Discussion Terastallization in SV RU

EviGaro

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To be clear, this post has nothing to do with RU Council discussions, or other members. I hope some would share opinions, but the following is purely my thoughts on tiering in gen 9.

I’ve been RUTL for the majority of this gen, the entirety of gen 8 and a small part of gen 7 at the end, and it’s without question obvious to me than this gen was the worst tiering I have been a part of. This isn’t indicative of the people contributing to tiering as the RU Council stayed very stable for my whole tenure, or how I personally felt about the metagame as I think gen 8 is way less interesting and I was personally less successful at it. Rather, it’s largely due from my opinion that tiering has essentially become a game where we consistently have to nerf Hyper Offence to try to bring it to the level of other playstyles and we have never actually been successful at it.

HO requiring hot fixes isn’t anything new to people familiar with the tiering system. After all, the main idea behind broken mons is that they are insufficiently checked in the builder first, then process to create a distorted environment in game as you have to allocate too many resources to eventually take them down, if they don’t end up cleaning up the game first. HO is obviously a favourable build for these threats, as it makes you stack other mons that allow for immediate pressure and are helped by the presence of something that is by itself extremely hard to countermeasure. It’s why something like Sharpedo spikes or anything Linoone were unbearable in SM RU. Threats that are deemed broken don’t necessarily require a HO build, but are on the whole, favoured by the archetype, hence why they also promote a rise in stall builds that tend to have an easier time stone walling these teams because the walls are required to be more general walls. However, there comes a point where this just… stops being an issue. HO in SWSH RU is very good, but at no point do you look at the builds now and think, geez you might need two or three more bans here. In fact, people are far more likely to complain about Reuniclus being an insane nuisance for balance than they are about HO.

In some cases, HO nerfs happen because of a fun game of whack-a-mole that ends up with a consensual ban of one specific trait. The obvious one when it comes to modern RU is light clay, as for the past two generations the item has been banned from standard play here. Weather still pops up as a playstyle that requires similar action, which targets Rain or Sun usually, but in SWSH NU ended up with the Slush Rush ban. In SV ZU, terrain ended up being a major concern, however in higher tiers it tends to be fine because of the weakness of the abusers past a couple of mons. This is why RU has never bothered to retest Hawlucha and Polteageist. When it comes to these bans it is a little less obvious to get right the first time, but Smogon has generally been very good at identifying the problem and finding a solution that works for the tier asking for it. And, yes, the Dynamax ban in gen 8 absolutely works following that logic.

Here is the problem in SV RU now: All of the bans were supposed to nerf HO, and it failed. Not only that, but everything on the table for potential action are still HO mons.

And this is where I think I have lost the ideal approach for SV tiering. At no point did it ever look like we were doing anything meaningful because as soon as something was banned, something else immediately took its place on the exact same archetype. I know some people were critical of my late tenure which, you know what fair enough, but the why kinda bothered me. I wasn’t quick enough to act on Iron Leaves or Enamorus-Therian, both of which were major problems on HO and significant tera hogs, but look at now… People are complaining mainly about Blastoise, Yanmega, Revavroom, Maushold. All tera hogs, all major players on HO almost exclusively. So, what did banning Iron Leaves do for the tier? Essentially, nothing. This became a far worse problem when we got all the DLCs but not exclusively so. Anyway, I do think there’s a solution to this that would immediately nerf HO across the board, is consistent with the tiering process and would allow the tier to be more flexible in tiering action. But that would require the terastallize option to be opened again. There’s a few reasons why I genuinely think this should be on the table to hopefully save gen 9 before it’s actually too late:

  • Too many suspects happen because of it: A major reason why Dynamax was immediately axed was because the mechanic was so stupidly overpowering there was no rational way to ban mons because of it without the next mon in line to be extremely broken with it. Tera was always known to be more subtle, and understandably after what happened to gen 8 people were less than keen on repeating the same approach. However, it’s not entirely dissimilar. In RU, every mon that is currently on the banlist abused tera and with the maybe exception of Hoopa who was still good on the archetype. Blastoise, Yanmega, Maushold and Revavroom that I talked about earlier are also key tera abusers. You can include Armarouge or Bisharp in that category as they function similarly and have also had chatter about them being a bit too overwhelming… Which also was a thing before other mons took their place as the main HO threats. It doesn’t mean they are less good necessarily, as clearly they perform very well often and are extremely difficult to adequately counter. As such, the situation in RU is a lot closer to what happen when too many good abusers of a mechanic are freed, which is why I insisted on using terrain as an example above. We can lock Hawlucha and Polteageist away because they would be stupid on terrain and no one bats an eye because, duh. But tera is a major reason why these mons are banned and why we have maybe five mons to follow. Because ever time we ban an abuser, another one takes its place without fail.
  • A lot of the early tera assumptions should be revisited. Unlike Dynamax, tera is less obviously reactive and proactive. Defensive Dynamax was certainly possible, but obviously far less successful due to the reliance on max guard to be consistent compared to the very diverse options setup sweepers had when clicking Dynamax. In fact, people who played a lot of randbats back then probably remember that your defensive Dynamax that was in reaction to a previous one, ended up being offensive by design. Tera is way less obvious in how it manipulates games, but it does so all the same. You don’t necessarily use tera to answer a tera, you can keep it to answer a specific threat later on, or even use it defensively to answer something in the early game to recover some momentum. However, terastallization is still very much something you use successfully on setup sweepers on wincons. Stats from the recent RU Open seem to support this, as most of the mons with high winrates on clicking the tera button are the setup sweepers people are critical of. Winrate means what it does, but it’s certainly a pattern that is noticeable when it’s shown across the board, while passive mons like Hippowdon, who tera'd fairly often in the tour, had a disastrous winrate because it's simply not how the mechanic works best both in a single game and over a consistent period of time.
  • Another thing that seemed to be off in the Open is diversity in tera. People advocating for the option generally liked the idea that tera could be explored in different ways and allow freedom of expression in games through innovation. But again, the stats are not quite in favour of this. Every mon that is top of the pack in terms of tera uses have at least one typing they repeatedly use and take advantage of. Of course other typings are used, but over a longer period of time one is easily favoured and adds to the difficulty you have when dealing with mons that are already a little overbearing.
  • It’s extremely difficult to get a tier that’s tiered adequately with tera in mind because it’s way too centralizing in how we conceive mons in gen 9. One thing that ended up happening with RU is the complete lack of dark types lead to multiple issues in the builder. Having to rely on Bisharp - A strong HO wincon, but not necessarily that good outside of it - or… Incineroar? is problematic because you would rather not. Krookodile rose up in usage recently, which, good, but RU suffered from having so many of them locked up behind RUBL because of the way they abused tera with no consequences. Moltres-Galar is a lot worse without it as it doesn’t get past multiple defensive checks anymore. Zarude is rough, but it wants to hit Slither Wing aka its best neutral check, it requires a severe cost to fit Acrobatics whereas tera just doesn’t care about Slither Wing with no consequences. Hoopa is probably still broke LOL but tera was a major reason why it couldn’t be safely handled. Iron Jugulis clicked tera way too easily as well, it’s still very strong but it’s in the Yanmega case I feel where without tera you start thinking a bit more about what you are missing and it adds up a bit. And that's just dark types. The dominance tera has over the tiering process is very much unlike anything else in past gens and is, in my opinion, problematic.

There’s other issues with tera at large that are more about how we proceeded about it to me, that aren’t so linked to RU but do have an effect on it. For example, earlier in the gen, I absolutely agreed with CBB’s great post about tera, particularly about the fact that it did a lot of good for skill expression in the actual game. I think that is honestly still valid and a very good aspect of tera you can use to argue favourably for it. The problem that rises when it comes to tiering though, is that I am more and more unsure this is something that is consistently executed the way it should be. Put another way, over the longer term you are less likely to witness skill expression and more likely to see how tera is far less imaginative and a consistent force that takes over games in a way that nothing else really gets close to. This to me is where it becomes a problem, because tiering at its core requires consistency. It’s why things that are broken require more than one amazing performance in a single game to be considered so: over a longer period of time you see them over and over pop off without anyone being really able to consistently answer them. So they break the balance. In gen 9, tera is the one factor that has affected consistency, because again in RU, it really does not matter what the mons actually are, HO is still way too dominant and people are still hopelessly trying to figure out how to reliably answer it. The one consistent aspect of the gen is a failure in addressing the core issue.

The other problem, simply, is that at a time where Smogon is advocating for more transparency in decisions via council and surveys, we ended up in a scenario where one issue is impossible to solve for a metagame by itself. I used to be way more positive in tera, and I was RUTL at that time, so when people were bothered by it and critical of it, I could just say well, we can’t do anything about it here so. And that is frankly beyond horrible, yet this is exactly how it works. Because we can’t do anything about it, we’re cut off trying possibly the best way to solve metagame issues - as again it is the one common denominator to every suspect and council votes done since the beginning - and we have to deal with the fallout of people being understandably frustrated. We have to be consistent with the tiering method without being able to single out the main reason why frustrations happened over and over. It’s a problem that honestly needs addressing, particularly as GameFreak doesn’t seem likely to stop sending those gimmicks.

Anyway, I don’t quite expect much from this thread honestly, but I wanted to try to discuss it and at least be able to listen to counterpoints or people favourable to my view here. Because frankly, it should have been possible a long time ago. I don’t think it’s fair to tiering leaders to have to deal with the issue consistently while not being able to do anything about it, while having to deal with multiple complaints about the tier being bad or the wrong actions being taken because of one central thing that honestly needs fixing, even if it’s just something small like preview (though for reasons above I wouldn’t expect much from that). I’m basing this post from my experience in RU tiering first and foremost, though I’m not blind to how tiering has been done in other tiers with the same issues I feel are happening.
 
I don't really think Terastallization will be banned in any official SV tier - the mechanic has come to really define the generation and removing it entirely after playing with it for 2 years is not something I think the community is going to ever agree on. But I am wondering how many of those banned/problematic RU threats that abused tera also abused Tera Blast? Not all for sure, but there are definitely some (Yanmega for example) that are not the same problem at all without it, and I do think there can be some relief across all tiers if a discussion on Tera Blast was had. It's bad enough worrying about the millions of threats to deal with in each tier, but doing all that and still getting hit with a random type tera blast is kind of cheeks. I've been saying Tera Blast should be more seriously looked at for a while now, because I think that has a much better chance of going somewhere then going after the entire mechanic. It's not completely solving the problems a lot of people have with terastallization, but even reducing a small modicum of variance across all tiers can in my opinion generate a slightly more positive gameplay experience while still maintaining all the positive skill expression aspects the mechanic has to offer.

I know a lot of people don't agree with this position either, but I don't think there's any position that most of us agree on unfortunately when it comes to this mechanic and there's surely got to be a compromise somewhere that can positively affect the game.
 
Here is the problem in SV RU now: All of the bans were supposed to nerf HO, and it failed. Not only that, but everything on the table for potential action are still HO mons.
This feels overly simplified to the point of just being wrong. Looking at the list of current RUBL pokemon, only iron leaves and polteageist were put there exclusively for their power on hyper offense. Iron Jugulis was then there mostly because of the strength of booster energy on HO but it was also used on a wide variety of teams. And then the rest of them are either multi-archetype busted mons like Haxorus, enamorus, thundurus-therian and manaphy or were just not used on HO much at all like Hoopa and Zarude (Zarude was used on HO, but the bulk up/jungle healing set that got it banned was never seen on those teams). It's just not true to say that RU has repeatedly banned HO mons that would be balanced without tera and they kept being replaced.

Too many suspects happen because of it: A major reason why Dynamax was immediately axed was because the mechanic was so stupidly overpowering there was no rational way to ban mons because of it without the next mon in line to be extremely broken with it. Tera was always known to be more subtle, and understandably after what happened to gen 8 people were less than keen on repeating the same approach. However, it’s not entirely dissimilar. In RU, every mon that is currently on the banlist abused tera and with the maybe exception of Hoopa who was still good on the archetype. Blastoise, Yanmega, Maushold and Revavroom that I talked about earlier are also key tera abusers. You can include Armarouge or Bisharp in that category as they function similarly and have also had chatter about them being a bit too overwhelming… Which also was a thing before other mons took their place as the main HO threats. It doesn’t mean they are less good necessarily, as clearly they perform very well often and are extremely difficult to adequately counter. As such, the situation in RU is a lot closer to what happen when too many good abusers of a mechanic are freed, which is why I insisted on using terrain as an example above. We can lock Hawlucha and Polteageist away because they would be stupid on terrain and no one bats an eye because, duh. But tera is a major reason why these mons are banned and why we have maybe five mons to follow. Because ever time we ban an abuser, another one takes its place without fail.
This is something I have commented on many times before. It seems trendy to just declare tera to be the sole reason a mon was suspect tested after the fact, and this is made possible by the fact that since tera is a universal mechanic, you can just invent a situation where tera is used and not be lying when you say that's a problem. But despite not lying it's still not telling the truth. It's even being done pre-emptively here with pokemon like revavroom, maushold and armarouge which all minimally utilize tera, but you can create certain situations where it does flip a matchup. Maushold is a problem without ever losing its normal typing, revavroom uses air balloon to create its setup opportunities instead of tera and armarouge's most controversial set is weak armor; which specifically needs to not terastallize in order to work. If you look at the actual pokemon in RUBL, most of the pokemon there could have an entire essay written about why they were banned without uttering the T word. Like tera didn't give Hoopa-unbound 160 and 170 offenses and tera didn't give manaphy tail glow. And even in cases where tera did play a part in a pokemon being banned, let's not pretend like it is the sole reason for any of them. Any pokemon that is busted thanks to tera had an underlying problem that truly makes them banworthy, tera is only a catalyst. Polteageist and blastoise (hopefully soon) have shell smash; an infamously unfair move that got blastoise sent to a banlist last generation and made polteageist controversial in two tiers. Tera isn't turning these otherwise innocent pokemon into problems. Iron leaves and jugulis have booster energy and swords dance in the case of iron leaves making them speed boosted mons that aren't choice locked, invalidating any slower choice scarfers when they were legal. And zarude had a whole world of factors making it overwhelming that I wrote paragraphs about when it was being tested. It didn't need tera to force its way past its checks when knocking them off and then using the switch button worked
Also I would like to say that the argument of pointing at individual pokemon that were banned or could be banned as a reason to ban tera is much easier to see through when we're talking about Rarelyused: a tier two levels below standard play. You mean to tell me there is a pokemon too good for RU? That must be a totally new phenomenon unheard of before gen 9. There will always be the mons that exist in limbo, and right now we don't even have an extraordinary amount of them. There are currently 10 pokemon in RUBL, which isn't that much more than there were in SS and is way less than there were in SM and ORAS.
Another thing that seemed to be off in the Open is diversity in tera. People advocating for the option generally liked the idea that tera could be explored in different ways and allow freedom of expression in games through innovation. But again, the stats are not quite in favour of this. Every mon that is top of the pack in terms of tera uses have at least one typing they repeatedly use and take advantage of. Of course other typings are used, but over a longer period of time one is easily favoured and adds to the difficulty you have when dealing with mons that are already a little overbearing.
This kind of feels weird to argue, because one of the common talking points among policy review dwellers who want to ban tera is inventing hypothetical situations where a unique tera type can swing the game and throwing their hands up in defeat, Now apparently tera type being standardized and predictable is the real problem.

Finally I'd like to say that claiming that HO with tera has always been a problem throughout this gen in RU is both incorrect and misleading. There have been plenty of times when HO has fallen out of favour for reasons not directly related to a ban. There have been moments where fat teams are the topic of arguments or just where HO is seen as a presence, and maybe an annoying one, but not a banworthy one. In alpha we banned light clay, hariyma and drednaw then HO was fringe until new drops shook things up. Then the same process repeated when we got pokemon like maushold, leaves, jugulis and yanmega and Bice made the team that broke ladder usage; bans happened and then things quieted down. It was only when we got DLC 1 and 2 drops so close together and the tier was almost entirely upended that HO became a problem again. I would argue that we are just not done with the bans phase of this wave, or that the bans haven't even I can dig up screenshots of people not too long ago saying maushold is bad, HO clearly hasn't been an issue every single day of gen 9. It's no coincidence that HO was annoying but fine for a couple months until cobalion and moltres left, then suddenly maushold became public enemy #1 again. I would argue that the real reason why HO has been such a focus of discussion for the past few months is because most of the bans that have been claimed to weaken the structure have just gone after fringe elements. Thundurus-therian and enamorus were not the most broken pokemon on HO, they were at best supporting pieces, which is why they have just been replaced by other wallbreakers. The core pokemon that restrict counterplay and force highly specific answers that can be exploited (yanmega and maushold) still remain. And then beyond that, it feels like this line of thinking just ignores the fact that it's just always been this way. Hyper offense is the factor in a disproportionate number of bans because those kinda of strategies are inherently linear, solitaire-like and uninteractive. Look at the banlists for past gens and you'll see plenty of venemoths, necrozmas, haxoruses and linoones. Tera didn't start the fire, it's always been burning since the earth's been turning.
 
To be clear, this post has nothing to do with RU Council discussions, or other members. I hope some would share opinions, but the following is purely my thoughts on tiering in gen 9.

Interesting that this is in response to feen asking for council member's opinions on HO and the current SVRU metagame...

I’ve been RUTL for the majority of this gen, the entirety of gen 8 and a small part of gen 7 at the end, and it’s without question obvious to me than this gen was the worst tiering I have been a part of. This isn’t indicative of the people contributing to tiering as the RU Council stayed very stable for my whole tenure, or how I personally felt about the metagame as I think gen 8 is way less interesting and I was personally less successful at it. Rather, it’s largely due from my opinion that tiering has essentially become a game where we consistently have to nerf Hyper Offence to try to bring it to the level of other playstyles and we have never actually been successful at it.

HO requiring hot fixes isn’t anything new to people familiar with the tiering system. After all, the main idea behind broken mons is that they are insufficiently checked in the builder first, then process to create a distorted environment in game as you have to allocate too many resources to eventually take them down, if they don’t end up cleaning up the game first. HO is obviously a favourable build for these threats, as it makes you stack other mons that allow for immediate pressure and are helped by the presence of something that is by itself extremely hard to countermeasure. It’s why something like Sharpedo spikes or anything Linoone were unbearable in SM RU. Threats that are deemed broken don’t necessarily require a HO build, but are on the whole, favoured by the archetype, hence why they also promote a rise in stall builds that tend to have an easier time stone walling these teams because the walls are required to be more general walls. However, there comes a point where this just… stops being an issue. HO in SWSH RU is very good, but at no point do you look at the builds now and think, geez you might need two or three more bans here. In fact, people are far more likely to complain about Reuniclus being an insane nuisance for balance than they are about HO.

In some cases, HO nerfs happen because of a fun game of whack-a-mole that ends up with a consensual ban of one specific trait. The obvious one when it comes to modern RU is light clay, as for the past two generations the item has been banned from standard play here. Weather still pops up as a playstyle that requires similar action, which targets Rain or Sun usually, but in SWSH NU ended up with the Slush Rush ban. In SV ZU, terrain ended up being a major concern, however in higher tiers it tends to be fine because of the weakness of the abusers past a couple of mons. This is why RU has never bothered to retest Hawlucha and Polteageist. When it comes to these bans it is a little less obvious to get right the first time, but Smogon has generally been very good at identifying the problem and finding a solution that works for the tier asking for it. And, yes, the Dynamax ban in gen 8 absolutely works following that logic.

I don't quite understand this to be honest. You say HO is a sort of whack-a-mole tiering dilemma in general, which is somewhat true, but we just had a suspect for a mon that doesn't fit HO. In fact, of the recent suspect mons, maybe one of them was truly a HO staple: Enamorus-Therian wasn't a HO mon, Thundurus-Therian could fit on HO but was more of a balance staple for VoltTurn stuff, Zarude largely was broken for its ability to fit on balance as Sneakyplanner alluded to, and Iron Jugulis was definitely broken on HO but also was really good on balance. Four of our last five suspects were on Pokemon that largely fit balance/bulky offense better than HO. Now, this misses the quickbans like Iron Leaves and... well, actually, RUBL is also largely balance mons if we look at it. Haxorus was removed months ago, similar to Hydreigon, Manaphy, and Polteageist. Recent tiering has been skewed heavily in favor of ignoring HO objectively.

Your points here don't really seem to address how HO as an archetype in SVRU works, either. HO will always be an archetype because tiers will (should) always have several legitimate setup sweeping options, all of whom ideally function on structures like balance and bulky offense as well but largely benefit from stacking sweepers on top of each other. Something like Sharpedo Spikes, as you alluded to, is simply a variation of hazard stack + Speed Boost sweeper, which isn't different to Lead Froslass + Yanmega in SVRU, though SM of course lacks Heavy-Duty Boots. I also think the, "there comes a point where this just... stops being an issue" is facetious for the current generation. HO has been a top playstyle since I joined the tier in November and has always had means of handling basically anything you throw at it - some of this stems from Tera, of course, but we also just have absurd stuff like Maushold and Revavroom that can dismantle fatter teams.

Here is the problem in SV RU now: All of the bans were supposed to nerf HO, and it failed. Not only that, but everything on the table for potential action are still HO mons.

See above - how does a lot of our tiering action nerf HO if we aren't actually addressing HO...

And this is where I think I have lost the ideal approach for SV tiering. At no point did it ever look like we were doing anything meaningful because as soon as something was banned, something else immediately took its place on the exact same archetype. I know some people were critical of my late tenure which, you know what fair enough, but the why kinda bothered me. I wasn’t quick enough to act on Iron Leaves or Enamorus-Therian, both of which were major problems on HO and significant tera hogs, but look at now… People are complaining mainly about Blastoise, Yanmega, Revavroom, Maushold. All tera hogs, all major players on HO almost exclusively. So, what did banning Iron Leaves do for the tier? Essentially, nothing. This became a far worse problem when we got all the DLCs but not exclusively so. Anyway, I do think there’s a solution to this that would immediately nerf HO across the board, is consistent with the tiering process and would allow the tier to be more flexible in tiering action. But that would require the terastallize option to be opened again. There’s a few reasons why I genuinely think this should be on the table to hopefully save gen 9 before it’s actually too late:

Enamorus-Therian wasn't a HO mon. Yes, double dance and CM sets were incredibly potent, but that type of stuff fit way better on balance/bo and to say otherwise is plain wrong. Also, being a Tera Hog isn't a bad thing for a mon when using Tera swings games, though I want to emphasize Tera works both ways here.

Banning Iron Leaves made HO way worse objectively. It was obvious through building and playing the tier (and referencing RUPL stats) that it was almost impossible to revenge kill on HO structures as it could clean late-game so efficiently, as most Choice Scarf users who outsped it flopped into whatever Tera it ran (Fighting and Fire, mostly) and couldn't threaten an OHKO most of the time anyway. Other HO mons stepping up in its place isn't proof of the ban being useless, it's proof of HO having capable options that weren't explored as well because they weren't required.

Banning Tera nerfs HO, yes, but also hinders every other playstyle. Not sure HO couldn't adjust to this given some of our best goons largely use Tera to flip matchups into their checks, who also often need Tera to survive the wave of HO goons... it's cyclical. We only know how stuff works with Tera and to speculate how things would change without Tera isn't a good route to do down. People will use the tools at their disposal and we've seen enough innovation, to me, to suggest Tera isn't the problem.

  • Too many suspects happen because of it: A major reason why Dynamax was immediately axed was because the mechanic was so stupidly overpowering there was no rational way to ban mons because of it without the next mon in line to be extremely broken with it. Tera was always known to be more subtle, and understandably after what happened to gen 8 people were less than keen on repeating the same approach. However, it’s not entirely dissimilar. In RU, every mon that is currently on the banlist abused tera and with the maybe exception of Hoopa who was still good on the archetype. Blastoise, Yanmega, Maushold and Revavroom that I talked about earlier are also key tera abusers. You can include Armarouge or Bisharp in that category as they function similarly and have also had chatter about them being a bit too overwhelming… Which also was a thing before other mons took their place as the main HO threats. It doesn’t mean they are less good necessarily, as clearly they perform very well often and are extremely difficult to adequately counter. As such, the situation in RU is a lot closer to what happen when too many good abusers of a mechanic are freed, which is why I insisted on using terrain as an example above. We can lock Hawlucha and Polteageist away because they would be stupid on terrain and no one bats an eye because, duh. But tera is a major reason why these mons are banned and why we have maybe five mons to follow. Because ever time we ban an abuser, another one takes its place without fail.

Similar to my other comments, Tera is useful on anything. While Tera Hogs that can use it to sweep obviously stand out, like the ones you mentioned, I think you overestimate how they use Tera. Blastoise doesn't need Tera, Yanmega really only needs it for Hisuian Goodra and Empoleon, both of whom are pretty easy to wear down, and neither Maushold nor Revavroom need it given their standard sets are already really potent.

  • A lot of the early tera assumptions should be revisited. Unlike Dynamax, tera is less obviously reactive and proactive. Defensive Dynamax was certainly possible, but obviously far less successful due to the reliance on max guard to be consistent compared to the very diverse options setup sweepers had when clicking Dynamax. In fact, people who played a lot of randbats back then probably remember that your defensive Dynamax that was in reaction to a previous one, ended up being offensive by design. Tera is way less obvious in how it manipulates games, but it does so all the same. You don’t necessarily use tera to answer a tera, you can keep it to answer a specific threat later on, or even use it defensively to answer something in the early game to recover some momentum. However, terastallization is still very much something you use successfully on setup sweepers on wincons. Stats from the recent RU Open seem to support this, as most of the mons with high winrates on clicking the tera button are the setup sweepers people are critical of. Winrate means what it does, but it’s certainly a pattern that is noticeable when it’s shown across the board, while passive mons like Hippowdon, who tera'd fairly often in the tour, had a disastrous winrate because it's simply not how the mechanic works best both in a single game and over a consistent period of time.

I think Tera rewards the better builder and player more than it does the opposite; I think Hippowdon, or insert fat mon here, using Tera and having bad winrates is a fault on the player for loading something that isn't good or using Tera in a manner that wasn't most efficient, etc. Not to say this is like a learn to build / learn to play moment, but I do genuinely think there is enough evidence to suggest the better player who uses Tera better in a game wins more often.

  • Another thing that seemed to be off in the Open is diversity in tera. People advocating for the option generally liked the idea that tera could be explored in different ways and allow freedom of expression in games through innovation. But again, the stats are not quite in favour of this. Every mon that is top of the pack in terms of tera uses have at least one typing they repeatedly use and take advantage of. Of course other typings are used, but over a longer period of time one is easily favoured and adds to the difficulty you have when dealing with mons that are already a little overbearing.

I just straight up dislike this as an argument. A lot of our multi-faceted Tera abusers, mainly Zarude, were broken because the different Tera sets had totally different counterplay. The current HO goons usually run the same sets, most of which have similar counterplay, so this isn't a huge issue to me and I don't treat this as some negative to Tera.

  • It’s extremely difficult to get a tier that’s tiered adequately with tera in mind because it’s way too centralizing in how we conceive mons in gen 9. One thing that ended up happening with RU is the complete lack of dark types lead to multiple issues in the builder. Having to rely on Bisharp - A strong HO wincon, but not necessarily that good outside of it - or… Incineroar? is problematic because you would rather not. Krookodile rose up in usage recently, which, good, but RU suffered from having so many of them locked up behind RUBL because of the way they abused tera with no consequences. Moltres-Galar is a lot worse without it as it doesn’t get past multiple defensive checks anymore. Zarude is rough, but it wants to hit Slither Wing aka its best neutral check, it requires a severe cost to fit Acrobatics whereas tera just doesn’t care about Slither Wing with no consequences. Hoopa is probably still broke LOL but tera was a major reason why it couldn’t be safely handled. Iron Jugulis clicked tera way too easily as well, it’s still very strong but it’s in the Yanmega case I feel where without tera you start thinking a bit more about what you are missing and it adds up a bit. And that's just dark types. The dominance tera has over the tiering process is very much unlike anything else in past gens and is, in my opinion, problematic.

Dark-types getting banned wasn't because of Tera or some anti-Dark agenda, it was because the Dark-types we had were all broken. Galarian Moltres is UUBL now, so safe to say it was too strong for RU, right? Zarude I highlighted above but that thing was largely broken because of Jungle Healing rendering status as not sufficient counter-play. Hoopa-Unbound is just an absolute menace and realistically was broken because of, oh I don't know, the stats? I don't recall it using a specific Tera beyond Fairy often and it mostly did that defensively for Slither Wing and Cyclizar I guess... but it was just stupid strong, way too good with way too many items, etc. Iron Jugulis was too fast and too strong, not a Tera thing at all, our viable Scarfers were never realistically beating it. None of these really functioned because of Tera, they just used Tera to make their absurd brokenness more apparent.

There’s other issues with tera at large that are more about how we proceeded about it to me, that aren’t so linked to RU but do have an effect on it. For example, earlier in the gen, I absolutely agreed with CBB’s great post about tera, particularly about the fact that it did a lot of good for skill expression in the actual game. I think that is honestly still valid and a very good aspect of tera you can use to argue favourably for it. The problem that rises when it comes to tiering though, is that I am more and more unsure this is something that is consistently executed the way it should be. Put another way, over the longer term you are less likely to witness skill expression and more likely to see how tera is far less imaginative and a consistent force that takes over games in a way that nothing else really gets close to. This to me is where it becomes a problem, because tiering at its core requires consistency. It’s why things that are broken require more than one amazing performance in a single game to be considered so: over a longer period of time you see them over and over pop off without anyone being really able to consistently answer them. So they break the balance. In gen 9, tera is the one factor that has affected consistency, because again in RU, it really does not matter what the mons actually are, HO is still way too dominant and people are still hopelessly trying to figure out how to reliably answer it. The one consistent aspect of the gen is a failure in addressing the core issue.

The other problem, simply, is that at a time where Smogon is advocating for more transparency in decisions via council and surveys, we ended up in a scenario where one issue is impossible to solve for a metagame by itself. I used to be way more positive in tera, and I was RUTL at that time, so when people were bothered by it and critical of it, I could just say well, we can’t do anything about it here so. And that is frankly beyond horrible, yet this is exactly how it works. Because we can’t do anything about it, we’re cut off trying possibly the best way to solve metagame issues - as again it is the one common denominator to every suspect and council votes done since the beginning - and we have to deal with the fallout of people being understandably frustrated. We have to be consistent with the tiering method without being able to single out the main reason why frustrations happened over and over. It’s a problem that honestly needs addressing, particularly as GameFreak doesn’t seem likely to stop sending those gimmicks.

I think the first paragraph here is kind of meh. I agree Tera is a good mechanic for skill expression in the builder and in game, though I disagree that it is the sole issue for a lot of the HO issues RU has. A lot of our stuff can realistically adapt without Tera without making substantial changes. For instance, Yanmega no longer has the Ground coverage to beat Hoodra and Empo, sure, but it just... doesn't beat them anymore and relies on its team to do so. This nerfs Yanmega and HO a bit, but similarly you can no longer make your defensive Tera plays to counter a HO sweeper once it gets going, so... A big element not addressed in all of this is the cheese. Bisharp, Jirachi, Revavroom, and Yanmega notably win at a high rate because of flinches. All it takes is one flinch from these to render a check useless, which isn't rectified by Tera.

I think the tiering policy has been hammered a ton, for some good and bad reasons, but I don't think this is a good argument. Council members should be able to vocalize to their community about issues without having to save face by blaming tiering policy - if people complain about 'x', simply elaborate on why 'x' isn't so broken that it requires a fundamental shift to protocol. If 'x' is so broken that it requires a deviation from standard tiering, it should warrant a policy review thread, similar to this. Wouldn't you know it, this is actually the first attempt at tiering Tera in the Policy Review subforum for RU... It's not like Smogon hasn't accepted shifts to the policies before, though I know it isn't an expectation.

Anyway, I don’t quite expect much from this thread honestly, but I wanted to try to discuss it and at least be able to listen to counterpoints or people favourable to my view here. Because frankly, it should have been possible a long time ago. I don’t think it’s fair to tiering leaders to have to deal with the issue consistently while not being able to do anything about it, while having to deal with multiple complaints about the tier being bad or the wrong actions being taken because of one central thing that honestly needs fixing, even if it’s just something small like preview (though for reasons above I wouldn’t expect much from that). I’m basing this post from my experience in RU tiering first and foremost, though I’m not blind to how tiering has been done in other tiers with the same issues I feel are happening.

Alright, I guess this wraps it up okay. I don't agree that tiering leaders had nothing they could do, but I do understand the limitations as you all act accordingly to policy and are at the whim of higher authorities. I still think the sweeping generalization that HO is broken because of Tera is a really bad look. We haven't acknowledged a lot of actual HO structures/cores/Pokemon.
 
I wanted to highlight the role of tera in games from the playoffs of RUPL and RU open finals, two of the biggest stages in RU. Doing this led me to the conclusion that Tera has not meaningfully contributed to HO's strength in these games.

Two notes:
1) im not talking about Grand Slam playoffs in this post, though that would be useful additional data so someone else is welcome to do it;
2) the meta has changed slightly since then due to shifts, which removed useful anti-HO tools in cobalion and moltres but also added weezing-galar and goodra-hisui, who seem like decent anti-HO options too.


RUPL Games:
Kushalos vs LpZ (semis): Kush (HO user) trades a Pokemon for rocks, goes to maushold and does 90% to a Jirachi (with 2 pop bombs) before being forced out. His Endure+Weakness Policy Weak Armor Armarouge then gets a kill, Endures vs Krookodile, and gets another kill. Kush then Endures to scout tera from Slowbro, correctly baits the tera, and the +2 armarouge sweepes LpZ's entire team. HO (Kush) won and did not use Tera.

Avarice vs Thiago Nunes (semis): Ava (HO user) gets rocks and brings Hippo down to 17% before dying. He then brings in Yanmega, which is 1v1d by Molt but brings it down to 27%. With Moltres and Hippowdon so weakened, Bulk Up Krookodile is a massive threat to TNunes' entire team. It takes out 2 Pokemon and forces Nunes' Tera, leading to a straightforward victory. Avarice uses a meaningless tera on the last turn with a 100% Feraligatr against a +0 Bisharp at 19%. HO (Ava) won and did not need Tera.

Kushalos vs. Lime (semis tiebreak): Lime is using rain and Kush is using a weird Cresselia offense. Neither is conventional HO but they're both very similar. Lime Teras defensively on Turn 1 to have a Fairy-type against Kush's Regidrago. Kush Teras his Volcanion defensively on Turn 7 against Lime's Kilowattrel, who clicked Hurricane predicting it. Because Volcanion was Tera Dark and not Fairy (among other types), it came with the big drawback of being weak to Barraskewda's Close Combat. This resulted in Kush needing to win some intense mindgames (and arguably, for his opponent to misplay) to take advantage of Volcanion vs a rain team. Tera did not look overbearing in the HO mirror.

Hjkhj vs DugZa (semis tiebreak): HJK brought hyper offense and got a good matchup into DugZa, who brought a team similar to the one that 6-0d HJK in semis. After HJK won the turn 1 speed tie and KOd Terrakion before it could get up SR, Yanmega could come in at full health. It went crazy: without using Tera itself, Yanmega killed 2 Pokemon and forced Dugza's Muk to take 60% and Tera defensively. HJK used a pointless Tera on Krookodile, getting about 10% extra chip on Gligar, then swept with Blastoise + Maushold at a point where basically any of his remaining Pokemon (Krookodile, Mew) feasibly could have soloed. HO (HJK) won and did not need Tera.

avarice vs frankjosh (finals): Avarice is using a weird semi-Terrain HO versus frankjosh, who has a BO with First Impression Flygon and other fast offensive threats. Frank's Raikou set up at lead as Ava got up screens, and Raikou then crit+OHKOed Armarouge. There was some discussion about whether Avarice should have Tera Grassed the Armarouge, which could have been extremely threatening behind screens. However, committing to Tera on Turn 4 is highly risky (to editorialize a bit: perhaps because Tera isn't as broken as this post implies), and you can't expect the crit. Ava attempts to go for game with Tera shortly afterwards, calling out Cobalion's TWave and Tera Ground-ing Maushold to get an extra setup turn. However, Cobalion is able to survive a +2 Tera Blast and put Maushold into First Impression range. HO (Ava) failed to break through with Tera and lost.


Open Games:

abriel vs entrocefalo (g1): HO vs Stall. Revavroom is very threatening (extra once Talonflame dies), due to its high Attack stat, strong STAB, and Entro's inability to remove a Gunk Shot poison from Quagsire. It forces an early defensive Tera from Entrocefalo's Chansey but then flinches it down anyways. Quagsire is overloaded and outnumbered in the endgame. HO (Abriel) won and did not use Tera.

abriel vs entrocefalo (g2): HO from Entro vs a BO from Abriel. Abriel's team is well-prepared for Entro's HO. Double Steel types make it hard for Yanmega+Maushold to execute their gameplan of overloading the steel, and Thundurus' Prankster TWave adds more problems. Helmet Hippo kills Maushold early, Abriel lures Yanmega with Trick-Scarf Jirachi, and Entro is forced to defensively Tera Krook out of desperation facing a Cobalion that threatens the rest of his team. This Tera, however, comes with drawbacks: it lets Abriel Prankster TWave the Krook and eliminate it. Abriel's Tera on Cobalion lets it win the 1v1 vs Armarouge. HO (Entro) was forced to defensively Tera and lost.

Abriel vs starmaster (g1): HO from Star vs a BO from Abriel. After Armarouge wears down Abriel's Moltres and forces a Tera Dragon from Rhyperior, abriel's two physical walls are either gone or weak to mimikyu. Star pretty much sweeps with Mimikyu. HO (starmaster) won and did not use Tera.

Abriel vs starmaster (g2): Unusual team composition from Star, kind of like a "hyper-stall" with the Ditto+Scarf Garde, not even sure I can call it HO but i'll include it just in case. Star brings this weird HO thing vs Abriel's BO. Revavroom gets a great breaking opportunity, flinches Rhyperior once, but then doesn't flinch it a second time allowing Abriel to defensively tera on the second Iron Head and live with 4%. Star attempts to Tera Fairy with Gardevoir to break through Abriel's defensive core and win, but Muk-A lives Tera Fairy Moonblast with 1% remaining. This leads to a funny endgame where the Mew being Psyshock ensures Slither Wing can survive it, so CB Slither Wing clicks CC twice and wins. "HO" (starmaster) failed to break through with Tera and lost.

There is not a single game here where HO depended on Tera.
In 3 of the 5 games won by HO (mirror excluded), the HO player did not use Tera at all. The other two Teras were completely unnecessary.

I don't think it's possible to argue that Tera makes HO overbearing based on this data. There are a number of strong HO Pokemon that have made it one of the best playstyles in RU. From watching these replays, it is very clear to me that HO gets its potency from the Pokemon that fit onto HO, not from Tera. Tera can hurt it as much as it helps, as we see defensive teras thwart potential sweeps in abriel vs star g2.

The debate about whether Tera should be on the table as a tiering action is a separate can of worms. Even if the community comes to an agreement that banning Tera is an option, RU should not take that option because HO does not rely on Tera. These replays make it clear that Tera is absolutely not an auto-win button for HO.

tagging all the players whose replays I've linked here so they can give their opinions if they want: Kushalos avarice LpZ Thiago Nunes Lime hjkhj DugZa frankjosh abriel entrocefalo Star
 
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