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Keys was burned because Anfield Atmosphere applies status conditions to both sides when one side is afflicted by one, similar to synchronise. I presume Marill was burned again because Keys got burned first, so tried to afflict him with burn right back.
Turn 22, Goro Yagami uses Shadow Ambush to replace Spoo's ability with slow start - however, on turn 31, we can see he still has I Can Hear The Heart Beating As One - it's not an innate, so it should have been replaced.
https://replay.pokemonshowdown.com/gen9superstaffbrosultimate-2156175631
From turn 19 to the end of the game, keys was able to shuffle around my Pokemon with a 0 priority Protector of the Skies. This is highly uncompetitive with hazards as it allows free chip damage against slower Pokemon. Had I had fewer Pokemon without Heavy Duty Boots or immunities to Spikes, I would have lost the game to an uncounterable mechanic.
It's supposed to deal damage once Partman changes mode from +1 defences and -1 attacking stats to +1 attacking stats and -1 defences. The only real error is with the tooltip (or with him becoming shiny, since as far as I've seen he never becomes shiny).
So Tera Monkey Beat Up is still a BP 240-300 priority 1 move...
Also, I think Bert122 is broken in the truest sense. King's Shield is a powerful move, and Shatter and Scatter basically makes it look like dogshit in comparison. Cripples physical and special attackers, and it blocks and cripples status moves too, and it gives a free pivot into the now crippled opponent, I'd argue it's the single most powerful move in the format. But even that alone isn't the full issue, because after all, broken moves are part of the fun. No, the real issue is how well it pairs with the ability. If you read the opponent's Scatter and Shatter and try to switch or self buff, you still get subjected to Pestering Assault, which can also completely shut you down. So in sum:
If you attack, you're screwed.
If you use a status move, you're screwed.
If you read and avoid using any moves on Bert, you can still be screwed.
Unless you have a phazing move or protection bypass, which the majority of the cast do not, then there's no counterplay except hoping you're lucky against Pestering Assault (fyi there's only a 7.8% chance to avoid all five moves). In other words, if an enemy Bert uses Shatter and Scatter, then you can expect to get screwed, period.
Personally, I think at least one of Shatter and Scatter or Pestering Assault needs a nerf. They're both extremely powerful on their own, but together they're oppressive.
After some thorough testing I think you're right actually. It's calculated differently than all other existing multihit moves, which I imagine is why the visual bug occurs. It's definitely felt ridiculously strong in the past, but that just might be because it's strong regardless, especially with Swords Dance. Or maybe the damage was bugged before and it was only fixed mechanics wise in the "bazillion bugfixes". I don't have any old replays of it on hand so I can't say for sure.
Replay here (Turn 3)
Something doesn't add up here. Even if Spiderz has max-max SpD, he should take more from ts-ignore (see calcs below, relic song has been edited to 100 BP). I don't see anything in their kits that would make it deal less damage than it should. Additionally, Spiderz should be killing with Shepherd of the Mafia Room in return (Meloetta isn't holding an item in the calcs shown below).
I did notice that, but I was also confused because I thought I saw that my speed was 273 and 1.5 should be 409, but now that I'm double checking the speed should've been 249 since it's Modest
I have a lot of thoughts, about the balancing of the tier as it is now, and I've made a list of all the mons I think should get some action.
Firstly, there are quite a few moves which don't work as intended:
- A Quag to the Past should be able to switch formes whenever he wants, even if he cannot heal (Clod -> Quag) or if the opponent switches out (Quag -> Clod)
- Grass Gaming (Sificon's signature move) should not be magic bounce-able
- Eternal Wish (Tico's signature move) shouldn't fail against substitutes
- Your Crippling Interest (Venous' signature move) explicitly says it bypasses substitutes, however it fails against them
- Poisonous Wind (xy01's signature move) should still phase out the opponent if they are already poisoned. It also fails against substitutes, unlike other phasing moves, but that may be intentional?
- Hasty Revolution (Haste Inky's signature move) should swap stats against opponents who switch out
- Pursuiting moves like trivial pursuit or any move affected by hot pursuit should work against switch moves like Augur of Ebrietas and Giveaway (I don't remember the full list, but pursuiting moves have failed me many times)
- Wild Growth (vmnunes' ability) will set leech seed on opponents through subsitute
- Mathy should be tera stellar. Not a bug, as such, but his ability makes tera ghost pointless.
Secondly, some mons are kinda underwhelming as they are now. I haven't included suggestions on how they could be buffed, but I think they need *some* action
Frozoid is too frail to consistently do much of anything. Being immune to ice doesn't help when you're too frail to take neutral hits, and flat-out falling compounds the issue by being a weak move. This mon needs 2 turns to set up, is never getting them, and isn't going to get a payoff worth the effort if he does.
EasyOnTheHills is slow and exploitable. A 2 turn setup move could be made to work, but Snorlax simply isn't bulky enough to make it work. Even if he does pull it off, there are still plenty of pokémon able to KO him afterwards since he's still slow and not that bulky - life orb + vulnerability to all hazards doesn't help his issues either.
Apple is funny but bad. His bulk helps a bit, but the fact is, half the time Wopple or Flopple lowers his OWN SpD and SpA. Even with a guaranteed +2 SpD and SpA on use, he wouldn't even be top tier because he's slow, can't hit steels, and leech seed + grassy terrain can only help so much when you're slow, vulnerable to all hazards, and have exploitable weaknesses like a 4x weakness to ice.
Yellow Paint is too frail and slow to make his gimmick work. The opponent will hit him hard, take a little damage from whiteout (75% of the time because it's super inaccurate for some reason??), then switch out and allow the next mon to finish the job. Whenever I've seen him, he either goes 0 for 1, or best case, 1 for 1.
Peary's gimmick of lock-on + sheer cold is funny, but the problem is that the opponent simply switches out the turn after you use lock-on and it's back to 20% accuracy. He's not as bad as some mons on this list, and you can often get the most out of him just with spamming sheer cold against pokémon who can't hit him hard due to his good defensive typing, but he's unreliable and overall not that useful to the team.
Soft Flex is in a similar boat to Yellow paint - any good opponent with boosts will simply switch out, and he can't make good progress against a lot of the tier. He can't switch into these attackers to steal their boosts either, so he has to either come in as they're setting up (best case) or after a KO.
Kingbaruk is finally able to function as intended, with his signature move doing exactly what it's supposed to. However, he's just not that good. Platinum record can only be used twice, trump card isn't that strong, and he gets 2HKO'd by most of the tier, preventing him from using the 200 BP trump card. Ghosts being immune to trump card also hinders him significantly, as he must take a turn he probably isn't going to get to use platinum record in order to recover that PP, and multiscale, while very useful, is easily broken by hazards and this mon is far to frail to do anything useful without it intact. To slow, too frail, and not strong enough to justify either of these things.
Archas is too flawed to work. The coverage is good, but without setting up, he's very weak, and he's also very frail. Aura Rain is useful, but synergises awfully with the rest of his kit post-rework. The only real use this mon gets is to heal the team with aura rain against a slower mon before dying. I might be underestimating how useful that is, but even if that is incredibly useful, the rest of his kit is bad.
Ciran is ok, to be fair, but he makes the list because he's worse at his job than most other mons in his position. He's fast and frail, but he's not *that* fast and he's not that strong. Protect + sketch don't often work out very well because he's too frail to easily copy a move he can use effectively, and Summon Monster VIII: Fiendish monstrous Piplupede, Colossal is a good move, but unless you get the flinch, it's often just toxic + chip in exchange for your mon.
TheJesucristoOsAma is similar to Ciran - Fast, but not very strong. Uninvested earthquake doesn't do much to most of the tier, non-STAB surf is fine against some mons, but often not that useful, and constantly switching between plates means you can't easily get into a good position. The Love Of Christ generates a free turn (most of the time) to get a more useful plate in a bad matchup, but it's one time only and the opponent can switch out afterwards. Unless you get very lucky with which plate you get each turn, this mon is very difficult to get good mileage out of.
Felucia is too frail to make regen shenanigans work. Oblivion Wing is a good buff to avoid being passive, but she's still just too easily overwhelmed. Bug-flying is a pathetic defensive typing as well, allowing for many special attacks to overpower her with just one boost because they can easily hit her super-effectively. Rigged dice won't do anything once you're dead.
AzuBat's magic guard is not enough to make up for the incredibly frailty combined with lacklustre power. One use of Prep Time isn't enough to break virtually anything, and 2 is impossible to pull off. A bunch of 70% accurate moves to compliment stored power doesn't help either.
Waves is too slow and weak. Water spout is hypothetically strong, but only at full health, and with the priority gone, Torrential Drain just isn't useful, as it's very very weak and normally won't heal much. Thunder and Hurricane would help a better mon in terms of coverage, but Waves isn't good enough to use them effectively.
Clementine is not as bad as some of the other mons on this list, but he's in a similar boat to Ciran where I just think he should be able to do better. His power is very low, and he himself is very slow, unless you get hit by a fire move - switching into a fire move while he's unrevealed can work, but if your opponent knows your ability and that you have Clementine on the team, it's very hard to activate. Once flipped, you have a better overall pokémon, however earth power and volt switch aren't great against a lot of pokémon, and (╯°o°)╯︵ ┻━┻ will turn you back into regular Avalugg. Either way though, you're not that strong, not that bulky, and (most of the time) not very fast.
berry's salt cure is useful, stealth rock is useful, but this pokémon is too slow and passive to work very well. You simply aren't bulky enough to both set up and heal, and despite the full investment on a naturally bulky pokémon, pure rock typing combined with this tier's high power level don't allow berry to take a low enough amount of damage from the pokémon in front of him to set up. what kind will only heal 25% HP most of the time, meaning you're forced to spam it in order to stay healthy, but that doesn't allow you to set up curses or attack. Too often, this mon will either salt cure a mon, or get up rocks, *maybe* both, and then die, but that's just not a worthwhile trade for a member of your team.
MyPearl is the least offensive mon in this section, but I just find that it constantly switches to a form I don't want it to be in, and the lack of SpA investment is a pain too.
Finally, the broken section, I think these mons are a little unhealthy in some capacity, and can either invalidate too much of the tier, or easily take out multiple of the opposing pokémon every game.
Isiah will delete anything slower than it. I understand that's the gimmick, but there are a LOT of pokémon slower than it, and psychic surge ensures priority can't beat it out. This is further compounded by his acceptable bulk often allowing him to live some neutral hits, or priority once the psychic terrain is gone.
Irupachuza is a free kill 90% of the time (the set your opponent gets is almost always worthless), or more realistically, a free setup opportunity for another mon, and prankster destiny bond often helps him get 2 kills. Bibbidi-Bobbidi-Rands isn't blocked by dark types, unlike other prankster moves, and this is without getting into his other moves and utility like his useful ability, parting shot, or a surprisingly strong fleur cannon
Rumia is unkillable physically. Prankster strength sap + insane defence + eviolite. Even if you knock the eviolite off, good luck killing him with physical attacks, he's still insanely bulky! He's not super passive either with midnight bird to boost SpA, infernal parade to spread burns, or mortal spin to spread poison, so you can't take advantage of him easily, and the free turns he generates every time he switches into a physical attacker can easily be used to spread damage or status.
Spoo gets one turn of setup and is very very hard to stop. +1 pixelate extreme-speed picks off most mons, and his ability lowering his attack simply isn't enough when he just uses cardio training again next turn, which is even easier to get off with the defence boosts from the previous use. 2 forms of reliable recovery in a very strong bitter blade (Why does he have sharpness too?) and moonlight allow him to set up easily in combination with his great defensive typing and good bulk.
Bert122 gets to sit there being fat, and in exchange, harass the opponent with knock off, soak, taunt, torment, and confuse ray. If you want to try and deal with him, either through a status move or an attack, he uses scatter and shatter, switches out, lowers either your attacking stat by *2 stages* (giving a free opportunity to the switch-in) or your speed by 2 stages (assuming you were even able to use your status move because he could've taunted you), allowing a breaker to smash something. If you can't deal with his amazing defences and typing, he can just sit there doing nothing while your team gets decimated by his ability alone. Yes, the moves are 40% accurate, but he gets a LOT of free turns, and he'll statistically hit a few of them every time.
Yeet Dab XD does too much just for being on the battlefield, similar to Bert112. Setting up a 8 turn aurora veil and paralysing the opponent are the main issues, allowing him to stay on the battlefield far longer than he should be in combination with oran berry and reviver seed. Any free turns just allow him to cycle through these effects even faster, and blast seed allows him to make consistent progress against any foe.
Pastor Gigas is too immediately strong. He's a stallbreaker and wallbreaker bundled into one reasonably fast mon. Similar issues here as with Isiah, but trade a little of the power for great utility in immediate aromatherapy, call to repentance to stuff any defensive counterplay, and sacred fire to spread burns. This is also expounded by his great bulk, allowing him to often take multiple hits before going down.
Snake received a slight nerf, reducing his hazards to 2 per use instead of 3, but like come on. A fast mon who poisons the opponent, sets 2 random hazards, clears your own hazards, and U-turns out before you can move. I've had several games where I just sack mons, get him back in, set more hazards, then revive my best mon and win. Persistant boosted tailwind doesn't help matters, but let's be 100% clear here, the problem is his signature. Snake is fast, and concept relevant just does too much in one package.
Coolcodename takes one turn to set up with haxer's will then becomes insanely strong. Yes, 30% of the time it fails, but he instantly outspeeds the whole tier + kills most of it with his amazingly strong STABs and near perfect coverage, compounded by his crit-happy attacks. Firewall ensures he has plenty of setup opportunities, because he can get a free turn against a lot of mons when they can't use their tools like strength sap or taunt to stop him. Great bulk and a good defensive typing help here too, especially in combination with tera.
Rissoux instantly threatens pretty much the whole tier with reckless head smash and flare blitz, and with one turn of setup, can often end games there and then. He can set up on quite a few mons in the tier too, especially with the great defensive synergy offered by his tera typing, but he doesn't need tera to be terrifying.
Siegfried is crazy bulky and crazy strong, with a great defensive typing, and access to super strong priority in thunderclap. He'll rarely sweep you, but he normally goes 2 for 1 or better, and I've never seen him go less than 1 for 1.
DaWoblefet too will almost always go 2 for 1 or better. Counter/Mirror coat the first mon, then shadow artifice will take care of the second. Shadow tag ensures you cannot counter him, as he gets to choose who he traps. Super ego inflation healing him just allows more HP to take off the opponent when shadow artifice procs.
Yuki gives 8 turn aurora veil, then +1 speed and +1 critical hit rate to any mon switching in. This isn't always gamebreaking, but quite a few of the mons in this format are just broken with aurora veil and +1 speed allowing them insanely easy setup. +1 critical hit rate also just allows some mons to cheese through checks that would otherwise be able to stop them. Lovely kiss/encore are a cherry on top of this strategy, allowing you to lock the opponent into an unfavourable move or force them to give you the switch initiative/a free turn.
Pissog is just really really strong. Defensive counterplay is extremely hard, as his setup move is also his sun boosted STAB move. He's not that fast, but he's decently specially bulky and just overwhelming for slower mons. Signature doesn't see much use though, as Frosmoth is slower, nowhere near as strong, and just much more flawed overall.
This mon's coverage is just too perfect. 3 100% accurate, (effectively) 100 BP moves with a 20% boost, all with useful traits (multi-hit to break subs, sandsear storm can burn, wildbolt storm can paralyse), on a very speedy mon with an amazing offensive type, no weaknesses thanks to storm surge, and who cannot easily be chipped down thanks to boots. Volt switch is the perfect compliment to these moves, allowing Elly to generate momentum against a pokémon able to take her hits and come back another time. Elly is able to run straight through a lot of mons with ease, and not be too worried about dying in return from most hits.
Tico is not as overbearing as the others in this list, but there is no reason for a defensive pokémon to have such a strong, fast, STAB light of ruin.
There are definitely some mons and bugs I've missed, as I wrote these all in a pretty short timespan, but I've had these thoughts about a lot of these mons for a while - I tried to keep the analyses somewhat concise. As I was writing this, I kept thinking of more mons I wanted to add to the list, but I'm capping it there for now. I'm always happy to hear other thoughts and discuss if anyone has opinions!
I have a lot of thoughts, about the balancing of the tier as it is now, and I've made a list of all the mons I think should get some action.
Firstly, there are quite a few moves which don't work as intended:
- A Quag to the Past should be able to switch formes whenever he wants, even if he cannot heal (Clod -> Quag) or if the opponent switches out (Quag -> Clod)
- Grass Gaming (Sificon's signature move) should not be magic bounce-able
- Eternal Wish (Tico's signature move) shouldn't fail against substitutes
- Your Crippling Interest (Venous' signature move) explicitly says it bypasses substitutes, however it fails against them
- Poisonous Wind (xy01's signature move) should still phase out the opponent if they are already poisoned. It also fails against substitutes, unlike other phasing moves, but that may be intentional?
- Hasty Revolution (Haste Inky's signature move) should swap stats against opponents who switch out
- Pursuiting moves like trivial pursuit or any move affected by hot pursuit should work against switch moves like Augur of Ebrietas and Giveaway (I don't remember the full list, but pursuiting moves have failed me many times)
- Wild Growth (vmnunes' ability) will set leech seed on opponents through subsitute
- Mathy should be tera stellar. Not a bug, as such, but his ability makes tera ghost pointless.
Secondly, some mons are kinda underwhelming as they are now. I haven't included suggestions on how they could be buffed, but I think they need *some* action
Frozoid is too frail to consistently do much of anything. Being immune to ice doesn't help when you're too frail to take neutral hits, and flat-out falling compounds the issue by being a weak move. This mon needs 2 turns to set up, is never getting them, and isn't going to get a payoff worth the effort if he does.
EasyOnTheHills is slow and exploitable. A 2 turn setup move could be made to work, but Snorlax simply isn't bulky enough to make it work. Even if he does pull it off, there are still plenty of pokémon able to KO him afterwards since he's still slow and not that bulky - life orb + vulnerability to all hazards doesn't help his issues either.
Apple is funny but bad. His bulk helps a bit, but the fact is, half the time Wopple or Flopple lowers his OWN SpD and SpA. Even with a guaranteed +2 SpD and SpA on use, he wouldn't even be top tier because he's slow, can't hit steels, and leech seed + grassy terrain can only help so much when you're slow, vulnerable to all hazards, and have exploitable weaknesses like a 4x weakness to ice.
Yellow Paint is too frail and slow to make his gimmick work. The opponent will hit him hard, take a little damage from whiteout (75% of the time because it's super inaccurate for some reason??), then switch out and allow the next mon to finish the job. Whenever I've seen him, he either goes 0 for 1, or best case, 1 for 1.
Peary's gimmick of lock-on + sheer cold is funny, but the problem is that the opponent simply switches out the turn after you use lock-on and it's back to 20% accuracy. He's not as bad as some mons on this list, and you can often get the most out of him just with spamming sheer cold against pokémon who can't hit him hard due to his good defensive typing, but he's unreliable and overall not that useful to the team.
Soft Flex is in a similar boat to Yellow paint - any good opponent with boosts will simply switch out, and he can't make good progress against a lot of the tier. He can't switch into these attackers to steal their boosts either, so he has to either come in as they're setting up (best case) or after a KO.
Kingbaruk is finally able to function as intended, with his signature move doing exactly what it's supposed to. However, he's just not that good. Platinum record can only be used twice, trump card isn't that strong, and he gets 2HKO'd by most of the tier, preventing him from using the 200 BP trump card. Ghosts being immune to trump card also hinders him significantly, as he must take a turn he probably isn't going to get to use platinum record in order to recover that PP, and multiscale, while very useful, is easily broken by hazards and this mon is far to frail to do anything useful without it intact. To slow, too frail, and not strong enough to justify either of these things.
Archas is too flawed to work. The coverage is good, but without setting up, he's very weak, and he's also very frail. Aura Rain is useful, but synergises awfully with the rest of his kit post-rework. The only real use this mon gets is to heal the team with aura rain against a slower mon before dying. I might be underestimating how useful that is, but even if that is incredibly useful, the rest of his kit is bad.
Ciran is ok, to be fair, but he makes the list because he's worse at his job than most other mons in his position. He's fast and frail, but he's not *that* fast and he's not that strong. Protect + sketch don't often work out very well because he's too frail to easily copy a move he can use effectively, and Summon Monster VIII: Fiendish monstrous Piplupede, Colossal is a good move, but unless you get the flinch, it's often just toxic + chip in exchange for your mon.
TheJesucristoOsAma is similar to Ciran - Fast, but not very strong. Uninvested earthquake doesn't do much to most of the tier, non-STAB surf is fine against some mons, but often not that useful, and constantly switching between plates means you can't easily get into a good position. The Love Of Christ generates a free turn (most of the time) to get a more useful plate in a bad matchup, but it's one time only and the opponent can switch out afterwards. Unless you get very lucky with which plate you get each turn, this mon is very difficult to get good mileage out of.
Felucia is too frail to make regen shenanigans work. Oblivion Wing is a good buff to avoid being passive, but she's still just too easily overwhelmed. Bug-flying is a pathetic defensive typing as well, allowing for many special attacks to overpower her with just one boost because they can easily hit her super-effectively. Rigged dice won't do anything once you're dead.
AzuBat's magic guard is not enough to make up for the incredibly frailty combined with lacklustre power. One use of Prep Time isn't enough to break virtually anything, and 2 is impossible to pull off. A bunch of 70% accurate moves to compliment stored power doesn't help either.
Waves is too slow and weak. Water spout is hypothetically strong, but only at full health, and with the priority gone, Torrential Drain just isn't useful, as it's very very weak and normally won't heal much. Thunder and Hurricane would help a better mon in terms of coverage, but Waves isn't good enough to use them effectively.
Clementine is not as bad as some of the other mons on this list, but he's in a similar boat to Ciran where I just think he should be able to do better. His power is very low, and he himself is very slow, unless you get hit by a fire move - switching into a fire move while he's unrevealed can work, but if your opponent knows your ability and that you have Clementine on the team, it's very hard to activate. Once flipped, you have a better overall pokémon, however earth power and volt switch aren't great against a lot of pokémon, and (╯°o°)╯︵ ┻━┻ will turn you back into regular Avalugg. Either way though, you're not that strong, not that bulky, and (most of the time) not very fast.
berry's salt cure is useful, stealth rock is useful, but this pokémon is too slow and passive to work very well. You simply aren't bulky enough to both set up and heal, and despite the full investment on a naturally bulky pokémon, pure rock typing combined with this tier's high power level don't allow berry to take a low enough amount of damage from the pokémon in front of him to set up. what kind will only heal 25% HP most of the time, meaning you're forced to spam it in order to stay healthy, but that doesn't allow you to set up curses or attack. Too often, this mon will either salt cure a mon, or get up rocks, *maybe* both, and then die, but that's just not a worthwhile trade for a member of your team.
MyPearl is the least offensive mon in this section, but I just find that it constantly switches to a form I don't want it to be in, and the lack of SpA investment is a pain too.
Finally, the broken section, I think these mons are a little unhealthy in some capacity, and can either invalidate too much of the tier, or easily take out multiple of the opposing pokémon every game.
Isiah will delete anything slower than it. I understand that's the gimmick, but there are a LOT of pokémon slower than it, and psychic surge ensures priority can't beat it out. This is further compounded by his acceptable bulk often allowing him to live some neutral hits, or priority once the psychic terrain is gone.
Irupachuza is a free kill 90% of the time (the set your opponent gets is almost always worthless), or more realistically, a free setup opportunity for another mon, and prankster destiny bond often helps him get 2 kills. Bibbidi-Bobbidi-Rands isn't blocked by dark types, unlike other prankster moves, and this is without getting into his other moves and utility like his useful ability, parting shot, or a surprisingly strong fleur cannon
Rumia is unkillable physically. Prankster strength sap + insane defence + eviolite. Even if you knock the eviolite off, good luck killing him with physical attacks, he's still insanely bulky! He's not super passive either with midnight bird to boost SpA, infernal parade to spread burns, or mortal spin to spread poison, so you can't take advantage of him easily, and the free turns he generates every time he switches into a physical attacker can easily be used to spread damage or status.
Spoo gets one turn of setup and is very very hard to stop. +1 pixelate extreme-speed picks off most mons, and his ability lowering his attack simply isn't enough when he just uses cardio training again next turn, which is even easier to get off with the defence boosts from the previous use. 2 forms of reliable recovery in a very strong bitter blade (Why does he have sharpness too?) and moonlight allow him to set up easily in combination with his great defensive typing and good bulk.
Bert122 gets to sit there being fat, and in exchange, harass the opponent with knock off, soak, taunt, torment, and confuse ray. If you want to try and deal with him, either through a status move or an attack, he uses scatter and shatter, switches out, lowers either your attacking stat by *2 stages* (giving a free opportunity to the switch-in) or your speed by 2 stages (assuming you were even able to use your status move because he could've taunted you), allowing a breaker to smash something. If you can't deal with his amazing defences and typing, he can just sit there doing nothing while your team gets decimated by his ability alone. Yes, the moves are 40% accurate, but he gets a LOT of free turns, and he'll statistically hit a few of them every time.
Yeet Dab XD does too much just for being on the battlefield, similar to Bert112. Setting up a 8 turn aurora veil and paralysing the opponent are the main issues, allowing him to stay on the battlefield far longer than he should be in combination with oran berry and reviver seed. Any free turns just allow him to cycle through these effects even faster, and blast seed allows him to make consistent progress against any foe.
Pastor Gigas is too immediately strong. He's a stallbreaker and wallbreaker bundled into one reasonably fast mon. Similar issues here as with Isiah, but trade a little of the power for great utility in immediate aromatherapy, call to repentance to stuff any defensive counterplay, and sacred fire to spread burns. This is also expounded by his great bulk, allowing him to often take multiple hits before going down.
Snake received a slight nerf, reducing his hazards to 2 per use instead of 3, but like come on. A fast mon who poisons the opponent, sets 2 random hazards, clears your own hazards, and U-turns out before you can move. I've had several games where I just sack mons, get him back in, set more hazards, then revive my best mon and win. Persistant boosted tailwind doesn't help matters, but let's be 100% clear here, the problem is his signature. Snake is fast, and concept relevant just does too much in one package.
Coolcodename takes one turn to set up with haxer's will then becomes insanely strong. Yes, 30% of the time it fails, but he instantly outspeeds the whole tier + kills most of it with his amazingly strong STABs and near perfect coverage, compounded by his crit-happy attacks. Firewall ensures he has plenty of setup opportunities, because he can get a free turn against a lot of mons when they can't use their tools like strength sap or taunt to stop him. Great bulk and a good defensive typing help here too, especially in combination with tera.
Rissoux instantly threatens pretty much the whole tier with reckless head smash and flare blitz, and with one turn of setup, can often end games there and then. He can set up on quite a few mons in the tier too, especially with the great defensive synergy offered by his tera typing, but he doesn't need tera to be terrifying.
Siegfried is crazy bulky and crazy strong, with a great defensive typing, and access to super strong priority in thunderclap. He'll rarely sweep you, but he normally goes 2 for 1 or better, and I've never seen him go less than 1 for 1.
DaWoblefet too will almost always go 2 for 1 or better. Counter/Mirror coat the first mon, then shadow artifice will take care of the second. Shadow tag ensures you cannot counter him, as he gets to choose who he traps. Super ego inflation healing him just allows more HP to take off the opponent when shadow artifice procs.
Yuki gives 8 turn aurora veil, then +1 speed and +1 critical hit rate to any mon switching in. This isn't always gamebreaking, but quite a few of the mons in this format are just broken with aurora veil and +1 speed allowing them insanely easy setup. +1 critical hit rate also just allows some mons to cheese through checks that would otherwise be able to stop them. Lovely kiss/encore are a cherry on top of this strategy, allowing you to lock the opponent into an unfavourable move or force them to give you the switch initiative/a free turn.
Pissog is just really really strong. Defensive counterplay is extremely hard, as his setup move is also his sun boosted STAB move. He's not that fast, but he's decently specially bulky and just overwhelming for slower mons. Signature doesn't see much use though, as Frosmoth is slower, nowhere near as strong, and just much more flawed overall.
This mon's coverage is just too perfect. 3 100% accurate, (effectively) 100 BP moves with a 20% boost, all with useful traits (multi-hit to break subs, sandsear storm can burn, wildbolt storm can paralyse), on a very speedy mon with an amazing offensive type, no weaknesses thanks to storm surge, and who cannot easily be chipped down thanks to boots. Volt switch is the perfect compliment to these moves, allowing Elly to generate momentum against a pokémon able to take her hits and come back another time. Elly is able to run straight through a lot of mons with ease, and not be too worried about dying in return from most hits.
Tico is not as overbearing as the others in this list, but there is no reason for a defensive pokémon to have such a strong, fast, STAB light of ruin.
There are definitely some mons and bugs I've missed, as I wrote these all in a pretty short timespan, but I've had these thoughts about a lot of these mons for a while - I tried to keep the analyses somewhat concise. As I was writing this, I kept thinking of more mons I wanted to add to the list, but I'm capping it there for now. I'm always happy to hear other thoughts and discuss if anyone has opinions!
I agree with the majority of these takes, with some exceptions:
I think Poisonous Wind is fine as-is, because it's already a scary phasing + status move and being able to block it by picking a scapegoat to suffer the toxic alone feels like a balanced tradeoff to me.
Apple can be unreliable, but considering the power of a successful flopple he can still come in clutch. Double Calm Mind makes him a powerhouse special tank and wallbreaker, and the priority confusion alone has saved me at least twice.
Ciran's signature move (I ain't typing all that) can do pretty solid damage with Tera Poison (the downside being there might be other mons that could make better use of the Tera slot). I've never been able to make use of his Sketch though, he's just not tanky enough to pull it off.
TheJesucristoOsAma usually feels powerful to me, but that could just be me getting unreasonably lucky with the random plates.
I think the biggest source of Rumia's problem is the Prankster Strength Sap. Take that away and you still have a stupid good physical wall, but not an impossible one. Maybe replace it with Recover or a clone, or remove healing entirely? Not sure. I think the massive defense on its own is not a problem because we already have both Chansey and Blissey in this tier on the special side and Umbreon which is even harder to kill.
Also as an aside, I get that Clementine Flipped having Heal Pulse is probably meant to be a meme, but it still bugs me that it only has 3 usable moves.