Not surprised by any of these but Bisharp - I used to run it on every team but the meta now is so HO that it just misses out, in my opinion, of that final team slot. Think you're better off running Lucario if you want an offensive steel type, and sucker punch is weak to three of the top threats (Krook, Slither Wing and Iron Jugulis) while also just not hitting as hard as it used to.
I know a high ladder play (maybe Pepe?) was using a Tera Dragon Alolan-Muk and I couldn't believe how great it was. I'm all for it getting some shine!View attachment 575651
Here is a set I believe will be very good in RU. This started with me thinking about despite having a phenomenal typing vs the meta, especially pokemon like jugulis and fezandipiti, how a-muk is unable to check jugulis because it is too weak and unable to check fezandipiti because the bird just sets up calm minds until it wins. How do you solve this issue? Assault vest lets you survive 3 earth powers even after rocks damage from jugulis while letting you invest enough in attack to beat it down in return, and the attack evs+clear smog let you beat fezandipiti by keeping it from boosting and dealing enough damage in return to force it to roost. The EV spread I chose is probably unoptimal but it is a balancing act between your offense and defense. This spread is bulky enough to be able to always beat jugulis if you have full health and always be able to 4hko fezandipiti with poison jab. You can probably find a more optimal spread but this one does what you need. I feel like since you are almost exclusively going to use it against special attackers, you can drop hp evs rather than spdef evs in order to squeeze even more attack and total special bulk out of this blob.
252 SpA Iron Jugulis Earth Power vs. 252 HP / 120 SpD Assault Vest Muk-Alola: 112-132 (27 - 31.8%) -- guaranteed 4HKO
+1 0 SpA Fezandipiti Moonblast vs. 252 HP / 120 SpD Assault Vest Muk-Alola: 67-81 (16.1 - 19.5%) -- possible 6HKO
136+ Atk Muk-Alola Poison Jab vs. 248 HP / 192 Def Fezandipiti: 108-127 (28.4 - 33.5%) -- 95.7% chance to 4HKO after Leftovers recovery
Furthermore, a-muk just has a type combination that matches up well vs basically all the special attackers in the tier. The addition of munkidori only makes this more true.
View attachment 575664
Look at the special attacking threats in the tier. jugulis, horoark, hyphlosion/chandelure, munkidori, azelf, gardevoir, armarouge and dragalge all have stab types that are resisted by a-muk, while the rest are definitely the less threatening special attackers. AV a-muk can singlehandedly serve as your answer to a good chunk of the format, allowing you to build a more compact defensive core. Pair it with a physical wall that can handle scalders and you have a very solid two-mon defensive core. Slowbro and vaporeon both make good partners, with slowbro having high physical bulk, a fighting resist and weaknesses that muk can patch up, while vaporeon can keep a-muk healthy with wishes.
What are the downsides? Well there are two, kinda three big ones. The first is knock off vulnerability. You need the assault vest and really don't like taking physical attacks, and a dark type that can't really absorb knock is a big problem. The second problem is hazard damage. You just get chipped down so easily by rocks, sand and spikes. This is bad because the third problem is needing to be at high health to handle certain threats. Jugulis can still beat you with bad luck if you are sufficiently chipped and while you win the long game vs fezandipiti, you have to be at close to full health to do it. But those are both lategame threats which muk's team can assist with, and muk does a very good job vs all the specs, scarf and boots special attackers like gardevoir and zoroark.
greetings rarely used'ers
I don't have much to "discuss" about the RU metagame atm, (personal opinion, it's neat) but I'd personally like to know what kind of stuff you guys are looking forward to in the new DLC? What moves do you think might be coming back, and what pokemon would you like to see drop?
I personally am hoping that psychic noise doesn't absolutely destroy defensive counterplay against recover mons and I really hope that we get Reuniclus because holy hell do we need some kind of magic guard mon or cleric
Cyclizar @ Assault Vest
Ability: Regenerator
Tera Type: Ghost
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Double-Edge / Body Slam
- Knock Off
- U-turn
- Rapid Spin
This is both a recommendation and a question. I believe that offensive AV cyclizar is a good pokemon in this meta. A problem that no-attack cyclizar has is that it can't be a real revenge killer or do many of the other roles of a speedster. However, a 252 atk cyclizar double edge is surprisingly good at doing damage, allowing cyclizar to both be the utility king we all want while also being able to be a team's fast attacker. Offensive cyclizar has power and utility, but barely switches into anything. AV gives it the power to switch into a lot of special attackers even without investment, it's even worth giving up heavy duty boots. Assault vest just creates more opportunities to switch in and click a good move.
The problem is that I have no idea just what ev spread is optimal. How much hp, how much attack and so on.
Here is a random assortment of calcs for benchmarks to hit.
0 SpA Fezandipiti Moonblast vs. 0 HP / 0 SpD Assault Vest Cyclizar: 146-174 (51.9 - 61.9%) -- guaranteed 2HKO
+1 252+ SpA Yanmega Bug Buzz vs. 20 HP / 0 SpD Assault Vest Cyclizar: 211-250 (73.7 - 87.4%) -- guaranteed 2HKO after Stealth Rock
252 SpA Salazzle Sludge Bomb vs. 64 HP / 0 SpD Assault Vest Cyclizar: 126-148 (42.4 - 49.8%) -- guaranteed 3HKO
252 SpA Azelf Psychic vs. 160 HP / 0 SpD Assault Vest Cyclizar: 135-160 (42 - 49.8%) -- guaranteed 3HKO
252 SpA Typhlosion-Hisui Focus Blast vs. 144 HP / 0 SpD Assault Vest Cyclizar: 234-276 (73.8 - 87%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Magnezone Flash Cannon vs. 176 HP / 0 SpD Assault Vest Cyclizar: 136-162 (41.8 - 49.8%) -- guaranteed 3HKO
252 SpA Iron Jugulis Hurricane vs. 212 HP / 0 SpD Assault Vest Cyclizar: 163-193 (48.8 - 57.7%) -- 96.1% chance to 2HKO (guaranteed to live a dark pulse into hurricane, barring any jug hax)
252 SpA Munkidori Focus Blast vs. 224 HP / 0 SpD Assault Vest Cyclizar: 248-294 (73.5 - 87.2%) -- guaranteed 2HKO after Stealth Rock
252 SpA Gardevoir Moonblast vs. 232 HP / 0 SpD Assault Vest Cyclizar: 288-338 (84.9 - 99.7%) -- guaranteed 2HKO
52 Atk Cyclizar Double-Edge vs. 0 HP / 0 Def Kilowattrel: 198-234 (70.4 - 83.2%) -- guaranteed 2HKO (kills with a rapid spin into double edge)
152 Atk Cyclizar Double-Edge vs. 0 HP / 0 Def Thundurus: 195-229 (65.2 - 76.5%) -- guaranteed 2HKO (kills with knock into double edge)
156 Atk Cyclizar Double-Edge vs. 0 HP / 0 Def Iron Jugulis: 165-195 (50.1 - 59.2%) -- guaranteed 2HKO
220 Atk Cyclizar Double-Edge vs. 252 HP / 0 Def Slither Wing: 187-222 (50 - 59.3%) -- guaranteed 2HKO
252 Atk Cyclizar Double-Edge vs. 248 HP / 0 Def Fezandipiti: 186-220 (49 - 58%) -- 97.7% chance to 2HKO
And then of course there are speed benchmarks like 176+ for thundurus, 208+ for azelf and 224+ for salazzle. Do any of you have any cyclizar ev spreads that just work?
Cinccino (F) @ Loaded Dice
Ability: Technician
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Tail Slap
- Knock Off
- Bullet Seed
If the pokemon whose pokedex entries explicitly says "A clean freak that will not allow even the slightest mess, it uses its tail like a mop to thoroughly clean any and all filth." doesn't get Tidy Up, I'll be extremely disappointed. I'm also hoping it still gets Tail Slap as an option, specially with Loaded Dice as an option, though Boots + U-turn also sound quite decent.
I think that the proper course of action for the tier right now is to look at and potentially quickban problematic guys people have brought up before (I don't feel as strongly about H-Zoroark anymore, though i still think rain and Yanmega are uncompetitive) as well as Maushold, as a Rocky Helmet user feels mandatory on most bulky offense structures, often forcing Pokemon that would rather run other items (namely Quagsire and Donphan) to run it. I could be 100% wrong but I don't think we will get major drops for about a month or two after the DLC releases, just a few mons introduced like we did in October.I'd love to get into a conversation of what the right steps to take are from here, but with DLC being so close it feels almost pointless. Regardless, hearing what people have to say about specific mons is important, as we don't stop tiering because we get new mons in some months, so feel free to talk about any specific mon, be it a breaker you think is underrated, a Pokémon you want banned, or an RUBL mon you want freed.
7.8/10, too littleI wanted to make a post on my general thoughts on the current meta, as it's been a while since I've done one of these posts.
First, I want to talk about the general teambuilding structures.
Common rockers:
These 4 are the more popular rockers you'll see on most types of teams. Hippowdon and Tinkaton are by far the most consistent in my opinion. Hippowdon just manages to be a general wall both the physical and special side, with access to reliable recovery and moves like Roar to help with set up mons. Tinkaton also has solid bulk, and utility moves like Knock Off, Encore and Thunder Wave, but also has one of the best defensive types in the game. I've also had a lot of fun with offensive Swords Dance sets. Tyranitar falls behind surprisingly. I still think this mon is great, but if you see most tournament replays, you'll notice that Tyranitar barely sees usage. It does see a lot of ladder usage, getting a #11 spot in usage last month, but I know a lot of people think it's a bit awkward to use Ttar. I also really like offensive sets, Choice Band in particular is great now that it has access to Knock Off. But then you find yourself being slower than Tinkaton, as they always aim to outspeed Jolly Tyranitar. Finally, Krook still finds its place in the meta, but I personally think Stealth Rocks sets are incredibly disappointing. The main niche this mon has is being a fast and offensive Ground type, so I think Choice Scarf sets are slightly better, but it's still far from being a mon I like as much as the others do. I find myself thinking that Hippowdon is the best and most consistent rocker we currently have.
Common removal:
I'll start this section by saying that Cyclizar is our best and most consistent removal option. Regenerator paired with Knock Off + U-turn just makes it so this mon can recover HP very easily, making it able to come in multiple times to spin away, while having coverage for spinblockers. It also has a free 4th slot that can be adjusted depending on your team: Power Whip for Quagsire, Overheat for Tinkaton or Magnezone, Draco Meteor and Double Edge for STAB damage, etc. Talonflame is a very common Defog user, but I personally believe Defog sets are just really bad. You find yourself cycling between Roost and Defog, making no progress as a slot. I really like Brave Bird, U-turn Roost and one of Will-o-Wisp, Taunt or the fun Swords Dance set. Noivern I also don't quite like using Defog on it, but it manages to pull it off better than Talon thanks to high output damage off the bat with Draco Meteor. Donphan is a spinner I like as well. It gets chipped down very easily, so it usually fits on more offensive teams. I've been trying out Seed Bomb to lure in Quagsire, but any of its moves are really good. Bramble is also pretty fine, tho mostly as a spiker than a spinner because it handles the 2 spinners I mentioned before. I've been using Spikes, Strength Sap and STABs and it does actually p decently. Forre I like a lot less. The one benefit I see from using Forre is that it can actually threaten Magnezone if it attempts to trap it, be it either a strong hitting Body Press or even Earthquake. I mention it here cause it also sees a lot of ladder usage.
Spikes setters:
I already mentioned Bramble and Forretress, both could be slotted here as well. Quagsire is one of the more popular mons at the moment. Toxic, Spikes, Recovery and 2 good abilities put it above so many mons in terms of value. Unaware is good into set up mons, specifically Calm Mind Fezandipiti if you are forced to tera poison into it. And water absorb is good to invalidate water types like Milotic, Vaporeon and non Grass Knot Slowbro, while threatening them with a Toxic. Chesnaught finds itself in a worse position, but its combination of Knock Off + Spikes is something I think has a lot of potential. I've also been experimenting with more offensive sets like CB or Swords Dance, as Chesnaught as a pretty cool movepool. Earthquake has been a cool move to catch Fezandipiti by surprise.
Meta picks:
I didn't know how else to name this segment, so I'll just call them the mons that picked up because of how much they own the meta. Magnezone is a hard hitting Pokémon that heavily punishes Tinkaton teams, as it can trap it and get rid of it for another breaker that would otherwise struggle vs it. But we also have certain Tinkaton running Bulldoze as coverage to get past Magnezone and prevent the full trade. Then we have Fezandipiti, who punishes most BO teams hard by either getting a Toxic Chain off on the fatter mons, or straight up sweeping with CM or NP sets. The natural bulk it has is enough to find plenty of opportunities to set up. And that brings me to Slowbro-Galar, who has a similar role as Fez in that it can spam Toxic relatively free vs most fat mons, but thanks to Psychic STAB + Flamethrower, it can punish mons that are or tera to be Steel and Poison types. It also works as a good Fez answer thanks to Psyshock, which forces CM Fez to basically run out of Roosts. I feel like these 3 mons keep the fatter cores on their toes with ways to not lose to them. Then we have Muk, which came to be because of the previously mentioned Poison types. Thanks to its bulk and STABs, it can pressure both Fez and Slowbro. My bigger issue with it is how easy it is to chip at be it by attacking it, or with hazards. I feel like Rest sets have potential but it becomes really tricky in general. Still a mon I like a lot in general.
Offensive breakers:
Ok this list is of mons that you will see grouped together a lot in Hyper Offense types of teams, but some of them like Zoroark, Armarouge, Revavroom, Torterra, Jugulis and oftentimes Mimikyu can be seen on bulkier structures. These are the mons to handle at the moment, as they can easily rip holes through teams, and even worse if they are paired together. I won't really go into full details of what they do, but I want to go more into the HO structure. Currently, I believe that the more consistent mons in Hyper Offense are a combination of Mimikyu, Yanmega and Iron Jugulis. You could literally pair these 3 with a lead rocker, any of the other breakers and feel like you've built a good team. Yanmega basically forces chip on so much thanks to Tera Blast Ground + Throat Spray activated by Bug Buzz, and it becomes hard to revenge kill due to Speed Boost. Jugulis forms a good core with Yanmega as they both have the same answers, so if one of them weakens the defensive mons, the other one is sure to end them. They also commonly run Speed Boosting Booster Energy, also making it hard to revenge kill. Then Mimikyu is there to also break thanks to Disguise SD, but also work as an emergency check to opposing offensive threats. I think Maushold + Mimikyu is a very dangerous combo, but like I said, all the consistent offenses have the previously mentioned 3 breakers.
My personal favorites:
I feel like these became my comfort picks in the tier. Slither Wing and Lycanroc-Dusk are known to be really good, but I also think Kilowattrel and Wo-Chien were kind of forgotten, Wo-Chien a way more since it ended up dropping to NU. Lycanroc is a fantastic breaker, be it Life Orb + Swords Dance or Choice Band sets, it forces a lot of damage vs opposing teams, and has access to STAB priority that also makes it a good pick vs more offensive teams. Slither Wing is the same, but bulkier and has access to more useful moves like U-turn, Morning Sun and it can run covearge like Earthquake for Fezandipiti or Roosting Talonflame. Speaking of Talon, its Flame Body burns are the reason we've seen Slither run Protective Pads more often. First Impression is so good in a meta that's filled with all the brokens mentioned above. Kilo does the same it has always done, but something I've liked recently is the idea of using Tera Blast Ground to lure in Magnezone if your team happens to be too weak to it. You can also get a super effective coverage vs stuff like Tinkaton or Fezandipiti, but it's mainly for Zone. Finally, my goat Wo-Chien keeps doing what it does best: Leech Seed + Knock Off. I've found myself just chipping down so many teams thanks to this combo, making it easy to recover HP on it. I like running Protect to maximize recovery on it, but I know people like all sorts of moves on it. I usually have Foul Play as my last as it can prevent set up and even revenge kill mons like Mimikyu and Torterra, although you have to pop the tera vs Mimikyu, but you should beat it as long as it can't hit you super effectively. Something I've thought about is using Giga Drain to get rid of Quagsire without having to pop a tera poison to not lose to it. I still think that it was outrageous for Wo-Chien to drop.
I could go on and on about so many mons in the tier. I didn't get to cover some breakers that I think are being slept on such as Gallade or Toxtricity and many more, but the post feels long enough as it is. My main goal was to outline my current view on the meta, and what I think of all the options available to us. I think that the meta is fun, but it's starting to take shape and the dangerous mons are becoming more apparent as time passes.
I'd love to get into a conversation of what the right steps to take are from here, but with DLC being so close it feels almost pointless. Regardless, hearing what people have to say about specific mons is important, as we don't stop tiering because we get new mons in some months, so feel free to talk about any specific mon, be it a breaker you think is underrated, a Pokémon you want banned, or an RUBL mon you want freed.
I'd love to get into a conversation of what the right steps to take are from here, but with DLC being so close it feels almost pointless. Regardless, hearing what people have to say about specific mons is important, as we don't stop tiering because we get new mons in some months, so feel free to talk about any specific mon, be it a breaker you think is underrated, a Pokémon you want banned, or an RUBL mon you want freed.
I'd love to get into a conversation of what the right steps to take are from here, but with DLC being so close it feels almost pointless. Regardless, hearing what people have to say about specific mons is important, as we don't stop tiering because we get new mons in some months, so feel free to talk about any specific mon, be it a breaker you think is underrated, a Pokémon you want banned, or an RUBL mon you want freed.
There is some stuff I wish make a return/gets updated this DLC:
Pincurchin @ Terrain Extender
Ability: Electric Surge
Tera Type: Electric
EVs: 252 HP / 208 SpA / 48 SpD
Quiet Nature
IVs: 0 Atk
- Rising Voltage
- Scald
- Memento
- Spikes
Pincurchin was a niche pick last gen almost entirely carried by Rising Voltage + Electric Terrain, and now with the option of Tera for even more power I can see it as a nice option AND an enabler for Electric terrain teams, given that we currently have 2 Quark Drive abusers in Iron Jugulis (who will probably get banned if these becomes a reality XD) and Iron Thorns (giving it a solid niche over Ttar).
Kabutops @ Life Orb
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Cutter
- Night Slash/Aqua Jet
- X-Scissor
- Swords Dance
I hope they give Kabutops a similar treatment to Shiftry, giving it Sharpness as an ability option. While Swift Swim sets are probably still better, reversing the Grass matchup with Tera Bug X-Scissor and overall hitting hard with Sharpness boosted moves sounds like a LOT of fun.
Cinccino (F) @ Loaded Dice
Ability: Technician
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Tail Slap
- Knock Off
- Bullet Seed
If the pokemon whose pokedex entries explicitly says "A clean freak that will not allow even the slightest mess, it uses its tail like a mop to thoroughly clean any and all filth." doesn't get Tidy Up, I'll be extremely disappointed. I'm also hoping it still gets Tail Slap as an option, specially with Loaded Dice as an option, though Boots + U-turn also sound quite decent.
Alcremie (Alcremie-Matcha-Cream) (F) @ Leftovers
Ability: Well-Baked Body
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Aromatherapy (please keep it I swear to god if this doesn't return ;-;)
- Recover
- Dazzling Gleam
- Mystical Fire
I feel like this isn't that big of a stretch, considering it's based on a cake. This would give it a better defensive profile against pokemon like Armarouge and Torkoal, while also making setup with Calm mind much more viable.
That's what I can think of right now, though my picks probably won't even be RU at the end
Fantastic writeup. My only question is does Tera Dark have any use beyond bolstering Knock Off? And what of Tera Ice, which I've seen a couple times on ladder?By now it's basically tradition for me to find some mon I really like and want to talk about just a few days before tier shifts make them irrelevant. But I want to talk about tsareena anyways and there are worse things I could be doing on new year's eve.
Tsareena @ Heavy-Duty Boots / Assault Vest / Covert Cloak
Ability: Queenly Majesty
Tera Type: Dark
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Power Whip
- Knock Off
- Triple Axel
- Rapid Spin
Why tsareena?
Right now RU hazard control is mostly dominated by cyclizar. The bike is splashable and has longevity, but some things that bother me about cyclizar are that it just doesn't get too many chances to switch in (it's why I still prefer assault vest cycle over boots), it is scared of basically any full health pokemon and it loses vs basically all the hazard setters in the tier. It can win the long game vs a hippo or tinkaton, but it just feels like you spin away the rocks and then they switch in to set them back up. Tsareena solves all of these problems. It's not going to last forever, but it is the best spinner at actually keeping rocks off and breaking something in the process. I see it as a better version of whatever role donphan is trying to do. Less tanky but easily more damaging.
Unlike cyclizar, tsareena doesn't have to be scared of hippowdon and choose between clicking knock off or rapid spin. It switches in on the hippo or quagsire, rapid spins and then becomes an immediately threatening presence. With a bit of luck you can even force an entry point on a bulky water like vaporeon or slowbro clicking scald. Even if they are running ice beam, you only take around 50% from it and then get to click one of your buttons.
What are those buttons?
In my experience Tsareena just always manages to do something useful when it comes in. Power whip does a lot of damage even vs resists, triple axel is surprisingly good coverage despite grass/ice being a bad offensive type combination, and everything that can take both a whip and an axel absolutely hates being knocked off. A tinkaton switching in gets its item taken away and starts to get worn down by everything else, a knocked muk is a dead muk and talonflame is dead to rocks if it tries to take on the tsarina. And that's not even mentioning rapid spin. If tsareena has green health and gets a speed boost from a spin then it can just break stuff and make the rest of the game easy. Anything that outspeeds it doesn't want to switch in and has to rely on a sacrifice, and even then tsareena can just do something like knock a scarfer's item off, live a hit and then ko with power whip.
Some replays to emphasize the point:
https://replay.pokemonshowdown.com/gen9ru-2023481372-sc66angzru5ynsohc3qveei135a74bbpw
Here tsareena puts in work by knocking off a tinkaton early on and then doing some midgame breaking by taking out a quagsire with a power whip that would have been threatening to the tinkaton switch-in even if she didn't stay in with the quag, it likely would have 2hkoed. It doesn't even need to spin to win, it's just all about that raw damage and item removal.
https://replay.pokemonshowdown.com/gen9ru-2022612063
https://replay.pokemonshowdown.com/gen9ru-2022642258
Here are two games where tsareena just goes on a midgame team flattening session, outright winning the game in one and doing enough damage that it's easy cleanup for the other.
I have literally never terastallized it once so I just kinda defaulted to dark after some experimentation with fairy, steel and poison. You could probably justify any tera with a bit of justification. I think dark has more defensive uses than ice (resists ghost and dark) and boosts its only 100 accuracy move.Fantastic writeup. My only question is does Tera Dark have any use beyond bolstering Knock Off? And what of Tera Ice, which I've seen a couple times on ladder?