Dropping a quick post mostly so people know my thoughts on the potential suspect targets (although these will mostly be personal thoughts as I'm too lazy to do a big analysis).
- I've been pretty vocally against suspecting Wells pring for a while on Discord, and I wanted to take some time to flesh out my position a bit. Firstly, I don't think this mon is broken. Given the amount of limitations it has between the hazard weakness, being weak to 3 mons that are faster than it and are also known to carry entire games (Zama/Pult/Rai), the lack of defensive Teras, and a few big matchups that get way more comfortable if the Ogerpon takes chip switching in (Gambit/Bolt/Dnite), I feel pretty comfortable dealing with Wellspring. In terms of balance's Wellspring matchup, I think that focusing on momentum is the way to go. More proactive balances can afford mons like Chesto Idef Zama which ease the matchup a fair bit. On top of that, gameplanning adjustments like clicking Ruination with Ting-Lu instead of instantly Spiking help with handling the threat a lot, as well as emergency Teras when you can afford to click them. The gameplans that I end up using against Wellspring do vary quite a bit from game to game, but I find it hard to imagine a team in this meta that is good enough to use against other threats, but too bad to use against Wellspring, barring maybe some specific Alomomola structures.
In general, I think that Wellspring has a lot of practical limitations as a breaker, and I believe that there are better ways to break in this meta than many of the Wellspring teams I've seen that either rely too heavily on Wellspring to break or leave themselves too open to offense's faster/bulkier/prio-having wincons. When I do decide to use Wellspring, I'm mostly looking for a mon that hits certain defensive roles that other offensive options not named Terrible Ass Volcanion can't hit. Here's a short list of roles that I might use a Wellspring for:
Primarina switchin (seriously, offense has so little for this and yet some teams really want to not sack mons immediately)
Barraskewda/Hydro Steam switchin (insanely fast mons spamming weather-boosted moves for free is not fun)
Encore user (especially one that is fast but not tied to Booster Energy, bulky cheese setup hates this)
Great Tusk (we don't have that many Ground resists that dont get Ice Spinner, it's nice to keep options open)
Alomomola block (again very important for some offensive cores that cannot keep up maximum pressure on Mola at all times)
Ting-Lu response (I consider this a fine trade for both ends, Ting-Lu user gets the opportunity to neuter Wellspring's breaking capacity, and the Wellspring user gets to prevent Ting-Lu from mindlessly vomiting Spikes all over the team)
Most of the strategies that Wellspring counteracts require less user input than what is needed to succeed with Wellspring. It's worth noting that a few of these roles are either temporary or outright risky, but the nature of Wellspring defensively and offensively is that most great performances with it start from its user outplaying in general or winning 50/50s. I think it's valuable to preserve mons like this with a high skill ceiling and average/below average regular performance (when compared to some of the busted dudes we have in this meta), especially when they're rarely even trying to sweep teams like a Gouging Fire would.
The last thing I wanted to talk about was the builder aspect of dealing with Wellspring. You may have noticed that I havent mentioned a single Grass type so far in the post (except Wellspring lol) and the reason for that is because I think they are all bad enough mons that they realistically cannot fit on the vast majority of teams, but I think that's fine. As far as direct Wellspring answers go, Zama (esp with Rest) is a much more practical choice than any of these mons, and Dnite covers a wide range of situations, forcing the opponent to have specific sets and make specific plays to break through it, and the strength of these mons will more than make up for them not being permanent counters, both in the Wellspring matchups and other matchups.
It's also worth noting that Zama and Dnite are two mons that are heavily encouraged by the rest of the meta - I'm more likely to justify Zama on my team due to its Gouging Fire/Gambit/Rai matchup than I am to justify it because of Wellspring, and I'm more likely to justify Dnite on the basis that it covers an insane amount of things including Roaring Moon, which also has limited switchins while being much harder to revenge kill than Ogerpon.
- I don't think Kyurem is broken. Honestly, outside of Loaded Dice mixed sets I think Kyurem is super underwhelming. Boots Kyurem sets suffer heavily from a case of not really being amazing at anything - it's not fast enough to be speed control, it's not scary enough to be your main source of breaking, its typing doesn't really cover much that its teammates won't already handle. The base 95 speed tier is still pretty neat for outspeeding and threatening the Ground types, but without being able to perform some role to a top level it becomes hard to justify in such a power crept metagame. Specs Kyurem aims to address some of the breaking issues, but it still faces issues fitting onto teams. Committing to running properly good removal so that you can click buttons with a breaker is hard, and it usually results in flimsy structures that don't actually cover threats/teras/offensive teams well, which is probably the single most important thing in this meta. These structures are usually also incredibly predictable on the defensive side, which is a big problem when your main gameplan requires you to give up momentum and even Tera so often. DD mixed sets somewhat rectify these issues, allowing the Kyurem player to play more aggressively and position more efficiently. However, most of the Steels and Zama will force Kyurem to try and outlast its checks before going for a sweep, which is tough when it still has to contest with hazards/prio/tera etc.
- Probably the most broken of the three pokemon I'm talking about, but I think it's still too early for suspecting Rai. Darkrai has caught a lot of attention from WCoP, largely for its ability to beat down certain balance structures. My issue with using this as a justification for a ban right now is that the balance teams I've been seeing in WCoP feel largely outdated. For example, a typical SD Scor balance runs into all sorts of issues when it comes to switching into threats, because the structure's options are largely limited by SD Scor's desperate need to be paired with at least Spikes (ideally Rocks as well) and Gliscor's general inability to handle or even deter major offensive threats from setting up. These teams face pressure from most playstyles in the metagame, whether it's from Wellspring/Rai/Kyurem/Ghold/opposing SD Scor/Gouging Fire/even Raging Bolt, and those are just the high tier mons that put major pressure on balances. With this in mind, I think it's really hard to justify balance structures that force you into the same defensive picks every time - if you're running Gliscor + Skarm + Clef, not only are you running an incredibly predictable core of 3, you're also going to be limited in what you can use in the last 3 slots, since you're always allowing/aiming for the max hazards trade, leaving you with only Boots options to pick from (most of which simply cannot handle the current threat level). While the structures I'm talking about are not
passive (they do make progress very reliably at least in longer games), they do struggle heavily to influence games when the matchup is not in their favour. Frankly, I think the meta at least needs some time before a Rai suspect, so people can figure out how to give balance teams more tools against offense matchups, or go the other way and run stall instead.
As a final note, I wanted to say that while I think the meta has been in a pretty dire place for most of DLC 2, this current meta is probably marginally better than most of the months preceding it. In terms of tiering action, the only mon that I'm sure has no business being in the tier is Goug. This doesn't mean that I think the tier will be fine with one ban, it just means that I think the next steps will require some more thought as well as some time given to let the metagame develop. A lot of the ideas being explored right now, particularly the ones regarding the approach to the hazard game and item choices, are harder to work with than the previous building standards, and I'd rather not shoot mons that could potentially be an important part of this new metagame. The chances are, unless we somehow ban our way back to a DLC 1 power level, we're going to need to lab out new building approaches to stay on top of the meta.