OU council minutes and surveys are now grouped together in a new thread, which includes the first ever SS OU council minutes!
Thanks for sharing! It is really great to see the inner workings of council decisions, and I'm happy to see that such impactful decisions involving widely distributed moves or highly utilized items are not being taken lightly. I am also happy to see the council is open to looking at luck based items but open to seeing where things go with them as well. Imo the OU tier is honestly pretty good at the moment, and I've been quite frustrated with the state of the tier post DLC2 up until recentlyOU council minutes and surveys are now grouped together in a new thread, which includes the first ever SS OU council minutes!
Glad you enjoy!Thanks Finchinator for the council minute's and giving us a rundown. I appreciate the tier will be given more time to evolve and while i would love a boots clause or volc gone it's not the end of the world. I'm quite enjoying the tier right now. I would be keen to how the your thought's on this gens lack of answers to ghost type?
Thanks for taking time to reply and i appreciate the know for sprite typing. MyGlad you enjoy!
The "lack of answers to ghost type"s narrative is overblown and, quite frankly, not fully correct.
We have more viable Dark types now than any other point this generation or even last with Mandibuzz, Tyranitar, Weavile, Hydreigon, and some fringe options viable, Blissey is still great, SDef Clefable is the norm for a slew of reasons, and things like Toxapex, SDef Toxic Heatran, and SDef Hippowdon all are quite common. Bulky offense and hyper offense can punish every move Dragapult can lock into while also making it prediction reliant to begin with if there is Shadow Ball counterplay to some degree.
I have not been convinced by any of the posts claiming that Specs Dragapult is currently banworthy; I would be more open to suspecting it in the future if there was more widespread support throughout a survey and/or the council, but that’s not currently the case. If you cannot adapt to common offensive Pokemon evolving and offensive/defensive cores evolving in response to trends, that’s largely on your at some point. Dragapult is nowhere near as restrictive as anything else we have banned this generation and it is far from the most restrictive presence in this metagame.
also, you add sprites by typing :pokemon name: so for Dragapult you type : Dragapult : without the spaces to give you![]()
The majority of the answers you mentioned about Dragapult are unviables, Heatran gets 3HKO'd after rocks and only has a turn to click Toxic (if you have it), Mandibuzz risks Draco Meteor/Thunderbolt or to be burned (burned Mandi = absolutely useless), Hydreigon is in your list only because it's a Dark but dies from Draco Meteor, Tyranitar is a meme out of Sand, terrible speed and terrible defensive typing for everything else, Weavile gets 3HKO'd if you're lucky enough to see it using SBall and not anything else. Toxapex is way worse than it was for example in CinderMage meta because of offensive grounds, Tapu Lele, Futureport exc. but still a SpDef drop is enough to kill it. Blissey dies by physical set, Hippowdon is only used as the ground slot to deal better with Specs Dragapult (IF it's not Hydro Pump)lol, that shit is passive as fuck. Not to mention that it outspeeds the entire metagame except for Zeraora and has like every type of coverage possible. It also has multiple viables sets with different checks and no check for all of them. You want to indirectly/offensively check it with Screens or Substitute? Nope, Infiltrator bitch. Add to this the access to double status move, the decent bulk and the fact that you can literally spam it in every fucking team without drawbacks because it softchecks /rkills other broken shit like Volcarona and Urshifu-R.Glad you enjoy!
The "lack of answers to ghost type"s narrative is overblown and, quite frankly, not fully correct.
We have more viable Dark types now than any other point this generation or even last with Mandibuzz, Tyranitar, Weavile, Hydreigon, and some fringe options viable, Blissey is still great, SDef Clefable is the norm for a slew of reasons, and things like Toxapex, SDef Toxic Heatran, and SDef Hippowdon all are quite common. Bulky offense and hyper offense can punish every move Dragapult can lock into while also making it prediction reliant to begin with if there is Shadow Ball counterplay to some degree.
I have not been convinced by any of the posts claiming that Specs Dragapult is currently banworthy; I would be more open to suspecting it in the future if there was more widespread support throughout a survey and/or the council, but that’s not currently the case. If you cannot adapt to common offensive Pokemon evolving and offensive/defensive cores evolving in response to trends, that’s largely on your at some point. Dragapult is nowhere near as restrictive as anything else we have banned this generation and it is far from the most restrictive presence in this metagame.
also, you add sprites by typing :pokemon name: so for Dragapult you type : Dragapult : without the spaces to give you![]()
While your points are good, I wouldn't say unviables- these pokemon are certainly viable. I would instead say that they are questionable answers.The majority of the answers you mentioned about Dragapult are unviables, [cutout]
I wanted to reply to this.Anyway i agree thatDragapult is not banworthy and even without dedicated checks (which you should take anyway given its prominence) overcoming is not that difficult be it keeping a priority user healthy, luring it, keeping future sight going etc. It Lack's the snowballing properties that allowed specterier and currently to a lesser extent volcarona to pick and choose there check's.
Thanks for taking the time to reply to me.I wanted to reply to this.
priority against dragapult is basically just sucker punch, due to it resisting extreme speed, grassy glide, aqua jet, etc, and we all know that sucker punch is a mess. Luring it is uh honestly kinda difficult- I don't know any dragapult lures, and as for keeping future sight going, how on earth are you supposed to do that when every future sight user except slowking-galar gets murdered by it (and iirc even that takes a good third)
Thanks for replying :)Thanks for taking the time to reply to me.
Your forgetting bullet punch, ice shard and that ghost priority move exist. Even a Resisted slide can finish a weakened pult. You also dont have have to click teleport everytime you use future sight and i doubt there gonna switch a pult in on the slow twins who can lure it with shadow baIl. You could you know manually switch to avoid the u-turn/shadow ball if it came to that. Sure they have momentum but pult can't stay in and you keep future sight going.
You can also lure it with choice scarfers, putting thunder wave on thing's that can tank a hit not to mention so many Random things get my most hated move. Knock off which is more spammable then even T-wave
Its as finch said sooner or later you have to look at your own team building and no Im not saying use wigglytuff or Rest Tar as those are memes until proven otherwise, just think outside the box is all im saying.
What benefit is a complex ban over just banning Slowking/bro, if the issue is as dire as you make it out to be? It just seems unnecessarily convoluted when AFAIK the slowtwins are the only ones with Teleport, Future Sight, and Regen
Congrats to Slowking on its new S tier spot. I wanted to discuss what I see as one of the biggest problems in this metagame, and possibly offer a solution... there are many directions to take regarding action taken against Future Sight / Teleport / Regenerator, but I honestly feel that a complex ban is the best way to resolve this problem without disrupting the rest of the metagame - I will elaborate more below.
Cutting right to the chase - Teleport + Regenerator is uncompetitive, as outlined by the tiering policy framework here. By taking out any possible risk associated with switching, using any offensive switch-in for momentum via Teleport or defensive answer for extreme offensive support in the form of Future Sight, opposing players have to get repeated risky 50-50s correct to maintain any sort of momentum and not be heavily punished. The main problem with the Slowtwins that differentiates them from other Teleport users, as I see it, is Regenerator, which lets them benefit from stealing momentum and giving them longevity while giving them the option to never actually waste a turn - and their momentum - using Slack Off. When we saw other Teleport users like Wish + Teleport Clefable pre-DLC, there was at least the option to attack it while it Teleports to its teammate, inflicting non-negligible damage and actually pressuring it on its next switch-in. We don't see this with the Slowtwins. Players are often forced to make risky switches to offensive Pokemon to try and prevent Future Sight, while risking their Dragapult / Rillaboom / Zeraora / Tapu Koko / whatever other revenge killer being crippled to a Scald burn - or just losing momentum as they click Teleport. The reward associated with clicking Teleport, as compared to the risk, is astronomical when compounded with Regenerator.
So why not just switch to a defensive Pokemon? It's not a huge deal to lose momentum on their Teleport when you already have a defensive answer in, right? This is where the element of Future Sight comes in, and where the Slowtwins are pushed over the edge for me. Future Sight has seen viable usage in OU for the first time because of its unparalleled offensive utility and ability to force progress like nothing else when paired with a wallbreaker. By hitting a defensive Pokemon twice in one turn, especially because of its ability to hit on the special side, Future Sight + wallbreakers like Kartana, Bisharp, Urshifu-R, Weavile lose most of their reliable defensive counterplay. I don't really think I need to talk more about this. I build stall pretty often and am forced to use outlandish techs like Shedinja, Substitute Blissey, Protect Tangrowth, etc. to help prevent Future Sight + wallbreakers KOing a Pokemon every time they come in... and even these techs can be pressured quite easily. There is simply no reliable counterplay to this combo. In addition to the Teleport mechanics changing, I think there are a couple more reasons why we see Future Sight so often this gen. Here's the main point I wanted to make with this post. By removing any ways to reliably punish switches in gen 8 (see: Heavy-Duty Boots, Pursuit deletion), players are forced to resort to other options like trapping and Future Sight to force progress.
I would be down for either a Future Sight + Teleport complex ban, targeting the riskless Future Sight passing, or a Regenerator + Teleport complex ban, targeting riskless pivoting altogether, for the reasons I outlined above. By letting the Slowtwins themselves be and leaving a hard Future Sight ban alone, we can both preserve Slowking's use as a great special wall this gen (MAN i just want more tran checks) and Future Sight's niche use, as seen by Reuniclus, Galarian Slowking, and Tapu Lele, without unpunishable pivoting given by the Slowtwins.
Other resources:
https://www.smogon.com/forums/threads/heavy-duty-boots.3667472/ - pretty in-depth PR thread about boots a while back
https://replay.pokemonshowdown.com/smogtours-gen8ou-545738 - Serene Grace vs John W, SPL week 8
https://replay.pokemonshowdown.com/smogtours-gen8ou-544656 - Eo vs Sacri', SPL week 7
https://replay.pokemonshowdown.com/smogtours-gen8ou-551431 - talah vs John W, SPL finals
https://replay.pokemonshowdown.com/smogtours-gen8ou-559113 - CKW vs youngsterjoeyv69, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-560192 - Floss vs kahili, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-559244 - Roseybear vs austriangeorge, WCOP qualifiers
any other john w / eo / 100p replays
Archer Kirby magma storm post soon
"By letting the Slowtwins themselves be and leaving a hard Future Sight ban alone, we can both preserve Slowking's use as a great special wall this gen (MAN i just want more tran checks) "
Congrats to Slowking on its new S tier spot. I wanted to discuss what I see as one of the biggest problems in this metagame, and possibly offer a solution... there are many directions to take regarding action taken against Future Sight / Teleport / Regenerator, but I honestly feel that a complex ban is the best way to resolve this problem without disrupting the rest of the metagame - I will elaborate more below.
Cutting right to the chase - Teleport + Regenerator is uncompetitive, as outlined by the tiering policy framework here. By taking out any possible risk associated with switching, using any offensive switch-in for momentum via Teleport or defensive answer for extreme offensive support in the form of Future Sight, opposing players have to get repeated risky 50-50s correct to maintain any sort of momentum and not be heavily punished. The main problem with the Slowtwins that differentiates them from other Teleport users, as I see it, is Regenerator, which lets them benefit from stealing momentum and giving them longevity while giving them the option to never actually waste a turn - and their momentum - using Slack Off. When we saw other Teleport users like Wish + Teleport Clefable pre-DLC, there was at least the option to attack it while it Teleports to its teammate, inflicting non-negligible damage and actually pressuring it on its next switch-in. We don't see this with the Slowtwins. Players are often forced to make risky switches to offensive Pokemon to try and prevent Future Sight, while risking their Dragapult / Rillaboom / Zeraora / Tapu Koko / whatever other revenge killer being crippled to a Scald burn - or just losing momentum as they click Teleport. The reward associated with clicking Teleport, as compared to the risk, is astronomical when compounded with Regenerator.
So why not just switch to a defensive Pokemon? It's not a huge deal to lose momentum on their Teleport when you already have a defensive answer in, right? This is where the element of Future Sight comes in, and where the Slowtwins are pushed over the edge for me. Future Sight has seen viable usage in OU for the first time because of its unparalleled offensive utility and ability to force progress like nothing else when paired with a wallbreaker. By hitting a defensive Pokemon twice in one turn, especially because of its ability to hit on the special side, Future Sight + wallbreakers like Kartana, Bisharp, Urshifu-R, Weavile lose most of their reliable defensive counterplay. I don't really think I need to talk more about this. I build stall pretty often and am forced to use outlandish techs like Shedinja, Substitute Blissey, Protect Tangrowth, etc. to help prevent Future Sight + wallbreakers KOing a Pokemon every time they come in... and even these techs can be pressured quite easily. There is simply no reliable counterplay to this combo. In addition to the Teleport mechanics changing, I think there are a couple more reasons why we see Future Sight so often this gen. Here's the main point I wanted to make with this post. By removing any ways to reliably punish switches in gen 8 (see: Heavy-Duty Boots, Pursuit deletion), players are forced to resort to other options like trapping and Future Sight to force progress.
I would be down for either a Future Sight + Teleport complex ban, targeting the riskless Future Sight passing, or a Regenerator + Teleport complex ban, targeting riskless pivoting altogether, for the reasons I outlined above. By letting the Slowtwins themselves be and leaving a hard Future Sight ban alone, we can both preserve Slowking's use as a great special wall this gen (MAN i just want more tran checks) and Future Sight's niche use, as seen by Reuniclus, Galarian Slowking, and Tapu Lele, without unpunishable pivoting given by the Slowtwins.
Other resources:
https://www.smogon.com/forums/threads/heavy-duty-boots.3667472/ - pretty in-depth PR thread about boots a while back
https://replay.pokemonshowdown.com/smogtours-gen8ou-545738 - Serene Grace vs John W, SPL week 8
https://replay.pokemonshowdown.com/smogtours-gen8ou-544656 - Eo vs Sacri', SPL week 7
https://replay.pokemonshowdown.com/smogtours-gen8ou-551431 - talah vs John W, SPL finals
https://replay.pokemonshowdown.com/smogtours-gen8ou-559113 - CKW vs youngsterjoeyv69, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-560192 - Floss vs kahili, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-559244 - Roseybear vs austriangeorge, WCOP qualifiers
any other john w / eo / 100p replays
Archer Kirby magma storm post soon
I think this post presents a competent idea, but surrounds it too much around the slowtwins in general.
Congrats to Slowking on its new S tier spot. I wanted to discuss what I see as one of the biggest problems in this metagame, and possibly offer a solution... there are many directions to take regarding action taken against Future Sight / Teleport / Regenerator, but I honestly feel that a complex ban is the best way to resolve this problem without disrupting the rest of the metagame - I will elaborate more below.
Cutting right to the chase - Teleport + Regenerator is uncompetitive, as outlined by the tiering policy framework here. By taking out any possible risk associated with switching, using any offensive switch-in for momentum via Teleport or defensive answer for extreme offensive support in the form of Future Sight, opposing players have to get repeated risky 50-50s correct to maintain any sort of momentum and not be heavily punished. The main problem with the Slowtwins that differentiates them from other Teleport users, as I see it, is Regenerator, which lets them benefit from stealing momentum and giving them longevity while giving them the option to never actually waste a turn - and their momentum - using Slack Off. When we saw other Teleport users like Wish + Teleport Clefable pre-DLC, there was at least the option to attack it while it Teleports to its teammate, inflicting non-negligible damage and actually pressuring it on its next switch-in. We don't see this with the Slowtwins. Players are often forced to make risky switches to offensive Pokemon to try and prevent Future Sight, while risking their Dragapult / Rillaboom / Zeraora / Tapu Koko / whatever other revenge killer being crippled to a Scald burn - or just losing momentum as they click Teleport. The reward associated with clicking Teleport, as compared to the risk, is astronomical when compounded with Regenerator.
So why not just switch to a defensive Pokemon? It's not a huge deal to lose momentum on their Teleport when you already have a defensive answer in, right? This is where the element of Future Sight comes in, and where the Slowtwins are pushed over the edge for me. Future Sight has seen viable usage in OU for the first time because of its unparalleled offensive utility and ability to force progress like nothing else when paired with a wallbreaker. By hitting a defensive Pokemon twice in one turn, especially because of its ability to hit on the special side, Future Sight + wallbreakers like Kartana, Bisharp, Urshifu-R, Weavile lose most of their reliable defensive counterplay. I don't really think I need to talk more about this. I build stall pretty often and am forced to use outlandish techs like Shedinja, Substitute Blissey, Protect Tangrowth, etc. to help prevent Future Sight + wallbreakers KOing a Pokemon every time they come in... and even these techs can be pressured quite easily. There is simply no reliable counterplay to this combo. In addition to the Teleport mechanics changing, I think there are a couple more reasons why we see Future Sight so often this gen. Here's the main point I wanted to make with this post. By removing any ways to reliably punish switches in gen 8 (see: Heavy-Duty Boots, Pursuit deletion), players are forced to resort to other options like trapping and Future Sight to force progress.
I would be down for either a Future Sight + Teleport complex ban, targeting the riskless Future Sight passing, or a Regenerator + Teleport complex ban, targeting riskless pivoting altogether, for the reasons I outlined above. By letting the Slowtwins themselves be and leaving a hard Future Sight ban alone, we can both preserve Slowking's use as a great special wall this gen (MAN i just want more tran checks) and Future Sight's niche use, as seen by Reuniclus, Galarian Slowking, and Tapu Lele, without unpunishable pivoting given by the Slowtwins.
Other resources:
https://www.smogon.com/forums/threads/heavy-duty-boots.3667472/ - pretty in-depth PR thread about boots a while back
https://replay.pokemonshowdown.com/smogtours-gen8ou-545738 - Serene Grace vs John W, SPL week 8
https://replay.pokemonshowdown.com/smogtours-gen8ou-544656 - Eo vs Sacri', SPL week 7
https://replay.pokemonshowdown.com/smogtours-gen8ou-551431 - talah vs John W, SPL finals
https://replay.pokemonshowdown.com/smogtours-gen8ou-559113 - CKW vs youngsterjoeyv69, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-560192 - Floss vs kahili, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-559244 - Roseybear vs austriangeorge, WCOP qualifiers
any other john w / eo / 100p replays
Archer Kirby magma storm post soon
Congrats to Slowking on its new S tier spot. I wanted to discuss what I see as one of the biggest problems in this metagame, and possibly offer a solution... there are many directions to take regarding action taken against Future Sight / Teleport / Regenerator, but I honestly feel that a complex ban is the best way to resolve this problem without disrupting the rest of the metagame - I will elaborate more below.
Cutting right to the chase - Teleport + Regenerator is uncompetitive, as outlined by the tiering policy framework here. By taking out any possible risk associated with switching, using any offensive switch-in for momentum via Teleport or defensive answer for extreme offensive support in the form of Future Sight, opposing players have to get repeated risky 50-50s correct to maintain any sort of momentum and not be heavily punished. The main problem with the Slowtwins that differentiates them from other Teleport users, as I see it, is Regenerator, which lets them benefit from stealing momentum and giving them longevity while giving them the option to never actually waste a turn - and their momentum - using Slack Off. When we saw other Teleport users like Wish + Teleport Clefable pre-DLC, there was at least the option to attack it while it Teleports to its teammate, inflicting non-negligible damage and actually pressuring it on its next switch-in. We don't see this with the Slowtwins. Players are often forced to make risky switches to offensive Pokemon to try and prevent Future Sight, while risking their Dragapult / Rillaboom / Zeraora / Tapu Koko / whatever other revenge killer being crippled to a Scald burn - or just losing momentum as they click Teleport. The reward associated with clicking Teleport, as compared to the risk, is astronomical when compounded with Regenerator.
So why not just switch to a defensive Pokemon? It's not a huge deal to lose momentum on their Teleport when you already have a defensive answer in, right? This is where the element of Future Sight comes in, and where the Slowtwins are pushed over the edge for me. Future Sight has seen viable usage in OU for the first time because of its unparalleled offensive utility and ability to force progress like nothing else when paired with a wallbreaker. By hitting a defensive Pokemon twice in one turn, especially because of its ability to hit on the special side, Future Sight + wallbreakers like Kartana, Bisharp, Urshifu-R, Weavile lose most of their reliable defensive counterplay. I don't really think I need to talk more about this. I build stall pretty often and am forced to use outlandish techs like Shedinja, Substitute Blissey, Protect Tangrowth, etc. to help prevent Future Sight + wallbreakers KOing a Pokemon every time they come in... and even these techs can be pressured quite easily. There is simply no reliable counterplay to this combo. In addition to the Teleport mechanics changing, I think there are a couple more reasons why we see Future Sight so often this gen. Here's the main point I wanted to make with this post. By removing any ways to reliably punish switches in gen 8 (see: Heavy-Duty Boots, Pursuit deletion), players are forced to resort to other options like trapping and Future Sight to force progress.
I would be down for either a Future Sight + Teleport complex ban, targeting the riskless Future Sight passing, or a Regenerator + Teleport complex ban, targeting riskless pivoting altogether, for the reasons I outlined above. By letting the Slowtwins themselves be and leaving a hard Future Sight ban alone, we can both preserve Slowking's use as a great special wall this gen (MAN i just want more tran checks) and Future Sight's niche use, as seen by Reuniclus, Galarian Slowking, and Tapu Lele, without unpunishable pivoting given by the Slowtwins.
Other resources:
https://www.smogon.com/forums/threads/heavy-duty-boots.3667472/ - pretty in-depth PR thread about boots a while back
https://replay.pokemonshowdown.com/smogtours-gen8ou-545738 - Serene Grace vs John W, SPL week 8
https://replay.pokemonshowdown.com/smogtours-gen8ou-544656 - Eo vs Sacri', SPL week 7
https://replay.pokemonshowdown.com/smogtours-gen8ou-551431 - talah vs John W, SPL finals
https://replay.pokemonshowdown.com/smogtours-gen8ou-559113 - CKW vs youngsterjoeyv69, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-560192 - Floss vs kahili, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-559244 - Roseybear vs austriangeorge, WCOP qualifiers
any other john w / eo / 100p replays
Archer Kirby magma storm post soon
The 50/50s being referenced are not actually that risky or abnormal outside of a regular game state in which sight or port did not exist in the first place and the examples given aren't that great either. The examples given to support the argument of this paragraph are a loss in momentum and potential scald burn. The loss in momentum could also be attributed to any sort of slow pivot in the meta so I really do not believe this is an issue and considering your preferred ban suggestions you do not see it as an issue either. Longevity is annoying sure but it always has been and the crux of this post hones in on future sight so I can presume this is more of a fluff concern to bolster any arguments for some form of action being taken. If you really do believe the combination of having a slow pivoting pokemon with regenerator is broken by itself I honestly don't even know what to say. It ignores so many of the options available to shut down teleport as a move, or the pokemon that use it. I will expand upon this below.Cutting right to the chase - Teleport + Regenerator is uncompetitive, as outlined by the tiering policy framework here. By taking out any possible risk associated with switching, using any offensive switch-in for momentum via Teleport or defensive answer for extreme offensive support in the form of Future Sight, opposing players have to get repeated risky 50-50s correct to maintain any sort of momentum and not be heavily punished. The main problem with the Slowtwins that differentiates them from other Teleport users, as I see it, is Regenerator, which lets them benefit from stealing momentum and giving them longevity while giving them the option to never actually waste a turn - and their momentum - using Slack Off. When we saw other Teleport users like Wish + Teleport Clefable pre-DLC, there was at least the option to attack it while it Teleports to its teammate, inflicting non-negligible damage and actually pressuring it on its next switch-in. We don't see this with the Slowtwins. Players are often forced to make risky switches to offensive Pokemon to try and prevent Future Sight, while risking their Dragapult / Rillaboom / Zeraora / Tapu Koko / whatever other revenge killer being crippled to a Scald burn - or just losing momentum as they click Teleport. The reward associated with clicking Teleport, as compared to the risk, is astronomical when compounded with Regenerator.
Defensive counterplay to this combo is under explored and a lot of times just outright ignored. For balance you can use something as simple as a Toxic Toxapex to put Slowking on a clock while also never being able to die or be threatened out by the mon itself. In fact you force it out. Substitute being run can avoid some of the major damage caused if you aren't consistently on the back foot. Protect on pokemon like Tangrowth is hardly outlandish, Tang has 4 moveslots and you can most definitely drop sleep powder for protect on certain builds. It would even help for scouting versus the plethora of choice locked breakers in the tier like Dragapult for example. For the breakers you mentioned, you're correct in saying they lose some of their defensive counterplay, not most. Weavile will still struggle to break anything unless its banded and now you have a non-boots ice type on a team with a future sight pivot who cant afford to give away hazard setting turns to Clefable/Ferro/Pert. Urshifu-R struggles extremely heavily versus any form of helmet or barbs switchin and is rather easily revenged but again, this is a mon that won't 2hko you 9 times out 10 for switching in to it and then is immediately forced out due to its switchins also being so threatening to it or forcing a risk scenario for you to weigh on essentially losing one of your primary breakers for heavily chipping one defensive mon or saving it and trying again later. Similar goes for Bisharp and Kartana. Kart more specifically also struggles mightily versus the faster options in the tier as far as revenging is concerned and unless banded will once again struggle to break in time without killing itself to get that future sight progress. There is plenty of counter play to this combo it is merely being ignored or called bad despite having significant merit elsewhere. I won't lie and say it hasn't made stall builds pretty hard to come to the fore but its just another offensive option. The breakers who are being facilitate additionally by sight are largely excellent stall and wall breakers without sight anyways. These pokemon make progress significantly by themselves, we are not "resorting" to future sight and trapping to force progressSo why not just switch to a defensive Pokemon? It's not a huge deal to lose momentum on their Teleport when you already have a defensive answer in, right? This is where the element of Future Sight comes in, and where the Slowtwins are pushed over the edge for me. Future Sight has seen viable usage in OU for the first time because of its unparalleled offensive utility and ability to force progress like nothing else when paired with a wallbreaker. By hitting a defensive Pokemon twice in one turn, especially because of its ability to hit on the special side, Future Sight + wallbreakers like Kartana, Bisharp, Urshifu-R, Weavile lose most of their reliable defensive counterplay. I don't really think I need to talk more about this. I build stall pretty often and am forced to use outlandish techs like Shedinja, Substitute Blissey, Protect Tangrowth, etc. to help prevent Future Sight + wallbreakers KOing a Pokemon every time they come in... and even these techs can be pressured quite easily. There is simply no reliable counterplay to this combo. In addition to the Teleport mechanics changing, I think there are a couple more reasons why we see Future Sight so often this gen. Here's the main point I wanted to make with this post. By removing any ways to reliably punish switches in gen 8 (see: Heavy-Duty Boots, Pursuit deletion), players are forced to resort to other options like trapping and Future Sight to force progress.
This playstyle was only truly being developed fully for the first two games highlighted here during this tour and it highlights a lack of preparedness for the style and misrepresents the advantages and disadvantages of the play style. Not to mention both Serene and Sacri lacked any meaningful way of pressuring slowking without first requiring a turn to setup the advantage i.e. Status Hex PultSPL Replays said:https://replay.pokemonshowdown.com/smogtours-gen8ou-545738 - Serene Grace vs John W, SPL week 8
https://replay.pokemonshowdown.com/smogtours-gen8ou-544656 - Eo vs Sacri', SPL week 7
https://replay.pokemonshowdown.com/smogtours-gen8ou-551431 - talah vs John W, SPL finals
CKW vs Joey, FAIRLY certain future sight did absolutely nothing to prevent the onslaught that Weavile was always going to bring to a team where the only switchin is Heatran. This replay also shows how mediocre this strategy is fast becoming when your opponent just has standard.com switchins to your breakers and a way to fuck over slowking.wcop quals replays said:https://replay.pokemonshowdown.com/smogtours-gen8ou-559113 - CKW vs youngsterjoeyv69, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-560192 - Floss vs kahili, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-559244 - Roseybear vs austriangeorge, WCOP qualifiers
First, let me say I appreciate the time you’ve put into this post. The slow twins are probably the most contentious issue in SS OU right now and will continue to be discussed until a suspect or something happens. However, that doesn’t mean that a suspect necessarily should happen and tbh I respectfully disagree with you on this matter.airfare said:
Congrats to Slowking on its new S tier spot. I wanted to discuss what I see as one of the biggest problems in this metagame, and possibly offer a solution... there are many directions to take regarding action taken against Future Sight / Teleport / Regenerator, but I honestly feel that a complex ban is the best way to resolve this problem without disrupting the rest of the metagame - I will elaborate more below.
Cutting right to the chase - Teleport + Regenerator is uncompetitive, as outlined by the tiering policy framework here. By taking out any possible risk associated with switching, using any offensive switch-in for momentum via Teleport or defensive answer for extreme offensive support in the form of Future Sight, opposing players have to get repeated risky 50-50s correct to maintain any sort of momentum and not be heavily punished. The main problem with the Slowtwins that differentiates them from other Teleport users, as I see it, is Regenerator, which lets them benefit from stealing momentum and giving them longevity while giving them the option to never actually waste a turn - and their momentum - using Slack Off. When we saw other Teleport users like Wish + Teleport Clefable pre-DLC, there was at least the option to attack it while it Teleports to its teammate, inflicting non-negligible damage and actually pressuring it on its next switch-in. We don't see this with the Slowtwins. Players are often forced to make risky switches to offensive Pokemon to try and prevent Future Sight, while risking their Dragapult / Rillaboom / Zeraora / Tapu Koko / whatever other revenge killer being crippled to a Scald burn - or just losing momentum as they click Teleport. The reward associated with clicking Teleport, as compared to the risk, is astronomical when compounded with Regenerator.
So why not just switch to a defensive Pokemon? It's not a huge deal to lose momentum on their Teleport when you already have a defensive answer in, right? This is where the element of Future Sight comes in, and where the Slowtwins are pushed over the edge for me. Future Sight has seen viable usage in OU for the first time because of its unparalleled offensive utility and ability to force progress like nothing else when paired with a wallbreaker. By hitting a defensive Pokemon twice in one turn, especially because of its ability to hit on the special side, Future Sight + wallbreakers like Kartana, Bisharp, Urshifu-R, Weavile lose most of their reliable defensive counterplay. I don't really think I need to talk more about this. I build stall pretty often and am forced to use outlandish techs like Shedinja, Substitute Blissey, Protect Tangrowth, etc. to help prevent Future Sight + wallbreakers KOing a Pokemon every time they come in... and even these techs can be pressured quite easily. There is simply no reliable counterplay to this combo. In addition to the Teleport mechanics changing, I think there are a couple more reasons why we see Future Sight so often this gen. Here's the main point I wanted to make with this post. By removing any ways to reliably punish switches in gen 8 (see: Heavy-Duty Boots, Pursuit deletion), players are forced to resort to other options like trapping and Future Sight to force progress.
I would be down for either a Future Sight + Teleport complex ban, targeting the riskless Future Sight passing, or a Regenerator + Teleport complex ban, targeting riskless pivoting altogether, for the reasons I outlined above. By letting the Slowtwins themselves be and leaving a hard Future Sight ban alone, we can both preserve Slowking's use as a great special wall this gen (MAN i just want more tran checks) and Future Sight's niche use, as seen by Reuniclus, Galarian Slowking, and Tapu Lele, without unpunishable pivoting given by the Slowtwins.
Other resources:
https://www.smogon.com/forums/threads/heavy-duty-boots.3667472/ - pretty in-depth PR thread about boots a while back
https://replay.pokemonshowdown.com/smogtours-gen8ou-545738 - Serene Grace vs John W, SPL week 8
https://replay.pokemonshowdown.com/smogtours-gen8ou-544656 - Eo vs Sacri', SPL week 7
https://replay.pokemonshowdown.com/smogtours-gen8ou-551431 - talah vs John W, SPL finals
https://replay.pokemonshowdown.com/smogtours-gen8ou-559113 - CKW vs youngsterjoeyv69, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-560192 - Floss vs kahili, WCOP qualifiers
https://replay.pokemonshowdown.com/smogtours-gen8ou-559244 - Roseybear vs austriangeorge, WCOP qualifiers
any other john w / eo / 100p replays
Archer Kirby magma storm post soon
First of all, your comment on the last game made me laugh. (No offense to austriangeorge, I'm sure you're a great person). I'm now wondering if certain drugs may enhance play, and if we need to crack down on doping-I'm going to just directly challenge the assumption here that teleporting is riskless, clicking future sight is riskless, the combination of both being used across two turns is riskless and honestly the vast majority of all the very prominently bolded text. Felt like I was reading the essay version of star wipe transitions on a powerpoint and it personally offended me. I'm also just using this post as a means to argue against any post like it such as the two directly above me who seem to think the Slowtwins are broken but just disagree with your ban proposals. Nothing against you personally airfare lol
[blip]
Rosey 100% lost this game if austriangeorge did not lose brain cells from what I can only assume was the copious amounts of cocaine the Austrians were hopped up on while beating down Team UK in qualifiers. This game actually highlights the deficiencies of Future Sight versus sub setup sweepers, even ones who traditionally slowking would have hard walled due to its typing and other psychic stab moves.
If you want further evidence to suggest future port is fine, look to more of the tour play since players have began adapting to it/not using garbage Dragapult sets. Slowking sits at a 22% win rate across wcop qualifiers round 2, JYT recently knocked out 2 tournament favourites Soulwind and Xray out of SmogTour by toxicing their Slowtwins making all their Future Sights meaningless and just the general shift away from using the style as a whole. It was great when it was popularised initially, but its nowhere near what it was even if it does still remain a viable and potent matchup. This is nowhere near overbearing enough to warrant a complex ban or a ban of any kind.
A 22% winrate uhhhh yeah, that basically refutes this hypothesis (albeit a small sample, but it's still quite low- I could do statistics to get a confidence interval here but I'm lazy lol)" They are broken because they almost dictate / require usage, and a standard team without one of them facing a standard team with one of them would be at a drastic disadvantage. "
I agree, if I have to do something then I would consider the slow twins as the issue, and yea if we start making Complex ban like a move on certain pokemon, then we will end with something or make posible the argument of kyogre in OU without water moves or Zacian-C without physical move which is completely BS.I really, really dislike the idea that we should be complexly banning specific aspects of the Slowtwin FuturePort strategy. The key reason I am of this stance is that the Slowtwins are the only two Pokemon actually capable of using it to a considerably problematic degree in the first place. It is imperative to consider that the reason the strategy the Slowtwins employ is so effective is that their one-of-a-kind combination of tools at their disposal completely mitigates opportunity costs. Regenerator + Teleport is the only fallible combination that could be reasonably argued for this issue in my opinion as it compresses both healing and pivoting at the same time and invalidates any kind of opportunity cost that the Slowtwins may otherwise have (though Future Sight is an insanely synergistic complement that makes them incredible for offenses). However, the Slowtwins are the only ones that actually have access to the combination, which makes the idea of a complex ban all the more peculiar to me since there's a very easy, cleaner alternative toward addressing them that doesn't open up a dangerous door for tiering policy. What point is there in complex banning Regenerator + Teleport when it is far, far cleaner to just suspect the Slowtwins? It makes no sense to do anything of that sort other than to arbitrarily maintain pieces of the metagame, which is a really dangerous motive and one that can easily enable the justification of other kinds of complex bans.
Likewise, I also dislike the idea of other complex bans that do include combinations of moves/abilities that other Pokemon have, such as Future Sight + Teleport, or Future Sight + Regenerator. Future Sight in tandem with the aforementioned traits is also a reinforcing factor that lets the Slowtwins enforce progress in a terrifying, effective way that no other Pokemon utilizing Regenerator, Future Sight, or Teleport on their own or in pairs is capable of doing on their own, but again, only the Slowtwins have access to all three. For example, Claydol may have access to Future Sight and Teleport, but it's going to flatline a lot more harshly since it lacks any kind of recovery or any ability to offset potential pressure put onto it, possibly even fainting before it can do what it's aiming to do. Future Sight + Regenerator is also not an inherently problematic combination as Slowking-Galar and Reuniclus are Pokemon that outright lack momentum, basically making it so they have to make a risky switch to position an abuser, which could risk dangerous chip damage or status to the abuser without smart, deliberate maneuvering from the player.
Furthermore, each individual component that drives the Slowtwins' strategy is not the issue, either. Regenerator alone is clearly not the problem, neither is Future Sight (for reasons I really don't think I need to explain). Some people argue Teleport is an issue, but it really isn't, as using it means your Pokemon has to use it on a switch to not risk key chip damage or status. Blissey and Clefable, arguably the other best abusers of Teleport, for instance, are clearly not problematic; their HP thresholds are incredibly important to their gameplan, and Teleport risks damage that can easily stack up over time and either be forced to heal or sustain further damage, both options of which can easily be telegraphed and exploited.
In my eyes, to address the FuturePort issue, we would have to suspect the Slowtwins. Although I am not wholly decided on my stance on if this is the way to improve the metagame, most other alternatives either do not consider the key reason why the Slowtwins are able to use this strategy so reliably in the first place or open up unnecessary fallacies in tiering policy.
About Tyranitar and Mandibuzz:
While I'm here, I've seen some people say that Tyranitar and Mandibuzz are unviable in the metagame, and while I do believe they are outclassed in their roles by other Pokemon, to say that they do not have their place or the ability to compress/cover roles for teams is blatantly wrong. Mandibuzz being able to stifle Kartana and Rillaboom, dissuade Landorus-T, Garchomp, and Excadrill, forcing Dragapult to gamble its choice in moves, and compressing Defog definitely makes it a worthy choice for teams in need of a bit more Dragapult counterplay, with some neat attributes of its own to boast. I think it can be really overwhelmed and I don't see it as a defensive staple by any means, it can work for teams that are willing to take some heat from Dragapult or Knock Off to ease the pressure off of it. Tyranitar is also a Sand setter capable of checking Volcarona and Kyurem far more reliably than Hippowdon, while also providing a short-term check to Dragapult; again, it's similar to Mandibuzz in the sense that it can definitely help a lot if you have Pokemon to spread the pressure in spite of its shortcomings. I agree that they aren't the best, but to call them unviable or terrible is not true whatsoever.
When you say this it instantly reminds me of Blaziken in previous generations. Where I don't think Blaze Blaziken was banworthy but with speedboost it was, and yet the tiering policy didn't simply ban the ability to use Flare Blitz and HJK and Protect/Swords with Speed boost lol. What was done was simply banning the mon. But if you banned the combination of Protect or Swords Dance with Speed Boost, then perhaps Blaziken would have been fine in that XY meta but that isn't generally how Smogon does things.What point is there in complex banning Regenerator + Teleport when it is far, far cleaner to just suspect the Slowtwins?
I think Volcarona despite putting a certain pressure from teambuilding is a Pokemon, which is dealable with, we have a lot of strategies and Pokemon, which can effectively check or revengekill Volcarona. Pokemon like Thunder Wave Dragapult are still used to shut it down of its sweeping attempt. With Dragonite shooting up in usage and with its defensive Dragon Dance set and Heal Bell to cleric Flame Body burns and relaible recover in Roost and a great typing, it can actually deal very well with Volcarona due to its great typing and bulk and moreover its great ability Multiscale. Even Pokemon like Choice Band Urshifu-R can revengekill it with Aqua Jet. There are other Pokemon, which can deal with Volcarona, even specially defensive versions of Landorus-T can help versus Volcarona with strong STAB Earthquakes, even when Volcarona is the bulky version. Toxapex can still help against mono-fire-move Volcarona and even the offensive version with Haze to shut down its sweeping attempt. There are other Pokemon like Garchomp, potentially Tapu Fini, and Tornadus-T which can deal with it. And lastly and most importantly one of the best metagame staples in Heatran can reliably deal with Volcarona. Taunt sets can help against Volcarona shutting down its Quiver Dance, Roost, and Safeguard, which leaves Volcarona vulnerable to a subsequent Toxic aimed at it.View attachment 343101
How are people feeling about Volcorona? Healthy presence in the tier? High or low skill ceiling? I think it's obviously centralizing but it's not any more broken than ooga booga mons like Rillaboom where you just have to prep for them in the builder
A single Pokémon hard countering a threat gives no assurance that the threat is healthy. It's rather an evidence of the Pokémon being kinda unhealthy, as it forces coinflips in the preview frequently. Stealth Rock has always been a natural check to Volcarona, but now with the Boots Volca is more dangerous than ever. It's another one of the many problems we would solve by banning the HDBs. However, HDBs need a suspect test, so I don't think we have any reason to take action against Volcarona now, considering that they are planned to be tested soon.