Metagame CommunityUsed 2: Regional Dex

Jumpheart

solomods apologist
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CommunityUsed 2: Regional Dex is a metagame entirely comprised of custom Fakemons, each designed by one of your peers with the assistance of our staff. The design process worked as a mix of Secret Santa and Generation X. Each player received a prompt that helped with flavor, competitive role, or both, with the goal to build an entire region's worth of Pokemon using them, without knowing other players' submissions.

The tier is fully coded* on Dragon Heaven 2 and has seen a ton of gameplay so far, with many players sharing their thoughts on the resulting metagame on the Discord. People have made a lot of content over the tier already and I'm excited to see where it goes!

There may be future opportunities for players to help design for the tier, including tentative plans for a second slate at some point down the line. For now, we hope you enjoy the metagame!

* except for Candlelight my bad

:rotom-mow: Council
:absol-mega: cyclonez_
:jigglypuff: Alon Guy Person
:magnezone: :tatsugiri: Beaf Cultist

:rotom-heat: Resources
Discord Server
Spreadsheet Link

:rotom-wash: Ruleset
Clauses

Mechanics Clause: Terastalization, Z-Moves, and Dynamax are banned.
Species Clause: Limit one of each Pokémon
OHKO Clause: OHKO moves are banned
Evasion Moves Clause: Evasion moves are banned
Endless Battle Clause: Forcing endless battles is banned
Sleep Clause Mod: Pokemon can only put 1 opposing Pokemon to sleep at a time.

Move Bans
- Baton Pass
 
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Love this meta, and admittedly the first few days of it being released were...interesting. The bugs, that one bug/dragon, the existence of Regigigas but terrifyingly good, and the fact that we were missing about half the clauses was...something. Thank goodness Regibird and Pursuit Dragon were nerfed.

It's been about three-ish weeks since the start of the meta, and it seems to be in good condition. There's a few unfilled roles due to only having about 45 mons to play with, but matches are fun and I'm pretty sure every team style is viable!

Though I do miss seeing Joltsmash show up with 6 of the same mon.
 
CU2 has released its v2.5 balance patch! This balance patch was constructed last month and is finally live on the server, so I'll talk about it here now! This comes in the wake of the kickoff tour wrapping up, a tour that showcased the flaws in the metagame quite well (Beaf did a great write-up in CU's edition of Solomod review).

Bicunnin
HP increased by 10 (84 -> 94)
Def increased by 10 (65 -> 75)
Now learns Knock Off


Bjorniorite
No longer learns Rapid Spin
Brittle Crystals now only activates on contact moves


Dracolition
HP reduced by 10 (112 -> 102)
No longer learns Dragon Dance


Drakkrab
Weak Armor replaced with Mimicry

Gravalley
Now learns Aromatherapy

Hulvine
Fur Coat replaced with Grass Pelt

Hurstyrhund
Now learns Morning Sun

Lytlegai
No longer learns Thunder Wave

Muerekrot
Attack reduced by 10 (115 -> 105)

Noirpeck
Attack reduced by 15 (110 -> 95)
Special Defense increased by 15 (101 -> 116)

Snipythic
Special Attack reduced by 10 (105 -> 95)
No longer learns Hydro Pump, Thunder, and Thunderbolt
Phase In no longer provides damage reduction from contact moves


Strigpyre
Attack reduced by 10 (115 -> 105)
No longer learns Flip Turn


Wyrmdelse
Now learns Heat Crash

Some of these changes might seem drastic, and that's because they were. The metagame was highly centralized around a few key powerhouses, mostly offensively, so we wanted to hit all of the problematic Pokemon directly this time to bring them down a notch or seven. Bjorniorite completely centralized the hazard metagame, Dracolition was an overwhelming win condition and defensive option, and Lytlegai was a truly perfect support Pokemon, not to mention Drakkrab being so broken with Weak Armor it actually got banned for the last two rounds of the tour.

While we mostly avoided buffs this patch, we did specifically target two Pokemon for notable, playstyle-defining buffs: Bicunnin and Hurstyrhund. Both of these Pokemon were considered fringe at best, or even entirely unviable, despite the tier's desperate need for Dark-types. In the previous patch, there were four very dangerous Ghosts running around. The physical monster Muerekrot, the endgame wincon Snipythic, incredible pivoting Skdaver, and defense behemoth Hulvine. While Snipythic and Hulvine both got very large nerfs this patch, and Muerekrot also got hit, there is still a demand for defensive Dark types when the best one is a Pokemon with no reliable recovery.

In addition, Gravalley and Wyrmdelse got minor options added to their kits. Neither will be amazing after these buffs (Wyrmdelse in particular needs an overhaul in 2.6, which will be dedicated to buffing the weaker Pokemon in the tier), but it helps patch a hole in their kits that they will genuinely use.
 
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Considering I threw my thoughts out when the meta was in its early stages, I'll say a little more here on the patch, what lead to the patch, and my thoughts regarding everything. (I may be wrong about some of the problems individual mons were causing, due to weird matchups/inexperience.)

As Jump noted, the pre-patch meta was unhealthy, with most of the nerfed mons above being responsible in some form.

Drakkrab was the obvious one, as it could run Swords Dance + Weak Armor to outspeed and one hit KO the entire meta, provided it actually managed to hit it's Cross Chops or Stone Edges. Without Weak Armor, it's now only slightly above average in speed, and every decent team should have a mon capable of checking it offensively. I haven't tested it yet, since the release of the new patch, but it should still be good.

Muerekrot was in some ways Drakkrab-lite, and thankfully it's seeing a nerf as well. It neither outspeeds nor OHKOs the entire meta, but after a single swords dance, it was close on both metrics. You could survive the sweep without preying for luck, unlike Drakkrab, but it inevitably left the opponent's team in shambles. Even bringing the sole mon to resist it's dual stab wouldn't save you, because that just meant there was another Muerekrot on the field. (Also, I heard it had pursuit for that.) Anyways, now things will actually be surviving it's hits a lot more often.

Snipythic wasn't quite as potent of a sweeper, overshadowed by the former two since it lost to both. Snipy actually had counters and checks, in theory. In practice, it either cleaned up for Muerekrot, or waited until all of it's checks were too broken to deal with it. Dealing with all of its checks was fairly easy, since it didn't actually need them gone, simply weakened. This was further reinforced by it's immense bulk, when considering the contact damage reduction and calm mind boosts that made the vast majority of the meta remarkably ineffective against it. Removing the defensive part of Phase In, along with the moveset changes and stat nerf makes it far easier to deal with. This is partially because it is simply weaker, but also because it can't cover the whole meta with it's coverage anymore providing more time to beat it down, and partially because you can now meaningfully smack it on the physical side for meaningful damage with Knock Off or some other contact move. (Also, it was weirdly viable on rain? Like, a slow start-esque mon doesn't feel line it would be good on rain. And then you get hurricaned.)

Dracolition was another problem pokemon, but not in the same way as the previous three. DDance was a problem, but on a mon with 40 speed it wasn't exactly getting out of control quick. However, Dracolition was incredibly useful even if it wasn't running dragon dance. It's defensive typing and statline was phenomenal, especially for the amount of offensive tools and utility options it brought to the table, including intimidate, spikes and rocks. It was not the overwhelming force Snipy and Muere were, but it was too much, and could suddenly become a lot too much if it got a dance or two in. I personally disagree with the HP nerf, but DDance needed to go.

Bjorniorite is the last of the mons recieving major nerfs here, and it's fairly simple. Brittle crystals proccing on every attack made it impossible to keep rocks off the field. However, Pixelate Rapid Spin from Mega Bjorniorite was equally unstoppable, and the only way to stop it was to bring in a mon that threatened to KO Bjorniorite before it had the chance to spin. It's not the tier's only form of ate-spin, and there are defoggers, but Furumo can't reliably spin more than once, maybe twice. The defoggers are also not great at hazard removal, so Bjorniorite had an unpleasant stranglehold on the hazard metagame.

These 5 were the big offenders, alongside Lytlegai spreading Paralysis everywhere. Glad to see all of them cut down in some regards. I'm relatively certain all of them will remain, at bare minimum, useable. but we'll see how it goes. Regarding the Buffs, I think it will be nice to see a bit more of Hurstyr and Gravalley (both low tier pre-patch, especially Hurstyr) and Bicunnin is just generally looking to be a good addition to the meta. Wyrmdelse is still bad, though.

As for the other mons changed here, Hulvine is very much going to be hurt, but that's probably fine. Strigpyre also could use the nerf, because it was likely just a problem waiting to appear, especially considering the synergy between flip turn and its ability. As for the last mon, Noirpeck is just being reverted to it's old state which is honestly kinda funny.

That's about it for me. Go Azumarill!
 
Okay so patch drop, time to talk about this yay

First off the buffs:
  1. Bicunnin can now actually take hits! Somewhat. It's still relatively frail even through Intimidate. However, before it really couldn't do anything at all other than spam Intimidate -> U-Turn. With Knock Off, it finally has some good offensive and defensive utility. I don't think it's gonna be great, let alone a top tier, but it now has actual reasons to be in teams.
  2. Gravalley getting Aromatherapy is nice, I guess. It really doesn't fix the downsides of this mon, but it's a good utility move on both Scarf and defensive sets.
  3. Hustyrhund is uh, interesting? It is going to be far more annoying to get rid of now, but it still suffers from having no Swords Dance, no strong STABs or coverage and relying too much on being the last Pokémon on the team. However, it has an interesting defensive profile, so Morning Sun will really help it out there, not like there's many moves it's competing with anyway.
  4. Wyrmdelse is still very bad. Banded Heat Crash could probably do good work but it's really not escaping that D- tier like this.
Now, for the nerfs:
  1. Dear god Drakkrab freaking dead. Honestly, this Pokémon was absurd, even if it was also incredibly inconsistent. The loss of Weak Armor will absolutely take it down a notch, as without it it is too slow and still lacks reliable STABs.
  2. Bjorniorite's spin will not be missed, nor will anyone miss Crystaline Shelter. CShelter now has actual counter play, so Bjorniorite is no longer both the best hazzard setter in the tier AND the best hazzard removal in the tier, opening up more diversity in the metagame as other Pokémon can finally rise. Bjor itself will likely see more flexibility too, as it is no longer bound by being the best at 2 roles at the same time.
  3. Dracolition took a needed big hit, but it's still going to be one of the best Pokémon in the tier. It has an incredibly high attack stat and its bulk and defensive typing are still incredible, especially for an Intimidate Pokémon. Setup is still available through Bulk Up, but I believe bulky attacker or defensive sets will be overall better. At the very least an A- Pokémon now, but the meta will need to evolve first.
  4. Noirpeck was just reverted to its original state. It was already fine then, I don't know why it was buffed but it really didn't need it. No matter, this Pokémon is fine now, still one of the best wallbreakers in the tier.
  5. Strigpyre is... I don't know. The attack nerf + the removal of Flip Turn will absolutely make it harder to use, as it can no longer just cheese through Flip Turn spam on Scarf or Fire Lash -> Flip Turn, but the combination of Blazing Glory + Fire Lash still feels too strong. Maybe I am wrong, I really hope I am, but the meta needs to develop first.
  6. Muerekrot's nerf was pretty basic. There is still no Pokémon that resists both of its STABs, and the Ghost resists aren't exactly good rn, but the attack nerf will probably make it so defensive cores aren't left hanging by a threat everytime they have to deal with it. Bicunnin's buff should also improve on Muerekrot's defensive answers.
  7. Oh boy Hulvine. Good to see Fur Coat gone, this Pokémon was utterly obnoxious and downright unhealthy. It blanket checked every single physical attacker except for Drakkrab and Swords Dance Strigpyre, but now it just has kind of mediocre bulk. It absolutely took a BIG hit, the second biggest nerfed in this patch, but unlike the next Pokémon, Hulvine at least gets to keep most of what made it good. It's still a great Spin Blocker, it has Leech Seed plus Flamethrower to get rid of grasses, it has access to Burning Bulwark to both get extra Leech Seed recovery and burn physical attackers, it gets Will-O-Wisp if Burning Bulwark is too inconsistent, and it also has STAB Shadow Ball to deal solid damage and even attempt a wallbreak with lucky SpDef drops, after all it still has base 105 Special Attack. Despite taking one of the heaviest nerfs, I fully believe Hulvine will continue to be good, just not as clearly unhealthy as it was before.
  8. Snipythic. Oh boy, Snipythic. This is THE biggest nerf in the patch, or any of the patches we've had since the beggining. Before, it used to do a lot of things. Calm Mind made it impossible to break on both sides, and after Phase In was over, it no longer needed to worry about the loss of physical bulk because it could just outspeed and OHKO the entire metagame. It also had good coverage for the few dark types who could in theory face it head on, and with its previous movepool it had a good place in Rain, as the combination of Hurricane, Hydro Pump, Thunder and Shadow Ball was incredibly scary, although it had heavy competition at this from Skdaver. And even if your team didn't really benefit from offensive sets, it could kind of just blanket check most physical attackers and provide decent team utility with Defog, Toxic, Roar, Taunt or U-Turn. Now, however, it can no longer afford to set up as safely, it is no longer bulky enough to hold its own against offensive teams, it no longer has the offenses and coverage to break through teams on its own. This Pokémon took the heaviest hit, and perhaps it was too much, but Snipy was very much overtuned before, it was undeniably broken, and it really needed to be nerfed. Not sure about what kind of niche it will hold in the meta now, as it is now too weak, too slow and a bit defensively mediocre to pull its own weight against most teams.
 
Earlier this month, we had a balance patch that I wanted to document on Smogon. The patch was primarily aimed at nerfing a couple of the top threats of the metagame while bolstering some of the less desirable Pokemon.

Alcremie-Nodea
Attack reduced by 10 (50 -> 40)
Defense increased by 10 (85 -> 95)
Now learns Mystical Fire


Ballaboar
Speed decreased by 11 (80 -> 69)
Now learns Substitute

Freelpen
Now learns Acrobatics

Hafgvindr
Attack increased by 10 (98 -> 108)
Now has Marvel Scale as second ability (replaces empty slot)


Hurstyrhund
Now learns Blast Burn

Miauskog
Now learns Moonlight

Muerekrot
HP decreased by 10 (89 -> 79)
Speed decreased by 5 (101 -> 96)


Naglrir
Now learns Snowscape

Neightmare
Now learns Protect, Rest, and Sleep Talk

Pacrabsite
Now has Shell Armor as a hidden ability
Now learns Scald

No longer learns Dragon Ascent and V-Create

Polipid
HP increased by 10 (60 -> 70)
Special Defense increased by 10 (65 -> 75)
Now gets Poison Heal (replaces Marvel Scale)
Now learns Bug Buzz

Stat changes also affect Mega.

Solfreyr
Archaic Glare now summons Trick Room after use

Skdaver
Vital Spark base power decreased by 25 (95 -> 70)

Swilein
Defense increased by 10 (75 -> 85)
Now learns Blizzard
Dust Veil is now affected by Light Clay

Overall, the biggest targets for nerfs were getting rid of the Ghostspam metagame that had risen up late in v2.4 and had persisted into the v2.5 patch. This was done with further nerfs for Muerekrot and giving Skdaver a fairly notable hit by nerfing its extremely spammable signature move, Vital Spark. Past that, several Pokemon got nice new buffs, the biggest one being giving Miauskog access to reliable recovery. It's still reliant on its Heavy-Duty Boots to consistently switch in, but it is a nice benefit to one of the metagame's more disappointing options.

In addition, CU2 now has a Random Battles format on Dragon Heaven! I put a lot of work into it and people say it's fun so go check it out if you're looking to learn the metagame but aren't sure where to start.
 
hello chat. now that tour is over, it's time for the teamdump !!

:protowatt::stantler::minun::ariados::rayquaza::haxorus: (Week 1 - W)
Heading into Week 1, my first thought was that I wanted to bring Rain. My testing partner Mari had experimented with the playstyle previously and it had seemed pretty dangerous. However, my Rain squad kept getting farmed by Calderlauga/Alcespen builds in testing, and everything else I built kept losing too, so eventually I got pissed and just built braindead HO. This team isn't very good, but I correctly predicted folks wouldn't have a very good understanding of the meta in Week 1 and therefore wouldn't know how to counter my sweepers.

:naviathan::pinsir::beartic::minun::raichu::kingler: Rain V1 - Beartic is legit good as a Rain sweeper, even into the modern meta. Def deserves more testing
:naviathan::blaziken::beartic::minun::raichu::kingler: Rain V2
:rayquaza::ariados::sandshrew-alola::pidgeot::swanna::naviathan: Wyrmdelse offense squad that preceded the Screens build - setup Wyrm is too inconsistent to consider outside of Screens tho
:rayquaza::ariados::sandshrew-alola::naviathan::eiscue::thievul: Wyrm offense V2 - another thing to note is that we actually discovered offensive Nagl in testing for Week 1, so even before it had appeared in tour we were already prepping for it


:wailord::pinsir::tinkaton::alcremie::honchkrow::clawitzer: (Week 2 - W)
This was actually a team I built back in Week 1. Mari brought this nasty Hafgvindr set and I was sold on it instantly. This shit is a MU fish and a half (Haf gets farmed by Calderlauga and Alcespen) but I was willing to take the risk since CM Alcremie had been serving as an incredibly good secondary wincon in testing. My opp kinda threw in this week's match by sacking 3 mons to a mono-Water move Haf while having Calder in the back, but Alcremie prob won long-term anyway, so we stay winning.

:wailord::pinsir::ursaluna::alcremie::fennekin::clawitzer: V1 of the Haf squad
:blaziken::minun::thievul::eiscue::pikipek::crabrawler: Half-joke team I made when talking to Mari about stall in this meta. The thesis was that stall sucks because Electric spam is unbeatable defensively, and this convo led to Mari spamming Neightmare in testing for the rest of the tour despite none of the tour players actually bringing Electric spam :psycry:
:stantler::minun::surskit::naviathan::tinkaton::honchkrow: The stall squad in question. This gets farmed by Molusket and Azu so I never brought it, but Mari built like 3 stall squads of her own that performed a lot better in testing, so maybe the playstyle isn't dead after all
:protowatt::stantler::minun::audino::rayquaza::haxorus: My W1 team but edited slightly to put Ballaboar over registered shitmon Balirachnid
:scolipede::blaziken::minun::eiscue::pinsir::stantler: Potentially Mari's most fucked up squad to date. I got farmed by this in testing for Week 2 and then farmed Hydrei with it in prep for Finals - new meta????


:tinkaton::naviathan::minun::hippowdon::raichu::azumarill: (Week 3 - W)
By Week 3 I was getting a pretty good feel for the meta, and I wanted to just bring something consistent to farm Paul. SD Lytlegai is highkey broken, though Swilein was the real MVP in my game this week. Almost ended up losing to brokemon Nagl, but thankfully my three (3) SD+Sucker answers ended up being enough.

:ursaring::corphish::sunflora::stantler::zapdos-galar::naviathan: TR, for some reason. This squad sucks
:crabrawler::minun::corphish::honchkrow::greedent::decidueye: Drakkrab paraspam. Idea was that 90% of Drakkrab's counterplay are offensive mons that outspeed it, so Para gives it a way of beating them, but mon just isn't consistent enough for an entire team to be built around it
:tinkaton::naviathan::minun::hippowdon::fennekin::azumarill: I experimented with Miauskog over Neif on this week's squad, but both are equally ass to the point where I'd rather have the fast sturdy guy with pivoting


:tinkaton::naviathan::barraskewda::blaziken::pinsir::eiscue: (Week 4 - L)
This week, I realized hazardstack was broken as shit, so I brought it. Not much to say here - this is kinda just brokemon spam, and I lost to misplays, not builder issues.

:tinkaton::mudsdale::barraskewda::blaziken::crabrawler::eiscue: V1 of the team


:minun::haxorus::naviathan::greedent::surskit::sandshrew-alola: (Semis - W)
I ended up deadgaming Week 5, which was great because I felt really creatively bankrupt at this point in the tour and this team was my last gasp. Skdaver is a giga brokemon, probably third only to Naglrir and Pthormign. Folks didn't see anywhere near the amount of set diversity it truly has in this tour, but just in my testing with Mari we saw success with Choice Specs, PhysDef Pivot, WispHex, Offensive Wisp, Nuzzle+Hex, GSeed CM, and Offensive Boots Pivot sets. This mon actually does everything, with its only real counterplay being Swilein (who is extremely easy to bait a Toxic onto or in this case wear down with hazards).


:durant::pinsir::greedent::blaziken::barraskewda::honchkrow: (Finals - L)
Playing Monai in Finals gave me the motivation to build that I'd seriously been lacking the past few weeks, so I locked in on testing this week. One mon I was shocked hadn't appeared yet in tour was Vepsno. Mon is easily the best offensive Ground in the tier, and it tears up Monai's most common defensive cores (usually some variation of Alcremie + Charcold + Swilein). Ended up settling on this build, as Toxic on Vep lets it most easily wear down checks like Swilein and Naglrir while also forcing the opp to make hard predicts, risking mons like Alcremie and Lytlegai that they'd otherwise never want to bring in on Vep. The Linde set is experimental and didn't get to make an appearance this go around, but the idea was that Blinding Blitz on Boots Linde is ass and never gets clicked, so going full utility/bait with it is the best way to get value out of the mon. Probably still not good since the set loses to Fawntiful, though in this case that didn't matter since I got my ass beat by Nagl. Oh, well.

:minun::haxorus::naviathan::greedent::surskit::sandshrew-alola: A minor edit to my Semis team that I considered bringing, but decided against due to its CM Alcremie weakness. Still probably the most consistent squad I built over the entire tour
:durant::pinsir::greedent::blaziken::barraskewda::honchkrow: V1 of the Vepsno squad, featuring a Loaded Dice set I'd joked about months ago. Ended up swapping it because 5-hit Bullet Seed doesn't even 2HKO Swilein
:tinkaton::haxorus::naviathan::greedent::surskit::sandshrew-alola: A desperate attempt at reworking the Skdaver squad to not be as weak to Alcremie, but this one was super weak to Burnspam so I scrapped it
:tinkaton::decidueye::alcremie::stantler::naviathan::clawitzer: Another team I considered bringing to finals. Strigpyre is a really cool mon, and I wish I'd gotten to use it more in the tour


Overall, I'm really glad for the experience of playing in SoloPL again. The Jinxes were an amazing team to be with, and I really enjoyed my time. I especially want to shout out BriefMarigold4 - you were by far the best support slot I've ever had in a teamtour, and I never could have gotten this far without you. It is absolutely criminal that you only went for 3k, but I suppose we can blame that on 5/6 teams having no fucking clue what the CU2 playerbase looks like.

All that being said, fuck CU2. This meta is absolutely dogshit and the final few weeks were actually teeth-grindingly infuriating to build for. It is impossible to make a team in this meta that doesn't hard lose to certain mons, and shit like Naglrir and Pthormign can just run away with games at any moment regardless of how much you prepare for them. Not only that, but like two thirds of the mons are straight up unviable, making the majority of games near mirror matches. There was a week (I think Week 4) where EVERY game featured opposing teams where 5/6 of the mons were the exact same. This is absolutely unacceptable, and the meta will need massive balance overhauls to even have a semblance of being playable.

I'll be producing a much larger balancing discussion post in the near future, but for now, that's all I have to say. Thank you again to Jumpheart and Noglastica for drafting me and providing a great energy to the team, as well as thanks to all my teammates for carrying your slots. Hopefully one day I'll be able to play CU2 without wanting to jump out a window, but for now this is Beaf, signing out.
 
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Larger balancing discussion post time. I'm gonna divide this post into 3 sections, first going over nerfs I want to see, then buffs, then a discussion of potential new mons (which will double as an overall impression of the meta).

One thing I think everyone who played in SoloPL agrees on is that the focus for CU2 should be buffs rather than nerfs at this point. The meta is extremely centralized around a small group of mons, but a big reason for that is that the rest of the pool just really suck at their jobs. There are only two mons that I want to see nerfed, and I'll go over both of them here.

:sv/naviathan:
Naglrir
Logic: This mon being here should be obvious to anyone who played the meta in SoloPL. Naglrir is ridiculously strong, with the combination of Tough Claws, Swords Dance, and Sucker Punch making it extremely difficult for teams to handle either defensively or offensively. There's really nothing that can be done besides gutting this mon completely, so that's what I suggest we do.
Fix:
- Glacial Lance, Sucker Punch
142 / 79 / 94 / 45 / 94 / 36

There's a lot to unpack here, but I'll start with the removal of Sucker Punch. SD+Sucker is the most broken part of Naglrir by far, and I really don't see a way of nerfing the mon without removing one or the other. The reason I chose Sucker is because Mega Naglrir relies on Swords Dance to function. Removing Swords Dance would make the already bad Mega Naglrir entirely unusable, which is unnecessary when removing Sucker Punch would also solve the problem. I've additionally nerfed Naglrir's Attack, because it currently outdamages its Mega with TC, which is absurd considering it's supposed to be the defensive counterpart to the offensive Mega Naglrir. Finally, I've removed Glacial Lance, as it's an unnecessary addition to an already deadly kit that gives Naglrir the ability to muscle past its extremely limited defensive checks. With all of these nerfs, Naglrir should absolutely be balanced. I wouldn't be surprised if it was a bit too much, actually, but I'd prefer revisiting this mon in order to shape it to better fit its intended defensive niche than keeping it as offensively broken as it is right now.

:sv/blaziken:
Pthormign
Logic: The biggest issue with Pthormign is honestly how slow the meta is. In any other meta, it would be a strong midspeed breaker balanced by its frailty and weakness to faster threats, but here it's in the upper echelon of speed tiers. This should be solved by the other changes I'll be suggesting, but there is still one thing I think needs to go.
Fix:
- Hustle
This ability is stupid as fuck. It should not be the case that there is an S tier mon that you're forced to bring if you wanna win, but that also has a chance to blow up in your face at any moment. Obviously part of the problem is what I mentioned above, but Hustle's damage output is simply so ridiculous that you're forced to run it. This entire dynamic is detrimental to competitiveness of the meta, so it needs to go.
Now this is the meat and potatoes of the post. There's a lot to get into, so let's just get started.

:sv/ursaluna:
Arbjorn
Logic: This mon's biggest problem is its opportunity cost. Why would you run Arbjorn when you could be running Swilein, or Alcespen, or even Bjorniorite? There's just not much this mon offers that can't be covered better by other mons.
Fix:
+ Synthesis
This is a massive buff for Arbjorn. First off, with reliable recovery, Arbjorn can actually compete with Swilein, now being able to leverage its better defensive profile into mons like Pthormign and Lytlegai in order to differentiate itself. Additionally, Synthesis is a huge buff to Bulk Up sets, giving them far more longevity and requiring opponents to bring actual counterplay rather than just relying on slowly chipping Arbjorn down.

:sv/ariados:
Balirachnid
Logic: The big concern with buffing Balirachnid is its role as a cheese mon. However, Autotomize sets are currently less consistent than ever with the rise of Charcold, so I don't think this'll really be an issue.
Fix:
85 / 70 / 104 / 120 / 66 / 62
Balirachnid's two biggest issues are its pretty lacking bulk and its horrible Speed. Its new statline improves both of these, with increased Defense giving it better matchups into tough-to-break mons like Lytlegai and Dracolition. Meanwhile, 62 base Speed allows it to outspeed up to Lindelidae and Scarf Lytlegai after an Autotomize, making offensive counterplay much harder to come by.

:sv/audino:
Ballaboar
Logic: The nerf. Was not. Necessary.
Fix:
105 / 50 / 80 / 115 / 80 / 80
Also the rise of Alcremie provides another consistent defensive check to this mon.

:sv/beartic:
Beartunnd
Logic: This mon sucks because there's too much Ice competition, and its profile is just way too ass for a mono-Ice. Also its signature ability is antithetical to its kit, as a slow breaker with a shit defensive typing is gonna be eating a lot of hits and taking a lot of damage from them.
Fix:
Ice/Fighting
Overconfidence: If above half health, deals 1.3x damage. When under, deals 0.8x.

Making Beartunnd Ice/Fighting removes its Stealth Rock weakness, while also giving it STAB on some of its most common coverage moves (Power-Up Punch and Close Combat). This also gives it a few more resistances, which it can hopefully use to make better use of its ability.
Due to Beartunnd being a slow breaker, it's extremely hard for it to use its ability effectively. Because of this, I think we can afford to make Overconfidence a good bit stronger. In this case, I recommend an increase to 1.3x damage boost while above half health.

:sv/crabrawler:
Drakkrab
Logic: This mon is so close to being good, it really only needs a small push to come back into meta relevance. Drakkrab has all the makings of a fast, frail SD sweeper, with a strong offensive typing, an explosive offensive ability in Defiant, and perfect coverage into the entire meta off of STABs and Knock. The problem, however, is that Drakkrab isn't fast. 84 Speed is lower than every relevant offensive mon, including Lytlegai, which absolutely kills any potential Drakkrab may have.
Fix:
55 / 109 / 132 / 34 / 91 / 104
+20 Speed is perfect for Drakkrab, putting it just under base Fawntiful and Neifhemming (both of whom appreciate keeping the positive matchup), while outspeeding massively relevant threats like Strigpyre, Pthormign, and Skdaver. This makes running SD Drakkrab far easier, as the pool of faster offensive threats you need to take care of is far smaller. It also opens up Choice Band sets, as this new speed tier is comfortable enough for Band to get good value. And for those of you who might complain about Drakkrab straying from its original role, higher Speed is actually better for SubPunch sets, as faster Substitutes are easier to set up consistently.

:sv/swanna:
Fawntiful / Fawntiful-Mega
Logic: The original version of this section recommended a buff to Mega Fawntiful. However, I've recently seen the light, and I don't think the mon actually needs any buffs. That being said, base Fawntiful lacks both the speed tier and access to Long Reach of its Mega, giving it much worse matchups into meta threats like Furumo and Charcold. It's also just severely lacking in the stats department, with nearly no reason to use it over its Mega form.
Fix:
Fawntiful:
86 / 119 / 73 / 59 / 90 / 105
Envious: Deals 1.5x damage if the target is at full HP.

Fawntiful-Mega:
86 / 129 / 88 / 94 / 110 / 125
Base Fawntiful would receive a +10 Defense buff because its bulk is extremely lackluster at the moment, making it really hard to bring in and prone to being revenge-killed. This makes up a good bit of the gap between base and Mega, while a buff to Envious would hopefully make up the rest. Envious is an ability that's very difficult to make work, as mons really aren't usually at 100%, especially not in a hazard-centric meta like this one, so I personally think a buff to make Envious do 1.5x damage to its targets would be reasonable. The +10 SpA buff to Mega Fawntiful is just for stat parity with base, though maybe this could enable special sets.

:sv/pidgeot:
Freelpen
Logic: This may be the worst-designed mon in the entire meta, and that's really saying something. As it currently stands, Freelpen's niche is ostensibly as an SD sweeper, but it is far worse at that role than established SD mons like Naglrir, Strigpyre, and Mega Fawntiful. Losing to Lytlegai and being vulnerable to Flame Body burns in particular both make it very hard to run, and worst of all, its signature ability Dream Runner is completely useless.
Fix:
Dream Runner: This Pokemon gains +1 Speed when Sleeping another Pokemon.
This will be the first and only time I attempt to buff Freelpen by encouraging its role as a sleeper. Sleep Powder is really the only thing Freelpen offers over other, far more consistent sweeping options, and the fact that its signature ability is so ass is really a black stain on the mon. In this case, I think buffing Dream Runner to give the user a flat +1 Speed boost when putting a mon to sleep is the best possible solution for buffing the ability while sticking to the original flavor. Having extra Speed against sleeping opponents makes no sense - they are literally asleep and cannot move. Meanwhile, a static boost will persist when the sleeping Pokemon switches out, flipping Freelpen's matchups into faster mons like Lindelidae, Furumo, and Mega Fawntiful. This will hopefully give it more of a reason to be run as a setup sleeper.

:sv/arboliva:
Gravalley
Logic: This mon annoys me a lot, because it's so close to being good, but it's just not quite there. I think the biggest issue here is just a lack of stats and movepool compared to other options - it doesn't have enough bulk to be a good fatmon, and it doesn't have enough speed to work well offensively.
Fix:
80 / 50 / 60 / 115 / 125 / 100
This statline makes Gravalley a far better offensive option, with its new Speed tier giving it the jump on major meta threats like Pthormign and Skdaver. There's also really nothing competing in the role of a 100-ish Speed special breaker, and particularly not among the meta's Grass types, so Gravalley will easily stand out from the pack, not even mentioning the danger Corrosion brings to the table

:sv/miltank:
Hulvine
Logic: This mon was always a gimmick, but after losing Fur Coat it really just fell off completely. As a defensive mon, its stats are extremely lackluster, and it competes with both Miauskog and Charcold for the role of a bulky Flame Body Fire-type, both of whom have shown to be better mons than Hulvine. When looking at its original prompt, the goal was a "Wall that doesn't care about setup". This doesn't reflect Hulvine's current niche at all, as the best way of breaking through it absolutely is setup. Due to this and the fact that its current typing is extremely heavy in competition, I propose a complete rework to the mon.
Fix:
Ghost
- Flame Body, + Unaware
105 / 60 / 100 / 115 / 75 / 30

This is a massive change, but let me explain. Hulvine's Fire typing does absolutely nothing for it besides making it yet another Ground-weak wall in a meta full of them. Losing the Fire typing gives it far better matchups into Pthormign, Naglrir, and paradoxically Dracolition (standard sets don't run Steel STAB anyway), among others, while also differentiating it from walls like Miauskog and Charcold, and giving it the ability to run Leftovers, which is MASSIVE on a wall without reliable recovery. As for the stats, Hulvine's stats were clearly designed around it having Fur Coat, and losing that made its terrible statline much more blatant. I think a statline of around 105 / 60 / 100 / 115 / 75 / 30 would make Hulvine far more threatening without being overbearing, especially when considering its newfound access to Unaware (which gives it far better matchups into Alcespen, Naglrir, etc.)

:sv/incineroar:
Hurstyrhund
I don't wanna write anything for this mon tbh, I'm tired of talking about it. Just free Flare Blitz at this point

:sv/sneasler:
Lumigald
Logic: This mon has one major issue: it's just too weak. Between Lytlegai and Dracolition, most teams completely box Lumigald out, and unlike other mons like Fawntiful-Mega or Lumi's main competition, Pinnsten, there is no breaking through those mons over time. Lumi completely loses to them, with no means of recourse or meaningful damage besides hard predicting band CC over and over again, and that still doesn't do much of anything against PhysDef Lytlegai.
Fix:
80 / 120 / 85 / 60 / 60 / 115
+ Stone Axe

Buffing Lumigald's Attack from 110 to 120 gives it much better immediate power, making up for its poor offensive typing and making it more worth running. Meanwhile, Stone Axe gives it a way of making progress into teams even while Lytlegai and Dracolition are alive, setting up rocks on predicted switches.

:sv/naviathan:
Naglrir-Mega
Logic: This mon has been overshadowed by its base form for ages now, which is understandable considering base Naglrir is the best mon in the meta. However, with Naglrir being nerfed, I think it's important to take this opportunity to buff its Mega to prevent it from falling into further obscurity.
Fix:
142 / 124 / 74 / 75 / 74 / 101
Ragnarok: All other active Pokemon above 50% HP take 12.5% damage each turn.

To be clear, the stat nerf is just for parity with base Naglrir's -10 Attack. Now, for the meat of this buff, this Ragnarok change is MASSIVE. Free chip on opponents every turn without the horrendous downside of cutting Nagl's HP makes for a hugely powerful wallbreaking tool. I think a buff of this level is justified considering the amount of tools Nagl-Mega is losing from its base form being nerfed, combined with the fact that this mon hasn't been relevant since the very beginning of the meta. This is likely to be one of the more controversial buff suggestions, so I'm definitely willing to hear people's thoughts on if it's too strong.

:sv/mudsdale:
Neightmare
Logic: Neightmare has two big problems. The first is its passivity - even with the recent Attack buff, this mon still has zero offensive presence in most games, made worse by its massive vulnerability to status (particularly Burn) and terrible matchup into Alcespen. Speaking of matchups, its second issue is that its matchups into the top tiers are HORRIBLE. Naglrir, Skdaver, Swilein, and even some Alcremie sets all beat it, while seemingly positive matchups like Lytlegai are able to cause Neightmare trouble through Knock Off.
Fix:
90 / 100 / 90 / 55 / 130 / 50
+ Strength Sap

The biggest thing here is Strength Sap. Access to reliable recovery is absolutely massive for Neightmare, giving it recourse into usually tough switchins like Naglrir and Alcespen while also making it much more comfortable eating hits from Pthormign and Lindelidae. To balance this out, I've nerfed its bulk slightly, as I think even with its bad matchups, 100/90/130 bulk might be a little crazy when paired with Sap. However, I've also raised Neightmare's Attack, making its Earthquakes and Poltergeists hit just a bit harder uninvested, giving it an easier time into mons like Skdaver and Lytlegai.

:sv/pikipek:
Noirpeck
Logic: This mon has always been extremely one-note, running Choice Band and spamming Brave Bird. Over time, though, that role has become less and less useful, as mons like Bicunnin, Charcold, and Raccatoskr screw over that gameplan with ease.
Fix:
70 / 100 / 75 / 41 / 116 / 101
+ Swords Dance

The buff here is twofold. First, Swords Dance expands Noirpeck's set horizons. No longer is it forced into running Band - now it can run SD and do basically the same thing !! As for the stat buffs, +5 Attack may not seem like much, but on a Tinted Lens mon, that extra bit of oomph can be majorly helpful. Meanwhile, +10 HP is great for absorbing more Brave Bird recoil, letting you spam your best move just a little bit more than before.

:sv/corphish:
Pacrabsite
Logic: I had literally no idea this mon had such low BST. Honestly, it's comical how bad this thing is - Mind Warp is a really weak gimmick, so "balancing" the mon around it just ended up making it dogwater in all areas.
Fix:
90 / 40 / 90 / 110 / 120 / 65
+ Strength Sap

I think a new statline would be the best thing we can do for this mon. The main goal here is to improve Pacrabsite's Calm Mind sets, as they help differentiate it from other walls. With a major +20 Special Attack buff, Pacrabsite is able to hit much harder without investment, enabling it to be more present on the battlefield. An additional 25 Speed also enables it to naturally outspeed a ton of additional mons, including major threats like Alcremie-Nodean, Azumarill-Nodean, and Dracolition. Strength Sap is partly a flavor addition, and partly gives it more utility into the many physical threats that dominate the meta, particularly in the case of enabling setup with Calm Mind sets.

:sv/protowatt: / :sv/krilowatt:
Polipid / Polipid-Mega
Logic: This mon's main issue is that its stats are ASS. I don't even think the concept is bad, since base Polipid has shown to be a functional screens setter. That being said, Mega Polipid is extremely unoptimized, and that lack of optimization leads to it being near impossible to run successfully.
Fix:
Polipid:
80 / 40 / 90 / 90 / 75 / 128
Polipid-Mega
80 / 79 / 140 / 140 / 102 / 62
A +10 HP boost to base Polipid makes it slightly more consistent as a screens setter while also providing a major bulk boost to its mega. Meanwhile, moving some of Mega Polipid's Attack boosts into SpAtk would make it far stronger and more threatening in order to make up for its terrible typing.

:sv/zapdos-galar:
Snipythic
Logic: The second mon to have been killed by being overnerfed. Snipythic's issue is really simple - it offers nothing over Skdaver, as while STAB Hurricane is indeed strong, Skdaver is stronger, faster, and has better utility.
Fix:
Phase In: For 5 turns, halves Speed and Attack of user, but user takes 0.5x contact damage.
This reverts part of the most recent nerf Snipythic received. I was always of the opinion that removing Thunderbolt would balance Snipythic on its own, but the playerbase was rabid for the mon to be nerfed into the ground, and Jump caved to the pressure. Reverting this portion of the nerf should make Snipythic a competitive option once again.

:sv/sunflora:
Solfreyr
Logic: This mon's concept is flawed on its face. Grass/Psychic is insanely bad defensively, and Solfreyr's bulk isn't good enough to eat hits either, so it just ends up being a slow breaker that's completely incapable of setting up the tools it needs in order to actually wallbreak (not to mention the fact that it doesn't even wallbreak all that well). Trick Room also has like, zero support as a playstyle, with only two other setters even existing.
Fix:
110 / 40 / 85 / 140 / 90 / 30
Neightmare / Polipid: + Trick Room

Solfreyr's new statline will emphasize its role as a Trick Room abuser, making it more consistent and more worth the severe cost of trying to set it up. At the same time, giving Trick Room to Polipid and Neightmare will greatly boost the playstyle, as Polipid-Mega (with its buffs) will be an amazing OTR mon while Neightmare will be a very consistent setter. While Solfreyr's concept is kind of inherently flawed, these changes are about the best that can be done for the mon while preserving its original role.

:sv/scolipede:
Vintriol
Logic: I can tell you exactly why this mon is so bad: it has NO bulk. The concept of a slow, powerful NP breaker is both interesting and unique to the meta, and Flash Fire is an incredible ability here, but none of that matters when Vintriol is completely unable to switch into any hits it isn't immune to.
Fix:
112 / 88 / 60 / 148 / 90 / 64
This reworked statline gives Vintriol far better bulk overall, while also swapping to a specialization in Special Defense, giving it much easier entry versus mons like Alcremie-Nodean, Furumo, and even Molusket with prediction.

:sv/rayquaza:
Wyrmdelse
Logic: This thing is like, already almost functional, but it's extremely gimmicky and hard to set up with. Also its signature ability is hot ass.
Fix:
Ouroboros: Metronome but with double boosts. When broken, take damage.
+ Dragon Dance

I honestly don't know why this mon doesn't already get DD, but it fits flavor well and is a much more consistent setup option than Coil + Scale Shot. Meanwhile, Ouroboros is a dogshit ability. It's literally Metronome, a bad item, but with a DOWNSIDE. Like what was even the thought process behind making this? It's easily the worst custom in the entire mod, and is so bad that Wyrmdelse would rather use Run Away, an ability that literally does nothing. Personally, I don't think this will even be enough, but my suggestion would be to have it be Metronome effects but the boosts are doubled. This would make the boosts stack much quicker, with the only issue being that both of Wyrmdelse's STABs still have extremely common immunities, and the downside is really really bad, but hey, it's something.
The last bit of this post is gonna discuss next steps for the meta, specifically in the form of new additions. I want to point out some of the biggest holes in the meta, so that the people designing the new mons will know where they should focus their attention.

First, the hazard game. This meta is in absolute dire straits when it comes to hazard removal. Quite literally EVERY removal option besides Skdaver is weak to Stealth Rock, making defensive removal nigh-impossible to run (since they're prone to having their boots knocked off). Defog has pretty much no viable users, while the Rapid Spin mons are all either incredibly frail (Furumo, Neifhemming, Pinnsten) or incredibly passive (Calderlauga). What we really need here are bulky removal options that don't mind Knock Off, as well as ones with workable matchups into the best hazard setters (namely Naglrir, Lytlegai, and Swilein). Speaking of setters, we have way too many Spikers, but Stealth Rock is extremely limited in its distribution. Buffing rockers like Arbjorn and Lumigald will help the issue, but it could still be nice to have another rocker or two in order to provide more competition for the top tiers.

Second, speed tiers. There are soooo many slow fatmons and midspeed breakers, completely choking out the speed tiers from base 30 to base 95. However, options any faster than that are both limited and mostly bad. While the current buff plans help this a lot, it would still be helpful to introduce more fast offensive or even defensive options, particularly ones with good matchups into Pthormign, Skdaver, and Lytlegai.

Third, special attackers. The current meta leans extremely physical. When you look at setup sweepers, Swords Dance has Naglrir, Lytlegai, Mega Fawntiful, Strigpyre, and Alcespen, plus potentially Noirpeck, Freelpen and Drakkrab after their buffs. Meanwhile, Nasty Plot only has Bicunnin and Vintriol. This trend continues for choiced attackers, where Skdaver and Molusket are the only viable Choice Specs users. This leads to the defensive meta being hyperfixated on beating physical attackers, making mons like Skdaver, Charcold and Swilein unnaturally strong and making weaker physical mons borderline unusable since they have to contend with burnspam and contact punish everywhere. Adding more special attackers is paramount for balancing out the meta and giving historically terrible mons like Lumigald and Beartunnd room to breathe.

Fourth, and one I don't see people talking about as much, knock absorbers. One of the reasons Naglrir and Lytlegai are as strong as they are is that there really aren't any good knock absorbers in the meta. Your best bet is something like Raccatoskr or Dracolition, but Racca is weak to Lytlegai's Iron Head and Dracolition has no means of recovery outside of its Leftovers. It would be great to have more diverse options for eating Knock Off, be that through resistance to the move, abilities like Sticky Hold, or viable Mega Evolutions.

Finally, some mons just don't have enough counterplay at the moment. Pthormign is a great example of this, being nigh-impossible to check defensively while also beating most offensive mons. Alcremie, as well, can be extremely difficult to handle with Calm Mind sets, as it can pick and choose its coverage to beat most if not all of its checks. Lytlegai is also extremely difficult to answer reliably until you know its set, as utility sets and SD have vastly different counterplay, and Knock Off makes most Iron Head switchins very shaky. It would be great to see some better answers to these mons so that their dominance over the meta can be weakened a bit, and maybe some of the less-seen options will have a chance to shine.

And one last note, it would be awesome if these new mons could provide positive matchups for some of the meta's more jobless mons, such as Neightmare, Mega Bjorniorite, and Hurstyrhund. These mons' biggest issue is just how bad they are into the current meta, so adding mons that they beat would be massively helpful for improving their viability.

That's about all I've got on the subject. I absolutely think CU2 has potential to be a good meta, but we're a long ways away from that right now, and we'll need to take our balancing job seriously in order to get there. I'd love to hear thoughts on these ideas from Monai HydreigonTheChild naere Paulluxx @comfeys cu2 slot and any other CU2 players with input on the topic, so we can make the final balance patch as good as it can be. Thank you for reading, and good night.
 
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Hi chat it's me Mari yes I'm awesome
Anyway, Beaf above has already said most of what I also believe about the meta, so rather than just repead his words, I'm gonna add on a few other changes I'd like to see.

Vepsno
+ Earth Power (reversing early nerf)
+ Blizzard
I am still of the opinion that Earth Power was an unnessary nerf that should not have happened. However, even if it was somewhat needed at the time, the meta has now evolved to be much less friendly towards Vepsno as a whole, even its special sets. Swilein is now good, Alcremie is a good special wall that can tank a Life Orb Modest Earth Power and threaten back with Knock Off and then recover with Regenerator, Naglrir being able to tank a Freeze-Dry and KO with Water STAB, same for Hafgvindr, Calderlauga still being good, and even stuff like Pthormign, Molusket and Stigpyre becoming more prominent attackers; not even mentioning the potential buffs that a lot of the meta could have. However, there is two specific reasons for why I'd like to see Earth Power back:
One: Status absorption. As it stands, the meta currently has way too little good status absorbers with even less good clerics; Vepsno is by far one of the most consistent ones, being immune to Freeze and Paralysis and unbothered by Toxic, but being hit by burns hinders it so much and the amount of Pokémon in the tier that are both good and burn immune is very limited. If it could go back to being a special attacker, then maybe things like Skdaver wouldn't be having nearly as much freedom spreading burns.
Two: Severe lack of good special attackers in the tier. Besides Skdaver, the only truly good special attacker is Molusket, and Skad has it beat pretty big. Every other special attacker is either situational at best or useless at worst.
If needed, a -5 speed reduction could serve to balance it out a bit and allowing much lesser Pokémon like Azumarill, Arbjorn and Hurstyrhund to outspeed it, but maybe more speed reduction would be nice.
Blizzard is just because this is the tier's sole Slush Rush user. An actual snow abuser who doesn't get Blizzard. Rain has proven to be an actual threat and sun might see usage sometimes, but Snow is entirely in the dark.

Hurstyrhund
104 / 121 / 85 / 90 / 76 / 59
+ Stomping Tantrum
+ Toxic
+ Scorching Sands
Okay this swap is a bit intense. As a starter, there is a set BST I need to work with. Right now Hurstyr is a slow, bulky mixed attacker. These are well known to be bad in most cases, as the total statline is spread thin trying to fill too many roles. However, I still wish to respect that. So, I decided to gut a bit of HP, Attack and Defense to make its special bulk actually useful.
Stomping Tantrum is a move that lets it hit extra resists like Thermovult, Charcold and Miauskog while still keeping the baseline of low base power physical moves. Toxic is an absolutely amazing move for Magma Storm sets, which when paired with Taunt and/or Ruination completely wears down most of the Pokémon in the metagame. Scorching Sands is a good special move to help it out.

Wyrmdelse
85 / 115 / 80 / 100 / 75 / 95.
- Run Away
+ Gluttony
+ Dragon Dance
+= Ouroboros -> Start each streak at 1.2 power rather than base.

Okay there is a lot to unpack here. I have very strong arguments for each of these so just bear with me for this one.
  1. Gluttony: It's a situational ability. Its main purpose is to have another ability you can use over Ouroboros if it isn't your fit that isn't outright useless. It is thematically fitting due to Wyrmdelse's eating behaviours. It's situational, but not unviable.
  2. Dragon Dance: Coil sucks. Scale Shot sucks. This mon would be so much better if it could just use Dragon Dance instead. So I'm giving it Dragon Dance. Beaf already talked about this in more detail.
  3. Ouroboros: Jesus christ this ability is a mess. However, with this rework it will ALWAYS be useful no matter what, with the recoil of swapping moves balancing it around.
  4. Stats: Reworked so it has a better matchup into Skdaver and Lytle without needing to set up first. +5 SpA too to give its special sets just a bit more offensive power. This comes at the cost of physical bulk, as Wyrm was already at the cap for BST. Still, I think these stat changes are for the better.

So that is all I guess. This took me the entire day to think about. Wyrmdelse is a big mess and I hope it becomes good, it needs to join Pthormign and Naglrir at the Ragnarok Meta Brokemons club. Buh bye.

EDIT 27/03/2025
Gonna talk about a few other Pokémon + added an extra move to Vepsno

This entire line is a mess that got ruined by losing one move, Rapid Spin. Bjorgnite, Bjorniorite, Bjorniorite Mega... their biggest trait had always been Rapid Spin. However, it is true that it was overtuned; between Bjorniorite's bugged Brittle Crystals making it the single most reliable Stealth Rock setter ever and Mega Bjorniorite's Pixiliate making it ALSO the most reliable hazard removal option in the tier, it was without a doubt dominating everything. However, fixing both issues may have lead to it being slightly overnerfed, and the tier has changed a lot since those times. With a few changes, I'm sure Rapid Spin could be brought back to their kit.

Bjorgnite
+1 Speed, -1 SpA
Please, give it Rapid Spin back. It was actually a viable Pokémon before since it was such a bulky Rapid Spin user who could also hit back hard as fuck with strong Grass/Rock coverage and access to Knock Off. But now it just sucks, losing its best tool due to sins it didn't even commit. It's such a unique concept in the tier and it's a shame to lose it for such awkward reasons.
Stat change is honestly extremely minimal, but being able to outspeed Linde after one Rock Polish would genuinely do wonders for its usage, but I can also understand if buffing pre-evolutions would be considered weird for the meta.
also giving it headlong rush would honestly be incredible for trick room teams, bjorniorite gets it, so why not give it to bjorgnite as well?

Bjorgnite getting Rapid Spin back means that by extension, Bjorniorite and its mega get it as well. I'm gonna skip over Bjorniorite since I don't think it needs any changes. However...

Bjorniorite-Mega might actually need a change. It is likely that Pixiliate is still going to be an issue, as even though the meta has changed, Mega Bjorniorite has not, and getting Pixiliate back would mean it'd once again become the most reliable form of hazard removal. Honestly, getting rid of Pixiliate might just be what it needs, so I propose the following changes...

Bjorniorite
+ Rapid Spin
+ Play Rough

Bjorniorite Mega

- Pixiliate
+Solid Rock

Solid Rock is actually a very potent ability on a Pokémon like Mega Bjor. With tremendous bulk but a typing riddled with relevant weaknesses, Mega Bjorn is suddenly able to live powerful moves like Azumaril's Choice Specs Surf, Lindelidae's Choice Band Iron Head from Lindelidae and even something as powerful as Alcespen's Life Orb Wood Hammer with max defensive investment. Overall it's a tool intended to allow Bjorniorite to spin safely into most of the meta.
Other options I considered were Sand Rush or Sand Force, as the tier currently has nothing to abuse Sand unlike the other weathers. However, our tier's only automatic Sand setter would always rather run Snow, so it was scratched. Tough Claws was also something I considered since it severely increases Bjorniorite's damage output on the physical side and makes it a formidable mixed attacker, but I don't think it is as useful as Solid Rock.

Also let Bjorgnite use Support Gear too. Yes it is supposed to be Pthormign's signature item, no I don't care. They are friends and share the gear. This is not for the sake of balance, I just think it'd be funny.
 
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Thoughts

I think this pokemon can function ok... but with things such as rapid spin, play rough, or things such as burning bulwark for ex. it can take advantage of temper flare quite well. With rapid spin it is a bulky spinner that can support its team

The thing is its often just victim of the meta but with a move like burning bulwark its now a great bully who can burn naglir, pthor, dracolotin, and lyttlegai. Sooo yeah...I also think a +10 sp. atk will allow it to use stuff like magma storm alongside bulwark.

So I think it gaining some utility + burning bulwark will do wonders for this mon
Wyrm is a pokemon ive been exploring and landed on this set
Wyrmdelse @ Heavy-Duty Boots
Ability: Run Away
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Sludge Bomb
- Flamethrower
- Calm Mind

This is a CM set that takes advantage of a recent shift to physical mons. I saw how salamence can run special attacks even off its lower sp. atk so this worked quite well. It can often setup vs things like charcold and caldur which will allow you to pressure opponents a lot
This mon is kinda a fat bully but not much else... its bulk is kinda ass with 112/50/40 hindering it very much so with meh speed at 62 which means you are cutting into your bulk to run some speed to outrun smth at least or you are functioning with pretty poor bulk

I think shaving off like 30 points from attack to put it into speed and defenses will do wonders for it. Its bulk is meh and maybe jumping to idk base 75 speed whlie having maybe 60 defences will do wonders for it
This mon is very very ass, losing a ton of damage output from having no TC is a huge bummer, this mon really needs to not kill itself and nuking urself in the process means ur not lasting very long anyway.

I think it not affecting itself is gonna be a big change and allows it to use sub tect sets to stall out opponents or use rest talk potentially. I feel it may be good but idk. I feel it just doesnt do much damage over base nagl and esp the loss of bulk is noticable esp since ur running speed investment
Envious is such an early game ability that i feel its just worthless past t5 where most mons have taken some form of chip, Making it maybe if the opponent has more HP than the user it can be nice as it takes advantage of BB recoil. I also feel its just hard to make work... but oh well, it does feel like mega fawn has everything esp with long reach allowing it to not be fishing against flame body, static, helmet.
This mon is kinda ass... its prompt is "debuffing pivot" but holy shit its ass at that, it can put spikes up but it doesnt really debuff much when it isnt that threatening with 90 attack often uninvested. So.. Swap Atk and SpA as this will make hex actually strong and be usable alongside actually punishing statused opponents. Oh and our Special attackers bully as skdaver is like one of the better ones and stuff like swein still beat it. There arent really any special attackers so i feel also maybe having toxic to pull out will solve its passivity issue.

I think sap also fits perfectly to debuff opponents while also posing a threat. This gives it reliable recovery as well to compete against the other ones.
Mountaineer - On switch-in, this Pokemon avoids all Rock-type attacks and Stealth Rock.

This one change will make it much more viable, with this type of change you can really be some threat instead of being smth that is kinda meh in the first place. You can maybe take away 10 atk in this case but i feel its fine
Bjor typing is shit, I feel solid rock + rapid spin on its mega is gonna do a lot for it. While for the base form id reduce the penalty of setting up rocks from 12.5% health to 6.25%

I feel RS in general makes it quite good esp since its able to duel stuff like ceaseless nagl
Firstly give its DR back against contact moves, next I feel it should have BU, its physical movepool is ok but its utter crap thanks to slow start, even with BU i feel slow start makes it super hard to work and i feel would since its dealing with base 79 attack basically which is kinda dumb. I feel this can make it work.
This is just a screens bot... its bulk is ass,it has not much setup, and to absorb status? It doesnt even have stuff like natural cure, guts, or smth else. To work as a "Status absorber" it needs guts at the very least but PH just maybe could work on a pokemon that isnt a bug / psychic.

https://www.smogon.com/dex/sv/pokemon/snaelstrom/ This pokemon can work as one cuz its bulk with 91/110/97 and its ok but it has tera... Idk if its intended but id change the psychic type which hinders all aspects of its defense to maybe a fairy type. Bug/Fairy has quite a bit of weaknesses but it quad resists fighting, resists ground, bug, grass, and dark and maybe with +10-20 HP and CM it can function as a good status absorber. This mon needs a lot to even work and i feel it doesnt even work well towards that concept as all status users crush it nor is it any threatening in return.

with CM it can also threaten in its mega form which retains its status absorbing stuff so maybe natural cure can work


:tinkaton::mudsdale::barraskewda::blaziken::crabrawler::eiscue: V1 of the team


:minun::haxorus::naviathan::greedent::surskit::sandshrew-alola: (Semis - W)
I ended up deadgaming Week 5, which was great because I felt really creatively bankrupt at this point in the tour and this team was my last gasp. Skdaver is a giga brokemon, probably third only to Naglrir and Pthormign. Folks didn't see anywhere near the amount of set diversity it truly has in this tour, but just in my testing with Mari we saw success with Choice Specs, PhysDef Pivot, WispHex, Offensive Wisp, Nuzzle+Hex, GSeed CM, and Offensive Boots Pivot sets. This mon actually does everything, with its only real counterplay being Swilein (who is extremely easy to bait a Toxic onto or in this case wear down with hazards).
Btw still want to point out skdaver didnt do that much... it got 3 kills but 2 of them the game was alr over and only 1 kill matter. This wasnt a good showcase of skdaver more so caldur and draco doing super well this game + rak support.

I agree specs skdaver is good but this is like not the game to showcase it. The reason why i believe its good is because its amazing speed tier into such a meta is kinda good, with coverage to back it up like hurricane to nuke caldur or grass knot to blow past swine.
 
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I like CU2, which doesn’t seem to be a popular opinion. Here are some suggestions to try and make the tier more competitive. I think I'm more than qualified enough, but that doesn't mean that all my opinions are all right.

I largely liked Beaf Cultist's suggestions, several of the ones I agree with will be referenced.

Anything deemed too strong I probably dont think nerfs are necessary for with a couple exceptions.

  • Overabundance of Ice-, Water-, and Fire-types
    • Would consider some type changes or additions with more diverse typings
    • Given recent discord discussions changes I suggest will take for granted new Pokemon will grant us type diversity
  • Generally low utility pokemon, low removal and very few good rockers
  • Very few effective special attackers
  • Poor Speed, with half the meta clustered between 40-60
  • Certain types lack traditional roles for their type, so I’ll try and suggest some changes to remedy this (somewhat personal opinion, but players have expressed lack of good roles)
    • Steel lacks good defensive options, with only full defensive lytlegai and dracolition being passable
    • Electric lacks a truly fast glass cannon
    • Lack of Bug Sticky Web users
    • Water lacks any Swift Swim
    • No Dragon- Dragon dancers?
    • Every Psychic-type sucks, which are usually the highest raw special outputs in formats

  • Good stats and niche terrible movepool
  • Actual fight coverage such as hjk/jk, Close Combat
  • + Chlorophyll
  • + Sunny Day, Leaf Storm, Bulk Up
  • - Strength Sap

  • Top tier
  • Sickly Sugar +15 bp
  • Can consider slightly reducing Def

  • Fine Pokemon
  • Implement beaf

  • Pretty good
  • Competes with charcold
  • Steam Eruption and Eruption would set it apart as a genuinely good fire/water wallbreaker, sing would be funny
  • Ass
  • Sticky Web?
  • Infestation and recovery OR speed buff
  • Needs new power options not reliant on specific setup allowing it to function outside of its condition. Analytic or stakeout are thematic, while coverage like focus blast can compliment crit set
  • Has every move, is probably viable but other ho pokemon simply dont exist making it difficult to play for HO wincons
  • Only Dragon Dancer? With 50 attack?
  • Possibly broken with grassy seed
  • I believe it should be reworked into a healthier quiver dance user, as it can matchup fish anything without a Lytlegai extremely hard

  • Actually probably not bad but with 100 million ice types it is extremely difficult to fit
  • secondary typing of fighting
  • -10 def -10 spdef
  • Thick Fat over Snow Cloak?

  • Alright
  • Typing is extremely poor in the Meta
  • +5 attack?

  • -Sturdy. +Natural Cure
  • + Giga Drain
  • +20 Speed
    • This will allow it to become a niche Rock Polish + Meteor Beam user alongside its tank roles while not becoming a generally fast Pokemon

  • + Hyper Voice
  • Move the 20 Speed buff from base to Attack
  • This will make the payoff of item slot + power speed arguably more threatening

  • Alright
  • +10 SpA (debatable)
  • + Haze, Lunge, Pounce, Infestation, Eruption, Fiery Dance, Fire Spin, Lava Plume, Heat Wave, Overheat, Hydro Steam, Mist
    • Flavor + less passive options with trapping and anti setup tools

  • Very good
  • Think flame body adds a degenerate aspect w/e
  • If there were more and better offensive options, this pokemon could be realistically punished
  • Needs no changes

  • Good
  • I personally think could be balanced for DD, if other pokemon become reasonably powerful
    • if not given dd perhaps +5/10 speed to raise it out of speed hell
  • Healthy defensive pokemon or bulky setup sweeper as is

  • Fine
  • Implement beaf
  • Water or bug coverage fits thematically, priority such as aqua jet perhaps

  • Both are good, Beaf suggestions seem fine
  • Flavor moves such as Taunt, drill run, pursuit, burning jealousy, spite, bitter malice, make sense to me thematically and could help diversify its role, implement as you see fit

  • Dogass
  • Could change dream runner to give it a speed boost if it puts a pokemon to sleep
  • + Grassy Glide? Flip Turn?

  • Very good
  • No changes necessary, it is a powerful but healthy part of the meta

  • Probably better than I gave it credit for
  • If it could swap out of its own ingrain, and had something like calm mind, could be very good
  • Alright as is? Beaf suggestions are fine but i don't mind a slow role

  • Seems very bad
  • Wind Rider for much more reliable fishious rend setup
  • I personally think this pokemon needs a full rework depending on original concept
    • Could be given Water/Flying and Slack Off with a cut to either its HP or defenses, establishing itself as just the tankiest Water, remove Fishious
    • Could alternatively be given Swift Swim with such a low Speed Stat, balancing out +2 speed Fishious
    • Could trade Spikes for Defog for a healthier dynamic?

  • Very strong movepool but lacking any form of remotely good recovery
  • Does not have the statspread to support anything offensive despite great moves
  • Does not have the movepool to support defensive sets
  • Lost identity, I think a stallbreaker with Forest Curse/Trick or Treat is very cool, but this pokemon needs developer commitment either way
    • I mean it’s a cow so like, milk drink
  • As is, very bad mon unfortunately, think a speedy stallbreaking ghost with its utility moves could be cool

  • Solid stats, good movepool, ok typing but overlaps heavily with the multiple good fire types
  • Supreme Overlord probably forces this pokemon to be worse than it is, as it is a very poor late game cleaner considering unboosted sucker punch will never push through speed control like mollosket, fawn, furumo, pthor
  • PERSONALLY would rework its role to a wallbreaker with bitter blade, with an assault vest-esque moveset and statspread
  • Somewhat balanced as is, would be fine to keep with maybe a very slight buff

  • Alright Agility sweeper
  • Extremely one note, matchup fishes the few real checks like alscepen and Skadaver, as well as being a liability vs some of the best scarfers like mollusket and pthor
  • However, teams without the proper speed control and or hard checks get killed to an unfair degree by sheer force lorb
  • I would personally nerf its role as an agility sweeper by removing sheer force for a thematically appropriate ability like regenerator or natural cure, and granting the tier some much needed utility for the tier such as Stealth Rock, Recover, and or Knock Off, providing an avenue to use it outside of an extremely volatile sweeper while preserving a strong offensive option with Tough Claws

  • Well balanced Pokemon overall

  • Could be a good pokemon but the meta works against it heavily and heavy competition with Pinnsten who is a more effective breaker
  • Could reasonably receive +10 atk, would not go further if mons like Lytlegai Swilein ever receive a nerf

  • Arguable top 3
  • Unless gutted, it will literally always receive high usage because of defensive traits, would remedy this by introducing more appealing defensive anchors

  • Another victim of Fire-type competition, awful speed does it zero favors
  • More offensive role with Dazzling
    • -20 HP, -30 Def, +50 Speed
  • + Calm Mind, Flame Charge, Fire Blast

  • Perfect design unironically
  • +10/20 Def
  • +Armor Cannon?

  • Is currently very left behind, especially if many buffs go through
  • If things are given proper Speed stats, this deserves its Attack back, between 115 and 120
  • Alternatively could lower its stats further and provide Victory Dance as well

  • Top 1 very comfortably
    • Somewhat deserved as part of the “Ragnarok trio”
  • Would lean into the full tank role, removing its insane priority and utility
    • Sucker is simply too powerful considering its toolset
    • Could remove Ceaseless and Spikes, making the hazard less omnipresent and providing Hursty the niche
  • Without the ability to brute force faster checks like Fawn or Pthor with +2 Dread Plate sucker, we can reevaluate how meta dominant it is
  • My preferred set as of right now is Assault vest anyways

  • Ragnarok does not end at 50%
    • Could make it not end EVER or last 5-8 turns as a field condition, making RAGNAROK a very impactful moment
  • +20 additional Atk from some combination of defenses and spa

  • Good pokemon but held back considerably by typing
  • +10 HP, letting it fulfill dual attacker and utility role a little better
  • Add Encore and Nasty Plot?
  • Remove Spikes?

  • +25/30 Attack, letting it effectively tank
  • + Wandering Spirit, + Levitate
  • - Spikes, + Stealth Rock, +Roar, +Trick Room

  • Bad
  • Beaf suggestions make it feasibly ok
  • + Trick, Drill Peck, Aerial Ace, Acrobatics, Sky Attack

  • Bro burned down the kitchen?
  • -15 Def, +25 Speed, +10 SpA
  • +Strength Sap, +Leech Life, +Giga Drain

  • One of the strongest attackers in raw output
  • Brutally strong stabs and Rapid Spin support, only truly walled by Dracolition
  • If new Pokemon added, +Knock Off

  • Makes no use of Poison Heal and the Bug weaknesses nerf it too hard either before it Mega Evolves or with a Poison Heal Stallbreaker set
  • +10 HP, -20 Def, -10 Speed
  • - Acid Armor, -Cosmic Power, -Agility, +HARDEN, + Calm Mind

  • New bulky midrange speed special attacker statline of 80/70/120/140/101/82, keeping 593 bst
  • A very powerful but defensively flawed special attacker with a 4x suit weakness

  • Arguably most centralizing attacker, but not actually broken thanks to middling Speed tier, reliance on zero longevity items, and existence of hard counters such as Skdaver and Racc
  • - Hustle, +Volt Absorb
    • Reduces variance in checking Ptohormigigin
  • +Mach Punch, -Sucker Punch
    • Could add Taunt
  • Should be nerfed by the improvement of Speed tiers across the board and new Pokemon

  • Top 3 pivot alongside Skdaver and Charcold
  • + Dragon Pulse
  • Would consider removing Technician if it overtakes usage stats, as Tech Dkiss is extremely powerful on such a stat spread

  • Prominence in meta reflects Skdaver checking top meta Pokemon, very low removal, and mediocre status absorption as either a Spikes abuser or clearer
  • No changes

  • Omega cheese due to Swilein Pinnsten Furumo Dracolition, all it can hope to do is matchup fish
  • Would rework Phase In, making Snipythic an actual Pokemon instead of giga cheese
  • Cannot/should not reasonably change or improve ability otherwise

  • + Beaf Changes,
  • - Chlorophyll, + Drought, Archaic Stare no longer sets trick room

  • Caught between two potentially potent styles without amazing tools for either
    • Ability and movepool encourages bulky cm or choice spamming fire lash
    • Stats and typing encourages immediate/fast paced breaking, as it cannot afford to SD consistently with such a mediocre defensive typing, unreliability without hdb, poor defensive stats
  • suffers from both very high water, fire, and fire+water competition
  • + Aqua Jet

  • Best physical wall in the tier
  • Should be used on >40% of teams on account of it soft checking the majority of the tier and being the best Stealth Rock user
  • With new additions and improvements to Ground types, it should see more reasonable usage

  • Currently cheesy but very effective endgamer, setting up agil and potentially hone claws in end games to autowin after racc Swilein are too weak
  • Keep generator fantasy, make it less volatile endgamer and more useful midgame
    • Generator is too easy to get too powerful
      • Start at 1x, increase to 1.3x
    • -10 HP, Swap PhysDef and Speed
    • + Blazing Torque

  • Recently discovered by Beaf to be an extremely effective early game wallbreaker
  • No changes for now

  • Currently a poor mixed setup wallbreaker due to abysmal defenses
  • Round out stats while keeping identity as Tox immune and bulky mixed setup wallbreaker
    • -10 HP, -10 Atk, -30 SpA, +20 Def, +40 SpDef
    • - Bulk Up?

  • One of the coolest Pokemon concepts ruined by lacking moves and dysfunctional ability. Should be powerful as part of the legendary quartet(?) alongside racc pthorm and naglrir
  • + Dragon Dance, + Mortal Spin, Earthquake
  • +10/20 SpA
  • Breaking Ouroboros does not self damage

I hope these changes would move the metagame and individual pokemon to a healthier and more competitive state. I enjoy playing fakemon tiers in shitty little pet mod tours, so seeing an improvement of this tier in a new tour would be cool.
 
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The balance patch is now out! Things aren't live yet, but I'll include the list of changes below for you all to read through and discuss.
Alcespen
Now learns High Jump Kick and Jump Kick

Alcremie-Nodean
Sickly Sugar now has 90 BP

Arbjorn
Now learns Synthesis

Azumarill-Nodean
Now learns Steam Eruption

Balirachnid
Speed increased from 45 to 62
Now learns Focus Blast, Infestation, Recover, and Sticky Web


Ballaboar
Special Attack decreased from 115 to 104
Speed increased from 69 to 80

Beartunnd
Now Ice/Fighting type
Now gets Thick Fat (replaces Snow Cloak)
Overconfidence now boosts damage by 1.3x above half health


Bicunnin
Attack increased from 97 to 102
Now learns Pursuit


Bjorniorite
Speed increased from 20 to 50
Now gets Natural Cure (replaces Sturdy)
Now learns Giga Drain, Play Rough, and Rapid Spin


Bjorniorite-Mega
Attack increased from 100 to 130
Now gets Prism Armor (replaces Pixilate)

Calderlauga
Now learns Lunge, Pounce, Eruption, Fire Spin, Heat Wave, Overheat, and Mist
Boiling Deluge now affects Water types


Drakkrab
Speed increased from 84 to 104

Fawntiful
Defense increased from 63 to 73
Envious now boosts damage by 1.3x if the target has more HP remaining than the user
Now learns Burning Jealousy, Spite, and Taunt


Fawntiful-Mega
Special Attack increased from 84 to 94

Freelpen
Dream Runner now boosts Speed one stage when putting another Pokemon to Sleep
Now learns Grassy Glide.


Gravalley
Defense increased from 60 to 70
Rooted no longer prevents you from switching out
Now learns Calm Mind


Hafgvindr
Now gets Swift Swim (replaces Water Veil)

Hulvine
Now mono-Ghost type
Defense increased from 80 to 100
Special Attack increased from 105 to 115
Special Defense increased from 65 to 75
Speed increased from 30 to 52
Now gets Unaware (replaces Grass Pelt)
Now learns Calm Mind, Grudge, Hex, and Overheat


Hurstyrhund
HP decreased from 114 to 109
Attack decreased from 126 to 121
Defense decreased from 90 to 85

Special Defense increased from 56 to 71
Now learns Pursuit, Scorching Sands, Stomping Tantrum, and Toxic


Kuongakrabbi
Now learns Knock Off and Stealth Rock

Lumigald
Attack increased from 110 to 120
Now learns Stone Axe


Miauskog
HP decreased from 110 to 90
Defense decreased from 104 to 94

Special Attack increased from 91 to 101
Special Defense decreased from 115 to 85
Speed increased from 32 to 82
Now learns Fire Blast and Flame Charge


Muerekrot
Attack increased from 105 to 115

Naglrir
No longer learns Ceaseless Edge, Glacial Lance, and Sucker Punch

Naglrir-Mega
Attack increased from 124 to 139
Special Attack decreased from 85 to 70
Ragnarok no longer damages the user

Neifhemming
Now learns Encore and Nasty Plot
No longer learns Spikes

Neightmare
HP decreased from 100 to 90
Attack decreased from 90 to 55

Special Attack increased from 55 to 90
Now learns Roar, Stealth Rock, Strength Sap, and Trick Room


Noirpeck
HP increased from 60 to 70
Attack increased from 95 to 100
Now learns Acrobatics, Aerial Ace, Drill Peck, Sky Attack, Swords Dance, and Trick


Pacrabsite
Defense decreased from 90 to 80
Special Attack increased from 90 to 100
Special Defense increased from 110 to 120
Speed increased from 40 to 65
Now learns Giga Drain, Leech Life, and Strength Sap


Polipid
HP increased from 70 to 80
Special Attack increased from 90 to 100
Now learns Nasty Plot, Trick, Trick Room, and U-Turn


Polipid-Mega
HP increased from 70 to 80
Attack decreased from 99 to 79
Special Attack increased from 120 to 150

Pthormign
Hustle replaced with Volt Absorb

Raccatoskr
Now learns Dragon Pulse

Snipythic
HP decreased from 100 to 90
Attack decreased from 160 to 150
Speed decreased from 180 to 170

Phase In now only lowers Attack and Speed by 0.67x
No longer learns Substitute

Solfreyr
Defense increased from 65 to 85
Special Attack increased from 130 to 140
Special Defense increased from 80 to 90

Speed decreased from 40 to 30
Archaic Glare no longer ends Trick Room

Strigpyre
Now learns Aqua Jet

Thermovult
HP decreased from 91 to 81
Defense decreased from 103 to 93

Speed increased from 55 to 70
Generator now starts with no change, increasing by 1.1x to a maximum of 1.3x damage

Vintriol
Attack decreased from 128 to 88
Defense increased from 50 to 70
Special Attack decreased from 148 to 138
Special Defense increased from 40 to 90

Wyrmdelse
Now has Gluttony as a hidden ability (replaces Run Away)
Ouroboros no longer damages the user when broken
Now learns Dragon Dance and Mortal Spin
This patch aims to address many of the issues found during Solomods Premier League. A couple of nerfs were given to overwhelmingly strong mons, but for the most part our goal was to buff many of the weaker options in order to match the standards of the meta. Obviously with the size of this patch, there's likely to be many unforeseen consequences, so we'll be sure to keep our eyes on everything changed here in testing. We'd love to hear all of your thoughts on this patch, so please do comment here or on Discord if you have anything to say!
 
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Hmm.. may comment on the balance changes...

Alcespen - Hmm i felt HH alr hit what it wanted to hit like lyttlegai, alcremie, and draco. HJK really only hits draco much much harder which i geuss helps but d edge into alcremie kinda is not that

Alcremie - 90BP on sugar is kinda just inferior to sludge bomb.. it also has knock off and since steels are immune to it im curious how u plan to fit this in. Feel like this couldve just been corrosive gas or maybe it can suppress abilities or smth of poisoned attackers

Abjorn - Likely needs slack off, in a swein meta its unlikely to be dethroned since it farms charcold a lot better than this mon who risks burns. I think giving it slack off helps as it can not fight in hail instead of having its healing cut in 1/2. I think +10 Def might also do it as swein is more or less used as a mixed attacker

Azumarill - Should get overheat to, otherwise not much objections, maybe draining kiss to... But i think being forced into boots is a bummer sometimes. I think giving it some hp would be interesting but its likely fine.

Balirachnid - Sure, maybe focus blast is a bit to much but idt it is. A web setter? interesting.

Ballaboar - No comment

Beartunnd - Id replace snow cloak, all snow cloak does is make shit luck based, this is why hustle was removed from pthor in the first place. Fine changes overall esp thick fat allowing to take some hits. Im way to tired app... but yeah its a nice change, i feel it might be more viable but i feel the ability is still a pain as you are slow and taking hits and often moving second, esp with speed buffs

Bicunnin - Not against it, think its a good change

Bjorniorite - Sure, appreciated changes. I feel it can do with leech seed esp on its base form to do stuff, appreciates some defensive utility. Although i feel this form isnt getting much with its grass/rock typing.

Bjorniorite-Mega - 130 attack is interesting. Can you give this mon play rough or smth? it has like no phys stab. i think prism armor is nice but even then... I wish its speed was 30 instead of 20, means u take less investment from bulk to put into speed

Calderlauga - Still awfully passive ... but salt cure affecting water types. i think all these move additions is kinda not very good or dont do much for it. I feel u-turn would do a lot for it

Drakkrab - "Must want to run Focus Punch" Yeah right. it wants to run anything but focus punch because its typing is so ass that it just loses to like every steel type and it cant even setup sub in the first place, it works with bulky stuff cuz they can get sub off but this mon is so frail ur never getting of. Running focus punch means not running cross chop which is kinda ass.

Fawntiful - its unlikely gonna be better than the mega esp since the mega competition isnt that good.

Freelpen - "If the current terrain is Grassy Terrain and the user is grounded, this move has its priority increased by 1." Grass/Flying Type.... Beaf Cultist wtf... this isnt how it works, it doesnt even benefit from it. This mon is odd, idk what you are truly trying to do
Gravalley - Sounds good, CM sweepers + 12.5% healing with black sludge and more defense allows u to take sweeps better


Hafgvindr - Sure, its a rain sweeper and with fishious rend, sounds interesting. But i wouldve replaced water veil

Hulvine - Looks ok on paper, mono ghost with nagl nerfed looks much more doable esp with wisp to cripple it. CM + wisp is very dangerous and i think with mono shadow ball it can easily run away . Hard to tell tho

Hurstyrhund - Curious why it has supreme overload.. its anything but a sweeper late game and the power is smth.. but i guess it works out. I do wish it had burning bulwark or maybe even encore to take advantage. With encore fail -> temper flare u get a good power boost, and a lot of stuff that couldve worked with it just dont really work as well. I think its problem was that its slow asf, i think u can ditch the +15 to SpD and put it to speed

Kuongakrabbi - it appreciates it

Part 2 coming soon

Lumigald - 120 atk + stone axe does smth and while it seem nice on paper id bet it still wants to use a set of t axel, stone edge, and close combat with SD and the main thing here is the atk buff as vs nagl, draco, lyttlegai, special swilein, and generally rock / ice not being smth u can spam esp into flame body is not fun. I think giving it Glacial lance would be smth instead of relying on t axel

Miauskog - its much faster now with 82 speed so it can function quite well as a wall and with fire blast + moonblast u smack the meta quite hard and the only things that stand up to you are charcold which u can earth power or caldur which u can pack flamethrower instead of fire blast

Muerekrot - Give double edge and maybe quick attack, helps it act do damage instead of relying on the shit feint and body slam hits like a noodle esp with polter being a mixed bag

Naglrir - Unsure what the loss of glacial lance will act accomplish as if you want to hit rak you just run gunk shot or heavy slam and you can tag alcremie with it a well. No ceaseless is a pretty big hit to utility forcing u to run spikes, not that bad tho. Loss of sucker is big but either way its good at trading with SD + Bulk + last slot can be smth like gunk shot or heavy slam to hit rak a lot. Give parting shot so it can use prankster to some effect pls

Naglrir-Mega - Good buffs, the speed tier is valuable now since without sucker its kinda a bum.

Neifhemming - NP + surf + freeze dry + air slash hits the entire meta, interesitng to see how this pans out. loss of spikes i guess is whatever, a bummer to say the least

Neightmare - Good buffs, with 90 sp. atk it can act smack shit with hex. Wouldve bumped it to 95 and use the -10 HP in other stats but its alr as with sap + stealth rock you can be a good ground on ur team. With wisp + sap you very much so stone wall a lot of phys. attackers

Noirpeck - unlikely to run anything aside from CB or boots so acro is an idk buff.. SD on boots set is gonna be smth esp with brave bird chunking everything + zen headbutt as well. Wood hammer slams stuff like swein in the tier which is gonna be interesting to see

Pacrabsite - Wonder room is hard to work around so hard to predict. with dual stabs + coverage + strength sap it can find itself a niche to bully fat especially with the added defense basically u work with. Although hard to tell cuz u get slammed by special attackers which got buffed

Polipid - To justify this as anything more than a shit mon it needs quite a bit of buffs which account flavor of its original prompt.. nothing here says "this mon absorbs status" this feels more just shifting it to a general offensive attacker instead of anything that can switch into status commonly thrown around or punish them. it cant even use toxic orb well cuz it takes so much damage from rocks and is so frail

Polipid-Mega - Counterintuitive as its base form wants to absorb status but this form cant at all. Maybe giving it magic guard and reduce its sp. atk a bit to compensate for it can be nice but its anything but a status absorber. Its stupid hard to make it work especially with not much ot hit the dark types in one slot whihc is a bummer cuz pursuit got distributed a bit and this mon is ruined by it.

Pthormign - Should be given HJK as its weaker than hustle and all of its moves are weaker while using reckless. More consistent tho and with reckless you can def justify sets like boots + jk + wild charge + u-turn + toxic to slam the rest.

Raccatoskr - never runs it anyway.. alluring voice is likely much better as it also beats itself

Snipythic - its a nerf... its always gonna be a screens mon and the justification to stay original to the prompt means that this mon is just gonna be weird... you likely can keep the -1 speed debuff and make the atk 140 and figure that out, its never going to run physical with stuff like that esp since stalling for 5 agonizing turns is awful. The ability is awful to work around and you are never going to make it either very OP or very bad esp since it still didnt get the contact reduction here.

Solfreyr - odd that the speed reduction of the TR mon is listed as a nerf but whatever, makes it much harder to pressure esp with it being quite a good offensive trick room user. sounds viable enough esp with nagl nerfs. more defense allows it to not just crumble to physical attacks

Thermovult - Sounds plausible to work with, idk fire / electric sounds good enough esp with the speed buff

Vintriol - just what i asked for, more defense buffs at the cost of attack helps it have an identity, now its quite a good bulky attacke with 112/70/90 stats which allow it to take hits quite well esp paired with flash fire.

Wyrmdelse - Mortal spin is interesitng, draco, sludge bomb, flamethrower, mortal spin sound like doable sets esp since the ones who want to switch into it are rarely steels but stuff like swein
 
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