slowtwins is ferrothorn, in practice most of the time you use teleport it functionally moves at the time as flip turn would (one other exception to this is on trick room teams but if something is breaking teleport, it’s not trick room lol).
So yeah, I think it is clear that teleport is not in itself a big deal, and on a personal note pls don’t takeaway teleport on clef and blissey they are my teleporting children I beg you lol.
2) Regenerator: In my perfect pokemon world, I would nerf this ability to only heal ~20%, but obviously we can’t do that. I do suspect personally that regen as a whole is not a healthy thing for the metagame. Flexxen has an early post in this thread that convinced me on this, which I recommend reading. It is just so risk free to just pivot in a bulky mon, take a few hits, and find an opportunity to come in relatively risk free later and heal up again. However, while I dislike it, I would not call it broken in the slightest. Many defensive regen mons, while threatening with knock or status, are not terribly hard to switch into, and despite heavy duty boots, several mons (like Pex) opt not to run them or can be feasibly knocked off, at which point good hazard management and aggressive play can handle them. Torn-T is in its own category here, it kinda scares me honestly, but hurricane is the kind of move which is 90% accurate when your opponent has it and 50% accurate when you have it lmao, so I hesitate to call it a broken regen abuser.
3) Future Sight: I don’t really like future sight on principle since it has been buffed. Keeping a 120 BP move waiting in the wings for a combined assault is pretty crazy. That said, galarian slowking is a common but manageable future sight mon, and I have actually seen a cool amount of experimentation with this move, namely on latias and lele, plus there is that Godstall AV reuniclus regen future sight set which I think is pretty cool. These are rare but viable abusers of the move that can catch someone off guard and threaten a KO, but I don’t think they are broken. Obviously, the only problematic users of this attack are the slowtwins, due to the free pivot of teleport.
Ok, with that out of the way, let’s get into the slowtwins themselves. I have gone back and forth on this a lot, because as defensive pivots, I quite like the two of them. It’s future sight that pushes them over the edge. You can argue that what breaks the slowtwins is not future sight but the breakers who abuse it themselves. This is a reasonable stance, given that in the lower tiers, slowking did not present this issue when it was there. Obviously, to make future sight work you need the strong attackers which are mostly housed in OU. Prior to the magearna/cinderace bans, I also followed this line of thought, but because this has persisted past the cinderace ban especially, I think it might be good to do something about this combo in and of itself. OU just has too many powerful but balanced attackers, that inevitably something will abuse the support from the slowtwins, as Zamazenta is showing in this suspect.
Given that this is a unique situation, which I don’t think has much precedence in any previous gen OU (maybe some baton pass stuff, but I would argue that since gen 6, baton pass is just so widely abused by many passers and recipient attackers that it isn’t as comparable, since the only two unhealthy future sight setters are the slowtwins), I wouldn’t be opposed to a complex ban. I mean, sometimes you have very complex, systematic problems, which require complex solutions. If there were ever a time to use a complex ban it would be here (If a complex ban were to occur, I would favor a teleport+future sight ban as mentioned by IBZ earlier). But I totally understand and sympathize with the desire to avoid complex bans, so I accept that this will likely not happen.
In lieu of a complex ban, if one wanted to avoid collateral damage, so to speak, then I think future sight is the clear thing to go, like VTMagno says. If this were to happen, I would not object, but honestly, banning future sight like this is inconsistent with what the tier usually does in these cases. Outside of the very unique case of baton pass, it is difficult to think of decently distributed move that would be banworthy. Future sight is not broken in the general case, so justifying such a ban would come down to focusing on the consequences instead of the principles of the ban itself.
If the goal is to be consistent to tiering philosophy, then the most obvious solution, if you do think there is an issue with the regenfutureport combo, is to ban kanto slowbro and kanto slowking. They are the only pokemon with a unique combination of these three traits, which combines with their natural bulk to result in an uncompetitive and centralizing wallbreaking strategy, which is unhealthy for the tier. We are making so many excuses blaming so many facets of the game which are clearly fine in their own right, which we would not do for any other pokemon. Barely anyone would say that Urshifu-S should stay, just ban wicked blow, or that cinderace should stay, just ban libero. That is essentially what we are doing here when we say to ban teleport/future sight or regenerator, respectively. This is stupid (to be clear, this cyclical argument is, I don’t have any hard feelings towards you if you disagree with me, I think you are cool dear reader, regardless of your opinion here ). Why do this for the slowtwins?
I think the answer honestly is that we are so use to having them around and be fine. It took me a while to accept this, and when Jordy floated a slowbro ban for the first time back in November I thought he was crazy, but I realized eventually that my familiarity with these mons was biasing my judgement here. If you think differently about this, ask yourself this; if the slowtwins had not changed, but a new pair of mons were introduced in gen 8 with this set of attributes, do you genuinely believe we would be having this conversation? You may reasonably disagree, but I seriously doubt it. I think people would rightfully ask for a ban on the offending pokemon.
Now, to close here, I will say that truthfully, I am not personally sure if regenfutureport is broken. If there were to be a suspect today, provided zamazenta stays an uber, I would at this point say it is ok to remain in the tier. But it is on the verge of getting broken, and I could easily imagine it getting worse in a month or so. So my point with this post is less to convince anyone reading to support a ban on this combination in general, but to convince anyone reading that if you want to ban something here, you should ban the slowtwins.
Thanks for reading my novel masquerading as a forum post!
*Also, quick note on unaware clef since I saw something about it above, I love using it, but I don’t think it is broken at all, especially because clef isn’t terribly bulky honestly. Jolly life orb garchomp has about a 28% chance to 2ko max hp max phys def clefable with a boosting nature and leftovers with earthquake, and adamant life orb rillaboom can deal a hefty amount with grassy glide as well. If they are unaware, then either they choose to run leftovers, in which case hazards hurt clef a lot, or they run boots, in which case they miss out on the leftovers recovery. If an HO player sees a clefable on an opposing team, and plays smartly with the knowledge that the clef may be unaware, they can beat it without drastically altering their team, even if it is a hard mon to get through. It’s happened to me a lot (I mean, I’m not the best player in the world or anything but I don’t totally suck either so I don’t think it’s just my fault lololol).