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Art by a blue banana.
At this point in time, Game Freak seems to have settled into a semi-predictable release schedule; a generation lasts roughly three years, the last of which is spent drip-feeding information about the new release to build and accentuate hype. The generational mechanic is often revealed early into this cycle, which results in eager anticipation, sheer horror, or some combination of the two. Although Mega Evolution and Z-Moves have been phased out in SV Ubers, they remain a part of the metagame in National Dex Ubers in addition to the Terastal phenomenon introduced in Scarlet and Violet. This article is going to explore how each of the three generational mechanics have integrated themselves into the NatDex Ubers metagame.
Upon scrolling through the teambuilder, players seem awash for choice in slotting a Mega Evolution onto a team with eleven options at their disposal. Unfortunately, this is rather deceiving, as only three Mega Evolutions are currently considered viable. Despite a precipitous decline, Mega Evolutions retain a presence in the metagame, even if they are rarely seen outside the confines of hyper offense. Consequently, Mega Evolution is the only generational mechanic out of the three mentioned that is unlikely to be present in any given game.
Click the Pokémon to read their descriptions! |
Mega Salamence has retained the title of most viable Mega Evolution throughout the entirety of NatDex Ubers's existence. Although Mega Salamence remains an excellent Pokémon, it has seen greener pastures, as the current metagame is quite hostile. While Mega Salamence shares superficial similarities to Rayquaza, its reliance on Dragon Dance and superior Speed results in it being most effective against offensive structures and as a sweeper due to its lack of immediate power. Despite this, it remains an immense threat that will make many players rue the day they decided to ignore it in the teambuilder.
Mega Salamence generally finds its entry points against Pokémon such as defensive Primal Groudon and Ho-Oh. These Pokémon often lack the means to harm Mega Salamence outside of status, which is dissuaded by the threat of Facade. This enables Mega Salamence to often take a couple of Pokémon down with it, even having the power to 2HKO Dondozo with minor chip damage. Dondozo is exclusive to stall, relegating Coil Zygarde as the only Pokémon generally comfortable switching into Mega Salamence regardless of its moveset.
Earthquake is used to cleave through Steel-types such as Zacian-C and Necrozma-DM that can withstand its powerful Flying-type attacks, providing Mega Salamence with unresisted coverage. Although Mega Salamence is a potent offensive threat, its defensive utility is quite limited, leaving it largely in the domain of hyper offense teams that appreciate an offensive switch-in to Overheat Primal Groudon. Unfortunately, on paper, strengths don't always translate cleanly in-game. Mega Salamence may be menacing, but its reliance on Intimidate, a Stealth Rock weakness, and its struggle with Pokémon such as Eternatus and Zacian-C often limit the damage it can do.
Mega Salamence has had a slight stumble, while Mega Mewtwo Y has had quite the tumble. While Mega Mewtwo Y reached its apex in the Koraidon metagame, its current struggles can be attributed to the overwhelming threat of Ultra Necrozma. Ultra Necrozma is a Pokémon that demands solid answers in the teambuilder, or it will likely sweep your entire team. Unfortunately for Mega Mewtwo Y, this counterplay is similarly effective against it. Furthermore, though Mega Mewtwo Y is fast, it is still outsped and OHKOed by Zacian-C and Deoxys-A.
So why use Mega Mewtwo Y? It benefits significantly from its stellar matchup into offensive Eternatus, which can hinder other wallbreakers such as Rayquaza and Marshadow. Although Mega Mewtwo Y suffers heavily from four-moveslot syndrome, its coverage usually enables it to pose a significant threat to many bulky teams. There is still plenty of time for things to turn around for Mega Mewtwo Y, but it faces an incredibly hostile metagame that makes it difficult to find a footing. When provided with the right support and matchup, one quickly remembers how much of a threat Mega Mewtwo Y can be.
Mega Diancie has spent the generation as a solid, if under the radar, lead for offense teams looking to win the entry hazard war. Mega Diancie is capable of stopping most opposing leads from setting hazards while posing an annoyance to balance and bulky offense teams before going down due to its eclectic movepool. Mega Diancie has seen some use on bulky offense teams, which appreciate its surprisingly stellar defensive typing before it is betrayed by its poor bulk after Mega Evolving.
Mega Diancie's always sporting its STAB moves and at least one hazard. However, its deep movepool renders it quite a nuisance to get rid of. Mega Diancie's power and coverage often forces opponents into an uncomfortable predicament. For example, Primal Groudon may easily handle Mega Diancie one-on-one, but it's not keen on losing its ability to check Zacian-C or Primal Kyogre. Terastallization may be new, but Mega Diancie has been stunning us with its gems for over a decade.
Once the embodiment of power creep, Z-Crystals themselves have been power crept. Akin to Mega Stones, Z-Crystals exist primarily within the domain of hyper offense teams with sporadic use on some offense teams and rarely on balance. While Ultra Necrozma requires Ultranecrozium Z to access, other Pokémon utilize Z-Moves to great success such as Extreme Killer Arceus and Arceus-Ground, using Z-Crystals in lieu of a Plate on physical sets. Let's take a look at some of them and dive into why these Pokémon opt to forgo access to Terastallization in favor of a one-time nuke.
Click the Pokémon to read their descriptions! |
Ultra Necrozma has long been the bar that all Pokémon must cross to justify their inclusion on hyper offense teams. While still a staple, Ultra Necrozma's stranglehold as a Z-Move user has become increasingly tenuous recently, with Pokémon such as Chi-Yu and Arceus-Ground solidifying themselves as highly viable alternatives. Despite this, Ultra Necrozma retains its spot on the throne as one of the most common Pokémon in both tournament and ladder play.
This is in large part due to the efficacy in which Ultra Necrozma can quickly end games when given a single free turn. The looming threat of Ultra Necrozma has a warping effect, especially in the teambuilder due to a dearth of softer checks. Even Coil Zygarde, the blanket check to just about every physical attacker, is OHKOed by +1 Light That Burns the Sky, though it must wait until the turn after it Ultra Bursts. This has led to most teams opting to run airtight counterplay such as Marshadow, Arceus-Dark, and Yveltal, lest Ultra Necrozma run away with the game. As a result, Ultra Necrozma has become a victim of its own success, due to lacking the ability to bypass these checks outside of X-Scissor, which is uncommon due to requiring both Sticky Web support and Swords Dance. While this may enable Ultra Necrozma to bypass Arceus-Dark, it is rarely worth forgoing the ability to OHKO Ho-Oh for the benefit of common teammates such as Zacian-C and Arceus. In turn, this has led to Ultra Necrozma becoming somewhat inconsistent, but this dynamic has led some players to question whether the strain Ultra Necrozma forces in the teambuilder is excessive.
Despite these roadblocks, Ultra Necrozma remains an excellent Pokémon and terror on the battlefield, as it still has five friends to help wear down its checks into range of its attacks. Ultra Necrozma is also not a one-trick pony, as the specially based Stealth Rock set has seen sporadic use on some offense teams that appreciate its ability to wreck havoc before fainting, often claiming important KOs or damage on Pokémon such as Primal Groudon and Zygarde that are lured into thinking they are staring down Necrozma-DM.
When trawling through the strategy dex across various Ubers formats, the bevy of Necrozma-DM's sets and their permutations is inescapable. However, in NatDex Ubers, it runs just two. Even then, the defensive set has largely fallen by the wayside, as it often finds itself failing to handle Pokémon it should be checking such as Zacian-C, which easily bypasses it with Tera Blast Ground or Tera Fighting Close Combat. Fortunately, Dragon Dance Necrozma-DM remains a superb wallbreaker appreciated by bulky offense and the occasional balance team.
Necrozma-DM's efficacy as a wallbreaker lies primarily in the strength of Searing Sunraze Smash. Necrozma-DM often capitalizes on the inability of common defensive Pokémon to harm it, such as Arceus-Fairy and Eternatus, to find easy setup opportunities. After a boost, Necrozma-DM outspeeds Arceus formes and +1 Searing Sunraze Smash OHKOes its most common counterplay in Arceus-Dark and defensive Yveltal thinking it is about to Ultra Burst. Necrozma-DM's raw power enables it to still provide value against hyper offense teams where it is unable to boost. Searing Sunraze Smash OHKOes Pokémon such as Mega Salamence, Zacian-C, and even Arceus after minor chip damage.
There are not many games where Necrozma-DM is deadweight, as even a physically bulky Pokémon such as Coil Zygarde is OHKOed with a layer of Spikes. However, Steel is a notoriously poor offensive typing, so Necrozma-DM is reliant on coverage to handle Steel-resistant foes. Earthquake is mandatory for hitting Primal Groudon and opposing Necrozma-DM, but the fourth slot is flexible depending on the demands of the team. Stone Edge is often used to hit Ho-Oh while also OHKOing Life Orb Yveltal at +1 without wasting Necrozma-DM's Z-Move. Should Ho-Oh be of little concern, Photon Gesyer is often the preferred choice, as it still chunks Ho-Oh while also OHKOing defensive Eternatus after a boost. Additionally, this enables Necrozma-DM to even beat Dondozo if it switches in on Dragon Dance.
Unfortunately, it isn't all sunshine and roses for Necrozma-DM, as it is still outsped by most offensive Pokémon even after a boost, most notably Marshadow, but that is what teammates are for! If you're interested in seeing why Necrozma-DM retains a spot in the A ranks rather than languishing in the depths of the viability rankings, give this set a go! The next time Arceus-Dark switches in, your opponent will be the one needing to call an ambulance.
Chi-Yu may present itself as a cute fish you'd find milling about at your local pet shop, but by now, we are all aware it is anything but. The Blissey calc is infamous, but in NatDex Ubers, Chi-Yu is found holding Darkinium Z. Chi-Yu plays a key role as a ruthless wallbreaker against bulkier teams while helping to prevent Sticky Web from being removed. Darkinium Z is essential in this role, as it enables Chi-Yu to OHKO Ho-Oh with +2 Black Hole Eclipse. Given that Ho-Oh is capable of surviving even Palkia-O's Hydro Pump, this is truly an astonishing feat.
Chi-Yu's potency as a wallbreaker is bolstered by a near perfect Speed tier. It not only blazes past the congested base 90 Speed tier, but it also outspeeds most other wallbreakers such as Lunala and Yveltal. Its ability to OHKO Life Orb Yveltal with Fire Blast is much appreciated due to the threat Yveltal's powerful Sucker Punch poses to Sticky Web teams. Fortunately for those who prefer other playstyles, Chi-Yu's reliance on Sticky Web to alleviate its middling Speed against offensive Pokémon such as Zacian-C and Eternatus heavily limits its usage. However, if you are interested in having a little fun with the little fish, consider trying out the team provided by Emoxu9, who used it to win the NatDex Ubers Open!
All Arceus formes are technically equal, but some are more equal than others. In many Ubers tiers, Arceus-Ground is the undisputed monarch, and until recently, NatDex Ubers was no exception. Two of the biggest metagame developments following Xerneas's departure have been the rise of specially offensive Yveltal and Giratina-O. While Arceus-Ground struggles with Giratina-O, it is the rise of Yveltal that has resulted in defensive sets falling out of favor. The immense difficulty in checking Yveltal defensively has lead many balance builders to opt for Arceus-Fairy or Calm Mind Arceus-Dark.
Fortunately for Arceus-Ground, it is experiencing a surge of popularity on offensive structures and has even proved itself to be a viable alternative to Extreme Killer Arceus on some hyper offense teams. Many teambuilders consider Arceus-Ground's stellar matchup against offense worth the cost of both the Arceus and the Z-Crystal slots.
Many builders consider this high price of admission worthwhile, as in return, you receive a customizable wallbreaker, cleaner, and sweeper that can tailor its set to best support its teammates. For example, Taunt enables Arceus-Ground to prevent Giratina-O or Ho-Oh from removing entry hazards or turn Zygarde into setup fodder on hyper offense teams while being less susceptible to being revenge killed by Marshadow or Yveltal compared to Extreme Killer Arceus or Ultra Necrozma. Arceus-Ground may have a surprisingly shallow physical movepool, but EdgeQuake is a tried-and-true combination. Despite no longer being the top llama, Arceus-Ground remains a top Pokémon.
Arceus-Ghost may pine for bygone days, but it remains a viable, if niche, option for hyper offense teams. Arceus-Ghost's defensive profile limits it to the domain of hyper offense teams. While hyper offense teams appreciate an Extreme Speed immunity, exacerbating already tough matchups into Marshadow and Sucker Punch Yveltal on top of locking a team out of other Arceus formes and Ultra Necrozma is a bridge too far for many teambuilders. While this is a steep cost of admission, those willing to pay it are rewarded with a surprisingly effective wallbreaker and sweeper.
In NatDex Ubers, teams do not account for any Ghost-type Pokémon but Marshadow. Arceus-Ghost is able to use this to its advantage, as it turns Coil Zygarde, the only true Marshadow counter outside of stall, into setup fodder. Fortunately, Zygarde is far from the only Pokémon Arceus-Ghost can exploit, as it is also able setup on Arceus-Fairy and Eternatus, which are frequently used to soft check Marshadow.
It isn't all give though; defensively handling a +1 190-Base Power Never-Ending Nightmare is immensely difficult, as Ho-Oh is likely to be OHKOed, and Primal Groudon will be unable to defensively check much of anything afterwards. Although it is an unorthodox pick, Arceus-Ghost is remarkably effective when given the proper support.
Zekrom's lack of defensive utility and precision required to execute its gameplan relegate it to a niche option on hyper offense teams. Here, it aims to chip or remove Primal Groudon for the benefit of teammates such as Zacian-C and Eternatus with its powerful Devastating Drake. Ensuring that Zekrom hits the right target can be difficult, as both of its STAB moves have immunities, but Substitute and Dragon Dance punish recklessly switching around. Furthermore, hyper offense teams greatly appreciate Zekrom's ability to shred through many stall teams due to naturally threatening Dondozo and forcing it to be sacrificed or to Terastallize due to Teravolt bypassing Unaware. Zekrom may be niche, but it is quite a fun wallbreaker to use if supported properly, especially when loading into Big Stall™!
Similar to other tiers, Terastallization has had a controversial history in NatDex Ubers. Frustrations with the mechanic culminated in a suspect test where it narrowly escaped the banhammer. Since then, Tera has remained a hot topic, even receiving and surviving a second test. Tera may have received high scores on surveys, but the playerbase overwhelmingly voted to keep the mechanic. The playerbase felt that Terastallization is kept relatively honest, as most Pokémon have limited and predictable Tera types, while Pokémon such as Primal Groudon, Primal Kyogre, and Ultra Necrozma being unable to utilize the mechanic keeps it honest. That being said, the ability to change your Pokémon's typing for an offensive or defensive purpose at a whim is unsurprisingly quite powerful, so let's take a look at how some Pokémon interact with the most recent generational mechanic!
Offensive Tera | Defensive Tera | ||||||
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Click the Pokémon to read their descriptions! |
Zygarde's presence in NatDex Ubers has rarely been devoid of some level of controversy, but it has come under the radar again due to the strength of its Dragon Dance set. While this set may come with some downsides, notably a lack of defensive utility and inability to switch into many Pokémon, it comes with great rewards. Dragon Dance Zygarde's threat largely stems from its ability to turn the tables on typical rock-solid checks to Coil Zygarde such as Ho-Oh and Taunt Arceus formes after a single Dragon Dance. Zygarde is often able to get these turns by forcing switches on Pokémon such as Primal Groudon and using opposing Tera Water Coil Zygarde for setup, as it is unable to break Dragon Dance Zygarde's Substitute without a boost, while Dragon Tail provides valuable phazing and allows Zygarde to accumulate more boosts and snowball. Dragon Dance Zygarde's threat stems primarily from the power boost provided by Tera Ground, as with it, Zygarde is capable of outspeeding and OHKOing offensive checks such as Eternatus, Marshadow and Life Orb Yveltal after a boost.
Zygarde's synergy with Tera allowing it to flip matchups on many of its checks is unparalleled. Although alleviating Zygarde's crippling Ice-type weakness would appear to be the primary defensive benefit, shedding its Dragon- and Fairy-type weaknesses is significantly more important, as this enables Zygarde to set up on Arceus-Fairy, Eternatus, and Zacian-C. Ice Beam is quite rare in NatDex Ubers, and the main Pokémon sporting it, Mega Mewtwo Y and Primal Kyogre, blow past Zygarde regardless of whether it opts to use Tera Ground. Despite Tera Ground helping against Arceus's Ice Beam, the Arceus formes have largely shifted away from the move as the metagame has developed.
As with any emergent threat, Dragon Dance Zygarde's effect in the teambuilder and in games is akin to a thousand waves rather than a ripple. Although Dragon Dance Zygarde is strenuous to answer defensively, counters do exist. Tera Fairy Dondozo is the standard on stall, while Tera Fairy Coil Zygarde has seen a resurgence on balance and bulky offense structures. Additionally, offensive Pokémon that outspeed and KO +1 Zygarde such as Deoxys-A and Pheromosa have risen in popularity, and Perish Song has cemented itself in Smeargle's moveset.
Aside from specific Pokémon, teambuilding habits have changed dramatically. As Dragon Dance Zygarde thrives on punishing passive play and passive teams, players have adapted in turn. Fatter balances have largely shifted to incorporating Pokémon that force progress such as Knock Off Ferrothorn and Garganacl rather than solely relying on entry hazards and Toxic to do the heavy lifting. Passive fat balances do still exist, but they have increasingly shifted towards a momentum-focused strategy anchored by Alomomola and Teleport Blissey, which help deny Dragon Dance Zygarde the positioning it relies on.
Players have also had success with a tried-and-true strategy for handling frail setup Pokémon—simply smack it. Although Dragon Dance Zygarde poses an immense threat after a boost, it relies heavily on getting a free setup turn, as it is deceptively frail. For example, defensive Primal Groudon is a Pokémon Zygarde should be using as setup fodder, but switching in on Precipice Blades renders Zygarde only able to trade with Primal Groudon at best. Even switching in on an innocuous Rock Tomb prevents Zygarde from getting the all-important Speed boost that enables it to bypass support Arceus formes. Zygarde is and will be a formidable offensive threat in the future, but how exactly it does so is anybody's guess. Trapper Zygarde has fallen out of favor recently due to consistency issues, but perhaps Fc's recent success has awoken a dormant beast.
Marshadow was seemingly handcrafted in Professor Kukui's lab with sugar, spice, and everything nice to create a near perfect offensive Pokémon. Marshadow's offensive role compression is valuable enough to land it among the S ranks despite its frailty and near-total lack of defensive utility. Marshadow was already an immense offensive threat in previous metagames, but access to Terastallization has only been a boon to its efficacy.
Marshadow's high-powered, unresisted STAB combination, augmented by Choice Band and Tera Ghost, heavily restricts the pool of long-term switch-ins to physically defensive behemoths such as Coil Zygarde, Dondozo, and Tera Fairy Garganacl. Even defensive Primal Groudon is not keen to switch into Marshadow, as it is likely 2HKOed by Low Kick after Stealth Rock.
The power boost afforded by Tera Ghost enables Marshadow to reach key damage thresholds against offensive and defensive targets alike. For example, Ultra Necrozma and Mega Mewtwo Y often specifically invest EVs to survive Shadow Sneak after Stealth Rock, but they are OHKOed with Tera Ghost, while Zacian-C is 2HKOed. Even defensive Primal Groudon is cleanly 2HKOed by Tera Ghost Poltergeist. Tera Ghost also enables Marshadow's Spectral Thief to even 2HKO support Arceus formes after Stealth Rock damage while also preventing Calm Mind Arceus from getting out of hand.
Marshadow appreciates Terastallization but does not rely on it, which makes it an incredibly flexible Pokémon that can fit on and is good into any playstyle other than stall. If you somehow have not used Marshadow, give it a go, and you'll quickly learn why this little beast not only thrives amongst titans, but also one of the most feared Pokémon in the metagame! Just give it an actual item instead of a Focus Sash.
Although Dragon Dance may be Zygarde's most threatening set, Coil Zygarde is what draws the most ire. It isn't difficult to see why, as any Pokémon player has more than their fair share of horror stories about the dreaded paralysis. While Zygarde's Dragon Dance set may have many players questioning its place in NatDex Ubers, Coil Zygarde is a bedrock of the metagame and a pillar of stability on which many balance and bulky offense teams rely on to help fend off the ferocious onslaught in this high-octane metagame.
At its core, Zygarde is a defensive behemoth with clear weak points to target. Consequently, Zygarde's synergy with Terastallization is readily apparent. Until recently, Zygarde near ubiquitously used Tera Water, as it is an excellent defensive typing that importantly retains Zygarde's Fire-type resistance and ability to counter Primal Groudon. Zygarde's newfound Grass weakness is for all intents and purposes a neutrality, as Zygarde is more concerned with Ferrothorn's Leech Seed than Power Whip. Electric-types moves are rare, but Zygarde's immense physical bulk enables it to survive Zacian-C's +3 Wild Charge, and Primal Kyogre can beat it regardless.
Tera Fairy Zygarde has seen an uptick in use recently in large part due to being the only common counter to its own Dragon Dance sets. While Fairy is an excellent defensive typing, it does leave Zygarde significantly more vulnerable due to a much shakier matchup against Zacian-C, Meteor Beam Eternatus, and Primal Kyogre. On the whole, Tera Fairy still enables Zygarde to slow down the pace of games in a similar manner to Tera Water via Glare, but it requires more attention in the teambuilder to avoid potential blind spots.
This may seem a bit ridiculous to handle, but regardless of which Tera type Zygarde opts for, its counterplay largely remains unchanged. For example, Ho-Oh can always phaze Zygarde before it has accumulated the necessary boosts to obtain an actual offensive presence. Taunt Arceus formes stymie it, while Taunt + Calm Mind Arceus formes use Zygarde as setup fodder. Life Orb Yveltal easily handles Zygarde regardless of Tera and appreciates the opportunity to heal up via Oblivion Wing. Furthermore, Zygarde is not invincible and becomes quite exploitable when forced to Rest, as Pokémon concerned about Glare such as offensive Eternatus sets can find free entry. There is, of course, the originally intended method of smacking it with special attacks.
While Zygarde may appear to be an impenetrable barrier on paper, this rarely translates into practice, as most teams naturally contain it or can easily slot in appropriate counterplay. Try Zygarde for yourself, and see why most high-level players consider it a healthy part of the metagame responsible for its stability as opposed to an uncompetitive monstrosity.
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Newer players may be surprised that Ho-Oh, a mainstay in the upper echelons of viability rankings in modern generations, had serious discussions centered around it dropping to OU in its debut generation. Those days are long gone, and the buffs Ho-Oh has accumulated throughout the generations have rendered Ho-Oh's humble beginnings a distant memory. Rather than dropping to NatDex OU, Ho-Oh's defensive presence provides a fantastic glue and stabilizing force in the metagame with its offensive and defensive sets alike.
Ho-Oh has never been less than a top-tier Pokémon in NatDex Ubers for similar reasons to other metagames—an embarrassment of riches that leaves most Pokémon jealous. It is blessed with a superbly distributed stat spread that enables it to function as a mixed wall, with Regenerator providing absurd longevity to the point where Ho-Oh forgoes healing moves entirely. Ho-Oh's base 130 Attack in conjunction with Brave Bird and Sacred Fire as STAB options prevents it from falling into the pitfall of passivity that plagues many other defensive staples at times such as Alomomola and support Arceus formes.
Ho-Oh's typing plays a pivotal role in enabling this due to its strength offensively and defensively. Its Fire / Flying typing provides Ho-Oh with an egregiously good defensive profile due to its Ground-type immunity while packing important resistances to Fairy, Fighting, Fire, and Steel. Ho-Oh's uncommon weaknesses to Water, Electric, and Rock make it an excellent user of Terastallization, as many Pokémon run these moves to avoid being walled by Ho-Oh.
The most prominent example is Zacian-C, which runs Wild Charge to allow it to actually harm Ho-Oh. In turn, many Ho-Oh are commonly seen sporting Tera Grass, and even +3 Behemoth Blade only has a low roll to OHKO defensive Ho-Oh. While Zacian-C may be a significant reason for Tera Grass, Ho-Oh significantly appreciates its new typing, as it transforms into a hard check to Coil Zygarde, safely pivots into Primal Kyogre, and soft checks Primal Groudon lacking Fire-type moves. Although Tera Grass is the most common, Ho-Oh also finds uses for other options such as Tera Dark for Ultra Necrozma, while Tera Ground is common on offensive sets for Meteor Beam Eternatus. Without a dedicated plan, Ho-Oh will quickly show you why phoenixes are immortal.
Zacian-C is probably content with the nerfs it received in SV, as these allowed it to become a top-tier threat rather than chasing cats in NDAG. Despite these harsh nerfs, Zacian-C has remained a controversial presence in large part due to Terastallization enabling it to bypass much of its counterplay or force mind games. Although Zacian rarely deviates beyond the four moves listed, it scarcely yearns for more, as its coverage enables it to bypass the Fire- and Steel-type Pokémon that resist its STAB moves.
Without Wild Charge, Zacian-C finds itself walled by Ho-Oh, but the threat of Wild Charge OHKOing at +3 forces uncomfortable Tera mind games for the Ho-Oh user while also OHKOing Tera Water Zygarde after some chip damage. Terastallization turns the largest remaining threat, Primal Groudon, into kibble. Even should one ensure that their Primal Groudon remains perfectly healthy for Zacian-C, it is still walking on eggshells, as even a single layer of Spikes leaves it in range of +3 Tera Fighting Close Combat, while +1 Tera Blast Ground easily finishes off Primal Groudon after some chip damage.
A significant part of what makes Zacian-C a challenge to handle is the difficulty in consistently discerning which moves it is actually running. This is due to how flexible Zacian-C is despite such a shallow pool of viable moves. Furthermore, while Zacian-C is reliant on Terastallizing, it also often requires foes to Terastallize to handle it defensively. For example, Tera Water Coil Zygarde survives any +3 attack and can use Glare to cripple Zacian-C, but it will be left at such low health that it often will have immense difficulties in performing other roles unless assisted by paralysis.
Zacian-C is something we will be dealing with for a while, much to the disappointment of some of the playerbase. The nerfs have kept it somewhat balanced, but nothing beats experience. Perhaps you can join the Zacian-C fanclub or the crusade to remove it from NatDex Ubers.
Arceus may suffer from four-moveslot syndrome, but this rarely seems to be the case when it is staring you down. Unfortunately, Arceus's indecisiveness extends beyond its moves to its Tera type, as it needs to decide whether it wants the defensive benefits of Tera Ghost or the power boost from Tera Normal, as both come into play frequently. Arceus is often seen utilizing Tera Normal to secure damage thresholds on certain targets such as OHKOing Ho-Oh, Eternatus, and Dragon Dance Zygarde with +2 Life Orb Tera Extreme Speed. While Fighting-type Pokémon may be uncommon, Marshadow, Tera Fighting Close Combat Zacian-C, and opposing Arceus are not. All three Pokémon are among the most threatening to the hyper offense teams Arceus anchors, and the ability to flip the script via Tera Ghost is highly valued on many offensive teams.
Giratina-O's typing is a blessing and a curse. In conjunction with Levitate, Giratina-O absolutely stonewalls titans such as Primal Groudon and Arceus-Ground. Even the fabled Extreme Killer Arceus is rarely seen without Shadow Claw, as it otherwise lacks the means to even tickle Giratina-O. Unfortunately, all of those weaknesses often leave one feeling that the snake is stepped on by just about everything else, as its obscene natural bulk cannot fully compensate.
Fortunately, Giratina-O's weakness-laden typing has not prevented it from being a core part of many Ubers metagames. In NatDex Ubers, Giratina-O's role is one that many are familiar with—leveraging its bulk to survive powerful attacks while providing defensive utility via Defog and disruption via status, all while remaining a potent offensive threat. Terastallizing helps Giratina-O retain its composure in the face of an offensive onslaught. Currently, Giratina-O is most often seen using Tera Poison or Steel to sponge hits from Pokémon such as Zacian-C and Eternatus. Neutering these Pokémon with Thunder Wave prevents them from riding roughshod over the bulky offense teams it anchors. Additionally, the Toxic immunity greatly accentuates Giratina-O's otherwise poor longevity, especially against bulkier balance teams and stall.
Giratina-O is nothing if not flexible, capable of tailoring itself to whatever its team most needs. This is heavily buoyed by the discovery of Alomomola's viability. The two are a match made in heaven, as Alomomola not only keeps Giratina-O healthy throughout a game with Wish and offsets its lack of recovery, it also grants Giratina-O safe entry via Flip Turn without the fear of status against Pokémon such as defensive Eternatus and Ho-Oh. This defensive core is most commonly seen anchoring balance teams, but it has proven capable of supporting a variety of structures ranging from bulky offense to semi-stall. Give Giratina-O a shot, and see why it remains an A+ threat rather than distorting to a shell of its former self.
The playground rumor is that development on Terastallization started after other Pokémon marched to Game Freak HQ to complain about Arceus being able to change its typing at whim. Fairy is an excellent defensive typing, so it should come as no surprise that, in a metagame lacking other defensive Fairy-types, Arceus-Fairy finds its services in high damand.
However, any Arceus forme must first justify its use over its brethren. Arceus-Fairy's polarizing matchup spread against top Pokémon does in some ways make it easier to build around, as its inability to directly threaten Pokémon such as Ho-Oh and Dragon Dance Necrozma-DM must be accounted for. In turn, this makes Arceus-Fairy an effective, if rare, user of Terastallization due to the value of its Fighting- and Dark-type resistances to defensively check Pokémon such as Marshadow and Life Orb Yveltal.
As the metagame has developed, Stealth Rock Arceus-Fairy is increasingly seen with Tera Dark as opposed to the generally useful Tera Water or Poison. Although a Toxic immunity or the ability to better check Zacian-C is appreciated, Tera Dark Arceus-Fairy enables balance teams to have necessary Ultra Necrozma counterplay in a pinch without being shoehorned into Arceus-Dark or Yveltal. Furthermore, retaining its Dark resistance enables Arceus-Fairy to continue defensively checking Life Orb Yveltal while threatening it offensively, the raison d'être it is commonplace to begin with.
The presence of every balanced generational mechanic is now unique to NatDex Ubers! Perhaps you want a new way of having fun with your old friend Zygarde or creating holiday turkey out of Ho-Oh with Darkinium-Z Chi-Yu. Whatever it is, you can find it here!
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