Keyword ”if”, man. Tera’s still right here. Calm down.How can we call Tera unhealthy when the game isn't even a month old?
Keyword ”if”, man. Tera’s still right here. Calm down.How can we call Tera unhealthy when the game isn't even a month old?
So, if I read an opponent and they read that read, then it means I got outplayed. If I read their Tera type wrong, then I just got caught by something I didn't expect.ok... but lets say their tera that you think "ah they are gonna tera since they are gonna use it to counter me" doesnt... and its just using as a stab boost and now they haven't tera since no point to and you just lost a mon on a 50/50. But then if ur an offense team and u have to bring in for ex. scizor vs iron valiant and u switch out assuming tera.... lets say they do but sd instead due to expecting a BP and being able to take advantage of it so now an offense team.... on the backfoot because scizor had to switch out assuming a def tera that was going to own it and now the team is in pretty deep shit... Just cuz u can predict the tera doesn't mean the opponent can't also
Couple of things, a metagame can be unhealthy regardless of how old it is. Proof is Dynamax wasn't less broken just because it was released the same time SS came out, it was banned outright a month later. My perception is you cannot have a healthy metagame where Terastalization is involved currently without any restrictions at the very minimum. Dynamax was a game defining mechanic and it was banned, I don't think anyone here would say the Dynamax ban was toxic, it solely might be the most agreed upon ban in Smogon history. Creativity and evolution of the metagame will come regardless of Tera being here or not I don't think they're correlated.How can we call Tera unhealthy when the game isn't even a month old? We're not talking about banning a Pokémon, we're talking about banning an entire mechanic that defines S/V as a whole. I think bans like these are genuinely toxic and restrict experimentation and creativity. We're literally just banning anything that could be seen as strong, instead of letting players and the game evolve.
Well, I never thought I'd come across a post talking about an OM, Camomons, in a discussion about terastallization in SV OU lmao. Surprised but glad to see people are still looking at this metagame!With Terastalization currently legal in OU, if I want to cover all my bases, I've got to build to deal with, among other mons:
...etc., etc., etc.
- Dragon/Ghost Dragapult
- Ghost Dragapult
- Steel Dragapult
- Fairy Dragapult
- Fire/Ghost Skeledirge
- Fairy Skeledirge
- Dragon/Dark Roaring Moon
- Flying Roaring Moon
- Steel Roaring Moon
- Dark Roaring Moon
- Fighting/Ghost Annihilape
- Fairy Annihilape
- Water Annihilape
- Rock Garganacl
- Flying Garganacl
- Poison Garganacl
- Fighting Garganacl
- Ghost Garganacl
- Ground/Steel Iron Treads
- Electric Iron Treads
- Water Iron Treads
I've previously noted in https://www.smogon.com/forums/threa...rage-fist-update.3710915/page-64#post-9410390 and https://www.smogon.com/forums/threa...ering-discussion.3711465/page-12#post-9413905 that mons suddenly start having fewer - likely often drastically fewer - checks when they can tech into any single type they want, thus increasing the need to put in multiple checks for the same mon in the same team of mine. Here's hoping these multiple checks for various mons overlap with each other and check larger swathes of the meta between them (e.g. Breloom for regular Chien-Pao and regular Iron Treads and Steel Dragapult, Lokix for regular Chien-Pao and some regular Gholdengo and regular Dragapult, Scizor for regular Chien-Pao and regular Iron Valiant and Fairy Dragapult)! Alternately, you can consider the OU meta to contain many, many different mons with the same species, movepool, and base stats but completely different typings.
Which Other Metagame involves each mon of the same species to essentially be considered as multiple mons with the same movepool and base stats but completely different typings? Camomons! It's a venerable metagame with much tactical thinking and much hand-wringing in the teambuilder that's survived multiple generations and is beloved in enough circles. There are still ways to build decent to good teams in Camomons, the same people pour themselves into the meta and construct those decent to good teams (compare the councils of Gen 7 Camomons, Gen 8 Camomons, and Gen 9 Camomons - note that the Gen 8 and Gen 9 councils have all the same members, with some of those members posting at the start of the Gen 8 thread and/or constructing sample teams for it significantly earlier than the end of Gen 8, but do note that the Gens 7 and 8 councils do not share any members), and it's quite likely that the same people perform well in tournaments (see the winners of these three tournaments - note that the SS Camomons Send-Off Tournament was won by Gen 8 council member Siamato and the Camomons Isle of Armor Launch Tournament was won by Andyboy, Gen 7 but non-Gen 8 council member). There's still set scouting, type scouting, tactical sacrifices, and choosing the right (often Choiced) move for all possibilities of the opposing team when it's your turn. But since there are effectively a metric funk-ton of mons to check in the teambuilder in Camomons and seemingly not enough team slots to check them all, what's their philosophy of how willing they are to throw in the towel for portions of the meta when it comes to teambuilding? See this great post (portion) from Gen 9 and Gen 8 Camomons council member ponchlake (emphasis mine):
Perhaps the real question we need to ask ourselves when it comes to Terastalization is how matchup-fishy do we want Gen 9 OU to be? Camomons themselves implies to outright admits that it's more matchup-fishy than OU due to throwing in the towel more often when it comes to fully checking mons. And it's quite possible that we ban fewer mons and/or we do not ban or restrict Terastalization if we accept Gen 9 OU to be significantly more matchup-fishy than Gen 8 OU simply because, with that acceptance of matchup-fishiness, we no longer feel the need to bring in multiple checks for the same mon quite as strongly, and therefore we start to ignore that measuring stick for how broken a mon is.
Being the Taunt CM set had opportunity cost. It meant you could beat pex, but you were worse into more offensive teams than if you ran scarf. You had to choose, in the builder, between your Fini being self-sufficient enough to muscle past some of its checks at the cost of not bringing as much to the team as a whole. You couldnt cripple Glowking, and the need for other forms of speed control would mean you were giving up role compression as a weavile check+scarfer to specifically be able to turn the tables on Pex.So, if I read an opponent and they read that read, then it means I got outplayed. If I read their Tera type wrong, then I just got caught by something I didn't expect.
If they have a Tapu Fini in, and I bring in a Pex to counter it, but the end up being the Taunt CM set, is that uncompetitive, or is it just what happens in a game as varied as Pokémon? This gen places a lot of weight on your ability to build teams. Even more than previous gens, which isn't Tera being broken, it's just the consequence of how complex a mechanic it is.
Yes DMax was hellishly broken, that is true. This is not DMax. There is nothing complex about "This Mon can't use Tera because it would be horribly broken with it". If someone reads that Dragapult or whoever can't Tera then they can read the suspect test for it. You may not have specifically said what I'm about to say, but anyone who says that complex bans hurts new players is dishonest. It is not hard to read a thread about a suspect. The first post by whoever makes the suspect explains why people think it's broken. No one can pull that bullshit anymorebanning tera on certain mons is a system that has been tried by SS ubers.... but has failed since the mechanic is still broken as a result... and trying to hold onto it just makes the meta worse as a result and trying to make it complex as hell.
If you are bringing Pex to counter Fini, then you need to rebuild your team. Most Fini sets beat Pex, this is common knowledge in Gen 7/8. Its not the same as Annihilape not only choosing to Tera or not, but what Tera it can choose. If you are using that as an example to back up why Tera should not be touched upon, then try again.So, if I read an opponent and they read that read, then it means I got outplayed. If I read their Tera type wrong, then I just got caught by something I didn't expect.
If they have a Tapu Fini in, and I bring in a Pex to counter it, but the end up being the Taunt CM set, is that uncompetitive, or is it just what happens in a game as varied as Pokémon? This gen places a lot of weight on your ability to build teams. Even more than previous gens, which isn't Tera being broken, it's just the consequence of how complex a mechanic it is.
Ahh here we go, more get gud comments. Wanting to limit the amount of unknown variables does not make someone less skilled.Heaven forbid actually having to think about the game state, the potential Tera your opponent's wincon might be to stop being checked, and weigh the risk/reward of taking particular actions during a match.
Maybe it's because I watch a lot of Mega Man Battle Network 6 competitive games where you never actually know for sure what your opponent can do on any given turn because you can't see their hand, but this does seem like an unironic skill issue. But that can be fixed with familiarity with the meta and practice. The game is still quite young.
I’d say before Home. Otherwise we’ll have to deal with Lando-T, Ursaluna, Cresselia, Enamorus, possibly Magearna, etc, all with the ability to Tera, on top of whatever broken nonsense is left over from this portion of the meta because at the rate we’re going and how much bannable shit there is we’ll never even get to Gholdengo or Grimmsnarl.and to repeat my opinion if anyone is asking, ban the entirety of tera, only after Gamefreak starts vomiting DLC,
Tera is not a completely unknown variable -- there are only so many possible options. Again, look at your opponent's team and try to sus out their gameplan. And playing this game is already about trying to work around unknown variables. What set is my opponent running? Are they are lure? Can I outspeed them?Ahh here we go, more get gud comments. Wanting to limit the amount of unknown variables does not make someone less skilled.
If you have to guess it, it’s an unknown. Just because 99% of Gholdengos run Make It Rain, that doesn’t mean you know for sure that the specific Gholdengo you’re facing is running it. Sure, you can make an educated guess, but once again, that’s still an unknown.Again, look at your opponent's team and try to sus out their gameplan.
Here's the thing though, you could say the same of other broken mechanics like Gems in generation 5 before they were banned. Automatically nuke one thing in an already offensive and unstable meta based on complex changes for other broken mechanics like infinite weather. Obviously I'm not directly comparing the two in a way that they are the exact same under the those circumstances, but I mean to point out that something can seem balanced at first but then become unstable with perspective and hindsight, or just be difficult to balance around as a necessary part of the game. Admittedly Terastalization is new and I think it could certainly use some testing yes, but the end goal doesn't change and Terastalization is not so integrated into the game that it should require we fundamentally change the way we look at tiering. Frankly, as much as Finchinator and Ruft would like to ponder the spectrum of options regarding Terastalization, it should never be looked at in a way that violates smogon tiering policy. THAT is what I am mainly getting at, that we have barriers erected regarding tiering in the Smogon structure as a way to safeguard the idea of competitive play. We should not be preserving a mechanic like Terastalization on grounds that are fundementally un-Smogon. Regardless of the many opinions and ideas we have concerning Terastalization, in the end the two options are the same: Should Terastalization be BANNED? OR Should Terastalization STAY?I believe the opposite; Tera is a breath of fresh air to the meta. I still do not see any uncompetitive aspects of it, the better player still wins in most cases. Tera is not based around luck at all and that is the biggest point in it's favor. I said previously that it adds another layer to team building, and as the meta is developing, standardization of tera types is starting to develop.
As for your concern about "blatantly busted mons" in the tier, is that not a problem for that specific mon and not for Tera as a whole, all banworthy pokemon still need a suspect, Tera or not. (On the radar mons)
I think responding to this ties in nicely. Quote, "Regardless of the many opinions and ideas we have concerning Terastalization, in the end the two options draw the same conclusion: Should Terastalization be BANNED? OR Should Terastalization STAY?" The slippery slope exists and is more of a borderline "vibe check" than uncompetitiveness is in terms of being tangible or not. I still agree that framing Terastalization as being uncompetitive seems like a stretch in hindsight, but being broken is fitting. The ability to change matchups off of type alone and nuke supposed check with an increased type STAB creates more guessing games and 50/50s that decide entire games than are naturally available, and is in itself centralizing for that reason.can we stop making bullshit slippery slope arguments that make no sense and are relatively demeaning
slippery slope is, by definition, a fallacy. if you want people to take the debate gloves off, here's the facts we have:
there is no evidence that terastilization is making the worse player win more than say, gen 8
there is no evidence that terastilization is a mechanic that would make many more pokemon that wouldn't be broken before, broken
there is no evidence that terastilization has centralized the meta
as stated at the beginning of all of these types of threads on Smogon, the onus is on those who want something banned/restricted in order to prove that the mechanic/pokemon/item in question should/must be banned or restricted.
there has been no real proof given by the anti-tera side of the argument besides hypotheticals (often times silly) or a fallacy, a literal fallacy.
there has been many replays, arguments and retorts by tournament/top ladder players that indicate that highly experienced players don't as a whole want a ban
there have been more of said posts with more likes than the opposite side
the argument of "uncompetitiveness" in this thread has entirely been an argument on "vibes" rather than anything tangible, while there are many examples of the opposite side.
In conclusion: from a debate perspective, if we were to take the thread as a whole?
you'd probably have at best the conclusion of restriction, nothing close to the ban argument
there's this really funny fallacy I always see all over these threads and it's the idea that "competitiveness is not subjective"
just saying that something is uncompetitive because an interaction is possible in the game is not an objective statement
it's also not indicative of any deeper meaning.
it's only indicative that that play might be arguably uncompetitive in a vacuum, nothing about an actual 6v6 game unless proven with replays, data, more deeper analysis.
Yes, that is a concern for more specific banworthy Pokemon than it is for Terastalization as a whole (and trust me, there are a ton of them). You are correct in assuming that, and it was an oversight on my end to place the cart before the horse. However, the reasoning I provide still stands in defiance of that fact. I do agree that Terastalization will require more testing before it can be banned, we need to remove all the broken Pokemon in the tier before we touch the generational gimmick so that the environment for testing is as sterile as possible. However, this still ties back to the idea of our options for Terastalization falling under the illusion of choice and opinion beyond polarized viewpoints, because we have to eventually settle on banning it or not. It's clearly provable that near none of the suggested changes for Terastalization will be founded in Smogon principle, and are therefore unacceptable for tiering protocol and cannot be inplemented in right conscious.As for your concern about "blatantly busted mons" in the tier, is that not a problem for that specific mon and not for Tera as a whole, all banworthy pokemon still need a suspect, Tera or not. (On the radar mons)
1. The issue ties into broken Pokemon and Terastalization, however, when not putting the cart ahead of the horse this is undeterminable and therefore irrelevant at the moment.there is no evidence that terastilization is making the worse player win more than say, gen 8
there is no evidence that terastilization is a mechanic that would make many more pokemon that wouldn't be broken before, broken
1. The responsibility does fall onto everyone who wants tiering action against Terastalization, that is true. But it falls equally on everyone who doesn't want action as well, since their reasoning is just as important when finally deciding whether Terastalization should be banned or not.as stated at the beginning of all of these types of threads on Smogon, the onus is on those who want something banned/restricted in order to prove that the mechanic/pokemon/item in question should/must be banned or restricted.
there has been no real proof given by the anti-tera side of the argument besides hypotheticals (often times silly) or a fallacy, a literal fallacy.
1. I would like to know who posted these replays, arguments, and retorts (which includes significant tournament / top players), where I can find them, and whether it comes down to Terastalization itself needing more testing, because that itself is what I think draws a large portion of attention for anti-ban sentiments.there has been many replays, arguments and retorts by tournament/top ladder players that indicate that highly experienced players don't as a whole want a ban
there have been more of said posts with more likes than the opposite side
1. If I'm responding to this, I'm going to assume this was worded as "In conclusion: from a debate perspective, what if we were to take the thread as a whole?" for sanity's sake. If so, I've already drawn a conclusion for you-- you can't take this thread as a whole because not all arguments / ideas / concerns are valid under the tiering policies and structure of Smogon.In conclusion: from a debate perspective, if we were to take the thread as a whole?
you'd probably have at best the conclusion of restriction, nothing close to the ban argument
there's this really funny fallacy I always see all over these threads and it's the idea that "competitiveness is not subjective"
just saying that something is uncompetitive because an interaction is possible in the game is not an objective statement
it's also not indicative of any deeper meaning.
it's only indicative that that play might be arguably uncompetitive in a vacuum, nothing about an actual 6v6 game unless proven with replays, data, more deeper analysis.
i disagree with a lot of your retorts but i respect the effort put into this post, have a good oneHere's the thing though, you could say the same of other broken mechanics like Gems in generation 5 before they were banned. Automatically nuke one thing in an already offensive and unstable meta based on complex changes for other broken mechanics like infinite weather. Obviously I'm not directly comparing the two in a way that they are the exact same under the those circumstances, but I mean to point out that something can seem balanced at first but then become unstable with perspective and hindsight, or just be difficult to balance around as a necessary part of the game. Admittedly Terastalization is new and I think it could certainly use some testing yes, but the end goal doesn't change and Terastalization is not so integrated into the game that it should require we fundamentally change the way we look at tiering. Frankly, as much as Finchinator and Ruft would like to ponder the spectrum of options regarding Terastalization, it should never be looked at in a way that violates smogon tiering policy. THAT is what I am mainly getting at, that we have barriers erected regarding tiering in the Smogon structure as a way to safeguard the idea of competitive play. We should not be preserving a mechanic like Terastalization on grounds that are fundementally un-Smogon. Regardless of the many opinions and ideas we have concerning Terastalization, in the end the two options are the same: Should Terastalization be BANNED? OR Should Terastalization STAY?
To dive further into this, I'd like to elaborate on why the reasons many concerns, questions, and ideas for Terastalization and its close relative Dynamax fundamentally don't work and did not work.
Within the realm of Smogon's official tiers, it operates on a fine line: to follow cartridge based limitations, or to forego them; the answer is surprisingly mixed and complicated. Things like Freeze and Sleep clauses never existed within recent generations, only appearing within generation 3 during battle stadium, but are implemented nonetheless. That's because those two elements required checks and balances in the subsequent generations within the Smogon tiering system, which is outside of Nintendo / Gamefreak's jurisdiction, but it still didn't step outside of the realm of possibility because it was a previously implemented feature by the designers of the game. That is one checkbox that many changes to both Terastalization and the former Dynamax simply fail to hit. Ideas of a gentlemen's agreement or visual queues which tip off which Pokemon have certain Terastalization types or which Pokemon is Dynamaxed were never a part of the game. Why does this matter? Why is it still not within Smogon's jurisdiction to do anything like this despite being a separate entity from Nintendo and Gamefreak? Because it is not something the designers of the game intended. If something occurs in the host generation, it remains a part of Smogon's mainstream tiers; those include OU, UU, Ubers, RU, NU, PU, ZU, NFE, and LC. Those tiers do not include significant modifications that are outside of the realm of possibility for the host generation, which is significant. That's also why things that item trade-offs for the ability to go ham for 3 turns or change your stab / multiply your STAB are unavailable. Now, there are deviations from standard play such as National Dex; which is a Smogon inspired tier that includes previously removed mechanics that are outside the jurisdiction of Nintendo / Gamfreak, and is a perfect example of not following standard tiering protocol and drawing the line in the sand for what is legal and illegal in terms of tiering for the tiers based off of the mainstream games.
I've accrewed a lot of general experience for tiering through experiences like National Dex NUshameless plug(which is an unofficial tier based off of Smogon's National Dex RU usage), and other small endeavors. Some of that experience bred these rules:
1. You cannot subtract from an intended game mechanic.
This one is fairly self explanatory. You cannot take a part from the whole and keep the rest if it is not according to the host generation.
2. You cannot add to an intended game mechanic.
This one is also fairly self explanatory. You cannot change the whole product that the host generation offers.
3. You cannot ban something without probable cause and evidences.
This one goes for all tiering, and is on a wide spectrum.
4. When considering a tiering decision, reconsider the costs and evaluate the impact on the metagame.
This is ironically part of the reason we are considering Terastalization more liberally, because there are still lingering doubts about what we did with Dynamax (spoiler alert: it was the right move).
I think responding to this ties in nicely. Quote, "Regardless of the many opinions and ideas we have concerning Terastalization, in the end the two options draw the same conclusion: Should Terastalization be BANNED? OR Should Terastalization STAY?" The slippery slope exists and is more of a borderline "vibe check" than uncompetitiveness is in terms of being tangible or not. I still agree that framing Terastalization as being uncompetitive seems like a stretch in hindsight, but being broken is fitting. The ability to change matchups off of type alone and nuke supposed check with an increased type STAB creates more guessing games and 50/50s that decide entire games than are naturally available, and is in itself centralizing for that reason.
Yes, that is a concern for more specific Pokemon than it is for banworthy pokemon as a whole (and trust me, there are a ton of them). You are correct in assuming that, and it was an oversight on my end to place the cart before the horse. However, the reasoning I provide still stands in defiance of that fact. I do agree that Terastalization will require more testing before it can be banned, we need to remove all the broken Pokemon in the tier before we touch the generational gimmick so that the environment for testing is as sterile as possible. However, this still ties back to the idea of our options for Terastalization falling under the illusion of choice and opinion beyond polarized viewpoints, because we have to eventually settle on banning it or not. It's clearly provable that near none of the suggested changes for Terastalization will be founded in Smogon principle, and are therefore unacceptable for tiering protocol and cannot be inplemented in right conscious.
1. The issue ties into broken Pokemon and Terastalization, however, when not putting the cart ahead of the horse this is undeterminable and therefore irrelevant at the moment.
2. This is highly dubious and / or debatable, since we lack a sterile environment to test Terastalization in. However, we've already seen pokemon that were already good before improve their matchups further and heighten artificially generated rock-paper-scissors matchups and increase the rate at which significant 50/50s occur that decide games.
1. The responsibility does fall onto everyone who wants tiering action against Terastalization, that is true. But it falls equally on everyone who doesn't want action as well, since their reasoning is just as important when finally deciding whether Terastalization should be banned or not.
2. All reasoning, discarding extreme hypotheticals and misnomers, for the banning of Terastalization that I am aware of has been fair reasoning. Setting that aside for a moment, I'd like to ask what those evidences are as proof of concept here since this entire post you made has been very he-said-she-said.
1. I would like to know who posted these replays, arguments, and retorts (which includes significant tournament / top players), where I can find them, and whether it comes down to Terastalization itself needing more testing, because that itself is what I think draws a large portion of attention for anti-ban sentiments.
2. This is entirely irrelevant and childish, and only based on meager social factors that disregard evidence for attention.
1. If I'm responding to this, I'm going to assume this was worded as "In conclusion: from a debate perspective, what if we were to take the thread as a whole?" for sanity's sake. If so, I've already drawn a conclusion for you-- you can't take this thread as a whole because not all arguments / ideas / concerns are valid under the tiering policies and structure of Smogon.
2. This is extremely inconclusive. Quote, "Regardless of the many opinions and ideas we have concerning Terastalization, in the end the two options draw the same conclusion: Should Terastalization be BANNED? OR Should Terastalization STAY?" Little-to-none of the proposed solutions to simply restricting Terastalization have been consistent enough with Smogon tiering policies and cartridge restrictions to be viable options. Therefore, if none of the those changes logically make sense for that reason, restriction is an exclusive and niche argument and will not be the result of this discussion.
3. In the sense of the idea that Smogon is founded on, no, competitiveness is not subjective. You cannot exchange fundamental ideas that built Smogon from the ground up for cheap installments like the considered "fun," which is a naturally subjective thing that relies on feeling over decades long policy.
4. You would be correct, uncompetitiveness is slightly more subjective than a handful of interactions possible in-game. However, that would still be more indicative of something being broken. Uncompetitiveness as a whole violates the competitive spirit through factors like surface level rng, whereas brokenness is more to the core than a woven layer of integrated luck-related elements.
5. You would also be correct to assume that uncompetitiveness itself is incapable of deeper meaning without real definition. However, brokenness is, because it is a more multi-faceted definition and tangible concept. Because it is more tangible, it also includes more of the general data and deep analysis uncompetitiveness lacks.
That's all my thoughts regarding Terastalization plastered onto a large post at the moment. If anyone has any questions, comments, or concerns regarding that reasoning, please let me know.
https://www.smogon.com/forums/threads/terastallization-tiering-discussion.3711465/post-9416448
I agree that Vrin's post is amazing, but I believe something like Chi-Yu is broken even outside of Tera, so I don't think using it as an example as to why you would prefer an outright ban is a good idea. Iron Valiant is a better example of something that is potentially problematic with Tera, but Chi-Yu literally eviscerates most switch-ins even without Tera because its STAB combo, Base Special Attack, available attacks, and Beads of Ruin.This is a stellar post, and I agree strongly with a lot of the points made. However, while your proposed solution is indeed a catch-all for most of the problematic Tera mons, I personally believe that it’s just a bit too complex for something that doesn’t solve the entire Tera problem in one fell swoop. Mons like Chi-Yu and Iron Valiant, like you yourself mentioned, are still problematic with Tera regardless, and because of that I just don’t see this being enough on its own. This is definitely a better solution than a lot of the ones proposed on this thread, but overall I still wouldn‘t prefer it over either extreme.
Cause they must have got these iron hands when they tera their garchomp into a water type. They saltyHow can we call Tera unhealthy when the game isn't even a month old? We're not talking about banning a Pokémon, we're talking about banning an entire mechanic that defines S/V as a whole. I think bans like these are genuinely toxic and restrict experimentation and creativity. We're literally just banning anything that could be seen as strong, instead of letting players and the game evolve.
But it's not how it works in random battles on cartridge. If we were to follow VGC rules, then you would have a pokepaste of your opponent's team at the start of every ladder game then, no?If anyone is still questioning whether showing tera on team preview is breaking cartridge mechanics or “bending over backwards” to accommodate for the mechanic, I’d recommend checking out the vgc tournament going on right now. They are using open team sheets prior to battle, meaning full knowledge of tera types. You can see how smooth and effortless this practice is.