Metagame SV OU Metagame Discussion v2 [Update on Post #5186]

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God this is a trollmon but it's so fun to mess around with. It's very good with screens and tera as both give it additional turns to fish for the dreaded quick activation. The meta revolves around hyper offense rn with all the bullshit running free (at least on ladder) which this has the potential to 6-0, should you have the luck skill required.

Lucky Luke (Slowbro-Galar) @ Quick Claw
Ability: Quick Draw
Shiny: Yes
Tera Type: Fighting
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Sludge Bomb
- Fire Blast / Focus Blast
- Nasty Plot

44 speed ivs allow you to outspeed no investment pex and slowking-g without needing to get a draw proc, but full hp might just be better.
Here's a funny replay: https://replay.pokemonshowdown.com/gen9ou-1882057137
 
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TWave + Tera Ghost. Both Zama and Sneasler hate being paralysed bc his speed are his biggest point.

But really Tytar need to embrace is UU placement in a world whitout Pursuit and Garganacl being a better Tytar overall


Add not being trapped/chip by Heatram or Av Pex... even that both AmongUs and Pex take a big viability hit with the presence of Glowking
Twave support Ttar has some potential i can see, might explore it later on the ladder
 
Alright I'm making another post in quick succession because what I initially thought to be a meme set is putting in a lot of schwork.

Kleavor @ Choice Scarf
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- X-Scissor
- U-turn
- Defog

Pretty straightforward set, Kleavor hits deceptively hard with sharpness boosted + 135 base attack and defog is always useful, especially with so little good removal rn. This is one of these sets that look weird on paper but once you try it you'll never be able to go back (trust me on this one). Getting the U-turn off great tusk everytime allows you to build crazy momentum.

here's a replay with this mon : https://replay.pokemonshowdown.com/gen9ou-1882098073-knvkrllqwf5azrv4hjej4h7hpav1m36pw
 
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sneasler, even with dire claw, is not broken

wow i went into my great tusk and got paralyzed! what a nightmare! totally more uncompetitive than losing your kartana / weavile to static / flame body last gen

a paralyzed or poisoned great tusk is still usable. a burned weavile is not. a paralyzed or poisoned landorus-t is still usable. a paralyzed kartana is not. sure you can get slept, but it's only 16%.... not a common occurrence lol

"use pads"
>why can't you use cloak?
"just don't hit the heatran or zapdos in SS then"
>you expect me to go the whole game without clicking attacking moves on my best 'mons?

these abilities can be activated via a simple switch. dire claw on the other hand requires you to both get in and position frail ass sneasler properly, then click a poison type attack which is not always the correct play. this 'mon is also invalidated by two common 'mons in corviknight and gholdengo. we have had fuckin' trophies decided by scald burns, but notice when the offensive 'mon gets the hax move players want to be vocal about "competitiveness." no wonder people say smogon loves stall

you're being brainwashed. wake up people

Speaking the truth yet again. Trying to cheese past checks with Dire Claw has a 50% chance of not working out for Sneasler, 1.6x more likely than a Focus Blast miss. If you don't land that status, congrats, your frail ass Mon wasted a turn using a move with one of the worst offensive typings and is about to get hit hard. Yes being put to sleep by it is infuriating but if you use Sneasler you will find very quickly that relying on this chance is not going to cut it long term. It's a very potent sweeper but choosing CC or Acrobatics is almost always preferable to Dire Claw.

Of course the defensive boost from Screens gives Sneasler more chances to try this but given that Screens provides free turns to all its recipients I don't think it's a Sneasler issue, and honestly even with them Sneasler has very little survivability

Do we know when a radar vote is happening? I don't mean to rush the council, the tier is much more playable than it was with Pao and ZamC so I'm not bothered, but I am curious
 
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ianlazerbeem, not gonna comment on anything else in your post, because i simply don’t care too much about sneasler, but i believe your comparison between focus blast & dire claw is faulty.

when you choose to use focus blast, hurricane, etc., you elect to do so knowing the risks that come with it. it is of your own volition. when it comes to dire claw (or, for example, king’s rock), this is an imposition upon you, rather than a consequence of your own choices. the two are quite disanalogous in this regard.
 
ianlazerbeem, not gonna comment on anything else in your post, because i simply don’t care too much about sneasler, but i believe your comparison between focus blast & dire claw is faulty.

when you choose to use focus blast, hurricane, etc., you elect to do so knowing the risks that come with it. it is of your own volition. when it comes to dire claw (or, for example, king’s rock), this is an imposition upon you, rather than a consequence of your own choices. the two are quite disanalogous in this regard.

I did not bring up Focus Blast to compare the two from a how-they-affect-the-game perspective, it was more to put the odds of failure in perspective with a benchmark- it *feels* like Focus Blast misses all the time, and Dire Claw's secondary effect doesn't activate almost twice as often.

I'm not sure I understand your second point though; using a risky move is a risk that can cause consequences of your own choices, and being on the receiving end of either Dire Claw or Focus Blast is an imposition on you that you should be aware of the risks of. Yes using a move and a move being used on you are different
 
actually yeah cloak works against dire claw almost as well as it does against salt cure now that i think about it. slightly less well because dire claw is also an actual move outside of the secondary effects (it's so fucked up that i have to pluralize "effects"), but it's still a good anti-rng tool. it almost—almost—makes me sad that scald is gone and jirachi isn't around right now
I think Rocky Helmet Regenerator Poison mons like Pex / Glowking might be better counterplay to Dire Claw since they are still doing chip damage to Sneasler and don't care about status THAT much, though sleep + SD can be a killer (& tbh, a case could be made that Paralysis is just as OP since it doesn't need to be re-applied and you can randomly get free turns from it).

Unrelated, but Offensive Tusk w/ Close Combat / Headlong Rush / Rapid Spin / Ice Spinner feels mad good w/ all the fliers running around. You do miss Knock vs HDB mons, but most of those are fliers, which Ice Spinner mostly deals with. Maybe Knock Off could be run over Close Combat, but that move is really nice against Corv and Rotom-W.
 
zamazenta normal for me is still severely broken

it can outspeed base 100 speed + nature with just few evs investment, tera fix the not-optimal typing of pure fighting turning into water (autowin against rains) or whatever u want, no recover move outside rest and leftovers but 660 defense after one iron defense is pretty hard to deal with

is garganacl on steroids, does not really care about getting rkilled by priority like volca, he does not need to choose a tera based on a coverage move like the moth for killing a counter

after the few unawere mons are gone from the opponent team is gg, toxic is viable only on few mons and it can always choose to run steel or poison tera

very low viable psychic and flying mons to deal with him, hard to taunt/encore since is 138 base speed, u can trick him with tera ghost + wwind like ting-lu but is pretty sad being forced to run a mon just for a single one that was supposed to be uber

3 banned mons as meta is still unplayable, ratio

Exactly, they all do the same as well. Sub ID and BP like how did the counsil think this mon was ok in OU. Pathetic
 
Exactly, they all do the same as well. Sub ID and BP like how did the counsil think this mon was ok in OU. Pathetic
Okay yeah zamazenta-hero is broken, but it has a harder time being broken than crowned, as crowned doesn't even need an iron defense to start smashing holes in teams anyway due to its way better typing and dumb natural bulk. The lack of clefable and tera definitely break this thing, as other than dozo/dirge nothing is super consistent. I would say that unlike crowned though, I would be down for a dlc retest on hero at least as clefable should be very annoying for it to set up on and if tera is banned by then it can't cheese past it anymore. And gliscor could possibly answer hero at least.

But crowned can stay far far away from overused, as not even the datamined non-legendary/mythical/ub dlc pokemon will help with it.
 
is mixed samurott-h common enough for defensive great tusk to start running spdef evs?
0 SpA Samurott-Hisui Hydro Pump vs. 252 HP / 4 SpD Great Tusk: 390-462 (89.8 - 106.4%) -- 37.5% chance to OHKO
vs
0 SpA Samurott-Hisui Hydro Pump vs. 252 HP / 48 SpD Great Tusk: 362-428 (83.4 - 98.6%) -- guaranteed 2HKO after Leftovers recovery.
The 2hko means that tusk has a turn to use rapid spin and can attack the next turn
4spdef evs means tusk is also ohko'd with hydro pump after spikes, while 48spdef evs means its a 75% chance to ohko after spikes.
you could also just run offensive tusk with max speed + close combat but uhhh i'd rather be tanky.
 
is mixed samurott-h common enough for defensive great tusk to start running spdef evs?
0 SpA Samurott-Hisui Hydro Pump vs. 252 HP / 4 SpD Great Tusk: 390-462 (89.8 - 106.4%) -- 37.5% chance to OHKO
vs
0 SpA Samurott-Hisui Hydro Pump vs. 252 HP / 48 SpD Great Tusk: 362-428 (83.4 - 98.6%) -- guaranteed 2HKO after Leftovers recovery.
The 2hko means that tusk has a turn to use rapid spin and can attack the next turn
4spdef evs means tusk is also ohko'd with hydro pump after spikes, while 48spdef evs means its a 75% chance to ohko after spikes.
you could also just run offensive tusk with max speed + close combat but uhhh i'd rather be tanky.

If you're running defensive Tusk in the first place, you're looking to maximize his bulk against what he's good at: checking physical attackers. Being able to stay in on a special attacker like Samurott-H isn't worth the investment, especially when the slightest chip (which, being a defensive mon without a recovery move, Great Tusk is prone to taking) drops you right back into OHKO range.

Just switch out.
 
Finch tweeted out the word Bans...

Volc and Zama-H gone?

Volc going due to tera could really sour some people to the mechanic possibly. (Although I dislike tera in singles due to the amount of headaches and variance it can have even when you know your opponent's tera types.)
 
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:Meowscarada::Sneasler::Heatran::Baxcalibur::Cinderace::Landorus-Therian:
https://pokepast.es/924e3ac2f9ca8e32

Honestly lazy team done in 5 minutes to test some things that time only allowed to use now;
Lead Meow Tera Ghost really works turn 1 against some elephants.
Heatran and Lando are better generic glues than ever, you set up their defensive deficiencies with Terastal and win.
Without using but also without getting back Knock Off and Toxic seemed like a good trade for Landorus-T and the new Taunt + U-Turn is amazing, Tera Water even allows you to handle Rain. Heatran Tera Grass is so good.
Sneasler is stupid. Either you use Gholdengo or you are at the mercy of this RNGmon.
Ignore the gxe it's a team test/meme account.

https://replay.pokemonshowdown.com/gen9ou-1882210596-n3fk090g67knwvc27qotx4u0lmhfbc9pw Opponent loses terastal guessing on turn 2 and gives me 2 free turns to set up. Over.
https://replay.pokemonshowdown.com/gen9ou-1882227684-s08yk93mobujaxc88v3d2e5j8marr2ipw Tera Grass Heatran
https://replay.pokemonshowdown.com/gen9ou-1882246604-31h4yc7we0er51ap5dl0hhy2tu987g9pw RNGSneasler, ugly game.
Middle ladder and far from the best matches, sorry. But I think it's enough to exemplify. If he doesn't go away today/tomorrow, Sneasler needs to stay on the radar, and I'll leave things "cooking" on Tera for the future.

Edit: Thanks Magcargo, for some reason I got confused and thought that at least in Close Combat it would be useful x.x
 
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Finch tweeted out the word Bans...

Volc and Zama-H gone?

Volc going due to tera could really sour people to the mechanic possibly. (Although I dislike tera in singles due to the amount of headaches and variance it can have even when you know your opponent's tera types.)
I hope its Zama and Sneasler
One is bulky cancer, and the other is RNG City. Though, I can see a number of mons being banned in this climate.
 
I've got one more Iron Hands set to share with y'all. It's nothing groundbreaking, but I've been wanting to try it out for a while, and it's been super reliable glue for me on the team I recently posted to RMT. I thought I'd pop over here and give an expanded description of the set relative to what I posted on that thread.

:Iron Hands: @ Leftovers
Ability: Quark Drive
Tera Type: Fighting
EVs: 112 Def / 252 SpD / 144 Spe
Adamant Nature
- Protect
- Drain Punch
- Ice Punch
- Earthquake

This Iron Hands set fills a role normally served by defensive Great Tusk as a general purpose defensive 'mon that doesn't sacrifice firepower. While it lacks the utility Tusk provides, Iron Hands also carries a few advantages over Tusk in a defensive role:

First, Iron Hands actually has more bulk than Great Tusk. On the physical side, this isn't particularly notable, with Iron Hands having ~2% more bulk uninvested and ~1% more when both are max invested (i.e. 252 HP / 252 +Def). On the special side, though, Iron Hands does way better, having ~47% more bulk to offer than Great Tusk off the bat.

This bulk advantage is driven largely by Hands' massive natural HP, which means that Iron Hands gains *significantly* more by investing in raw defensive stats. For instance, if you ever have the silly idea to run, say 252 HP/252 Atk Iron Hands, you'll actually see better results on both sides of the spectrum by running 152 Def/100SpD. Tusk has no such break point.

Another example: Adamant 252 Def / 252 SpD Iron Hands has identical physical bulk to Impish 252 HP / 252 SpD Tusk while having 19% more special bulk and 16% higher damage output. There's a reason most folks don't bother running SpD spreads on Tusk. Iron Hands, meanwhile, actually sees decent results on them. To highlight, Booster Valiant needs to click Tera Fairy to have a shot to OHKO this set, and even then it's just a 25% chance. That lets you make some riskier plays or stand up to some unexpected threats and walk away with breathing room.

This general-purpose bulk advantage is assisted by a better defensive profile than Tusk, having half the number of weaknesses (including being neutral to Ice and Water, both much more common post-Home). Weaknesses to Fairy and Ground are unfortunate but not insurmountable. Tusk also has access to Drain Punch to add additional recovery over just leftovers. Even throwing it into a bulky resist like Zapdos on the switch is going to net you an extra ~6% health back (i.e. an extra turn of leftovers recovery).

Finally, speaking of leftovers recovery, while not having access to Knock/Spin/Rocks is a net negative, it also means that you don't "lose out" by not using any of that utility. Instead, you can just run Protect to nab extra recovery turns and also to scout sets, bully choice-locked `mons, or just waste weather/terrain/TR turns.

As for the rest of the move set, Fighting/Ice/Ground coverage is about as versatile as you could ask for. Giving up Thunder Punch can leave you wanting on occasion, but having nothing for the obvious ground switch-in (especially Lando) is worse, and EQ provides more overall utility than electric STAB in most cases, hitting staples like Glowking, Gholdengo, Skeledirge, Heatran, and more harder than anything else you can throw at them. Tera Fighting boosts Drain Punch power/recovery in theory, but tbh, I've only clicked Tera on this thing a couple of times. Standard defensive/weakness flipping types like Flying, Steel, Water, and Fairy would also work just fine.

Finally, for the EVs, 252 SpD is borderline essential, as it's the single biggest survivability investment you can make. Adamant with 0 Atk EVs gets you the most bang for your buck in boosting your offensive output. Then, pick a speed tier you want to beat and throw the rest into Def. I'm running 148 Spe for now mostly out of habit (to creep `mons trying to creep 4 Spe Corv), so I'll probably toy with sacrificing some more of that into Def. It is nice to be able to threaten pre-Tera Dirge on the switch with a 2HKO with EQ, though, so if anybody knows what Dirge tends to run these days, I'm all ears.

If you want to see some replays of the set in action, feel free to click over to the RMT thread, but I will drop possibly my favorite here.
https://replay.pokemonshowdown.com/gen9ou-1881349715-dupqwn8bnydqry0p1nuk2lhdogqvjj6pw
 
:Meowscarada::Sneasler::Heatran::Baxcalibur::Cinderace::Landorus-Therian:
https://pokepast.es/4eca4ab633494a7c

Honestly lazy team done in 5 minutes to test some things that time only allowed to use now;
Lead Meow Tera Ghost really works turn 1 against some elephants.
Heatran and Lando are better generic glues than ever, you set up their defensive deficiencies with Terastal and win.
Without using but also without getting back Knock Off and Toxic seemed like a good trade for Landorus-T and the new Taunt + U-Turn is amazing, Tera Water even allows you to handle Rain. Heatran Tera Grass is so good.
Sneasler is stupid. Either you use Gholdengo or you are at the mercy of this RNGmon.
Ignore the gxe it's a team test/meme account.

https://replay.pokemonshowdown.com/gen9ou-1882210596-n3fk090g67knwvc27qotx4u0lmhfbc9pw Opponent loses terastal guessing on turn 2 and gives me 2 free turns to set up. Over.
https://replay.pokemonshowdown.com/gen9ou-1882227684-s08yk93mobujaxc88v3d2e5j8marr2ipw Tera Grass Heatran
https://replay.pokemonshowdown.com/gen9ou-1882246604-31h4yc7we0er51ap5dl0hhy2tu987g9pw RNGSneasler, ugly game.
Middle ladder and far from the best matches, sorry. But I think it's enough to exemplify. If he doesn't go away today/tomorrow, Sneasler needs to stay on the radar, and I'll leave things "cooking" on Tera for the future.
Punching Gloves would be completely useless on that Sneaseler since its not running any punching moves. Consider running Protective Pads or Muscle Band instead.
 
This Iron Hands set fills a role normally served by defensive Great Tusk as a general purpose defensive 'mon that doesn't sacrifice firepower. While it lacks the utility Tusk provides, Iron Hands also carries a few advantages over Tusk in a defensive role
The first reason Tusk is use is for setting and removing Stealth Rocks and his electric inmunity wich Hands lacks. The second reason Hands isnt use in the first place is because Defensive Tusk walled him.
Defensive Hands could be a niche in a wolrd were the most prominent mon doesnt walled him and also rn Tusk isnt the only block on Hands way: Home introduce both LandoT and Zapdos who both doesnt care about anything Hands trow at him.
You could use alongside Cocaine Bear on a Trickroom but after Magearna Ban trickroom took a big hit
 
Finch tweeted out the word Bans...

Volc and Zama-H gone?

Volc going due to tera could really sour some people to the mechanic possibly. (Although I dislike tera in singles due to the amount of headaches and variance it can have even when you know your opponent's tera types.)
I'm sure I'm in the minority for this one, but I'm hoping Zama-H sticks around. I like it. Crowned was mindless and had too much going for it with a Steel typing, but Hero's interesting in the different sets it can run. I'd be pretty sad if my favorite Galar dog couldn't make it out of an Ubers it has no business in.
 
hey y'all I really don't want Volc to get banned bc a) I love matchup fishing and b) I don't want to replace it with a fatmon to have any prayer of handling Val, but imma share two replays from the last few days of me using Heatran as setup bait to get Volc to +6 and win me the game, which is preposterous enough that even my heavily biased brain cannot justify this thing in the tier anymore

https://replay.pokemonshowdown.com/gen9ou-1881433741

So here was the first one, where I kinda played like shit and had a really difficult time breaking through the Slowking-Amoonguss pair. My Volc set is physdef-tera fairy-tera blast, which gets walled on team preview by Tran. I hadn't actually matched up against one yet, but this is the team I've been using literally since like before the Espathra ban and I didn't want to change my set even though it gets walled by Heatran. The thing is, I had been theorizing that since Tran doesn't have Toxic anymore, non-Taunt variants can't actually do anything to Volc besides chip it, and if I can get to +6 I might be able to break through with normal Tera Blast before I run out of recovery. My opponent got scared of me boosting in his face, he couldn't do anything to stop me, and so he Tera'd to stop my own Ground tera. I set up to +6 and proceed to sweep him with Tera Fairy.

Obviously, that Tera was a pretty bad play, since that bug tera gets killed much quicker by no-tera tera blast without giving himself nearly as much time to chip me down or land a crit themself anyway. The real problem is that his team gets 6-0'd by Tera Ground Volc, and while the limited pool of checks to that set is solid evidence of Volc's brokenness anyway, I just chalked that up to a panic decision in a bad matchup. But then it happened again.

https://replay.pokemonshowdown.com/gen9ou-1882265607-gk3me4g74sjqa0g2hdj5ylyi0hmdwf8pw

I have no idea what his Tran's tera was, although if I was ground then I probably just 6-0 him too so if he had a favourable Tera for that matchup, maybe he should have taken it. Now, this one required more luck to go my way to beat him with straight up no-tera tera blast, but I will point out just how easy it is for Volc to spiral out of hand. I dance on the switch, then dance again as they protect. This one has Taunt, so it's easy to say that he should have just taunted there, but maybe he doesn't have a good Tera there and I just turn ground and sweep him right there. Now I'm at +3 before he can do anything, and I think it's reasonable for him to want to trap me before he taunts, but a couple misses later and that plan goes out the window. He doesn't get to both trap and taunt me until I'm already at +6, at which point I can break through with a few good rolls.

What's the point of this? After all, even in the 1800s we have people still figuring out their Volc counterplay on the fly, so this is hardly tournament level play. That said, I think it shows just how well Volc can leverage the threat of its versatility, even when it can't beat the entire meta at once. I gave a few clips where they could have easily covered their Ground Volc weakness with a Dragonite, but I don't even need to actually run that Tera to force the Tran into making unfavourable decisions to cover it. Unlike basically anything else in the meta, Volc blows up attempts to handle it with multiple overlapping soft checks. Like, I could handle Zama with the combination of Pult and Volc to deal with various Tera options, or Chien-Pao by pivoting around it with Volc, Tusk and Gambit, but the problem is that even if I guess wrong the first time, then I can bring in the right check or a revenge killer afterwards. Volc is unkillable on the special side after boosts, there's basically nothing that can break it on the physical side that doesn't get ruined by either a boosted Tera Blast or a Flame Body proc, and if Heatran can't get the better out of an exchange where neither of them can touch each other, nothing can.

So what we're left with is that either you run Pex or Clod, because both of them can take a hit and Toxic you back, which is the only thing that can make progress on the Volc even if it has the Tera to beat you. It has other checks, but the problem is that because it's so fast and strong with so little setup, unkillable on the special side and a threat to ruin physical attackers with Flame Body, you're operating with so little margin for error, and if you guess wrong with your first switch-in, you not only traded a mon for info, but now you better hope that it didn't turn that mon into setup bait with either Tera or a Flame Body proc to the extent that it's literally boosted too much for your backup option to handle.

Oh, I have a moral! The massive issue with Volc this gen is not that it can beat everything with the right set. Yeah, it loves Tera, it loves Boots, but it dodged the ban hammer last gen with Boots, and Tera doesn't really do anything for it that it couIdn't do with gems, Z-moves, Hidden Power, or even just exploiting its own absurd traits. The issue is that for four generations, every team could fall back on at least one thing that could live a boosted hit and Toxic it, which puts it on a timer and makes progress even if burns and boosts through every attacker. Bulky Volc is so good right now not only because it checks a bunch of useful meta threats, but because dodging Toxic users is a realistic condition to play for on ladder, and a Volc that doesn't fear Toxic can afford to sacrifice its ability to cover as much of the meta as it can in favour of sponging hits, setting up to max, and just muscling through the things it's not supposed to beat. I think it's actually less matchup-fishy than it usually is, because it's less dependent than before on having the exact right set to break through opposing teams. Instead, all it needs to fish for is a team that doesn't have Pex, Clod, or one of the few counters to its specific set. From there, it is just a matter of whether you can get the positioning to start the snowball, and get enough reads or RNG in your favour to boost through your opponent's counterplay.
 
The first reason Tusk is use is for setting and removing Stealth Rocks and his electric inmunity wich Hands lacks. The second reason Hands isnt use in the first place is because Defensive Tusk walled him.
Defensive Hands could be a niche in a wolrd were the most prominent mon doesnt walled him and also rn Tusk isnt the only block on Hands way: Home introduce both LandoT and Zapdos who both doesnt care about anything Hands trow at him.
You could use alongside Cocaine Bear on a Trickroom but after Magearna Ban trickroom took a big hit

Tusk sucks as an elec immune with not only rotomW existing but also now Zapdos. I am probably in the minority on this, but defensive Tusk sucks right now with how passive and awful at spinning it can be (plus it lets Hamurott walk all over it).

As for Lando/Zap vs Hands, the former deathly fears ice punch and the latter isn't thrilled either. Especially when Hands can't be punished by static.
 
Eh, I mean, he's not wrong. I've lost a lot of games with Unberdeon Sneaseler because I didn't weaken the opponent's check enough, or didn't setup before Gholdengo hit the field so I could OHKO it with Fire Punch, or accidentally let Rillaboom die early on so I can't activate Grassy Seed. Furthermore, Unberdeon activating only once isn't great since you'll be in positions where you want to switch Sneaseler out. Even if the stars align, its still not guaranteed to sweep since its somewhat frail (even with Grassy Seed) and can be picked off by priority.

Stuff like Bax, Volc, and Dragonite need less support to clean up and are in more favorable positions to sweep in a majority of scenarios due to their unique traits like Higher bulk, priority, better abilities and typings, etc. Sneaseler has higher highs than these Pokemon arguably, but those highs require more support.

Replays of me f'ing up sweeps:
https://replay.pokemonshowdown.com/gen9ou-1881781010
https://replay.pokemonshowdown.com/gen9ou-1881778671 <-- (This one was on me, I didn't know Dragapult could live a Thundurus-T Thunder)
https://replay.pokemonshowdown.com/gen9ou-1881752396
 
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Heatran is disgusting with Tera. It just eats up fat Pokemon for breakfast even when they have the ground or fighting move. Like, Heatran has no business gobbling up Clodsire, wup Tera Grass clap yo cheeks. Doesn’t help that offensive checks take 40% min off of magma storm. I’m on the pro ban Tera train now! In all seriousness pls tell me how to deal with Heatran.
 
Looks like Volcarona will be banished to Ubers given 3 members of the OU Council already shared their intent to vote ban. RIP, Volc. OU for 4 gens straight, Uber in Gen 9. Urshifu-Rapid Strike will probably also be banned later down the road due to Tera. How many casualties will there be before we axe this horrible mechanic?
 
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