• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Metagame SV RU Metagame Discussion (April Shifts #403)

Status
Not open for further replies.
:maushold: I have always avocated for its ban, and I think it's enough now. We've reached a metagame where HO is too problematic, and as people said it earlier, the mouse brings hazard control to HO, without sacrificing a mon for it, because it can setup a dragon dance while removing hazards!! Moreover, its very good speed stat makes less scarf options to outspeed it after Tidy Up. And the icing on the cake, you are almost forced to run a Rocky Helmet (and don't get knocked it off ofc) on your team if you wanna be safe against the mouse, which is restricting the building as hell.

:blastoise: It is probably a consensus for almost all the RU community, the turtle is the most threatening mon in HO. And while I agree with feen saying that Maushold is the first mon which should undergo a tiering action, I think we won't avoid discussing again about the turtle. This mon is bulky as hell for a HO mon, so you can't even punish a free setup, and it's not even only reliant to tera. In fact, mixed sets with eq came out with the presence of Volcanion and Hoodra, and that is a problem, because this mon can break as much as a mon using tera, but without burning it. And almost impossible to revenge kill in one hit with its bulkiness.

:yanmega: Even if most people complain about it's ability to flinch at the right moments, I think that they are exaggerating about the strength of Yanmega. Firstly, Yanmega is "broken" only because of Throat Spray Speed Boost set, and is insanly dependant to tera (ground), otherwise it just doesn't break some mons as Hoodra. Moreover, it's super weak to rocks, and with a action on Maushold, which is its favorite HO partner, it makes it really harder to put on the battle field. And yes, Air Slash have a 30% chance to flinch, but guys it's pokemon, there are secondary effects that make the game less boring, and this one is not that absurd (if an Air Slash flinch makes your blood boil, you would instantly rage quit against Dire Claw Sneasler...). Although I understand that when a secondary effect is just stupid as hell, it forces action, I saw too many people complain about it when it's not a that big deal. Where were you when Togekiss was perma flinching last gen??

:revavroom: Reva has always been an awesome HO mon for months and months in SV RU, due to its access to Shift Gear, combined with an awesome double STAB and decent ground coverage. It's a pretty good tera user, by covering its weakness (especially x4 ground weakness),or/and in order to catch some mons with Tera Blast. Again, it can flinch at decisive moments with Iron Head, but it can miss Gunk Shot too!! Without joking, I find it absolutly fine, we have some good answers, even some without the need of tera (Hippo and Slowbro for example), so there's no action needed for it imo.

I don't see any other mon to discuss about, HO seems to be overpowered indeed, but I find the rest of the metagame really fine, and I think we targeted the two real problematic mons, which after undergoing tiering action, will make HO really fine and the metagame more enjoyable.

P.S. I saw people mentionning Mimikyu, so I'm gonna add something for it.
:mimikyu: Ok this mon is almost mandatory for good HO and is annoying with Red Card set for example, but it is also a good anti-HO mon tahnks to its ability, so imo action on it is totally idiot unless it's broken, and spoiler it's not at all.
 
Last edited:
Following RUPL and RUGL, and with RU Swiss coming into the home stretch for top cut and RUWC right around the corner, I feel comfortable saying this is one of my favorite metagames since I joined the tier in November. While hyper offense is still rather annoying at times, I am happy with the solutions we have in the builder and think the tier is actually stable, for the most part. I have talked at length about my feelings regarding the metagame in many channels and places across Smogon and Discord and thought I should update some stuff I've discussed previously now that we're all here - tune in for another fp rant at your own discretion.
(discretion is advised)

Hyper Offense:

For months I have felt that HO as a whole is annoying... but not broken. In fact, I find it hard to identify a single element of HO that is actually broken to be honest, and the past few posts seem to share that sentiment. Collectively, the tools available for HO can definitely overwhelm even really good players using really good teams, but no individual Pokemon, to me, is worth tiering at this time. I'll go over the heavy-hitters:

:pmd/blastoise: - Blastoise is an awesome, awesome HO goon, capable of running far more than just the standard Timid Ice Beam / Surf / Tera Blast Electric stuff people know and hate. I have advocated for Blastoise to run mixed sets with Earthquake for a long time, and with Hisuian Goodra in the tier now, it definitely warrants consideration. I also think Slowbro sinking in usage makes Dark Pulse much easier to drop, making Blastoise a lot more comfortable as a Tera Hog... However! I think people kind of forget that this set is fairly limited in what it can do, and even mixed Blastoise struggles into fairly splashable mons like AV Cyclizar and Wish Umbreon. I'm happy the community kept Okidogi in the tier as it also functions as a competent Blastoise semi-check at times, though HO is all about trading and positioning so it can be tough to get it into place right, of course.

:pmd/maushold: - The little mouse that could. I know Maushold is really obnoxious as it functions as a Population Bomb nightmare, essentially mandating a Rocky Helmet user or Tera Ghost / Steel of some kind... but it also just kinda sucks if we're being real. It does one thing and one thing only: Tidy Up, Encore, Population Bomb, Bite/Bullet Seed. It's either Ghost or Normal, Fire is dead with Moltres gone. You shouldn't let it Encore you on a SD, simply put. People kind of forget that Rocky Helmet is generally good and this thing folds the moment you force it into a 50/50 with something like Sucker Punch or other priority. I also think Maushold is generally just so hard to pilot at times even if you lose your Rocky Helmet to a different goon, though my main point of HO being worse now than before is we got rid of the main Knock Off HO staple in monke, and stuff like DD Necrozma just isn't real most of the time.

:pmd/revavroom: - This one has baffled me, as people kind of imply it'll always get a Shift Gear and Iron Head Flinch on an incoming Hippowdon, winning games that it had no place in winning. The only thing this mon does differently at times is run something like Tera Grass Tera Blast, which is admittedly a funny idea but Quagsire and Gastrodon are so niche that you kinda deserve to lose if they're willing to load that unset. Iron Head is definitely annoying, but we have far better flinch fishers in the tier, and Gunk is a powerful, but prone to missing, STAB that people refuse to drop for something like Jab. I think this is maybe the best contender to leave honestly since Shift Gear is admittedly really good, and it has notable advantages to Blastoise with its typing and flinch chance, but I still think it's fine as is.

:pmd/yanmega: - My beloved balance staple. I think people hate on this because it's haha funny when you get flinched on your special wall, but I swear to you I've lost more to Air Slash misses than I've won to Air Slash flinches guys. It's also taking 50% to rocks unless you fail to keep them up, which can admittedly be tough into Maushold HO teams for sure... but it's 50%. That is a ton of damage for a sweeper to take before it clicks a move. I think people are also acknowledging that it should almost exclusively run Ground now, as I fail to see the merit in Electric with Hoodra in the tier and Empoleon and Fezandipiti remaining relevant. If this gets banned, I get it, but it's really not 30% flinching its way through most games. Also, don't ever hard cyc into this thing, people fail to realize you die to two buzzes unless you're like max/max.

-------------------------------

Soooooo... Where does that leave us? Well, the four horsemen of the HO structures are definitely good, which is why we're even talking about them, but we really ought to acknowledge some faults within ourselves here. I think people can get complacent in the builder and in-game at times, seeing the same HO styles over and over will definitely do that, but we really should concentrate on the counterplay available to us more.

:pmd/umbreon: :pmd/gastrodon: :pmd/gligar: :pmd/suicune: :pmd/lucario: :pmd/infernape:

Listen, Feliburn and others have talked up a lot of defensive stuff and unexplored mons over the past few pages, but these are the notable ones I want to acknowledge.

Umbreon the GOAT. I used this with all kinds of stuff, notably Choice Scarf Okidogi and AV Hoodra. Love this thing, use Inner Focus and Foul Play to farm stuff like Revavroom.
Gastrodon is funny, it seems really passive but Oyster kept preaching it for months between RUPL and RUGL and I kinda see the vision. Rocky Helmet works well, as does Storm Drain at times, but I think people forget this gets Spikes and Ice Beam to really punish Cyclizar and Noivern.
Gligar is sick. I think this is another mon that benefits from Umbreon and Wish support in general, effectively neutralizing a lot of HO stuff with absurd bulk and access to Knock and a slow pivot / status.
Suicune is so good, fp teams 6-0'd by it kind of applies to WAY more people than they're willing to admit. I think the Shadow Ball stuff is a bit fancy and you're better off with Ice Beam or mono-Scald but either way, kinda absurd mon.
LUCARIO? Yeah, I love this thing. Hard to know in preview what this actually is - NP Vac Wave or LO Espeed or Air Balloon SD, all good stuff. Trust me, it really benefits from its typing, too. Same thing with Infernape, I used to love Choice Scarf physical stuff but a bunch of sets put in work.

Other stuff worth a brief shout:
Flygon - FI leftovers is cool.
Amoonguss - Always a funny fat thing.
Barraskewda - Not just a rain mon, you know?
Bisharp - Nobody is sleeping on this thing but worth a shout.
Conkeldurr - Nobody is...
Ditto - See me using Conk + Ditto twice and winning.
Rotom-Heat - See me using Conk + Ditto + Rotom-H twice and winning.
Salamence - Mixed Mence the best thing around.
Volcanion - Use Roar, trust me.
Yanmega - Fight evil with evil.
Lucario - Yeah, a second mention, for real man try this out you won't regret it. Ape too.
Swampert - Rocks, Knocks, something that rhymes.
 
I'm actually slightly in agreement with the post above, I think the capabilities of HO is a fair bit overstated, and while I do think HO should be knocked down a peg, I'm not sure what will truly solve the issue.

Normal.png
Normal.png
Normal.png
Normal.png

I don't know how many times I've mentioned blastoise over the course of the past couple months in posts but good god it's too many times. We are definitely pulling an SS NU and letting this shit fly for FAR longer than it has any right to. I do not know where the somewhat sudden maushold blame has come from, but honestly I don't really care where it comes from. Blastoise is a mon that has been LONG overdue on a suspect, and I really would prefer we just get rid of it first. There are some answers, but a lot of time keeping them healthy is stringent and sometimes you will just load the set that 6-0s your opponent. I've seen people load Tera Fighting Aura sphere to cover Umbreon + priority like FI Slither and Bisharp, and honestly it has a version of that for just about every mon in the tier. It doesn't always win, but it always can, and it's a Pokémon where it is genuinely not possible to scout without taking heavy concessions.

I'm going to agree on the sentiment that Blastoise isn't replaceable as well. If blastoise is a tera hog, then Cloyster is a tera pilgram. It is going to flail helplessly into any Empoleon, Slowbro or anythin else that Icicle spear and like.. rock blast or liquidation doesn't handle. Even then stuff like Jirachi, Registeel, Umbreon again and others can put it out, and this ignores it being far more prone to disruption. Drednaw is a bit better, and Gyarados and Feraligatr are good Pokémon, but the former suffers from Stone Edge incompetence, and blanks into stuff like Chesnaught. The latter 2 are more prone to scarfers, especially Feraligatr with it's admittedly slow speed tier. And SD Jet sets, while promising, have their own share of issues that comes with being physical attackers.

Yanmega has definitely been rising lately and I can see how people think it's nuts, it requires a lot of resources to kill if you don't succeed at laying rocks up before it enters, which is quite likely. Most of the thread above seems for me like we are trying to nuke the Mice to make Yanmega manageable, and I don't really think that's going to change that much. Yanmega is still incredibly effective even at 51% HP, and still requires like 1-2 pokemon invested to get rid of it a lot of the time. Basically what I'm saying is Yanmega is very likely still to be busted whether or not we get rid of the rats.

Speaking of the rats, genuinely speaking the mon is not broken like that. Sure, it is ANNOYING to deal with. That mon is insufferable, but never once have I thought "damn, this mon broken", nor have I ever really lost to it it usually is the easiest mon on HO to beat. However, I can see the arguments being made, and that it forces a Tera ghost or helmet on just about every squad as well as providing removal which HO can't get otherwise unless they whip out the coveted VD Defog H-Lilligant. If it got suspected, I'd vote ban because I think it makes the tier a lot worse with it's presence for the above reasons, but I'm still of the opinion it's not broken nor uncompetitive. I'd rather get rid of Blastoise.

Revavroom I hate you and everything you stand for, but you are not the answer for our problems here. That being said, I will note
:pmd/revavroom: - This one has baffled me, as people kind of imply it'll always get a Shift Gear and Iron Head Flinch on an incoming Hippowdon, winning games that it had no place in winning. The only thing this mon does differently at times is run something like Tera Grass Tera Blast, which is admittedly a funny idea but Quagsire and Gastrodon are so niche that you kinda deserve to lose if they're willing to load that unset.
The other benefit of Tera grass Tera Blast beyond Quagsire, gastrodon and Swampert is the harder smack you get on Hippowdon and Slowbro, doing roughly in the high 60s mid 70s for both. And chipping the former on HO isn't the hardest thing in the world, so this type of damage is a very good sales pitch. Don't have qualms with anythin else said, but I felt like clearing that part up. The quagsire bit is a bit more important than said, because it pretty much singlehandedly bails the stall MU on it's own, making it way easier to find a chance to break though by having something in the back pocket to snipe quagsire out. Doesn't help vs stuff like Sableye, but still helpful nonetheless.

------------------------------------------------------------
I will use this section for more under-appreciated pokemon in the tier, since it's not like I'll be playin in any tours for awhile anyways lmao.

Normal.png

This thing being a physical Fighting type that doesn't struggle in Slowbro or Hippowdon is quite nice, as is both the speed tier and it's coverage it can pick from. Stone edge for Mence, Noivern, and the catalogue of Flying types, and Zen headbutt for G-Weezing, Slither Wing and Fezandipiti. I've used it a little bit but I think the team I was using it on wasn't exactly the most optimal thing in the world (ground type = piloswine will do that), but I think it has merit regardless. It's UR but I think it has some merit to try out.

Normal.png

Feli was right this thing is nice. It's like Acidpress goodra if acidpress goodra didn't suck. It 1v1s alot of thing it has no business 1v1ing, solid rocker and slowbro aside, it can be quite annoying to kill with sufficient support and not throwing it into attacks it doesn't want to take. It runs away with games quite often and it's quality vs offense is noteworthy.

Normal.png
Normal.png

CB Flygon and CB Entei are both quality priority users, and entei especially can be excellent at forcing a lot of uncomfortable positions on people. Flygon can end up blanking into G-Weezing, but pairing it with a dangerous special attacker like specs Magnezone can create a hard spot for people to get out of, and hard countering Hippo is a nice trait to have. Both of them deserve B rank on the VR in my eyes, especially Entei.

Normal.png
Normal.png
Normal.png

Use them for the reasons shown above. They're good.

Normal.png

Lastly, Cosmic Power Night Shade Deo-D is still as mean as you expect it to be. Late game it can be a pain in the ass to have things alive that can actually put a dent in it, and it can run away with games along with 1v1ing CM slowbro pretty comfortably. It's on the more niche side, but Pressure and it's well, defenses lets it stand up to things it otherwise wouldn't and couldn't. Most certainly underrated, though with Reuniclus, Slowbro, Mew, and Cresselia all around I can understand the lack of usage it's just not as obviously effective.
 
Given the general consensus that something is wrong with HO in the tier, but the lack of a consensus on what should be banned would the Kokoloko method be applicable here? I'm sure nobody wants to do four months of suspect tests and arguing.
 
Given the general consensus that something is wrong with HO in the tier, but the lack of a consensus on what should be banned would the Kokoloko method be applicable here? I'm sure nobody wants to do four months of suspect tests and arguing.
1. Kokoloko is generally used at the start of a tier where you usually find the highest amount of problematic mons. HO may only need very few cuts. It does not feel like the right thing to do.
2. Despite how incredibly well the Kokoloko method worked in XY UU, even mentioning the term gives panic attacks to higher-ups for some reason so don't expect it any time soon...

just rip the bandaid off and kokoloko :blastoise::enamorus-therian::hoopa-unbound::thundurus-therian::iron_leaves::okidogi::revavroom: out of the tier
we could have gained 5 months of tiering if we just, yknow... used kokoloko earlier on obvious mons...
 
:mew: mew :mew:
I'm sick and I want to sleep but I have been wanting to post about this mon for a solid week now and if I don't do it now I will never actually do it
No one wants to say that Mew is bad (because it's not) but also everyone likes to say that he's a FRAUD. Mew is stuck in NUBL prison and doesnt see that much tournament play despite being theoretically decent in the current meta, perhaps even great.

I wanted to make this post to quickly showcase the sets I know about and also to ask what Mew sets you guys play because there is no way that mon is just perma NUBL material.

:gs/mew:
Nasty Plot
Mew @ Leftovers
Ability: Synchronize
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic Noise / Taunt
- Earth Power / Fire Blast
- Draining Kiss

Nasty Plot allows Mew to do 80-90% to support Jirachi with Earth Power, or get a guaranteed OHKO after rocks with Fire Blast. You can try and run stuff like Shadow Ball to dunk on Slowbro before it can T-wave you but then you lose on valuable coverage, which makes it difficult to not bonk hard against one of Slowbro/Umbreon/Wo-Chien before they cripple Mew permanently, which is probably the biggest issue this set faces ; the second issue being that 100 base speed, while good, is not quite great, and leaves it outsped by stuff like Horoark and Gengar that creates uncomfortable 50/50 Tera situations, which may be why tournament players aren't a fan of this set.

:gs/mew:
Swords Dance
Mew @ Leftovers
Ability: Synchronize
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leech Life
- Psychic Fangs
- Earthquake

Are you feeling mischievous today? If that is the case, then I recommend Swords Dance Mew for your next team. It's basically Nasty Plot but funnier and it loses harder because the meta is physdef oriented, while fixing none of the Nasty Plot set's issues. You will get guaranteed reactions in team tours however. The use of Tera Bug may overflow the fun counter and turn the set cringe, beware.

:gs/mew:
Calm Mind Taunt
Mew @ Covert Cloak / Grassy Seed
Ability: Synchronize
Tera Type: Fairy
EVs: 240 SpA / 16 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Draining Kiss
- Earth Power

The real set. CM+Taunt acts as one of the best fat breakers in the tier, blocking Toxic, Thunder Wave, Taunt, and Encore attemps, preventing the foe from setting up with their own Calm Mind, and slowly winning the attrition war by healing with Draining Kiss. Covert Cloak prevents effects such as Jirachi Body Slam para, Slowbro Scald burn/Psychic Noise, or Suicune Scald burn. Calm Mind makes mind games against special revenge killers much more Mew-favored. Alternatively, you can choose to become a controversial personality by running Grassy Terrain and Grassy Seed Mew in room tours to ruin your opponent's fun and gain followers and haters in the RarelyUsed™ psim room.



Alright, that's cool and all, but that's kind of why I need you guys now: Mew's support sets are crippled ever since Mew lost access to an instant recovery move, but surely it can run some combination of moves and make it work, right? Dual Screens? Tspikes? Suicide lead? ducking Choice Scarf? Let's try to find the next Mew tech and get it out of NUBL jail!
 
Last edited:
The HO argument is honestly pretty interesting, and it is hard to find the right answer but tbh there are probably close alternatives to solve something, one harder than the other

1. Maushold. This pokemon is honestly a respectable threat, not gamebreaking but I think the most annoying part it how it enables very specific scenarios where HO simply can take advantage of pretty deeply. Using it like this requires balls but the reward pays up big when using tidy up and fast encore. These 2 together enable too much on a good read with Encore giving free setup to something on the back and tidy up alongside population bomb just being ridiculous all things considered. You either have rocky helmet or you die. The problem with this is that the argument is very finnicky when it comes about standard tiering, it is very hard to ban the rats under standard tiering policy cause it forces building and plays on a really annoying way but isnt broken on its own, but from what I have seen the most successful HOs use this mon to great success so perhaps there is an argument here.

2. Blastoise. This thing is WAY too fast after a shell smash. Tera just breaks it cause in the end it is a matter of you either get the right read of the tera or you lose on the spot. Tera Electric, Tera Grass, Tera Ghost. There is even an argument for changing the tera right quick before a match just to snipe something and you will probably get it. It is just too hard to reliably check and has an answer for everything by just changing a move or a tera. I believe this is the easiest ban to try but idk if it will solve it for sure, I think we will need to see how builds may change to respond it.

3. Tera Blast. Now this one is haaaaaaaaaaaaard to implement at this point. No Tera Blast means some mons are forced to run standard moves instead of having the perfect coverage nuke in the back. However this is a PR mess, not easy to implement at all or to have solid backup at this point in the gen unfortunately.


So either Maushold or Blastoise, or honestly both seems like main culprits. At the moment the meta is just the perfect recipe of Hyper Offensive mons so this may not be the best solution but will not condition you as much tbh since I feel the rest of the mons have better and more practical checks all around. Armarouge is a big bitch to handle at this point, Endure Weakness Policy is just egregious to play against.
 
I think the council should do something to address HO. Armarouge and revavroom seem like excellent suspect targets. I don't think maushold and blastoise (and yanmega ig, who i've omitted here) seem that overbearing but wouldn't really be opposed to action there.

Armarouge is the most unwallable mon in the tier IMO. It can 1v1 basically anything and has multiple great Teras for counterplay (for instance, Fairy existing makes me hesitant to Draco it with salamence). It 1v1s walls like Empoleon thru the CM boost and possibly tera grass, and heavily exploits cyclizar being the preeminant special sponge. This is my #1 tiering target.

revavroom, my #2 target, gets sooo much done with its great attack stat and 120BP Gunk. Nothing really wants to switch in -- the grounds risk poison and only hippo has recovery, neutral targets (even slowbro) get messed up, and theres very few resists. It gets lots of setup opportunities vs . What's annoyed me the most is that most things that can take a hit struggle to hurt it back; often, I'd save Slowbro/Tera Emp for it, live one, then fail to do more than like 60 back. Even besides sweeping, it does a great job at breaking fat (refer to abriel vs entrocefalo ru open finals g1) and applying p much constant pressure. Thats without getting into flinch chance.

===

Maushold is good but, imo, not really worth of tiering action due to
1) splashability of rocky helmet,
2) slower than cyclizar/scarfers and significantly crippled by them,
3) just being outpaced by other setup mons when facing offense,
4) struggles vs fat, intimidate, and tera ghost/steel (steel is very common)

Blastoise doesn't seem worthy of tiering action to me, in my experience it struggles to get setup opportunities and KO neutral targets. This is def the mon i have the least experience with, though, and it was gaining traction at end of rupl. I don't have a strong opinion here.

Not really a fan of Yanmega action, it just feels so dependent on hazard control, loses to lots of cyclizar movesets especially with rocks up, and is forced to tera vs steels (though this enables maushold in the back). Still a good mon though, very powerful with the proper support. Just feels like less of a threat u go out of your way to account for than rev/armarouge
 
short on time rn so i cant write anything major but these are my thoughts:

1) i want a diverse meta in which fast-paced, slow-paced, unorthodox, and standardized reams are all viable.

2) the present meta allows for using both standardized and unorthodox builds, but our choice of teams are mostly limited to fast-paced teams.

3) the main reason why slow-paced teams are worse is because defensive counterplay is not as reliable because we can use tera to break past would-be checks and counters.

4) the ideal solution would be to ban tera.

5) the second best option is to ban elements that either a) are especially important for offense, or b) further limit the viability of slow-paced teams.

6) rev, yan, maus, stoise, arma stand out as mons that are especially important for offense, while dogi stands out as a mon that is particularly crippling for slow-paced teams. since the dogi suspect failed, it is now natural to look towards rev, yan, maus, stoise, arma.

7) all of the above do little-to-nothing for the tier apart from being offensive monsters. we could frankly remove all of them and we would be better off for it. reducing the sheer number of threats would help nerf offense slightly and make other playstyles a bit better.

8) offense would nonetheless still be dominant, for two reasons. first, we have a plethora of underused threats waiting in the back. second, tera would still make defensive counterplay less reliable than in past gens.

9) if i had to pick just one mon to suspect, then i'd pick rev, for two reasons. firstly, it is the most important mon on ho. there is no replacement for it, hence removing it would have the biggest impact of any given ban. secondly, it frequently steals games with iron head flinches. removing it would thus make the meta bit more competitive.

10) however, i would vote ban on any of the above.
 
Last edited:
It's been a while since I've made any general discussion posts (mostly because I'm kind of busy now), but also because I don't have strong opinions on a lot of the discussions that have taken place.

Frankly I don't even have a super strong opinion on nerfing HO because I find it an extremely boring way to teambuild (well not always in general, but certainly in most of the recent SV RU metagames) and play (pretty much always in general and especially in SV RU). It could be nerfed to hell and back and I'm sure I'll just be focusing on the now more potent stall threats than the typical (now banned) HO threats.

Of course, please take everything here with some good grains of salt. I don't have the time to do much more than play 5 - 10 ladder games a day during the week (and this is at work during down time so if something comes up, I'll need to quit/forfeit). This would obviously suggest that I don't have an incredibly accurate finger on the pulse of the meta and have absolutely no idea on micro-metagames during tours especially when group teambuilding / scouting is in play. (And I more or less agree with that suggestion)

Moving on:
I'll list a few reasons why HO might feel too strong (or the buzz word! "unhealthy") in SV RU and how I think about it. I won't rehash the main threats and how they can or can't be stopped. I think others have done plenty of that.

First, while I don't have a ton of in depth meta analysis here, I do have some broader community/human analysis. People like to complain. I do too. HO feels bad to lose against and (I highly doubt I'm alone in this assessment) it doesn't even feel that great to win with. Fairly or unfairly, this gives it a pretty bad rap. Feels always so great to click rocks or taunt, then just make a couple slow/fast pivots, click setup move, repeat 3 times and win/lose in like 15 turns (oh and /s). This is especially true for seasoned players that have experienced the highs and lows of a more positional and "skillful" match.​

Essentially, "Oh whoops... I forgot about potential common (or niche) HO threat X, Y, or Z during teambuilding, I'm almost certainly going to lose on team preview."; or (and of course this feels worse) " Well $#*+! I prepared pretty well for HO archetypes and a little bad luck caused me to lose anyway!"​

Personal analysis 1 - kind of a wash, RNG is usually more painful in short games and if it does occur, every turn is more influential in HO, so good/bad luck is more influential. Even more so when it's almost guaranteed that there are <100% accurate moves and flinch moves. HO feels bad to play against for reasons aside from it's theoretical strength in SV RU.


Second, HO has straight forward team building and accessibility. There are HO team samples in the PS! room (although I guess the rain team got removed?), there is a pretty rigid team structure, and offensive threat analysis and consideration can usually be ignored.​
If you were thrown into the metagame with no experience, HO is your best bet to get some wins. You just don't need to know nearly as many defensive match ups and you don't need to know a lot of the potential offensive threats. You almost always have Kleavor/Azelf, Blastoise, Rev, Maus, Yanmega, and then some filler (probably a pivot) or rain (also a pretty basic team formula), or some sticky webs stuff (I won't get into that because I feel like new RU players are less likely to try that). Since HO has a very narrow and specific win-con, it ends up being really optimized. Niche options are usually only useful for surprise factor and would be objectively worse against an unbiased opponent.​
In any case, if HO is at least competitive, it will exist on the ladder at a higher than the "win rate deserved" proportion. This is probably a contributing reason why HO continues to be annoying and potentially feel unhealthy when it would seem that 4 of the last 5 (at the very least 3 of those 5) bans were to limit the power of HO.​

Personal analysis 2 - probably another wash, but actually potentially a positive for keeping HO where it's at. When HO is a viable play style and it's competitively strong on the low ladder, it offers a low barrier of entry for new players. They can play some games until they see other teams / archetypes and learn enough to try out something a little more involved. Reasonable counter point - it's annoying that there is so much HO on the low ladder and it causes new RU players to leave. Hard to say which is more true.


Third, HO counter play doesn't leave as much wiggle room as other team archetypes do. If you are going to beat HO with offense, you're already running HO yourself (perhaps the same can be said for stall - but trying to outstall stall might just end up in endless battle territory). Almost all other types of teams have a mix of offensive and defensive counter play options without needing to specifically use that same team structure/members. For example, Yanmega can be beaten with either extremely specially fat Pokemon (Chansey, and uh Chansey... or checked with Rotom-H and Gastrodon/Empoleon in a pinch) or you MUST keep rocks down and have strong neutral priority (tera basically flips the super effective coverages). Maushold demands an intact Rocky Helmet or a Steel or Ghost or Rock or prankster or prio or (hmm, how is this an issue?? - honestly the fast encore is way more annoying than the damage output - regardless, I would give zero cares if Maus was never seen again aside from fewer free wins).​
Personal analysis 3 - probably the biggest negative. While it's fun to load dirty anti-HO (really it's not that hard to beat the standard Kleavor/Terrak or rain HO consistently), it does limit teambuilding to a set of ~5 or 6 offensive choices (strong priority users typically) and ~ 8 to 10 defensive options. 100% agree that this isn't ideal; however, I don't consider this to be that inconsistent with inherent strengths/weakness of team options in the meta game. If HO loses on preview...
...it's going down hard.
The teambuilder can decide how consistently they want to beat certain HO teams at the expense of other weaknesses.


Finally, Tera. I suppose this should be mentioned in one way or the other because HO (at least in terms of community sentiment) seems to abuse Tera more than other team archetypes. More specifically, it seems offensive Tera is a stronger use of the mechanic (and some HO staples welcome the defensive side effects as well).​
As can be said about many strategic games (and even strategy in life) a good offense is the best defense. Forcing the opposition into reacting to your actions or (more importantly on HO) potential actions is easier the vast majority of the time. Using Yanmega as the example again; if rocks aren't down, it is usually best to scout with air slash or normal tera blast. Many teams have weak checks to Yanmega and need to react quickly (frequently with a defensive Tera) or be swept.​
The major weakness of HO in relation to Tera is the narrow optimization required to have a competitive team. There are usually at most 2 good Tera types for the breakers and usually just 1 optimum type for cleaners. (Limited exceptions prove the rule)​
Personal analysis 4 - probably another minor, but fair negative towards HO. I'd say the comparison in "nerf value" of getting rid of Tera is probably similar to getting rid of Maushold, but there's literally nothing I have to back that statement up. Given that I consider the Tera mechanic to be one of the most interesting and fun parts of SV, I certainly wouldn't want it gone. I'm sure this goes without saying, but I've said a lot already so why not...
...a Tera ban would have far deeper ramifications for all teams and play styles that could very well actually re-enable HO (with different optimizations) in a post Tera metagame.

TL;DR
I personally don't like HO and only use HO teams to find out first hand what's good against them so I can implement that when needed. I feel like if anything, I might have a bias against HO in this position. Even with that, I don't think HO is oppressive in the current metagame. I think it gets a bad rap because it's not fun to play against, but that's due to factors beyond actual HO archetype competitive performance. I could probably be convinced that it's the strongest archetype option, but it's not by much. The current metagame is actually really growing on me, I think a lot of stuff is viable and teambuilding isn't super restricted (at least no where near the extent it was when Leaves and Thundy-T were roaming around).

If a head or two had to be on the chopping block because the community wants blood and HO must pay for it's perceived sins, I'd say Armarouge (more or less the most versatile and hard to prepare for HO threat) and then Maushold (because apparently everyone hates these mid mice??)
While some of these can be staples of HO, they work very well against it on bulkier teams too. A lot of times bulkier EV spreads (and different moves/items) are required to effectively check HO staples. Conkeldurr, Bisharp, Mimikyu, Crawdaunt, Gapdos, Gyarados, and Revavroom are good offensive options to try against HO.
Have a great day,
Lars
 
smirkingbarra.jpeg
Hey y'all! I've got quite the post and tbh I imagine it's going to be quite the long one, but I've split up into 7 sections (cause lucky number 7 and all that) my opinions, thoughts, and general views on the RU metagame so far, so prepare for quite a long haul. Hope you enjoy! :)

Section 1: HO and what I think should be done going forward
:pmd/blastoise:
:pmd/revavroom:
:pmd/yanmega:
Now, in a perfect world, we ban the big 3 (4 if you include Maushold) and completely gut HO as a playstyle and we save the tier from all further troubles, but I think that approach is generally frowned upon and people don't like the Kokoloko method, so to save face and my reputation I will approach this subject boringly reasonably. Now at this point, plenty of people have chimed in with their thoughts, and the general consensus is that we let Blastoise off the hook (just kill it first pleaseeee) and instead try and hurt the playstyle by banning Maushold. The general thoughts as to this are that:
  • Maushold gives a pretty free rock removal into most matchups, which is really good for yanmega and yanmega specifically (and kleavor too but that thing dies turn 2 in a majority of HO games because y'all are stubborn and REALLY want your rocks vs. the okidogi clicking bulk up 3 times in a row), so axing Maus will hurt Yanmega
  • Maushold is annoying as hell and forces rocky helmet on every balance/stall team to avoid Maushold turning its 1 turn of setup into 3 mons of progress.
  • Maushold is just generally a powerhouse who can muscle past resists and checks and outspeeds most things in the tier
There are also the naysayers who say that Maushold is the most mid out of all the HO mons. And to me, these are not mutually exclusive viewpoints, as in this day and age, Maushold has become a very feast or famine mon. Maushold, into some team structures and into well-prepared teams can sometimes just not do either of it's two things it really needs to do (remove hazards/take games), and generally be a waste of momentum and a teamslot. However, when it CAN do what it needs to, it can completely be an MVP and single handedly carry it's team to victory, removing rocks and absolutely punching mouse-sized holes in the opponent's team structure. However, as time has gone on, I think Maushold and the way it's being run alongside the shifting landscape of the overall metagame has started to shift this dichotomy of Feast/Famine more towards the Feast part, with less overall Famine.
Stuff like encore being run often, bullet seed being tech'd on to stuff Hippo, and I would say that the removal of both Moltres and Cobalion as anti-HO balance picks (more so cobalion, but moltres would switch in as an emergency measure often) definitely has helped Maushold. Hoodra's introduction has def not been fun for Maus, but that's because Hoodra punches holes in HO anyways. I know that pretty much every team ever is being forced to run priority + rocky helmet to be able to deal with HO, but even still I feel like Maushold is often able to find its way in due to good positioning and clean house.

So Maushold is annoying, and can do things, but what about the other 3?
:pmd/revavroom:

Revavroom in my opinion is the "least" banworthy atm. It's hard to take down, and it's def super annoying when it's air balloon isn't popped, and can really chunk holes in teams/ wear down checks w/ poison, but there are more important things to take care of.
:pmd/blastoise:

Speaking of important things, Mr. Speeds-Up-When-Naked is here, and this guy is 100% in need of a suspect. Incredible bulk, an incredibly fast boosting time (just 1 turn needed to become insanely hard to deal with), and abuses tera blast to have theoretically infinite coverage. Definitely in the running to be the first to be suspected.
:pmd/yanmega:

And finally, the wasp of evil is here. Yanmega is a particularly special subject due to its ability to link a stab 90 BP move to its ability to raise its SpA stat. Like the others, this wasp is able to boost up to it’s full power in one turn, however, unlike the others, thanks to protect Yanmega is able to choose exactly when to pull the trigger. Additionally, protect gives immunity to First Impression, and an ability to effortlessly boost speed + scout for tera.
And a 30% flinch chance on a stab option. Can’t forget that one. Definitely fighting Blastoise for whoever gets the ban hammer first.

Now, one thing that I’ve seen is that people think that if you ban any of the HO gamers, something will rise up to replace them, and yeah that’s true, to an extent. But like, nothing really replicates their niches and strengths. Sure we have “other” shell smash sweepers, but none that can really replicate Blastoise’s success, no other vroomers who can shift gear and win games, and gladly no other wasps. Like ngl if we had ready threats who could just be immediately ran on HO to replace these guys then people would just run 2 blastoises. There really isn’t anything that can “rise up” and “replace” these mons without compromising and completely changing the ways that HO is run. Not even DD Salamence can save this playstyle if Yan and Stoise are banned.

But alright, enough yapping. What do I think should be done? Honestly, I would say that Maushold is the most annoying (teambuilder pressure and all that), but what should really be done is suspect both Blastoise and Yanmega in one suspect. I know I know, haha react me all you want, but let's be honest. Blastoise will not be affected by a Maushold ban. Yanmega will simply look for hazard control elsewhere, perhaps slot in Noivern or Cyclizar. Maushold is just annoying, and at the end of the day, nothing but hazard control and a breaker. Even after a ban, Blastoise and Yanmega will at the very least be slightly weaker(Yanmega much more so). And like, if you want rocks to never be set, HO teams will just adapt and run taunt leads. Terrakion particularly.

I say that we do a double suspect because #1: I imagine that people don’t want to do 2, maybe 3 suspects in a row, and that #2: We immediately improve the meta by removing HO’s strongest and most broken tools. The playstyle will still be strong I’m sure, DD Salamence and all that, but like this just fixes stuff the fastest.

I would also support spreading them out, but we gotta get these guys outta the tier RIGHT NOW bro.


:sv/gastrodon:
He's also here. Behold! Behold! Behold!
(all credit goes to Midwest Boogeyman)

Section 2: General Metagame Thoughts, and my opinion on Okidogi
Alright so in general, other than HO I don’t think that there’s really anything broken…? Now I have to come clean and say that I play mainly Balance and Bulky Offense, particularly teams with a Hoodra/Umbreon/Geezing core. Armarogue ain’t broken, you just have to play a bit carefully around it and-use Umbreon. I swear guys just use Umbreon and all your issues will be fixed. Blastoise? FOUL PLAY. Armarogue? Toxic + Foul Play because you don’t care about Armor Cannon, and def not about Stored Power/Expanding Force/Psyshock. Like most things in the meta? Toxic, because clerics aren’t real! (just remember about the CM psychics like cress and slowbro, and especially Fez)
But like other than that, I like where the tier is at! It’s finally started to balance out and become pretty fun to play, and it has gotten to the point where if you’re like, good at the game you can experiment with meta-picks and stuff. I think that stuff like Slowbro and CM psychics +Suicune are definitely something to at least look at, but unsure on what exactly could be done to mitigate them, other than ban Calm Mind (but that’s kinda crazy so probably not in the books)

I also think that Bisharp is really good and you should be running it more because +2 sucker punch is crazy


My thoughts on Okidogi are that him not being banned was absolutely the right call, and I’m glad that y’all saw the light. BU is still super annoying to deal with, CB is still crazy at dealing out damage, but overall I think it’s manageable. It also kinda struggles into this meta we’ve got nowadays where room tours and ladder alike are infested with HO teams of all makes and models, which Okidogi traditionally struggles into. Okidogi may be worthy of a re-suspect if the meta rebalances towards the Balance, BO, and Stall sides of things, but atm Okidogi seems like a fine presence that will absolutely rise up in 2 months.

Section 3: Rambling?
Ok so I don't think that HO's oppressiveness is because of any mental thing, i think it's just really good at rewarding brainless players, and it makes it really easy for people to pick up wins, especially through cheese and blastoise. I also don't think that we should unban ANY of the RUBL mons, as all of them are incredibly toxic and would be super unfun to play again, and generally warp the tier. None of them will add any value to the metagame, nor do any of them deserve to be let in. I also think that we're probably not getting anything new from UU, so prepare to start scrounging through the lower tiers for fun mons to use

Also I wouldn't be opposed to a Tera Blast ban, but it does suck for Meloetta (my favorite pokemon), so I think everyone should consider that when discussing it. /j

Section 4: Teambuilding
Ok so the teamstyle that I’ve been hooked on is (i think?) Bulky Offense, particularly THIS Core:

:sv/umbreon:
Umbreon @ Leftovers
Ability: Inner Focus
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Wish
- Toxic
- Protect

:sv/goodra-hisui:
Goodra-Hisui @ Choice Specs
Ability: Gooey
Tera Type: Dragon
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Draco Meteor
- Thunderbolt
- Fire Blast

:sv/weezing-galar:
Weezing-Galar @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Strange Steam
- Pain Split
- Will-O-Wisp
- Defog

Replays of this core in action:
https://replay.pokemonshowdown.com/gen9ru-2164122918
https://replay.pokemonshowdown.com/gen9ru-2164130885
https://replay.pokemonshowdown.com/gen9ru-2166128691?p2
https://replay.pokemonshowdown.com/gen9ru-2165791789

I always pair these guys with some type of ground type, some form of hazards, and usually a fighting type/fighting resist. And boom, you have a pretty solid team. Hoodra is there to come in occasionally or as an emergency to nuke things with Choice Specs 252+ Draco Meteor, Umbreon is there to carry the stall matchup, and Geezing is there to be a solid fighting resist.

In fact, this core made up the bulk of my team that got me reqs! This is a really fun team to pilot, it does great into Moltracer Stall, Hippo + Umbreon carries the stall matchup, and Okidogi makes solid progress.

I know that this core is kinda limiting in what you have to run alongside it, and Umbreon usually is only able to wish itself up, but it’s still really fun and a solid core if you wanna do some bulkier teams!

You can also do some variations of the team Where you swap out the mons like so! The main idea is that you have Hoodra / a steel type, plus a Dark type, plus a Fighting resist, and that can do pretty well into the meta atm. Here you see that I swapped out the Umbreon for a Sableye, which still does pretty well into HO, and the Slowbro for a CM Diancie, and honestly the team cooks.



As for cyclizar teams idk this has been the only thing i’ve been running all month please help me

Section 5: Neat mons
Ok so as I was laddering I kept being cooked by this one guy who had a pretty interesting balance/BO team, and I don’t remember much else but he had this Glowbro and honestly it cooked me

:sv/slowbro-galar:
Slowbro-Galar @ Colbur Berry
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Earthquake
- Psychic
- Toxic
- Slack Off

I think the Tera type was water, but like, this set just covered for so much, and forced me to start running tera dark on my Okidogi (Which didn’t even help cause Colbur + he had a dark resist in the back)

But yeah that's that guy

:sv/empoleon:
I also would like to encourage y’all to use more offensive empoleon!
Empoleon @ Shuca Berry
Ability: Competitive
Tera Type: Fairy
EVs: 64 HP / 48 Def / 204 SpA / 56 SpD / 136 Spe
Modest Nature
- Surf
- Ice Beam
- Grass Knot
- Roost

This set does pretty well into +1 Yanmega, and generally cooks as a solid special attacker, and also beats our grounds. Use it more ladder, you know you’re getting tired of constant HO, ooooh you want to have fun, oooooh

:sv/mienshao:
Also Mienshao apparently is having a renaissance so keep an eye out for that

:sv/muk-alola:
Muk-Alola @ Leftovers
Ability: Poison Touch
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Poison Jab
- Knock Off
- Rest
- Sleep Talk

A Reminder that Muk-A is still a real mon, and can do things.


:sv/tauros-paldea-aqua:
Tauros-Paldea-Aqua @ Leftovers
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Raging Bull
- Close Combat
- Earthquake/Aqua Jet

Unironically this mon is kinda decent into the meta, I haven’t played with it much, but it does really well as a mid-game wallbreaker

:sv/conkeldurr:
Has gotten way better since Hoodra and Geezing’s drop. Use the guts set w/ Drain Punch and yer cooking.

:sv/cresselia:
The tera poison set cooks so hard into some matchups it’s unreal.

:sv/suicune:
VinCune still goes hard all these years later, and this set can absolutely 6-0 unprepared teams.

:sv/porygon-z:
The agility download set is the way to go guys… you just gotta like, be good at understanding the game and what is and isn’t an entry, and even still you can do some damage.

Porygon-Z @ Expert Belt/Life Orb
Ability: Download
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Agility
- Tera Blast
- Ice Beam
- Shadow Ball

The set, for the unknowing.

:sv/slither-wing:
252+ Atk Choice Band Slither Wing First Impression vs. 0 HP / 0 Def Blastoise: 249-294 (83.2 - 98.3%) -- guaranteed 2HKO
252+ Atk Choice Band Slither Wing First Impression vs. 0 HP / 0 Def Blastoise: 249-294 (83.2 - 98.3%) -- 68.8% chance to OHKO after Stealth Rock

Get those hazards up!


:sv/bellibolt:

Belligoat.

:sv/rotom-heat: :sv/rotom-mow:
They’ve seen some good tour use, and they completely stuff and ball all over stall and fatter teams.
Heatom can literally 1v1 Chansey if you use the painsplit set, it’s crazy.

:sv/gastrodon:
GASTRODON
The absolute GOAT.
Sticky Hold + Rocky Helmet means that you're unknockable, Ice Beam + Earth Power covers for so much, and Gastrodon even gets spikes, as well as recover.
PLEASE try this guy out, he's such a good sidegrade to Hippowdon. Pairs particularly well with the Umbreon-Hoodra-Geezing core.


:sv/sableye:
Honestly cooks HO right now, try him out on BO if you want a free out vs. anything that isn't called Yanmega

:sv/porygon2:
gamer of the highest degree, is an amazing special wall

Section 6: Frauds
Forretress.
:sv/forretress: I’m sorry ForreNation, but in this day and age, we have little use for “role compression”, especially since forre kinda sucks at it anyways


:sv/magnezone:
Magnezone too, is kinda mid atm, Hoodra dropping sucks, and it feels like I can never do much with it. Go analytic if you use it though. Although I think all that would be needed to convince me Mag’s the goat would just be some teams and replays, so get out there and prove me wrong!

:sv/politoed: :sv/barraskewda: :sv/basculegion:
Rain, as a whole, has kinda fallen off. It’s still an OK archetype, it’s just more B tier nowadays.

:sv/registeel:
Registeel. How do you build with this mon bro

:sv/amoonguss:
Amoonguss. Honestly idk, in some matchups it sucks, other times it’s constantly forcing switches. Weird pokemon without spore.

Section 7: Closing Thoughts

That’s all I have to write about! I like this meta, it’s fun, it just needs to have HO slashed in half. I would support a ban of Maushold, but at the end of the day we gotta do something about Blastoise and Yanmega, preferably at the same time.

Thanks y’all, and have a great day!
 
Last edited:
Way more unorganized than the other posts in this thread, but I'd like to share what I think is the element of HO that pushes it to far and creates a borderline unhealthy playstyle into the rest of the tier. I believe that the element that should currently be currently looked at is Yanmega, as its unrivaled speed, coverage, and method of boosting makes it far to difficult to reliably counter with the viable options in the builder. I think the first two points I bring up are relatively easy to understand, Speed Boost is dumb in conjunction with protect, and you can easily get up to +2 on an already speedy mon. Bug Buzz + Air Slash + Tera Blast Ground complement each other pretty much perfectly, only really falling flat into the Rotom forms, which can be beaten with enough luck and a well timed tera. What I really want to focus on, which I don't think has been brought up before, is that Yanmega doesn't really need a turn to set up, as it can threaten damage to whatever is in front of it while obtaining a +1 boost to Sp. Atk. With other sweepers, this is not the case, they need to find a position for themselves to switch in, click their setup move of choice, and then attempt to sweep. This leaves them vulnerable for a turn, and allows for counterplay from the opposing side, if I see a Blastoise trying to set up on me, I'm not going to just let it do it for free 90% of the time, even if I am in a disadvantaged matchup, like it coming in on a Hippo, I still have counterplay in whirlwind or earthquake, and while Blastoise can predict with a surf, that still means that I have initiative in what I do next, and I don't have to worry about facing down a monster at +2 Speed and Sp. Atk. This isn't the case for Yanmega though, which can come in, actively threaten a KO with Bug Buzz, or depending on the situation your other options of Air Slash or Tera Blast, and then proceed to be a set up threat after the fact. This severely cripples any form of defensive counterplay, with options like AV Cyclizar being unable to switch in directly to a Bug Buzz due to the treat of it into +1 Bug Buzz KOing with Rocks up. This is my primary issue with Yanmega, there is no real offensive counterplay you can make while its setting up, unlike the rest of HO which require a turn to do so, additionally, boosting through a move makes it untauntable, which can deny setup otherwise. I think that the sheer combination of factors that make Yanmega such an overwhelming force is why we should target it first, we just don't have the specially defensive counterplay at the moment to truly handle it and Blastoise. I also don't believe targeting other staples to the playstyle, specifically Maushold, will truly have a lasting affect on the playstyle, as we have a pretty sound replacement in Cincinno, who while actively worse than Maushold due to the lack of Population Bomb, still provides the same utility in an offensive hazard removal option, and does better into Physical Walls like Hippo due to a guaranteed 4-5 hit Bullet Seed and higher base attack. There is nothing that takes the place of Yanmega in my eyes, things like Armarouge are alright, but once again, it requires itself to be hit in order to get a boost to its speed. Finally, I want to cover something that I see brought up a lot as counterplay to Yanmega, being priority. I don't really see these claims as being all that true, as one of our strongest forms of priority, a Bisharp's Sucker Punch, doesn't even have a favorable roll to kill Yanmega after its taken 50% from rocks. The only true form of priority that I really see threatening it is Aqua Jet after a tera, which is a pretty big ask already, essentially requiring you to bait out the Tera with a Steel-Type, most likely sacrificing a valid form of counterplay against HO in the process.

TL;DR

  • Yanmega is the most problematic member of HO at this moment in time, being so because of its combination of Speed Boost as an ability, nigh unwallable coverage, and what I believe to be most important and problematic aspect, which is its proactive setup with Bug Buzz and Throat Spray that provides minimal offensive counterplay from opposing teams, unlike with other setup sweepers which need a turn of vulnerability in order to boost themselves into a sweeping position.
  • Other members of HO are far more replaceable, as nothing really fills the role that Yanmega fills. Current targets like Maushold can be replaced with Cincinno, and even Blastoise can be replaced by things like Armarouge in certain situations, but nothing has the same proactiveness that Yanmega displays.
  • Yanmega isn't nearly as susceptible to priority as made out to believe due to its sizable bulk, allowing it to tank hits even after chip from rocks, or being needed to tera into a ground type before threatening to KO with Aqua Jet.
Probably didn't cover all of my thoughts as this whole post is pretty unorganized, but I do believe that Yanmega is the most problematic part of the HO playstyle at the moment. Just being able to proactively break holes in teams and clear up some of the best answers into other members of HO really makes me believe that getting Yanmega out of the tier would make HO a much less annoying playstyle to go up against as a whole. Getting rid of a filthy haxxer is also pretty nice, but I don't really feel like that is an appropriate point to bring up in regards to outright brokeness.
 
Metagame is unplayable. Impossible to build around HO and beat some defensive Cores at the same time. H-Goodra + Weezing / Slowbro + Hippo / Fezandipiti are unbreakable if you build around Yanmega (You have to play Extreme speed -Lucario- / Sucker Punch -Bisharp- because only AV H-Goodra or Rotom Heat beats it 1 vs 1), having in mind the majority of the choice mons are Fighting type. Also building around all of that is lost turn 0 against CM Slowbro, Reuniclus / Suicune. (impossible to break through those three with attacks, you need encore / taunt / trick. There are like 4 users of these moves in the tier (Jirachi, Fezandipiti, Gardevoir)

Yanmega should be RUBL, same as Fezandipiti, Reuniclus and one of these 4 I mentioned. You basically have to have to play Jirachi (Encore) / Fezandipiti (Taunt) or Trick user to beat CM mons and Empoleon / AV Goodra to beat Yanmega. Empoleon is direct lost against Magnezone. Also bring Hippo / Slowbro / Weezing with Rocky Helmet for Maushold, if not you will be sweep (got 4 accounts in 1600 UU a while ago with Maushold bc nobody played helmet then, can send proof), also Okidogi will knock your Rocky Helmet while also Poisoning Hippo. You have to build around a lot stuff (HO / Yanmega itself / Maushold / CM Users, only 3 viable removers) + Chansey being in the tier. Matches are just polarized with a lot of impossible to win games turn 0, either you face H0 and you play defensive Core, or you face Hippo + Slowbro + Goodra what is unbreakable for the mons that counters HO (Bisharp, Weezing, Hippo...).
 
Last edited:
:pmd/bellibolt:

This squishy little fellow has gone without notice for too long now in the metagame, so I'm here to fix that. Still a valuable defensive asset for balance and bulky offense teams looking for a way to shore up their HO matchup, Bellibolt remains largely unexplored in the RU metagame. Static + Rocky Helmet is an incredibly infuriating combination for offensive structures as it essentially shuts down Pokemon like Maushold and Mimikyu. Likewise, Bellibolt has incredible utility for teams as it has access to reliable recovery in Slack Off, other status options like Toxic, and the ever-present slow Volt Switch support to absorb hits while providing safe entry points for teammates like Crawdaunt and Galarian Zapdos. I still think Parabolic Charge Bellibolt with Electromorphosis is an absolute banger pick, and the idea of using Assault Vest to give it better matchups into Armarouge and Blastoise sounds really cool in theory. Soak is okay, I guess, as you really don't have many key targets in the metagame - Hisuian Goodra threatens massive Draco's and Jirachi just isn't a problem.

Some cool calcs to consider for Bellibolt are below -

Assault Vest Calcs:
+2 252 SpA Blastoise Surf vs. 252 HP / 4 SpD Assault Vest Bellibolt: 171-202 (40.5 - 47.8%) -- guaranteed 3HKO
+2 0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Blastoise: 272-324 (90.9 - 108.3%) -- 50% chance to OHKO
+1 252 SpA Armarouge Armor Cannon vs. 252 HP / 4 SpD Assault Vest Bellibolt: 222-262 (52.6 - 62%) -- guaranteed 2HKO
+2 0 SpA Bellibolt Parabolic Charge vs. 0 HP / 0 SpD Armarouge: 172-204 (55.3 - 65.5%) -- guaranteed 2HKO
+1 252+ SpA Tera Ground Yanmega Tera Blast (80 BP) vs. 252 HP / 4 SpD Assault Vest Bellibolt: 308-366 (72.9 - 86.7%) -- guaranteed 2HKO
+1 252+ SpA Tera Ground Yanmega Bug Buzz vs. 252 HP / 4 SpD Assault Vest Tera Water Bellibolt: 174-205 (41.2 - 48.5%) -- guaranteed 3HKO
0 SpA Bellibolt Muddy Water vs. 0 HP / 4 SpD Tera Ground Yanmega: 210-248 (67 - 79.2%) -- guaranteed 2HKO
252 SpA Gardevoir Moonblast vs. 252 HP / 4 SpD Assault Vest Bellibolt: 118-139 (27.9 - 32.9%) -- guaranteed 4HKO
+2 0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Gardevoir: 127-150 (45.8 - 54.1%) -- 53.1% chance to 2HKO
252+ SpA Choice Specs Magnezone Flash Cannon vs. 252 HP / 4 SpD Assault Vest Bellibolt: 84-99 (19.9 - 23.4%) -- possible 5HKO
+2 0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Magnezone: 78-92 (27.7 - 32.7%) -- guaranteed 4HKO
+2 0 SpA Suicune Scald vs. 252 HP / 4 SpD Assault Vest Bellibolt: 123-145 (29.1 - 34.3%) -- 5.4% chance to 3HKO
+2 0 SpA Bellibolt Parabolic Charge vs. +2 252 HP / 0 SpD Suicune: 128-152 (31.6 - 37.6%) -- 0.1% chance to 3HKO after Leftovers recovery

Rocky Helmet Calcs:
+2 252 Atk Life Orb Mimikyu Play Rough vs. 252 HP / 252+ Def Bellibolt: 227-269 (53.7 - 63.7%) -- guaranteed 2HKO
0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Mimikyu: 69-82 (27.4 - 32.6%) -- guaranteed 4HKO
+1 252 Atk Technician Maushold Population Bomb (7 hits) vs. 252 HP / 252+ Def Bellibolt: 280-336 (66.3 - 79.6%) -- approx. 2HKO
252 Atk Terrakion Close Combat vs. 252 HP / 252+ Def Bellibolt: 150-177 (35.5 - 41.9%) -- guaranteed 3HKO
0 SpA Bellibolt Parabolic Charge vs. -1 0 HP / 4 SpD Terrakion: 118-139 (36.5 - 43%) -- guaranteed 3HKO
+1 252 Atk Salamence Earthquake vs. 252 HP / 252+ Def Bellibolt: 258-304 (61.1 - 72%) -- guaranteed 2HKO
0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Salamence: 87-103 (26.2 - 31.1%) -- guaranteed 4HKO
+1 252+ Atk Revavroom High Horsepower vs. 252 HP / 252+ Def Bellibolt: 246-290 (58.2 - 68.7%) -- guaranteed 2HKO
0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Revavroom: 100-118 (33.2 - 39.2%) -- 99.8% chance to 3HKO
72+ Atk Okidogi Drain Punch vs. 252 HP / 252+ Def Bellibolt: 90-106 (21.3 - 25.1%) -- 0.1% chance to 4HKO
0 SpA Bellibolt Parabolic Charge vs. 252 HP / 128 SpD Okidogi: 72-85 (18.9 - 22.3%) -- possible 6HKO after Leftovers recovery
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 252 HP / 252+ Def Bellibolt: 203-239 (48.1 - 56.6%) -- 89.1% chance to 2HKO
0 SpA Bellibolt Parabolic Charge vs. 132 HP / 0 SpD Conkeldurr: 102-121 (26.5 - 31.5%) -- 45.2% chance to 3HKO after burn damage

In looking at some of the calcs above, I think Assault Vest Bellibolt actually has a pretty solid role in the metagame, perhaps even more than Rocky Helmet sets at this time. It'll depend on the team structure and how you want it to function, of course, but Bellibolt does take a lot of hits considerably well and can definitely work as a safe switch into a lot of attacks to scout before recovering up with Parabolic Charge or slow pivoting with Volt Switch. I decided to make a rough draft of a team below that I think AV Bellibolt would work on great - spoiler warning, not tested at all!

:bellibolt::goodra-hisui::krookodile::slither-wing::umbreon::weezing-galar:

This team seems rather annoying for offense, as you have multiple answers to a lot of the premier threats in the metagame. AV Bellibolt is of course the star of the show, though Specs Hoodra + Wishpass Umbreon support goes a long way towards making progress in games. Regardless of the exact structure, AV Bellibolt does seemingly have tremendous upside as a mixed wall that can do a lot of stuff pretty well, at least well enough to warrant consideration in my opinion. I hope this post enlightens the folks who tend to ignore Pokemon that fell below RU because of ladder-based tiering, as other legitimately good options like Gastrodon, Gligar, and Wo-Chien similarly find themselves at home in PU despite their capacity to operate at a high level in RU still.
 
:pmd/bellibolt:

This squishy little fellow has gone without notice for too long now in the metagame, so I'm here to fix that. Still a valuable defensive asset for balance and bulky offense teams looking for a way to shore up their HO matchup, Bellibolt remains largely unexplored in the RU metagame. Static + Rocky Helmet is an incredibly infuriating combination for offensive structures as it essentially shuts down Pokemon like Maushold and Mimikyu. Likewise, Bellibolt has incredible utility for teams as it has access to reliable recovery in Slack Off, other status options like Toxic, and the ever-present slow Volt Switch support to absorb hits while providing safe entry points for teammates like Crawdaunt and Galarian Zapdos. I still think Parabolic Charge Bellibolt with Electromorphosis is an absolute banger pick, and the idea of using Assault Vest to give it better matchups into Armarouge and Blastoise sounds really cool in theory. Soak is okay, I guess, as you really don't have many key targets in the metagame - Hisuian Goodra threatens massive Draco's and Jirachi just isn't a problem.

Some cool calcs to consider for Bellibolt are below -

Assault Vest Calcs:
+2 252 SpA Blastoise Surf vs. 252 HP / 4 SpD Assault Vest Bellibolt: 171-202 (40.5 - 47.8%) -- guaranteed 3HKO
+2 0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Blastoise: 272-324 (90.9 - 108.3%) -- 50% chance to OHKO
+1 252 SpA Armarouge Armor Cannon vs. 252 HP / 4 SpD Assault Vest Bellibolt: 222-262 (52.6 - 62%) -- guaranteed 2HKO
+2 0 SpA Bellibolt Parabolic Charge vs. 0 HP / 0 SpD Armarouge: 172-204 (55.3 - 65.5%) -- guaranteed 2HKO
+1 252+ SpA Tera Ground Yanmega Tera Blast (80 BP) vs. 252 HP / 4 SpD Assault Vest Bellibolt: 308-366 (72.9 - 86.7%) -- guaranteed 2HKO
+1 252+ SpA Tera Ground Yanmega Bug Buzz vs. 252 HP / 4 SpD Assault Vest Tera Water Bellibolt: 174-205 (41.2 - 48.5%) -- guaranteed 3HKO
0 SpA Bellibolt Muddy Water vs. 0 HP / 4 SpD Tera Ground Yanmega: 210-248 (67 - 79.2%) -- guaranteed 2HKO
252 SpA Gardevoir Moonblast vs. 252 HP / 4 SpD Assault Vest Bellibolt: 118-139 (27.9 - 32.9%) -- guaranteed 4HKO
+2 0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Gardevoir: 127-150 (45.8 - 54.1%) -- 53.1% chance to 2HKO
252+ SpA Choice Specs Magnezone Flash Cannon vs. 252 HP / 4 SpD Assault Vest Bellibolt: 84-99 (19.9 - 23.4%) -- possible 5HKO
+2 0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Magnezone: 78-92 (27.7 - 32.7%) -- guaranteed 4HKO
+2 0 SpA Suicune Scald vs. 252 HP / 4 SpD Assault Vest Bellibolt: 123-145 (29.1 - 34.3%) -- 5.4% chance to 3HKO
+2 0 SpA Bellibolt Parabolic Charge vs. +2 252 HP / 0 SpD Suicune: 128-152 (31.6 - 37.6%) -- 0.1% chance to 3HKO after Leftovers recovery

Rocky Helmet Calcs:
+2 252 Atk Life Orb Mimikyu Play Rough vs. 252 HP / 252+ Def Bellibolt: 227-269 (53.7 - 63.7%) -- guaranteed 2HKO
0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Mimikyu: 69-82 (27.4 - 32.6%) -- guaranteed 4HKO
+1 252 Atk Technician Maushold Population Bomb (7 hits) vs. 252 HP / 252+ Def Bellibolt: 280-336 (66.3 - 79.6%) -- approx. 2HKO
252 Atk Terrakion Close Combat vs. 252 HP / 252+ Def Bellibolt: 150-177 (35.5 - 41.9%) -- guaranteed 3HKO
0 SpA Bellibolt Parabolic Charge vs. -1 0 HP / 4 SpD Terrakion: 118-139 (36.5 - 43%) -- guaranteed 3HKO
+1 252 Atk Salamence Earthquake vs. 252 HP / 252+ Def Bellibolt: 258-304 (61.1 - 72%) -- guaranteed 2HKO
0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Salamence: 87-103 (26.2 - 31.1%) -- guaranteed 4HKO
+1 252+ Atk Revavroom High Horsepower vs. 252 HP / 252+ Def Bellibolt: 246-290 (58.2 - 68.7%) -- guaranteed 2HKO
0 SpA Bellibolt Parabolic Charge vs. 0 HP / 4 SpD Revavroom: 100-118 (33.2 - 39.2%) -- 99.8% chance to 3HKO
72+ Atk Okidogi Drain Punch vs. 252 HP / 252+ Def Bellibolt: 90-106 (21.3 - 25.1%) -- 0.1% chance to 4HKO
0 SpA Bellibolt Parabolic Charge vs. 252 HP / 128 SpD Okidogi: 72-85 (18.9 - 22.3%) -- possible 6HKO after Leftovers recovery
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 252 HP / 252+ Def Bellibolt: 203-239 (48.1 - 56.6%) -- 89.1% chance to 2HKO
0 SpA Bellibolt Parabolic Charge vs. 132 HP / 0 SpD Conkeldurr: 102-121 (26.5 - 31.5%) -- 45.2% chance to 3HKO after burn damage

In looking at some of the calcs above, I think Assault Vest Bellibolt actually has a pretty solid role in the metagame, perhaps even more than Rocky Helmet sets at this time. It'll depend on the team structure and how you want it to function, of course, but Bellibolt does take a lot of hits considerably well and can definitely work as a safe switch into a lot of attacks to scout before recovering up with Parabolic Charge or slow pivoting with Volt Switch. I decided to make a rough draft of a team below that I think AV Bellibolt would work on great - spoiler warning, not tested at all!

:bellibolt::goodra-hisui::krookodile::slither-wing::umbreon::weezing-galar:

This team seems rather annoying for offense, as you have multiple answers to a lot of the premier threats in the metagame. AV Bellibolt is of course the star of the show, though Specs Hoodra + Wishpass Umbreon support goes a long way towards making progress in games. Regardless of the exact structure, AV Bellibolt does seemingly have tremendous upside as a mixed wall that can do a lot of stuff pretty well, at least well enough to warrant consideration in my opinion. I hope this post enlightens the folks who tend to ignore Pokemon that fell below RU because of ladder-based tiering, as other legitimately good options like Gastrodon, Gligar, and Wo-Chien similarly find themselves at home in PU despite their capacity to operate at a high level in RU still.

Wouldn't it make some sense to run a modest nature and some special attack with assault vest? It gets you that juicy recovery from parabolic charge and makes you less passive. Belli has 103 special attack, feels like it would be cool to use it instead of trying to be a mixed bulky AV mon.
 
Thank god that was well overdue. Let's talk about possible replacements (and why they all kind of suck)

:drednaw:
this is probably the most likely direct replacement for a shell smash mon, since it's the only one that actually outspeeds scarf 110s after a smash and even packs some random utility with Swift Swim if you can somehow find a setup turn vs rain. Its coverage is okay enough, but not quite toise level (although STAB stone edge is nice), moreso the problem is it's a physical attacker when there's so many options for that, as while as its much worse defensive typing hindering setup opportunities. Maybe run shuca? Dred specifically also has to pick between Ice Spinner for Chesnaught and EQ for Hoodra, and cannot beat the one it doesn't have coverage for.

:cloyster:
Cloyster was worse than Blastoise in every way except for beating red card mimikkyu, which I guess is notable enough. Unlike Toise and Drednaw, Cloyster does not outspeed base 110s after a boost, and it's essentially forced to run Tera Blast if it wants a chance at beating the various bulky waters of the tier. Like the others here, it's a physical attacker meaning competition is high, it's weak to intim pivoting and potential scald burns so it can't leverage its water resistance for much, and it generally struggles to fill the same sweeping and luring capability that blastoise presented.

:torterra:
this is certainly the weirdest one since it skips being a water type entirely and thus has a completely different pool of checks/counters, and eschews the wide coverage options of toise and drednaw in favour of just having incredibly good grass/ground/rock coverage. It can also use Loaded Dice to chase some of Cloyster's high by beating red card mimikkyu. Unfortunately, on top of being a physical attacker and having all the same problems as the other two, it's also the slowest of the bunch by far, which might limit it to only webs teams. I think this is the most interesting one of the bunch, I'm definitely gonna be playing around with it.
This is not going to cover the various bulky calm mind waters like Slowbro or Suicune, since they don't fit on HO teams and are outside the scope of this post.

:gyarados: (:salamence:)
This mon has the most potential of all of these just on the back of Moxie and its insane movepool letting it occasionally drop Tera Blast, which might make it a good partner for Yanmega? Gyara does like TBlast flying, but Salamence plays basically identically and doesn't need it so I figured I'd include it here too. Standard physical attacker weaknesses apply here, but Gyara can also slot in things like Sub or Taunt to really mess with bulkier teams. Mence can't really do that but it does get Dual Wingbeat to bully Mimikkyu, at least.

:feraligatr:
it's Gyarados, but worse. While all of these mons are working off a +1 boost and are thus slower than a lot of scarfers in the tier, Gatr hits the point where you're slower than the majority of them as opposed to a select few. Its movepool is fine enough that it doesn't need Tera Blast, and it has some set variety between DD and SD Aqua Jet, but it's probably never going to be more than okay.

:crawdaunt:
It's Gyarados, but worse (at setup sweeping). I would argue this is a better setup mon than Feraligatr since Adaptability combos better with Ajet than sheer force does, which lets it bypass its pretty miserable speed tier. It also has access to a very good second STAB with adaptability knock off, and it's just fast enough vs bulkier teams, but it crumples a lot vs other offensive teams, which was one of Blastoise's best matchups, since it's so heavily reliant on Aqua jet.

:basculegion-f:
Agility WP is kiiiiind of a shell smash, right? I've literally never run into it but other people say it's good so it probably is

:kingdra:
it's Drednaw, but worse. It does anti rain teams and has a much better typing and bulk for actually setting up than Drednaw does, but it's a lot weaker. Probably don't use this.

:barraskewda:
this isn't a setup sweeper but it's a good mon on HO since it's just insane pivoting and speed control use this outside of rain more please
This is kind of a fake category, since none of these really have any overlap on teams in the same way the others did with Blastoise, but special attackers on HO are in fairly short supply so it's worth noting that there's a real possibility that none of the above can truly "replace" blastoise. It's equally as likely that HO is going to have to find a new anchor now, be it Yanmega, Armarouge, or something else silly like Gengar or Azelf. Who knows? Maybe Psychic Terrain will become the next big thing or something.
I expect to see HO take a few weeks to figure out where to go from here, and I'm excited to see how the tier develops now that Blastoise is gone!
 
Last edited:
Hello people of the RarelyUsed tier! Today I am making this post (which will probably take 2 days cuz everyone loves to procrastinate and so do I) to talk about a playstyle that I feel has been forgotten in the way of the Galarian Weezing Umbreon Hisuian Goodra fat or Hyper Offense-- SPIKESTACK.
If anyone has seen me play this video game since last year when I joined the RU community and spammed spikestack during June and July metas with a wide array of mons such as :Florges:, :Dragalge: and :samurott: to this year's April, May and June where I spammed a lot of Palossand spikestack in particular with mons like :Azelf:, Calm Mind :Jirachi: and MGLO :Reuniclus:. I want to talk about the different pokemon that fit well on spikestack and how I build it! It might be a long post so bear with me!
THE POKÉMONS
At present the most "well-known" spikestack core is :Palossand: + :Chesnaught: which while good I feel can cause awkward structures where you need to play very aggressively for mons like :Empoleon: and :Zoroark-Hisui:. Sure both of them are checked by :Cyclizar: but then you open up a hole to :Gardevoir: and :Slowbro: or possibly :Fezandipiti:! So in this section I wanna both state some of the popular picks on these kinds of teams as well as mons that are good on spikes but are less popular.

:pmd/Palossand: : I of course cannot start a topic on spikes and NOT mention this cute sand castle. Equipped with a unique Ground /Ghost typing and solid bulk, it has anchored many a spikes teams in the past meta. Yet it's influence in the metagame is waning, with :Hippowdon: generally being the preferable ground and spikes not being as good as they once were. (Spin Blocker)
All of this is due to the advent of defog on many mons such as :Talonflame:, :Noivern:, :Conkeldurr: and the newcomer and best defog user in the tier- :Weezing-Galar:. And would you know it, all but one defog user is immune to spikes and that one defog user is the least common one.

:pmd/chesnaught: : This is, as I stated before, the crucial part of many spikestack teams, acting as a secondary answer to the myriad of physical threats in the tier ESPECIALLY those that the sand castle has trouble checking without burning tera-- :Barraskewda:, :Bisharp:, CB :Krookodile:. It so perfectly fits as a Palossand partner. (Spiker)

:Pmd/cyclizar: : The omnipresent motor vehicle finds itself biking into as the 3rd crucial member of most spikestack teams. It fills the gap where Chesnaught and Palossand can't in the special waters like Empoleon and :Volcanion:. Spikestack teams enjoy Cyclizar not only as a defensive presence but also its AMAZING utility. Rapid Spin to remove entry hazards from your side of the field and Knock Off to remove the ever present Heavy-Duty Boots in one slot? Count me in! (Spinner)

Now the 4th mon is generally a Steel-type mon, like Empoleon, Jirachi or :Goodra-Hisui:. Why these three in particular? Its simple, they all LOVE not having to use one of their move slot on Stealth Rock. Suddenly Empoleon is a lot more threatening when it isn't running the passive spdef set, Hisuian Goodra just doesn't get Rocks so lol and Jirachi having the ability to not run Rocks and instead run other sets such as WishTect (trapped by :magnezone: >:( ), Wish + U-turn (better), Encore (Serene Grace Iron Head makes lefties heal THAT much) or offensive sets such as Superachi (Calm Mind + 3 Attks) Defensive Calm Mind (Calm Mind Wish 2 attks) or even mixed! All of these somewhat check the Fairy-types-- Fezandipiti (not really empoleon) and Gardevoir (Hoodra can make it tricky).

The last two slots are fast and strong offensive threats that love having the opposing field littered with spikes, I am talking Gardevoir, :Thundurus:, :Gengar:, :Raikou:, :Terrakion:, :Armarouge: (this mon also acts as a pseudo Spin blocker).
Now that we have talked about the "big 3" or 4(?) on spikestack, I'd like to talk about pokemon good on such structures but aren't used as much (from what I have seen).

The Spikers
So let's talk about spikers aside from Chesnaught.

:pmd/Gastrodon: : Possibly the best Spiker outside of Chesnaught. Its combination of bulk, typing and movepool make it an amazing spiker. Its immunity to Water moves and Electric moves as well as resistance to Fire and Poison give it TONS of opportunity to litter the field with spikes. While it doesn't bring Palossand's Spin blocking ability on the table, with Ice Beam it keeps Cyclizar of the field. Its spiking abilities are futher aided by its great bulk, giving it more opportunity to use spikes. Unlike palossand, it has more uses than just keeping spikes on the field (not saying Palossand is bad but it's its only major draw over Hippowdon). Its ability to check tier staples such as Volcanion, Noivern, :Salamence:, :Basculegion-F:and Magnezone. Use it more!

:pmd/quagsire: : Another Water /Ground type! A lot of functions are similar to :Gastrodon:but they are different in many ways. 1. Quagsire's higher defense stat 2. Quagsire's unaware ability (though I prefer Water Absorb) and 3. Quagsire's access to Toxic. All three of them give Quagsire its own niche on many spikestack teams. Use it more!

:pmd/gligar: : Despite losing Roost in Scarlet and Violet, Gligar retains its niche as a physical blanket check to many mons in the tier, most notably, :okidogi: and :revavroom:. Its utility movepool doesn't end there, Knock Off, Toxic, U-turn and Taunt are all excellent moves to have. Use it more!

:pmd/Klefki: : Uhh I am not quite sure if people still like it but I think its useable. Its typing is of course excellent (wow a lot of these spikers are carried by their typings) and Prankster Thunder Wave and Spikes are never bad. Though I think slower breakers work best with it, such as Volcanion, :Slither Wing: and Okidogi. It still keeps bike away from the field with STAB Dazzling Gleam /Play Rough and Foul Play is nice.
:pmd/Deoxys-Defense: : This one is a bit...peculiar. It can't keep Cyclizar away reliably without crippling it with Thunder Wave or hitting it with Superpower (thus being unable to run something like Taunt). However that doesn't mean it's not good on spikestack structures. Its one of the more reliable answers to the slow Calm Mind psychics- Slowbro and Reuniclus (if it opts for Taunt) as well as bulky Calm Mind :Suicune: and Fezandipiti. So I think it deserves a spot. Use it more!

:pmd/Diancie: : Please refer to https://www.smogon.com/forums/threa...cussion-july-shifts-274.3733547/post-10160890 (my attachment and color palette button is broken HELP).


:pmd/overqwil: : Probably the most niche spiker in the tier. Tho it acts as an excellent stop gap to Psychics and Gengar, so I think it deserves a place. This one generally fits on more fast pace teams, though I have used a bulky set with pain split to some success. Not quite sure what I can really say about it.

That covers all the spikers (sorry Brambleghast and Iron Thorns).
The Spin Blockers
:pmd/palossand: : It prevents bike from spinning. The End.

:pmd/Sableye: : It stops bike from spinning. The End. (It fits solely on stall teams).

:pmd/gengar: : I think the best Gengar on spikestack teams is utility variant with Wisp + Hex + Sludge Bomb and one of Encore, Knock Off , Taunt, Psychic Noise or Focus Blast with at least 36 HP evs (it stops something).

:pmd/Zoroark-Hisui: : Very similar to Gengar except I wouldn't run STAB Hyper Voice here nor any HP EVs. Wisp Hex Focus Miss..I mean Focus Blast and U-turn or Knock Off make the set. It can also run Choice Scarf here!

:pmd/basculegion: : I broke the pmd sprites chain since it doesn't have it apparently. (Imagine this is Hersculegion instead). This thing mainly stops Cyclizar by preventing it from clicking Knock Off a few times since Agility + Weakness Policy would mean death. Ice Beam is also a thing.

:pmd/mimikyu: : EW WHAT IS THAT UGLY SPRITE. Anyways probably the 2nd best way to keep spikes up, pair with Overkwil or Gligar and profit.
I'd mention Hoopa too but people aren't ready for it.
The Abusers
:pmd/noivern: : One of the best abusers of spikes. That TINY bit of damage can allow it to incinerate Jirachi and Draco Meteor Hersculegion into dust. Taunt allows damage to stick, meaning even Gastrodon can lose to it.

:pmd/jirachi: This thing is SO good on spikes teams just because it provides SO much to them. And I am NOT talking about those bulky sets. I am talking about Calm Mind sets. Calm Mind Jirachi, whether it is superachi, cm + wish, cm + Encore or cm + healing Wish, is superb on spikes teams and I cannot do justice to it here (I hope I can make a post on why cm rachi is super good on these structures but only time can tell). It puts such immense pressure on the opponent with all the guessing its sets. Went into bisharp? Oops got Aura Sphere'd, thought Quagsire was checking it? Nope eat that Grass Knot, Empoleon? Thunder'd, Reuniclus? Shadow Ball'd. Its AMAZING. Use it more!


:pmd/Fezandipiti: : Click U-turn all game, sponge hits, then when their Goodra is in range, click Calm Mind. Win. Profit.

:pmd/yanmega: : This doesn't REALLY need an introduction but the set I have found to be the best on fatter spike structures is Protect, Bug Buzz, Air Slash and Tera Blast Fairy. Tera Fairy blows apart Cyclizar, Salamence and Noivern all of which are "checks" (get flinched LOLOL) to standard Tera Ground Yanmega. It also pairs beautifully with Volcanion so there is that.

:pmd/empoleon: : Now I strictly only mean offensive Empoleon. Those passive ass Knock Flip Turn set aren't putting any pressure. If you use Empoleon on spikestack I suggest some anti cm users measure, such as Deoxys Defense!

:pmd/cresselia: : Force Jirachi in like twice, Thunder Wave it. Profit. ( I do not mean Thunder Wave Cress, the cress should be CM).

There are some other spikes abuser that I have found to be great but these 6 guys in particular are demonic. Honorable Mention goes to Magnezone, Salamence, Reuniclus and Terrakion.

https://pokepast.es/c8104171c6d10038
https://pokepast.es/4f6421f8a66feac9
https://pokepast.es/c1975c2041af7df5
https://pokepast.es/3d667021f315c962
https://pokepast.es/c70aa174f4700a7c
Some of my favorite spikes teams!
Let me know if I missed something.
 
Last edited:
That covers all the spikers (sorry Brambleghast and Iron Thorns).
You have dissapointed all 5 collective fans of these mons. (also not mentioning forretress is 100% based btw, don't use that mon)

Since this isn't a complete shitpost, I'll list some mons that I feel are underexplored in this meta.

:pmd/lycanroc: Honestly, this is the ultimate HO lead, due to its great speed stat of 112, which lets it get the jump on all other common HO leads and outspeed both thundy-i and maushold, allowing it to revenge kill them. The moveset I've been using is stealth rock, taunt, rock blast and cc. Rocks and taunt are self explanatory, but rock blast allows it to beat sash froslass and kleavor leads while cc helps it beat terrakion and lycanroc dusk leads, while suprise ko'ing cyclizar that thinks it can rapid spin on it. It also means if its preserved, it can be quite the deadly cleaner by dealing quite great damage with its 115 base attack stat. Something that people should really consider as a lead on HO teams more often.

:pmd/salazzle: Salazzle is a mon that most people probably don't even know is ranked in the RU VR, but it is, and honestly it is quite a good mon, but not with its usual sets. The set I'm talking about is scarf salazzle, which is quite the devestating mon against a weakened team. It crucially outspeeds every relevant scarf mon (sadly people don't see scarf barra as viable, but there loss) and can hit them for big damage. It has knock off to annoy walls switching in, or can use toxic to cripple anything switching in due to corrosion, but the main draw I believe of it isn't those two moves. No, what makes salazzle great is dragon pulse, which allows it to smack cyclizar for great damage. Tera dragon dragon pulse 2hit ko's AV bike and OHKO's boots bike, which for a special attacker is big. From here, you can decimate any team with proper prediction that doesn't have a Hoodra on their team, which is constantly chipped down by its attacks and will eventually fall (especially if you have toxic, as now they are on a fast timer). Great mon that decimates offensive teams and does well into bulkier structures.

:pmd/vaporeon: Do you hate yanmega? Do you hate suicune? Do you hate rain? Do you hate random calm mind mons decimating your team? Well, do I have the mon for you, vaporeon. Vaporeon is honestly amazing in this meta, and idk why people think this mon is bad. Yes, it does compete with umbreon to an extent, but they have such different roles and things they check that frankly, it doesn't matter a whole lot. Vaporeon is the mon that I would give the title of best yanmega check (yes, check, because yanmega can still bullshit its way through most mons, even chansey, which gets worn down by hazards too much for me to give it that title, though it is close). Yanmega has no moves that super effectively hit vaporeon and +1 air slash never 2hit ko's vaporeon if its physical defense and only 4hit kos it if its special defense (though I personally wouldn't recommend special defense vapo, as it takes too much from weak physical attacks then). From here, vapo can haze away the throat spray boost, which makes yanmega a lot more dealable with. It can then wish itself up and scald yanmega till its ko'd. Now, what about the other mons? Suicune? Well, water absorb means vincune (the scariest set in my opinion) can't hit vapo at all, while vapo haze's away the boosts. Vapo can't beat suicune 1v1 as it still is pp stalled, but with something like cyclizar, its basically a won game. Slowbro and other cm mons? While a lot of them have psychic noise, which is annoying, the main issue with these mons isn't necessarily there damage, though they do quite a lot after boosts, its that they are unkillable on both sides of the spectrum after accuring a boost or two. Vapo prevents this, allowing teammates to deal heavy damage and knock them out. With slowbro seeing calls for a ban again (I personally think its fine, just a top tier mon), it most certainly helps a lot against this mon and the other random cm stored power mons that appear on ladder that decimate unprepared teams. Rain? Self explanatory, water absorb nullifies the main way rain deals damage, boosted scalds hurt, support with something that can deal with electric, boom, match won. Vapo can win against a lot of mons, and with some support (Hoodra is a great partner to it, as it takes the special hits that vapo can't take really well while being healed by vapo's wishes) it can be a crucial member of a team.

Thank you for coming to my TED talk.
 
Feel like it’s time for some :goodra-hisui: discussion.

I’ve been monitoring Hoodra’s presence in the current metagame via RUWC replays and the win/usage percentage seems to be very high.

Between specs, av, shuca, hslam+dtail, etc, Hoodra is very splashable and most of the times guarantees progress from preview.

Specs is probably the set that’s pushing it over the edge since it has coverage for most things and hits extremely hard. Unless u are running stall with chansey (which risks getting knocked) then u have to rely on predicting right.

Even though it occupies the steel slot as an offensive threat in most teams, the combination of hp and solid defenses means it can also take hits and by pairing this mon with wish support u can guarantee longevity.

With Stall on the rise, not only on the RUWC but in ladder as well, I can see some being skeptical to take action on this mon since it can break most stall teams with relative ease (as long as it has knock as the filler move).

All of this said to promote a hoodra discussion.
Would not oppose a suspect in the long run.
 
Feel like it’s time for some :goodra-hisui: discussion.

I’ve been monitoring Hoodra’s presence in the current metagame via RUWC replays and the win/usage percentage seems to be very high.

Between specs, av, shuca, hslam+dtail, etc, Hoodra is very splashable and most of the times guarantees progress from preview.

Specs is probably the set that’s pushing it over the edge since it has coverage for most things and hits extremely hard. Unless u are running stall with chansey (which risks getting knocked) then u have to rely on predicting right.

Even though it occupies the steel slot as an offensive threat in most teams, the combination of hp and solid defenses means it can also take hits and by pairing this mon with wish support u can guarantee longevity.

With Stall on the rise, not only on the RUWC but in ladder as well, I can see some being skeptical to take action on this mon since it can break most stall teams with relative ease (as long as it has knock as the filler move).

All of this said to promote a hoodra discussion.
Would not oppose a suspect in the long run.
I like this post and wanna emphasise some of the points here while also playing a bit of devils advocate very briefly.

Specs hoodra basically has one safe switch in and that’s chansey. Everything else gets blown up by one of its coverage moves which means that yea you need to predict right a lot of the time. Having said that even to resists specs Draco hurts and they lots of times need to recover such as in empos case. Special walls like umbreon and vap can get blown up by Tera dragon if they’re not careful. Between flash cannon/draco/flame and tbolt, there’s really no need to run anything else which a couple of other breakers can struggle with. Coupled with its monstrous special bulk, it seems like probably the tiers best breaker. Other sets are also nice and can catch things by surprise but are more of a utility thing and not really hard to manage though they’ll add good defensive utility. I will touch upon acid press in a bit.

While defensive counterplay is a bit flimsy, there’s a good amount of offensive counterplay. Fighting and ground coverage is very commonplace in the tier and apart from the obvious physical revenge killers, lots of special breakers possess coverage to hit hoodra quite hard between thundy, gengar/horo, volcanion etc. Coupled with set up, these mons can even ohko hoodra meaning it’s unable to trade some health for a reverse ohko or damage. There are some mons that also can opt for tera ground tera blast which can be worth the tera to take out hoodra as a dangerous breaker in the game. This is probably what makes hoodra balanced though I will mention that Tera can complicate interactions a lot. Specs especially can Tera dragon to get rid of the steel typing to make it neutral to ground and fighting. I’ve personally experimented with Tera fairy to turn the fighting weakness into a resist and be immune to Draco. Hoodra teraing to get rid of weaknesses is especially annoying when you face wish pass teams that can use the special bulk to still stomach a hit and get a lot of hp back. If hoodra trades successfully vs the physical breaker it makes revenge killing it that much harder. Stuff like suicide wishing is also potent late game when hoodra has the capacity to clean because of its special bulk. Acid press while not as dangerous can be a bit annoying to play against as well because it suddenly starts living physical hits well and hits decently hard with draco or flash and some coverage like tbolt for bro.

Overall though I’ve come to the feeling that hoodra is healthy for the tier and adds a really nice steel slot that is dangerous but because of how centralising it has become, comes now with an opportunity cost. Wish teams are potent but there are ways to abuse the wish passers between phasing and taunting. Lastly our tier is no stranger to slowish mons that don’t have good switch ins. Band okidogi is in a similar position id argue and can punish teams that even guess correctly because of toxic chain. We can monitor how hoodra is throughout scl but I’d imagine its presence is a net positive for the tier.
 
THE RU'S FORGOTTEN MONS

Hello everyone! Today, I wandered around the teambuilder to cook teams and I noticed that some mons, not often used in the tier, could be surprising depending on how they are used.

These mons are typically eclipsed by others mons in the same tier that offer better stats, more versatile abilities, or simply fit more easily into popular team compositions. Despite their niche, they rarely see play and are left behind in favor of more versatile or powerful options. Whether it's due to weaker stats, unfavorable matchups, or simply being outclassed, these forgotten Pokémon have untapped potential and could surprise opponents when used strategically.

Many of these mons possess hidden strengths that are simply underappreciated, such as niche moves that counter specific threats or unexpected move combinations that can catch opponents off guard.



Inspired.png

As a mon struggling to hold its own in the tier with around %4.6 usage, Overqwil still has some strong points to build on. Firstly, it has a good defensive type, which helps it to check annoying pokémons such as psy types like Reuniclus or Gengar. It has 3 talents, all of which are interesting : Poison Point, combined with Barb Barrage, makes him very annoying for defensive teams, allowing him to cripple defensive walls like Slowbro or Hippowdon, Intimidate allows him to tank physical attacks more easily combined with the Rocky helmet, and finally Swift Swim allows Overqwil to become a fearsome sweeper in the rain.

His movepool is very support-oriented, with attacks such as spikes, toxic spikes and pain split. This makes Overqwil ideal for use in stack hazards teams.

Unfortunately, he has too little special bulk and a very limited movepool. It struggles against the main threats in the tier like okidogi and bisharp, for whom he's literally a setup-fodder, that's why
Happy.png
will generally be preferred in this style of team, with access to uturn, but not being able to absorb koff and also not being able to heal himself.



Happy (1).png

Lucario has always been a very underestimated mon, yet his attack statistics makes him a very surprising mon, which can be played on both physical and special. He hits the majority of the tier with his Fighting and Steel STABs, completely breaking the Hoodra/Geezing core. He has access to the best priority in the game with Extreme Speed, which, combined with Swords Dance, Tera Normal that transforms its Attack into stab and Life Orb, becomes a super-powerful attack that one-shots the majority of off mons in the tier.

The set with Nasty Plot allows him to surprise and destroy his usual checks, even OHKO Hippowdon at +2 and getting rid of Slowbro with Dark Pulse at +2.

His only problem is that, depending on the set, he can either be completely countered or easily revenge-killed by bulky choice scarf users like Okidogi, or ghosts like Horoark or Gengar because of his mediocre speed.



Surprised.png

The former Ubers mon struggles to stand out in the tier, yet it has a perfectly respectable bulk and an excellent movepool to fulfil his role.

Deoxys-Def has a legendary movepool thanks to tools such as hazards, Knock Off, Taunt, Recover, as well as a way to setup with Calm Mind/Cosmic Power and a pivoting way with Teleport. His access to Recover, Taunt, Night Shade, Cosmic Power and respectable speed means he can win his duel against the majority of slow setup-sweepers in the tier, such as Slowbro and Reuniclus. He's also a good hazard setter, able to pivot and regain the momentum.

Despite this, Deoxys-Def has no way to pressure the Dark types of the tier, leaving his completely vulnerable to mons like Crawdaunt, Bisharp and Krook, who can do whatever they want to this mon.



Angry.png

Part of the former RUBL gang with Lilligant-Hisui, Regidrago has a very good overall movepool. decent attack stats and an excellent talent, hormonally boosting his Dragon-type attacks.



His access to Dragon Dance means he can become an unstoppable sweeper with just a single boost, and he can also put it down easily thanks to his impressive bulk for an offensive pokémon. Outrage allows it to inflict significant damage, while being able to 2HKO at +1 physical walls like Slowbro, Hippowdon and Amoonguss. Earthquake allows it to destroy mons that to resist its STAB, such as Registeel, Fezandipiti, Empoleon and Jirachi. He also benefits from Tera Steel, allowing it to hit Pokémon that are immune to the 2 attacks mentioned above, such as G-Weezing.

The item I prefer to use on this mon is Lum Berry, allowing it not to worry about a burn from Slowbro or Suicune, or a Twave from a Thundurus, thinking he can safely paralyse.

The mon can also be played with more interesting sets, like scarf set, which takes advantage of Regidrago's interesting speed and attacks like Dragon Energy, Draco Meteor and Earth Power to transform it into a fearsome revenge killer, or a specs set to keep 100% of his breaking power.


Special2.png

Despite the loss of Spore, which hurt the pokémon enormously, Breloom is considered an excellent anti-lead and a very good stallbreaker.

With extremely useful talents like Technician, which turns its Bullet Seed and Mach Punch into formidable attacks , and Poison Heal, which lets it act as a real stallbreaker with sets like Sub/Leech Seed/Focus Punch/Facade, Breloom stands out from the competition.

He's very strong against hyper-offense teams because he has the ability to 1v1 all the leads with his Bullet Seed that goes OHKO all the time.


In spite of this, his low speed for an offensive mon and its poor bulk confine it to more secondary roles, leaving it in the background, preferring mons such as Okidogi or even Conkeldurr, which are more bulky.
 
My thoughts about Hoodra and the current meta


First off, this is in my opinion the best meta we've had since DLC2 dropped. Can't say much about pre-DLC2 as I started playing post DLC. It seems the Blastoise ban did wonders at reducing the use rate and cheesiness of HO without hurting the archetype much. Its successor is Armarouge and it cannot pull off random Tera or Mixed sets out of the ass to OHKO its checks and counters like Blastoise could, not to mention that it doesn't get its +2 Speed for free, which gives actual offensive counterplay. HO still has some cheesy bullshit though, between Revavroom and Yanmega flinching as well as Maushold with Encore and Pop Bomb, but it is one step in the right direction. Balance has a ton of variety in build paths and it feels like any mon can pull its weight if given the proper support and without making heavy concessions against random cheese, which is another sign of a healthy meta. All in all, RU is finally a tier where skill prevails over who clicks the Shell Smash button better.

There is a few outliers such as Okidogi and Armarouge who pop up in discussions about potential ban candidates, but honestly, we're far from the broken bs we've had to tread through so far. Okidogi will also rise to permanent UU status at the end of the month, so we won't have to worry about him ever again very soon, although I am not sure what impact that will have on the meta. Balanced/Fat is very strong atm despite Okidogi's presence, who is renowned for his ability to break down those archetypes. Whether his departure from the tier will centralize those archetypes and turn the meta into 200 turns fat vs fat mirrors, or do the exact opposite and make the tier even more diverse, is unknown. Let's be optimistic on that one.

Hisuian Goodra has been popping up a lot in discussions lately, and for good reason. It is our latest drop and has kept rising from solid mon to potential top 3 mon in the tier, and has had incredibly strong showings in tournaments. Specs has limited switchins thanks to a nuclear Tera-boosted Draco Meteor coupled with prestine coverage to hit basically anything that would want to take a Draco Meteor. Thanks to its monstrous Special Defense stat and Steel-typing, it doesn't have much issue finding opportunities to enter the field, especially when backed by Wish support. However, Hoodra doesn't come without weaknesses of its own: low Speed and weaknesses to Ground and Fighting means that offensive counterplay is plentiful and you never really have to go out of your way to have some in your teams. Moreover, having Draco Meteor as your main STAB means that Hoodra is almost always forced to switch out after firing off an attack. Lastly, it can be heavily prediction-reliant and our Steels do a great job at slowing it down quite efficiently. All in all, I honestly completely understand people who raise worries about the overcentralization around Hoodra.

My opinion is that Hoodra is a healthy top tier. It has no (viable) cheese and its only set that is arguably too much is Specs, as AV has none of the insane damage output Specs provides, and if you have a way to play around Specs, then you most definitely have a way to play against AV. It gives Balance and fat a tool against insane breakers such as Armarouge and Volcanion, who would otherwise restrain teambuilding a LOT if Hoodra was not around, as well as other passive mons like the poison spamming Fezandipiti and Amoonguss. Wish + Hoodra is also limited to slower archetypes and can be played around by more offensive playstyles in a skillful way, which is a net positive. The fact that AV Hoodra is a good Specs Hoodra check doesn't help in making it look like Hoodra is overcentralizing.
All in all, I believe that Hoodra is a healthy top tier mon that provides a lot to the tier, and I oppose any rash and hasty action on it. Again, we have what I believe is a great meta going currently and a Hoodra suspect seems unnecessary to me.

Anyway, this is my opinion on the current meta and Hoodra. I do not play tournaments, so I would like to hear more opinions from tournament players on here.


Oh and I recommend you try out non-Choice Gapdos, it's truly a great mon.
:sv/zapdos-galar:
Zapdos-Galar @ Eject Pack
Ability: Defiant
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Acrobatics
- Knock Off
- Taunt
 
Last edited:
Status
Not open for further replies.
Back
Top