When I visualize how Gen 9 NFE meta is going to be played it would be putting heavy emphasis on mid-game interactions. After you've done some knocking, throwing out the hazards, chipping, and weakening their mon for your cleaners/endgame sweepers in a slow manner. All mons are "bulky" at the surface but behind that are their faulty flaws such as weak base power, unfinished movepool and easily being able to take advantage of. Take their Eviolite and rip the longevity lol. But in order to get that, you'll do the long game of weakening and get that midgame interaction before going to the endgame. The early game doesn't have that impact too hard on mid-game tbh, and it's centralized on sudden mons. I do believe you'll see more endgame sweeps by the factors from midgame than winning with a wincon setup like Vigo and Girafarig.
I'm looking back at this section and I decided to go a little into this before continuing the new topic. Felt like this was written in a very half-assed way and could have been told in a broader way. That's for trying to write this at 2 am while feeling exhausted after a full day at the gaming lan.
When I visualize how the meta would be played out in the field, I empathize with the mid-game being where you'll be playing around most of the time turns wise and it'll determine your late/end game usually the pace taking quite an amount of turns. Why it's like that comes to these factors that combine together that I mentioned above. Defensive mons are typically very fat in bulk most of in the field as the meta lacks versatile Knock Off users to hit different defensive mons. An example I could go for is that the most common Knock Off users Tinkatuff, Toedscool, and Dartrix have very linear switch-ins that end up you seeing these same interactions/positions from common mons. RestTalk Eel comes in at any moves from Tinkatuff, pivots out to gain momentum, Dartrix switches in Toedscool and gets free Knock/Defog/Roost, and Dartrix shares very similar Knock Absorbers like them. This doesn't mean that they'll gain much progress as you'll get complex turns at some point so you can get progressive positions. But my point is that the Knock game is extremely linear and covering those interactions is naturally so easy that your other ones won't get knocked. This gives many of the defensive mons a win-con longevity and noticeable bulk enough to create a gameplay of wearing down the opposing team. The defensive mons does also have solid defensive typing synergy that carries decent utility tools, and combines with their bulk I don't believe there's a single mon with raw base power that can rush down aggressively early on. This is why I don't think the lead/early game has any real impact and at best helps you get an advantageous position unless you build your team specifically for straightforward gameplay like HO. The list I mentioned at early/lead game typically has such centralization that discourages offensive turns, but they themself will not force straightforward turns as they're extremely checked by the defensive mons, giving them at best just a spike, knock, or a small positional advantage.
But the defensive aspect is only telling half part of the story of this. As mentioned above, NFE defense itself has some really bad flaws. A lot of the mons don't have a lot of powerful moves or hit a lot of that target, even both at times from just its lackluster movepool or a huge 4mss struggle. Many of them don't have recovery or the consistency of it, making their longevity quite suspectable despite the bulk. They're also quite vulnerable to taunt and substitute variance. Also, hazards games are something too complex for me to explain everything at once, but the simple answer is that the mid-game interaction won't last a hundred turns at least. As for how the late/end-game will be played out, most of the time it'll end with the Pokemon cleaning up without the need to setup as setting up a late game is not as easy for many different factors to take into account. But setup sweeping is still very viable, and very dangerous as hell which is why in mid-game many teams will react to it by limiting its opportunities or having a tech that's specifically for them like D-Tail against Vigoroth and Girafarig,
In my eyes, early games have little impact on the game, while mid-game matters the most and has a lot of complexity which ends up making the turns last much longer, and late/end game is usually very straightforward as it's determined from the mid-game.
The list showcasing the midgame mons was just something I wanted anyone to see as a way to answer "What type of defensive mons would I usually will see in the NFE meta". Well frankly that list is pretty bad for many reasons I can point out so I'll be fixing that in here real quick.
These are the defensive mons you should know if you want to build offensive cores as they're the ones you'll encounter in the current meta.
Staple-Alike:


Not as common, but noticeable enough to consider:

Staple alike usually has very relevant typing against the threats or the bulk + movepool that helps it check things that are difficult to check. The not as common one has their difficulty to be built around but usually has their noticeable attributes to be factored to build with. Build offensive cores against these and your team would be at a good start.
Alright I'll finally talk about what I wanted the most!!! Talking about my sets + these mons.

@ Eviolite
Ability: Vital Spirit
EVs: 248 HP / 8 Def / 156 SpD / 96 Spe
Jolly Nature
- Bulk Up
- Taunt
- Slack Off
- Throat Chop
Vigoroth was one of the first I wanted to build around as it was mainly limited by Naclstack and needed other mons to check other threats. With that thing gone, I was ready to build one right away, especially since I was in a Magnemite phase. Funny enough I ended up with an Eel team since I felt like the mite teams I had felt a bit too predictable with the cores. Also, pivot spam was pretty easy to build around so I stuck with that through the finals after finishing my prep for 5dots. The EVs here were actually designed for the sub-set. Sub blocks Status and D-Tail from Gabite while I could use Throat Chop to block Crocalor's Roar and hit Drakloak at the same time. But I just realized that thing has their own apparent flaws so I changed back to taunt. I just forgot to change the EVs back to 252 Speed EVs as it was designed to take 24.7% max from Crocalor's Flamethrower while outspending max speed Adamant Gabite.
Vigoroth is an extremely controversial Pokemon in my eyes. It easily takes advantage of the flaws of the meta, and arguably has a better wincon set with taunt than Misdreavus due to speed and recovery. While they don't have the perfect coverage, I found that Throat Chop and Facade cover a lot of targets and have restrained counterplay. The best way to handle both of them has to be relying on D-Tail from Gabite and Drakloak, which are both very common and the fact it's mainly an endgame sweeper means that they're back and not active in the field. I will say finding opportunities for it to setup is extremely easy and stopping is the difficult part if you don't have either of those two mons. The meta lacks really strong special attackers and fighting coverage so I think Vigo is very good in this meta rn. I'll keep a good eye on it. I will say it can run a lot of different ass sets in up for your preference. A stall breaker set could even work too btw. Will mention another flaw Vigo has is that it feels like it has a very weird 4mss issue the more I try to build with it, so" it requires thinking outside of the box" type of thinking to build a team with it.

@ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Double-Edge
- Sucker Punch
Immediately build with this set here as I didn't need to worry about Naclstack for coverage issues. SD Raboot is definitely an unhinged threat to this meta rn. Can turn around against its supposed checks like Mareanie and Fletchinder as 2+ Double Edge has the ability to OHKO them if they lose their Eviolite. Not sure if it's the best sweeper, but definitely that can immediately turn the midgame into an endgame scenario. I would say the flaws this set suffers would be it needs the right support, especially the one who can get rid of Eviolite from those mons mentioned above. And it's not impossible to stop it as a healthy Gabite, Drakloak sets and Crocolar are good against it as well. I do think the pivot boot is still the best set, but SD gives him a huge mixup for sure. Also for anyone using boots Raboot, Sucker Punch feels very mandatory rn for Frogadier.

@ Heavy-Duty Boots
Ability: Illusion
EVs: 252 HP / 24 Def / 232 Spe
Naive Nature
- Knock Off
- U-turn
- Will-O-Wisp
- Hex
Now the support part with SD Raboot was a tricky one as getting rid of Eviolite from Mareanie is not easy, especially if you have a Raboot in your team. Mareanie at this point has teammates that will gladly take Knock Off. So after thinking a lot, I found the perfect opportunity to use my little cutie fox, Zorua but with Hisui. I used Zorua back in Gen 8 NFE with Magmar before and would claim I am the most experienced Zorua user out of anyone in NFE so getting another opportunity to build with this made me happy. Raboot kinda forces the opponent to react quickly, especially if I threaten their Tinkatuff. So the goal was basically to get Knock Off on Raboot checks so they'll get swept by SD Raboot after. The biggest difference between Zorua-H and Zorua is that I wanted to have Will O Wisp in order to cripple things and Hex + Status did give Zorua-H some mad pressure against Mareanie. I don't think they're vastly different so it depends on what you want to do with them. For the match against 5dots, Mareanie lost their Eviolite in an attempt to trap me, but Zorua-H did help me because if I didn't Knock Girafarig, Raboot couldn't OHKO them from that range so Zorua-H did way more work than I expected. Very happy I went with this, and maybe in the future I'll make another attempt with this mon again, especially when HOME comes out.

@ Eviolite
Ability: Dry Skin
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Sludge Bomb
- Shadow Ball
- Vacuum Wave
I did not test any of my teams, so this was something I wanted to build. TL;DR is that it setups on Mareanie while Mareanie can't damage it back. At that point I found haze Mareanie kinda niche af so I betted I would face Abriel with Mareanie w/o one, especially when they're using my teams smh. Unfortunately, I kinda screwed up using this mon, and it didn't do as I expected. I will say it does has a niche in this meta so it's not completely unviable in this meta lol. But I had a genuine use for it as I had other mons I wanted to check with the calc below me.
252+ SpA Croagunk Vacuum Wave vs. 0 HP / 0 SpD Sneasel: 228-268 (90.8 - 106.7%) -- 43.8% chance to OHKO
252+ SpA Croagunk Vacuum Wave vs. 0 HP / 0 SpD Eviolite Pawniard: 240-288 (103.8 - 124.6%) -- guaranteed OHKO

@ Eviolite
Ability: Mycelium Might
Tera Type: Ground
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Rapid Spin
- Toxic
- Foul Play
Tldr: 0 Atk Toedscool Foul Play vs. 252 HP / 0 Def Drakloak: 198-234 (58.2 - 68.8%) -- guaranteed 2HKO Copied
Core this with Frogadier and you'll be putting pressure on Drakloak's speed shenanigans. Foul Play also helps vs SD Gabite btw. Bit sad it didn't do anything at the game, but I did some bad moves that were very obvious to be fair lol.
Anyway, Toedscool is still a good mon and then it can still create long-term progress from its move pool alone. But my take on Toedscool as a spiker is that you'll have to sacrifice your recovery option just because I can't see spikes + leed seed work in this meta anymore. Dartrix being so common is putting Toedscool under so much wasted time that I don't see the position where you'll have a healthy Toedscool with Spikes. At that point, you should focus on pressuring and enforcing the spikes on the field as Toedscool has that option. Now as a spinner though, Leed Seed + Toxic + Knock is very much really solid as you're targetting everything here. But especially putting some sort of pressure against Drakloak. So Toedscool is still very good in my eyes, but I would like people to stop using Spikes + Leed Seed. I recommend Wish support if you want Toedscool to have some recovery thx.

escaped from ubers (Snorunt) @ Leftovers
Ability: Moody
EVs: 252 HP / 76 Def / 180 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Frost Breath
- Protect
- Disable
I don't have many thoughts on Moody atm, but I am certain it can cheese a team if it gets the right boost. 180 Speed lets it outspeed everyone after a moody boost while the bulk is something I genuinely forget lol oops. Frost Breath is better than Ice Beam because crit goes through those boosts so I am not dealing with that setup war. Disable + Protect broke combo. If I'll ever use this mon again, I think I would have on a random top player like Skysolo/Fade and Jonfilch/Fade just because wynaut. I've no regrets pulling that set on the Ubers Leader after Ubers banned Moody btw.

@ Eviolite
Ability: Magnet Pull
EVs: 252 HP / 76 Def / 76 SpA / 68 SpD / 36 Spe
Modest Nature
IVs: 0 Atk
- Rest
- Volt Switch
- Flash Cannon
- Thunder Wave
The last mon I'll speak on the set. I've already talked Mite before so no need to introduce it. I'm here to explain quickly my process on my weird EV spread if you haven't noticed already. Well in my mindset, it all depends on what my teammates can handle or not. For this EV spread, 76 Def Evs is designed to guarantee to take 2+ Brick Break from Jolly Sneasel, while 76 SpA Modest OHKOs boots Sneasel guaranteed and SpD Evs lets me take 3 hits against Surf Mareanie and the speed is for outspeeding Crocolar and Hattrem. As you can see Mite is very customized with its spreads, but you don't need to do that like I did. I am also very sure I'm not completely guaranteed with the calcs as 2+ Brick Break has 31% on Mite after rocks damage, or that Mareanie has 1.6% chance to 3hko my non-Eviolite Magnemite. Well then again, that's just a skill issue for me considering I like to have my calcs as perfect as possible.
I'd like to keep most of those cores to myself, especially when teams got deleted again after I updated my browser ;_;;;;;;;
However, I'll share a core real quickly as I did briefly mention it up there.

@ Eviolite
IVs: 0 Atk
- Wish
- Protect
- Psychic
- Dazzling Gleam / Earthquake
Girafarig looks like a really solid wish pass as it has both speed and bulk so it was one of those who caught my attention. While I think CM and NP set are better, I'm always much more interested to build defensive cores in order to explore the untapped potential. Mons I believe it has good synergy would go to Gabite, Toedscool, Tinkatuff, and the general mons that lack recovery. Dazzling Gleam hits Sneasel and other Dark types, but EQ has some small pressure against Pawn and Tinkatuff. The set I posted doesn't have EVs and Ability since I am writing this at 1:42 am rn and I haven't had time to build this team out of my head.
Maybe I'll be making a NFE PR/List for OMPL idk, we will see on tomorrow or Thursday. gn