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SV UU Metagame Discussion - Teal Mask Edition

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:garganacl: with hazards is a nightmare, 25% damage per turn, you can't switch, you can't status it, you can't kill it because it is UU's best bulky Water/Flying/Fairy/Electric/Dragon type, the only thing I can really do is use :covert-cloak:...
OOPS! :meowscarada: used Knock Off! :amoonguss:'s :covert-cloak: was knocked off!
25%
PER
TURN
soldier tf2.png
 
25%
PER
TURN

Um actually it’s only 12.5% per turn it’s only 25% for waters and steels

But with stealth rock it is 25% per turn not counting salt cure damage and he does make a good point that I haven’t seen recently.

Knock off

The main check to garg is to slap a covert cloak on an amoongus or another mon, but with the increased distribution of knock and some really strong abusers of it, it’s increasingly difficult to even attempt to stop garg
 
As of this morning, I'm joining the growing crowd of Ban Garganacl voices. Its defensive utility is just too strong, and its ability to not only fit on every archetype but also answer every archetype is unreasonable. Previously I favored a suspect test, but I'm starting to really think this thing needs to go ASAP.

https://replay.pokemonshowdown.com/gen9uu-1967289315
I recommend you don't watch this replay because it's 90 turns of balance vs balance on the midladder, but if you have nothing else to do, then I think it serves as a really good example of what makes Garg problematic -- both teams are running Garg, but neither of us is running its best variant which includes a boosting move like ID or Curse. Both of us chose to terastallize our Gargs, and both of us had to do some pretty silly stuff to get around the opposing garg despite the fact that neither of us were using its most optimal set. I fell back on a double regen core just to PP stall the thing, and that looked like it was going to work before my opponent forfeited. The entire game on both sides revolved around using and answering Garganacl, and I don't think this is unusual.

It really requires Covert Cloak if you want to answer it in a single team slot, but realistically, you need to play carefully with your cloaked mon to both answer Garg and never switch into Knock Off, and that's also major opportunity cost for not running a better item. I recall seeing someone mention very strong breakers like specs Hydreigon as potential answers, but I've been running that for the past few days and even it fails to ohko standard spdef garg unless it teras into a steel type and clicks flash cannon, or takes advantage of a Garg that has terastallized into a ghost or dragon type. But it REALLY doesn't want to switch into Salt Cure, especially if it has become a steel type. I'm not sure I've added anything new to the discussion, but still, let my voice be heard -- let's get this thing out.
 
new slate!!!! here's my thoughts

:iron hands:
Can we please not do this to ourselves again? It's proved itself over and over again to be able to adapt to and jank past every single check we've thrown at it. Sub, SD, and any combination of Hands' massive amount of coverage, alongside recovery through Drain Punch that accentuates its already high bulk, are just too much for the tier to reliably handle. Even when burned, it still manages to be effective thanks to all of the aforementioned qualities. Sure, you do slow it down a little, and yes, poisoning it (which is, admittedly, much easier now thanks to the Three) does serve as an effective method of putting it on a timer. However, even then, there is no surefire method that will ensure you are prepared for Hands. The requirements to deal with each set vary just enough that instead of "Am I prepared for Iron Hands?", the question you have to ask, both in the builder and in play, is "Am I prepared for this Iron Hands?". The answer being a confident yes for every single set is so, so rare. I've genuinely lost count of the amount of games I've seen where someone has loaded upwards of three checks, and Hands has managed to jank past all of them. It's fat enough and strong enough to deal with the things that want to offensively check it (compounded by our lack of offensive Psychics and Fairies, as well as our offensive Grounds losing to it 1v1 after the loss of Garchomp), and Sub and SD are more than capable of taking advantage of the passive, bulky mons that aim to wall or status it. I haven't even gotten into how well it makes use of Tera, but it does, having several viable types to take advantage of (Ghost, Fairy, Fire, and Flying come to mind just off the top of my head). Please, for the love of god, ban it.

:garganacl:
Genuinely really torn on this one, I've seen a lot of arguments from both ends that are very convincing. I was pretty anti-ban last time around, and I do still agree with a lot of the points Lily made in her post defending it, but man this fucker is just really unfun to see and even less fun to actively deal with. I firmly do agree that, at least until it starts setting up, it's not at all difficult to switch into. The real issue that I'm having, however, is managing to stay in on it and effectively pressure it. I think the argument of "just run Covert Cloak!" is really disingenuous and only manages to sidestep the actual problem. Not getting to run Boots sucks, but the real issue is that Garg's presence (and NOTHING ELSE may I add) forces several fat staples to run a suboptimal item just to not get dunked. This is also very heavily accentuated by the comically large amount of Knock Off users in the tier at the moment, most of which are good AND can reasonably be paired with Garg. I also don't believe that Garg suffers from Knock as much as some people say it does, losing your Leftovers or Boots or whatever sucks but hard recovery and a status immunity make it a lot easier to cope with. I think in general, Regenerator spam and particularly Amoonguss are decent at handling it. Grass Knot sucks though, don't think it's better than Giga Drain in a world where the Garg is likely going to be Tera-ing anyways and your first directive is likely going to be hitting the Clear Smog button to get rid of the +6 Defense it's managed to accumulate. I will also admit that Garganacl does present some unique challenges in the builder: it's a notorious Tera hog, isn't always an immediate threat without some prior setup, and struggles to run all of the moves it wants even if it's pretty much Salt Cure + 3. I'd probably lean towards a ban, if not just to stabilize the meta for the time being, but I'm genuinely really unsure how I feel about it at the moment.

:heatran:
I dunno, it's good but I still haven't seen it do anything I'd qualify as absurd. Could be due to being underexplored? Sp.Def Tran is as good as it ever was, and offensive variants struggle with being slow at times but are excellent into balance and other fat structures. I think Magma Storm's general unreliability is what keeps it tame enough for me to see it staying, as while 75% isn't the worst gamble ever, the risk you take is heavily accentuated by the fact that most of the things Heatran would miss Magma Storm on are more than capable of punishing you heavily. It's also another Tera hog since that's a huge factor in it being able to jank its way through a lot of unfavorable matchups, which can make it hard to build with at times (the only reason I haven't built GyaraTran :< ). Still an easy DNB for me.
 
This is genuinely one of the hardest slates I have ever had to vote on.

:Iron Hands: - I was fortunate enough to stop myself from signing up for the ongoing tournament so I watched every replay in which Iron Hands was used, and honestly, it did things it probably shouldn't have done, like be switched in on Iron Treads just to take 60% damage and heal all of that off.

Despite all that, it almost always got traded right after which makes me believe the metagame needs more time to adapt to it. It also has some attributes that, I believe, are healthy to the tier, such as punishing a lot of mindless setup sweepers.

As a result, I will vote Do Not Ban for now but I acknowledge it might turn out to be too much for the tier in the near future. We will have to see if the metagame is able to adapt to it.

:Garganacl: - this Pokemon is really annoying and you have to play really carefully around it because while it is true that Covert Cloak holders may invalidate Garganacl for the entire game, I think it's unhealthy to be forced into using a specific item just to reliably deal with a Pokemon.

Maushold can be used in comparison because, in the early generation, it forced a lot of Rocky Helmet users. However, there is one key difference here - Rocky Helmet was already a popular item. Now be honest with yourself; while Covert Cloak has some other uses other than invalidating Salt Cure, you were never going to use this item before Garganacl was in the tier. Furthermore, Maushold is just a lot worse in general because it can be statused reliably via Flame Body, which used to be ubiquitous.

With that said, I watched every replay from UUSD, and I haven't seen anything too broken out of it so I will treat it the same way I treat Iron Hands for now.

:Heatran: - it has never seemed broken to me and it actually brings a lot to the tier. You can refer to my other post if you really want to know what my thoughts on Heatran are.

TL;DR: this vote happened too soon in my opinion. The metagame should be given time to adapt to those Pokemon. Also, Heatran is not broken.

Some fun teams I would like to share because I am probably not going to use them (click on the icons for the importable):

:Ninetales: :Heatran: :Sandy Shocks: :Slither Wing: :Victreebel: :Tornadus-Therian:

Sun is really good right now because its abusers are much more diverse than Rain's. There are a lot of slashes on the paste because it's really customizable - you can either use SR Heatran + Tera Blast Sandy Shocks + Scarf Slither Wing or Scarf Heatran + SR Sandy Shocks + CB Slither Wing; it's really up to you. Ninetales is also really strong as a wallbreaker and it acts as a lure for Heatran, arguably the best counter for Sun teams. The main thing I don't like about this team is the fact I couldn't fit hazard removal and I don't wanna give up on Heatran for Iron Treads but that is an option you can try.

:Sandy Shocks: :Salamence: :Scizor: :Zoroark-Hisui: :Azumarill: :Moltres-Galar:

Hisuian Zoroark got Poltergeist and it has Swords Dance. It works really well on Hyper Offense because it is a Rapid Spin deterrent and because it is a great lure for checks and counters to Scizor and Azumarill like Moltres, Heatran, Rotom-Wash, and more. Disguising Hisuian Zoroark as Scizor is more effective because of Swords Dance but even if you disguised it as Azumarill, not much will want to switch into +2 Life Orb Poltergeist.

+2 252 Atk Life Orb Zoroark-Hisui Poltergeist vs. 248 HP / 0 Def Moltres: 425-500 (110.9 - 130.5%) -- guaranteed OHKO
+2 252 Atk Life Orb Zoroark-Hisui Low Kick (120 BP) vs. 252 HP / 0 Def Garganacl: 452-533 (111.8 - 131.9%) -- guaranteed OHKO
+2 252 Atk Life Orb Zoroark-Hisui Poltergeist vs. 248 HP / 252+ Def Rotom-Wash: 266-316 (87.7 - 104.2%) -- 25% chance to OHKO
+2 252 Atk Life Orb Zoroark-Hisui Poltergeist vs. 4 HP / 0 Def Volcanion: 333-394 (110.2 - 130.4%) -- guaranteed OHKO

Another noteworthy tech is Tera Dragon Azumarill. While Tera Water makes Aqua Jet absurdly strong, Tera Dragon gives it so many setup opportunities I would say using Tera Dragon is superior.
 
:heatran: - EZ DNB. But to explain a bit more i feel heatran has a lot of moves it wants to fit, a lot of things it wants to use, and different tera's it wants to use which leaves it sometimes exploitable or wanting more. Tera fairy hits hydreigon and other dragons which can wall it and setup all over it. Tera grass allows it to beat things like gastrodon, slowking, slowbro, quaq, etc.

Heatran overall has a lot of coutnerplay (esp without toxic and magma storm passive damage) and it adds a lot to the meta ... this is not smth like the next mon

:garganacl: - BAN. This feels just unfair..."run covert cloak" yeah right... meowscarada, torn-t, scizor,iron treads and more all run it... and its very hard to keep the covert cloak on smth. Ive alr talked about it before so my stance has not changed on it. Very restricting all around and not very fun to face. Doesnt add much to the meta besides frustration

:Iron hands:- DOnt know... havent seenit much but sub tera flying sets are super frustrating to face. I hate this mon but idk if action is needed... maybe it is
 
Maybe I'm just not high enough on the ladder to see Iron Hands putting in real work, but it doesn't seem like a bannable threat. It's strong and versatile, but slow and vulnerable to 4MSS. Most teams will naturally have something that can deal with it, unlike Garganacl.

Even if I'm wrong and IH ends up being banworthy, I don't think now is the time for it. Garganacl seems like the higher priority target, and is centralizing enough that I'd want to see how the meta game develops without it before banning it.
 
Man, Iron Hands is such a weird `mon. It really misses a lot of options from Hariyama's kit (Bulk Up, Knock, Bullet Punch, Headlong Rush, a useful ability). But mostly, Drain Punch being its primary source of recovery means It really really suffers from so much of its bulk being sourced from its HP. Just to demonstrate:

0 Atk Iron Hands Drain Punch vs. 0 HP / 0 Def Iron Treads: 186-222 (57.9 - 69.1%) -- (20.7 - 24.7% recovered)
0 Atk Okidogi Drain Punch vs. 0 HP / 0 Def Iron Treads: 170-204 (52.9 - 63.5%) -- (26.8 - 32.1% recovered)

Uninvested, Dogi deals roughly 10% less damage than Hands but recovers ~30% more health. Iron Hands needs to run 252 +Atk to reach the same level of Drain Punch recovery as uninvested Dogi.

To put this in perspective, if Iron Hands had its same level of bulk with base 100 HP, it would have ~base 148 Def and ~base 95 SpDef. At that point, it would recover ~27% minimum from that uninvested Drain Punch to Iron Treads. If Hands had its same level of bulk with Dogi's base 88 HP, it would have base ~160 Def and ~base 104 SpDef and that Drain Punch would recover >29% minimum. At that point, the combination of power, bulk, and longevity would almost certainly be too much for the tier. Hell, it probably wouldn't be UU in the first place, Great Tusk/Lando/Gliscor be damned.

Instead, it has that massive problem with recovery. And that problem is exacerbated by its poor speed tier (which limits its ability to do much more than trade vs offense without fantastic prediction) AND its STAB combo (which is great on paper but does diddly to most of the defensive `mons in the tier -- especially given it's often relying on 75 BP attacks) AND the prevalence of hazards, toxic, helmet, etc. which all deal % based damage (which Hands just can't keep up with when it's trying to replenish its massive HP reservoir based on raw damage dealt and not fixed percentages).

To make up for all of these things, it *needs* to SD if it wants to take over a game, and it needs to SD relatively freely, which isn't an easy thing to get without committing to a defensive Tera or running a SubSD set (which is going to have massive issues with coverage) or providing Screens support, which has plenty of other options that are similarly dangerous. So, while it can come across as an unfair killing machine in some matches, there are plenty of others where it just doesn't get the opportunity it needs.

I would honestly argue that the most reliable Hands sets I've run have been defensive with Protect/Drain Punch/Volt Switch/Coverage, which use Protect + Lefties to seriously boost longevity. If you're looking for a reliable offensive contributor, Dogi is probably going to do you better. Even if it's less likely to suddenly morph into Nemesis from Resident Evil, its speed tier, access to BU to improve its longevity, and added utility from access to Knock and its ability make it a way more consistent `mon.

Would love to be proved wrong, though, as I'm still a massive fan of Iron Hands.
 
Came here from OU to see how the meta changed with the Fire Frog™ dropping, found some cool things:

•Hisuian Lilligant is fucking MENTAL. A solid speed tier lets it outspeed basically every relevant threat in the meta, and those it doesn't are screwed if Sun is up. Ice Spinner scares off Torn-T and Aerial Ace Breloom, and rocks completely invalidates Talonflame. God forbid i mention the Physical Quiver Dance, which lets it OHKO a PhysDef Jirachi with CC after two uses and outspeed Meowscarada. Solar Blade goes crazy with sun support from Ninetales, due to the Chlorophyll boost + instant charge letting it do frankly unfair damage and allow it to counter Bascu-M. Tera Ghost also allows it to ignore Breloom's Mach Punch and get a free Victory Dance off. Overall, this thing is ridiculous and IMO is one of the best mons in the tier.

•Iron Hands was UUBL for a reason. This thing is FAT, can spam the fuck out of Fake Out (especially if supported by Slowking) and hits way too hard. The fact this calc exists is insane:
252 Atk Tera Fire Arcanine-Hisui Flare Blitz vs. 252 HP / 0+ Def Iron Hands: 204-242 (39.8 - 47.2%) -- guaranteed 3HKO after Leftovers recovery.
Meanwhile this Big Palms lookin ass has a ~65% chance to OHKO with Drain Punch after a Swords Dance.

•Meowscarada should not be real. All the coverage it could ask for in Play Rough, Shadow Claw, Acrobatics and Low Kick, access to a pivot move in U-Turn, and a never-missing, always-critting STAB which, because of guaranteed crits, completely bypasses Defense boosts. Scarf lets it outspeed basically fucking everything in the tier, not to mention it gets access to one of the best moves ever in Knock Off, AND it gets STAB on whichever move it uses because of Protean. Be thankful GameFreak nerfed Protean this gen otherwise this stupid cat would be up in Ubers.
 
•Meowscarada should not be real. All the coverage it could ask for in Play Rough, Shadow Claw, Acrobatics and Low Kick, access to a pivot move in U-Turn, and a never-missing, always-critting STAB which, because of guaranteed crits, completely bypasses Defense boosts.

I think meow is actually just fine. Non scarf sets imo need flower trick, knock off, u-turn and sucker punch so it can’t really fit coverage, and I’ve never seen a scarf meow run anything but hazards or play rough. It’s guaranteed crit move is also only 70 bp (105 including crit) which isn’t bad but coming off of a base 110 attack stat without adamant or choice band means that it’s certainly KOing mons weak to grass, but a well played team can beat it fairly easily.

This is also not factoring in how many Pokemon can check it now. Weezing-g, enamourus-t, scizor, moltres and muk-a are all good answers to it, although they don’t appreciate getting knocked off. But even then meow doesn’t exactly want to knock off into these checks as forces them to hard switch out and would just normally u-turn, but even then some checks like moltres can even punish this. Meow also can’t tera to beat these checks as it normally prefers tera dark or grass depending on what the user wants more, a stronger sucker punch or a stronger flower trick.

I’m not denying that it’s good, it certainly is, but it’s definitely fallen off since it’s last uu adventure and I do think that it’s more of a good to alright threat than an overwhelming presence.
 
hey hi howdy its me again, the okidogi enthusiast
(none of you know me)
i just came to ask another unrelated and very random question to spark some more conversation into the thread: favorite undervalued and underused mon that you have found good success with on your team? i'm talking about using stuff like banded mabosstiff as a gimmick wallbreaker, or something of the sort! i love reading and hearing about things like this
(the pun was NOT intended, i literally just mean pokemon that aren't used here)
 
hey hi howdy its me again, the okidogi enthusiast
(none of you know me)
i just came to ask another unrelated and very random question to spark some more conversation into the thread: favorite undervalued and underused mon that you have found good success with on your team? i'm talking about using stuff like banded mabosstiff as a gimmick wallbreaker, or something of the sort! i love reading and hearing about things like this
(the pun was NOT intended, i literally just mean pokemon that aren't used here)

After realizing I kept building teams that were weak to Sinsistcha (you know, the Ghost type that 1v1s non-Band Meow and Adamant, Tera Dark Lokix without needing to Tera. And people talk about Iron Hands beating its counters?), I've had some reasonably good results so far running Braviary-H as a dedicated anti-fat `mon -- a role that I really liked for it when I was mostly playing RU a few months ago:

Braviary-Hisui @ Life Orb
Ability: Sheer Force
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Roost
- Psychic
- Hurricane | Air Slash

I've used Sub+Taunt Hoopa-U in a similar role, but Sheer Force + LO Braviary H actually hits harder, has a less terrible defensive typing (though still not good) and has access to recovery, which is super useful in this specific anti-fat role. In some ways, it's better at this role in UU than in RU, since the lack of good defensive Steels means you can drop Heat Wave for Sub and only really lose out on hitting Tink and Jirachi. It's pretty questionable into offense (though Sub helps a lot there, potentially buying you a KO on a switch-in), but against anything slower than it...

252+ SpA Life Orb Sheer Force Braviary-Hisui...
...Hurricane vs. 252 HP / 4 SpD Alomomola: 558-656 (104.4 - 122.8%)
...Psychic vs. 252 HP / 84 SpD Amoonguss: 533-632 (123.3 - 146.2%)
...Psychic vs. 248 HP / 8 SpD Chesnaught: 616-728 (162.5 - 192%)
...Psychic vs. 248 HP / 252+ SpD Clodsire: 354-421 (76.4 - 90.9%)
...Hurricane vs. 252 HP / 0 SpD Cresselia: 257-304 (57.8 - 68.4%)
...Psychic vs. +2 252 HP / 0 SpD Tera Poison Cresselia: 213-252 (47.9 - 56.7%)
...Psychic vs. 248 HP / 0 SpD Enamorus-Therian: 246-290 (70 - 82.6%)
...Tera Flying Hurricane vs. 248 HP / 0 SpD Enamorus-Therian: 400-473 (113.9 - 134.7%)
...Psychic vs. 252 HP / 252+ SpD Fezandipiti: 307-361 (80.7 - 95%)
...Psychic vs. 252 HP / 252+ SpD Gastrodon: 200-238 (46.9 - 55.8%)
...Hurricane vs. 252 HP / 252+ SpD Gastrodon: 246-290 (57.7 - 68%) -- guaranteed 2HKO after Leftovers recovery
...Psychic vs. 252 HP / 252+ SpD Hippowdon: 218-257 (51.9 - 61.1%)
...Psychic vs. 0 HP / 252 SpD Iron Hands: 494-585 (110 - 130.2%)
...Hurricane vs. 252 HP / 144 SpD Mandibuzz: 270-320 (63.6 - 75.4%) -
...Psychic vs. 252 HP / 0 SpD Milotic: 203-239 (51.5 - 60.6%)
...Psychic vs. 248 HP / 248+ SpD Moltres: 199-234 (51.9 - 61%)
...Hurricane vs. 252 HP / 252+ SpD Muk-Alola: 218-257 (52.6 - 62%)
...Psychic vs. 252 HP / 4 SpD Quagsire: 347-409 (88 - 103.8%)
...Psychic vs. 252 HP / 244+ SpD Rotom-Wash: 172-203 (56.5 - 66.7%)
...Hurricane vs. 252 HP / 0 SpD Sinistcha: 725-853 (209.5 - 246.5%)
...Psychic vs. 248 HP / 252+ SpD Skeledirge: 212-251 (51.5 - 61%)
...Hurricane vs. 248 HP / 252+ SpD Slowking: 203-239 (51.6 - 60.8%)
...Tera Flying Hurricane vs. 124 HP / 0 SpD Ursaluna: 484-569 (112 - 131.7%)
...Hurricane vs. 116 HP / 0 SpD Volcanion: 329-387 (99.6 - 117.2%)
...Psychic vs. 252 HP / 0 SpD Weezing-Galar: 663-780 (198.5 - 233.5%)

Air Slash has also been perfectly viable over Hurricane if you don't feel like playing with fire (though sub also buys you a bit of wiggle room with Hurricane accuracy), but you may find yourself clicking Tera a bit more often.
 
Hey, I'm mostly a lurker in the OU forums, but I saw someone post there about the kokoloko ideology that shaped the "UUBL tier" back in the day.
https://www.smogon.com/smog/issue34/let-me-explain
And that made me curious: Does that ideology continue nowadays in UU? Like this gen has been all kinds of messed up with wild, unprecedented drops of OU staples (Ttar, Garchomp, etc.).
From what little I know of UU, Ttar has been okay, right? So what does UU look and feel like nowadays? Does the council and/or playerbase expect/worry/hope that it will look like the OU of past generations with the innate power creep?

What do players want UU to be, and what has been the methodology used to keep it stable and healthy? What's worked best for UU this generation?
 
Hey, I'm mostly a lurker in the OU forums, but I saw someone post there about the kokoloko ideology that shaped the "UUBL tier" back in the day.
https://www.smogon.com/smog/issue34/let-me-explain
And that made me curious: Does that ideology continue nowadays in UU? Like this gen has been all kinds of messed up with wild, unprecedented drops of OU staples (Ttar, Garchomp, etc.).
From what little I know of UU, Ttar has been okay, right? So what does UU look and feel like nowadays? Does the council and/or playerbase expect/worry/hope that it will look like the OU of past generations with the innate power creep?

What do players want UU to be, and what has been the methodology used to keep it stable and healthy? What's worked best for UU this generation?
I was probably the one who posted that, and I do have some decent answers for most of this I think.

1. Right now at least within some of the Council and some of the playerbase, there is not a large appetite for a big wave of bans right anymore, as the tier continues to get better with some of the recent ones. Garganacl and Garchomp were banned as OU drops, and while Heatran is being considered by some as problematic, it is (at the time of writing) not likely to be quickbanned. There is more focus currently on the previously considered to be broken Pokemon that are back in UU, such as Iron Hands, albeit there is not a full consensus on that one at all. Tyranitar has been fine, it also languished in UU for some of SWSH before rising again, and it even dropped to RU at one point (before rising back up, it was pretty crazy in RU so probably for the best.)

2. At least from my point of view, a lot of the power creep is more to do with Pokemon that lost tools falling (Like Tornadus-T), or new Pokemon.

3. Tier Leader Lily has given her stance on the topic of power creep, I do not know about the consensus of the playerbase as a whole. But Lily's opinion seems to be that UU should not be shaped by "what it is meant to be", ie. stuff like Garchomp/Landorus-T and more should not be in it, and a pretty accepting view of power creep, as long as it creates a stable healthy metagame.

And for the rest, that's probably something best answered by other people :p. Kokoloko Tiering as a concept was created in UU, but one of the most successful recent iterations was in Generation 8 National Dex with a giant wave of bans, several of which stuck, some didn't. But most seemed happy with it by the end, and it's a well-respected tier.

Metagame - The State of National Dex | Smogon Forums

I hope I have done a sufficient job with explaining, have a good one.
 
So what does UU look and feel like nowadays? Does the council and/or playerbase expect/worry/hope that it will look like the OU of past generations with the innate power creep? [...] What do players want UU to be, and what has been the methodology used to keep it stable and healthy? What's worked best for UU this generation?
Powercreep / changes are something which are inerant in Pokémon strategy accross generations. Sure some Pokémon which have been staples for ages and sometimes even decades will become worst with new generations but the same applies the other way. Look at Chansey which became better than Blissey during several generations because of Eviolite and then worst due to Heavy-Duty Boots. There is and always will be change and it's not a good or a bad thing, this is just how things are. Sure power creep can lead Pokémon to become less viable but evolutions of metagame are shapping new tiers and allowing new Pokémon to shine or old staples to stay at the top.

Talking about UU perspective, SV UU feels really nice. We have been forced (as a community and as a council) to ban some Pokémon but if we're looking from an external perspective, we didn't banned that much Pokémon since the release of SV UU Alpha and allowed a shit ton of things to stay. I think we need to take our time and not ban things too quickly because they seem broken. We just received some massive shifts from DLC1 and SV UU is basically a brand new tier with brand new staples and power level. I don't really care if people are joking about "UU being the new [insert past gen OU]", I'm just trying to enjoy the tier as much as possible and do my best so it's something enjoyable and competitive for the whole playerbase. I think we (as a council) are doing a good job since the beginning of this generation to handle the tier. Some people will always talk shit and complain but I think we're doing great, SV UU is overall a blast and a great tier to play Pokémon.
 
I was probably the one who posted that, and I do have some decent answers for most of this I think.

1. Right now at least within some of the Council and some of the playerbase, there is not a large appetite for a big wave of bans right anymore, as the tier continues to get better with some of the recent ones. Garganacl and Garchomp were banned as OU drops, and while Heatran is being considered by some as problematic, it is (at the time of writing) not likely to be quickbanned. There is more focus currently on the previously considered to be broken Pokemon that are back in UU, such as Iron Hands, albeit there is not a full consensus on that one at all. Tyranitar has been fine, it also languished in UU for some of SWSH before rising again, and it even dropped to RU at one point (before rising back up, it was pretty crazy in RU so probably for the best.)

2. At least from my point of view, a lot of the power creep is more to do with Pokemon that lost tools falling (Like Tornadus-T), or new Pokemon.

3. Tier Leader Lily has given her stance on the topic of power creep, I do not know about the consensus of the playerbase as a whole. But Lily's opinion seems to be that UU should not be shaped by "what it is meant to be", ie. stuff like Garchomp/Landorus-T and more should not be in it, and a pretty accepting view of power creep, as long as it creates a stable healthy metagame.

And for the rest, that's probably something best answered by other people :p. Kokoloko Tiering as a concept was created in UU, but one of the most successful recent iterations was in Generation 8 National Dex with a giant wave of bans, several of which stuck, some didn't. But most seemed happy with it by the end, and it's a well-respected tier.

Metagame - The State of National Dex | Smogon Forums

I hope I have done a sufficient job with explaining, have a good one.

Thank you SO much for all of this context!! And yes, it was you that brought it up, so I figured I'd get some insight from the tier where the mindset originated!

Powercreep / changes are something which are inerant in Pokémon strategy accross generations. Sure some Pokémon which have been staples for ages and sometimes even decades will become worst with new generations but the same applies the other way. Look at Chansey which became better than Blissey during several generations because of Eviolite and then worst due to Heavy-Duty Boots. There is and always will be change and it's not a good or a bad thing, this is just how things are. Sure power creep can lead Pokémon to become less viable but evolutions of metagame are shapping new tiers and allowing new Pokémon to shine or old staples to stay at the top.

Talking about UU perspective, SV UU feels really nice. We have been forced (as a community and as a council) to ban some Pokémon but if we're looking from an external perspective, we didn't banned that much Pokémon since the release of SV UU Alpha and allowed a shit ton of things to stay. I think we need to take our time and not ban things too quickly because they seem broken. We just received some massive shifts from DLC1 and SV UU is basically a brand new tier with brand new staples and power level. I don't really care if people are joking about "UU being the new [insert past gen OU]", I'm just trying to enjoy the tier as much as possible and do my best so it's something enjoyable and competitive for the whole playerbase. I think we (as a council) are doing a good job since the beginning of this generation to handle the tier. Some people will always talk shit and complain but I think we're doing great, SV UU is overall a blast and a great tier to play Pokémon.

And thank you so much for the perspective and update! I'm really glad to hear that people seem to be enjoying UU. I might have to give it a whirl at some point!
 
My thoughts on the Garg Ban
THANK. FUCKING! GOD!!!
Kommo-o/Ceruledge were the only things keeping it in check, and now that they are gone…
 
how on earth is Ceruledge a Garg check when it's frail, weak to Rock, can't touch Garg with STABs, hard loses to a bunch of common Tera Gargs, and loses the setup war to ID garg?
 
Hey, I'm mostly a lurker in the OU forums, but I saw someone post there about the kokoloko ideology that shaped the "UUBL tier" back in the day.
https://www.smogon.com/smog/issue34/let-me-explain
And that made me curious: Does that ideology continue nowadays in UU? Like this gen has been all kinds of messed up with wild, unprecedented drops of OU staples (Ttar, Garchomp, etc.).
From what little I know of UU, Ttar has been okay, right? So what does UU look and feel like nowadays? Does the council and/or playerbase expect/worry/hope that it will look like the OU of past generations with the innate power creep?

What do players want UU to be, and what has been the methodology used to keep it stable and healthy? What's worked best for UU this generation?

Hi! I don't really post here because I stopped playing competitively years ago but I like to follow UU anyway and since I was a part of that period I figured I'd chime in.

The reason I don't think current UU benefits much from the kokoloko method (which was definitely controversial at the time even if it grew to be accepted) is that you have way more updates in a year so it'd be very hard to actually finish retesting everything that was banned in the first place. Consider that at the time of XY not only were there no Home/DLC updates in a year but also the drops happened every three months (and with the lower 3.41% compared to current 4.52%) so it was easier to get a somewhat stable metagame. Hell, I think during all of XY UU the biggest changes that happened were Mew and Slowbro rising, breaking what was commonly referred to as the "pink core", and that was right before ORAS arrived. Even then while we had our retest schedule there were understandable complaints about the whole no suspects.
All that of course is to say that while the sweeping bans at the start of a meta is an option the rest of the kokoloko method would fail to help achieve a balanced metagame and the approach of the council is probably the best one. You could argue about the timing of some bans or whatever but it's clear that they're doing their best and the results seem to have mostly positive reception from the community so cheers to them!

I hope I could add some info and not just repeat what the article said x_x And again, props to the council for handling all those metagame changes thrown their way in so little time.

Edit ant4456 below: I didn't want to make another post because it'd derail the thread further but I think what you're missing about the koko method (which of course I defended since I was involved in the process) is that it wasn't just the sweeping bans at the start but a schedule of retests of all the mons sent to BL. My point is that this second part would not work because you'd never finish retesting due to the constant metagame changes and you'd have to decide whether to do them via council or suspects—the first one obviously takes less time but lacks community input. Like banning a ton of stuff certainly still works which is why it's still happening across tiers, but that isn't what was controversial in the first place. Regarding the last part, it's not a matter of tiering with those future metagames in mind but how it constricts the timeline. You're basically starting fresh with every update and that's not mentioning the possibility of monthly changes from drops so you have to work with what you have—as opposed to in XY/ORAS.
If you have any doubts about the whole thing feel free to PM* me.
 
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Hi! I don't really post here because I stopped playing competitively years ago but I like to follow UU anyway and since I was a part of that period I figured I'd chime in.

The reason I don't think current UU benefits much from the kokoloko method (which was definitely controversial at the time even if it grew to be accepted) is that you have way more updates in a year so it'd be very hard to actually finish retesting everything that was banned in the first place. Consider that at the time of XY not only were there no Home/DLC updates in a year but also the drops happened every three months (and with the lower 3.41% compared to current 4.52%) so it was easier to get a somewhat stable metagame. Hell, I think during all of XY UU the biggest changes that happened were Mew and Slowbro rising, breaking what was commonly referred to as the "pink core", and that was right before ORAS arrived. Even then while we had our retest schedule there were understandable complaints about the whole no suspects.
All that of course is to say that while the sweeping bans at the start of a meta is an option the rest of the kokoloko method would fail to help achieve a balanced metagame and the approach of the council is probably the best one. You could argue about the timing of some bans or whatever but it's clear that they're doing their best and the results seem to have mostly positive reception from the community so cheers to them!

I hope I could add some info and not just repeat what the article said x_x And again, props to the council for handling all those metagame changes thrown their way in so little time.
this isn't a bad post but IMO some of the wording is an opinion written pretty objectively, Kokoloko Tiering has not just been used once, and it's not really a failure whatsoever; It was controversial mostly because it went against the standard of Smogon tiering, inherently. That is controversial, as is any type of tiering that goes against the most basic of conventions.

While SV UU would not benefit from it because it's relatively stable as is, I would not imply that an entire style of tiering is worse in general.

Different methods of tiering should be used at different times IMO, neither are superior to each other. There is a lot of time where taking it slower is more beneficial, and sometimes not.

I'd also say that the DLC/Update line is weird; if your goal is to create the best and most enjoyable tier as soon as possible (which it should be), your goal shouldn't just be to start tiering for DLC2 or something, IMO. If anything, that makes Kokoloko bans better, as you can easily start a DLC off more stable if it's not going to be the last one.

You can just do the wave of unbans with the last update, anyways. As is, most bans have been non-permanent in most tiers regarding to DLC and power creep under either method for the main SV tiers.
 
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