Since the introduction of Ubers UU into UUFPL, I've been playing this tier a lot, as well as discussing it with my teammates and I wanted to write up a post to discuss a lot of things I've noticed in the metagame and general community.
One of the biggest things I've noticed is a general lack of consensus about what the power level of this should actually be like. The way it's been tiered since I've been actively paying attention, around the start of the NDW suspect test, it feels like there's a big split about what really classifies as "broken." Should this metagame be treated more like Ubers or more like UU? Currently, it feels like tiering is more similar to UU than it is to Ubers. The Chien-Pao suspect test is a fantastic example of this. By all metrics of standard play, Chien would be considered broken. It's fast, strong, amazing stabs, abuses tera, etc. The biggest complaint I saw was that Chien restricted building so much because you could only use Magearna to reliably check it, and even this could be broken by Tera Blast sets. In the context of a tier like UU, this would completely warrant a ban... however, this is an Ubers based metagame at the end of the day, and I think it should be treated as such. The standard for banning something from an Ubers based metagame like this should be much higher. We've seen in the past in Ubers proper that having only 1 real consistent check is alright when that mon is undoubtably a top mon own its own, especially when there are other viable options for counterplay (ex: SS Calyrex-Shadow). Chien definitely had more counterplay too. Mons like Darkceus, Fightceus, Poisonceus, Toxapax, Zamazenta-Crowned/Hero, Zacian-Hero, and faster scarfers like Palkia, and even Landorus-Therian could all reasonably deal with Pao when paired with Magearna (at least reasonably in an Ubers context). Was Pao strong? Absolutely, but I don't think it met the requirements to banned within an Ubers metagame. This isn't to say nothing should ever be banned from this tier, in fact I think several things need to be banned currently because they surpass the reasonable counterplay options we currently have. I think there needs to be a long and thorough discussion within the community about how this metagame should be tiered moving forward. Should it be tiered more like a standard metagame where everything with relatively limited counterplay gets suspected, or more similar to Ubers where the standard of brokenness is much higher. Either way is a completely viable option, but there needs to be agreement between both the community and the council on this moving forward. Personally, I hope this is treated more as an extension of Ubers rather than "OUBL" style of tier, since there is going to be a lot of broken pokemon in this metagame. The power level will be a lot higher than standard metagames purely by the nature of the mons we have access to. And to me, that's part of what makes this fun. Having to ban so many different mons to get the meta in line with more standard metagames just doesn't sit right with me. This is Ubers UU after all.
Something I haven't seen talked about enough is how broken hazards are in this metagame. Part of it boils down to how SV functions are a generation with the lack of hazard control available, but in a metagame where everything seems to hold on by a thread, they become even more insane. There is no shortage of viable hazard setters in this tier. The best glue in the metagame, Magearna, gets so many opportunities to come in a spike up. Other options like Deo-S/N, both Landorus forms, Dialga, Great Tusk, and Garg are all fantastic at getting hazards onto the field with relatively low risk. This issue has only been further exasperated by the addition of 3 new, potentially broken ghosts to the metagame. It feels like removing hazards is absolutely impossible, even more so than before. Before the drops, at least Giratina-A and Tusk could pretend to keep hazards off the field, but now that's just not the case. Even with the additions of Terapagos and Iron Treads, removing hazards just doesn't seem doable in most games. The only way to deal with hazard feel like Heavy Duty Boots, but most pokemon don't want to waste their item slot on this. Now, I don't think anything can really be done to limit hazards impact on the metagame as it currently stands, but I did want to bring this topic up because I don't see enough people talk about it.
Since this is a metagame discussion post, now is probably a good time to move onto my views on the metagame at large currently. Lunala is absolutely unequivocally broken and needs to be removed from the tier as fast as possible. It warps teambuilding and playing in the game to an insane degree with both CM and Agility sets having different counterplay. Sure, you know the tera type it's gonna be, but that doesn't stop Lunala from clicking tera fairy and running over entire teams thanks to flipping its type match up. There really isn't reliable counterplay to this mon outside of maybe CM Terapagos with Dark Pulse, but even then that's kinda mediocre because of the lack of recovery Pagos has. Ghostceus is the next biggest offender of brokenness currently. While it's much less potent and consistent than Lunala, Ghostceus is still an absolute nightmare to face in the builder and in game. Why this thing was freed and Flyceus wasn't is beyond me... The only saving grace is that physical sets have to rely on Shadow Claw, which is a terrible move, so it can't break as well. CM Ghost is super under explored rn and is definitely broken as well, but people are focusing on Ekiller Ghost which is kinda mediocre. Ghostceus can be checked by Darkceus mainly with physdef sets beating Ekiller and CM beating CM Ghost, along with stuff like Pao, Zacian-Hero, and emergency answers like Garg, Toxapax, and Terapagos. Even with these, I find Ghostceus to be unreasonable to deal with because of the 2 completely different sets with different counterplay. Ideally, both of these mons would be removed immediately as they are definitely past the standard of brokenness, even for Ubers. I don't think Skymin is broken, but to quote
Fc when we were prepping this week, "It's just cringe." Removing it would probably benefit the tier, but I'm pretty indifferent about it.
With the brokens out of the way, time to give some rapid fire takes on other things. I think Chien Pao is the best mon currently because of its ability to threaten all the broken ghosts with just its stabs and the occasional Sacred Sword for Ekiller Ghostceus. The counterplay to Chien is still around, but much harder to fit with Lunala and Ghostceus warping everything around them. Likewise, Zacian-Hero seems to have only gotten stronger as Arcs that reliably checked it have fallen out of favor for Ghost and Dark, while Magearna is completely overloaded. Magearna is the only pokemon I think is required for any viable team currently, mostly for it's ability to deal with the two aforementioned pokemon as well as set broken spikes. Set up Magearna took a huge hit in viability, only really being usable on Shed Tail... which I'll get to in a bit. NDW is very good, both as a TR mon and as support with knock and rocks, definitely needs to be explored further. Both Zamazentas, yes even Hero, are quite good rn and definitely need to be messed around with more as dealing with Pao and Magearna are great qualities to have. Gira has definitely fell from grace a bit with the introduction of all the new ghosts, but is still a nice defense piece. Arceus-Dark is phemoninal and needs more usage. It just fits on every team... I love this mon. Terapagos is extremely fraud. Defensive sets lack recovery to check things like Lunala long term... and thats about all it checks anyways. Because of all the ghosts, it can't really spin reliably either, which isn't fantastic. CM sets take too long to get going except on Shed Tail, but even then, Pagos' naturally low speed still tends to bite it in the ass. In my opinion, Shed Tail isn't broken outside of Lunala. Every other mon that is typically seen on Shed Tail HO is manageable, even with the free subpass. I wouldn't really look at Shed Tail until after Lunala is banned from the tier. HO in general is extremely strong right now with all the broken offensive threats, especially webs and trick room teams. Most balance or bulky offense teams simply cannot withstand the assault brought on by HO, with usually their only out being whatever scarfer they have or Pao putting in a ton of work. Balance is definitely in an okay spot because Lunala and Terapagos are workable defensive pieces, but I'm not entirely sold on it currently. Speaking of Scarfers, there are a lot of good ones: Lando-T/I, Palkia, Dialga, Solgaleo, Great Tusk, and Chi-Yu just to name a few I've tried personally. Each provide a lot of value to non HO teams and I'm sure there's a lot more that I'm missing from the list. Arceus outside of Dark and Ghost are in a bit of a weird spot because they are wholly outclassed by the other two. Arc is still extremely strong but the opportunity cost of using something other than Dark or Ghost right now is too high to really consider. The next best option is probably Grassceus or Poisonceus for their defensive niches, but a lot of the time Darkceus can do those better. I hope we can preserve as many Arceus forms as possible in this metagame because they are very fun to use, even if they are a bit on the stronger side... but that's part of the fun of Ubers UU. Dropping my personal VR as well so people can get an idea of what my other thoughts are (as it stands now, subject to change very fast):
To wrap up this post, I want to circle back around to the community really quick. I've found it quite difficult to get attuned to this metagame because it feels like what is discussed in the Discord is nowhere near to what the metagame actually is. When I've been prepping with my team for UUFPL, we've found a lot of discrepancies in what we feel is strong compared to what happens in the Discord (Ex: Terapagos being more mediocre, Shed Tail being reasonable, etc), and I know other UUFPL players feel the same way. This isn't a bad thing, but coupled with a very dead and non representative ladder (Ubers ladder is the same way though) and a dead room, I've found it quite difficult to talk about the metagame. Most of my discussion has been in DMs or within my UUFPL server. The quality of discussion in the Discord isn't bad either... it's just completely different from what I'm seeing within the tour I'm playing, and it's something I've never really seen before in any tier I've played. I don't know if there is a way to deal with this, but it definitely strikes me as odd. With that being said, I wish the ladder was a lot more active because I have a really difficult time finding games to test teams since the room is dead and that only leaves the Discord for finding friendlies. For full transparency, originally when I planned out this post, I was gonna recommend expanding the council to an odd number to avoid potential ties as well as potentially bring in newer perspectives with some of the tour players; but since then the council application from was posted and I think that is a fantastic way to deal with this recommendation.
I've really enjoyed this metagame a lot, and intend to keep playing it in the future. The blend of unique and fun Ubers mons with a funny power level makes this tier really enjoyable as someone who comes from Ubers proper. Big shoutout to BFM for putting this fun af tier in UUFPL and discussing it with me a lot, and to Fc, Taka, and LBN for making it a lot of fun to prep in. I hope everyone enjoys reading this post and it can open up some more discussion about the power level and maybe even create some more activity. If anyone would like to discuss anything I've said here, feel free to ping me on Discord or reply here. Tagging
Imperial Leo Justice and
Finchely as requested.
Free Arc-Flying