Its Sunday, the weather outside is bad (though I have already been there regardless), so why not do a long post speaking about many things?
First, my own SV OU Suspects history:
1: Tera Suspect. Voted full Ban, the end result was a No Act. After that I came to like the mechanic, since it ended up being the identity of the generation and allows some very cool Strategies with Mons that otherwise couldn,t be used.
2: Chien Pao. Voted Ban, end result was Ban.
3: Walking Wake. Didn,t participate, would have voted Ban, end result was Do Not Ban. If the Suspect happens (very unlikely) again, I will still vote Ban, though this Mon is not as broken as some other OU threats.
4: Zamazenta Hero. Voted Do Not Ban, end result was Do Not Ban. This was the best decision of the generation, Zamazenta makes this Metagame playable by being an offensive threat that holds back many other offensive threats, Kingambit being the most relevant one. At the same time, balanced and defensive teams (aka the non dominant styles) have a lot of counterplay to the dog.
5: Kingambit. Voted Ban, end result was Do Not Ban. Would vote Ban again in the unlikely scenario a second Suspect happens, but during the whole generation this Mon managed to be "not the most broken threat that populates OU".
6: Ursaluna Bloodmon. Voted Ban, end result was Ban. 0 surpises in this one.
7: Roaring Moon. Didn,t participate, would have voted Ban, which was the result. If the Suspect happens again, will vote Ban too, though like Gambit its not the priority for me. Without Knock Off, this would have been a completely fine Mon, just a single move broke it, as it always does. Still, several Mons are even more broken, though I think this shouldn,t have been retested in DLC2.
8: Gliscor. Didn,t participate, would have voted Ban, which was the result. Another Mon that shouldn,t have been retested, we were better without it.
9: Kyurem. Voted Do Not Ban, end result was Do Not Ban. At the time, with Rain being so dominant (but not broken) and the Sub Protect set being uncommon, this looked to be the right thing to do. I was surprised by the result, however.
10: Archaludon. Voted Do Not Ban, end result was Ban. This is the opposite of the Zamazenta Suspect, the worst outcome of a Suspect in the generation. Outside of Rain, it was 0% broken, but even in Rain enough counterplay (with OU Mons, not the niche stuff I usually use) was enough.
11: Gouging Fire. Voted Ban, end result was Do Not Ban. Well, at least later we fixed this mistake.
12: Volcarona. Voted Ban, end result was Ban. Good, hopefully Tera Blast stays and if it gets Banned, Volcarona should be given the same treatment Palafin got, a Suspect (Regieleki of course should be immediately unbanned).
13: Gouging Fire. Voted Ban, end result was Ban. Sun still can shine without it.
14: Kyurem. Voted Ban, end result was Do Not Ban (by 1 vote). The tragedy of this Suspect is that it influenced the outcome of the next one. My decision (currently, it may change) regarding my vote in the next Kyurem Suspect (if it happens) depends on what happens with Palafin: with it in the Tier, I will vote Do Not Ban, without Palafin I will support a Kyurem Ban. Currently, there are 3 Mons (4 with Gholdengo, but that one is a lost cause) that for me deserve the Ban more than Kyurem does: Waterpon, Gliscor and Raging Bolt.
15: Gliscor. Voted Ban, end result was Do Not Ban. I believe that if Kyurem was banned, this would have been too. I was surprised by how close this Suspect was with Kyurem in the Tier, expected Do Not Ban to be over 65%.
So, out of 15 Suspects, I agree with the outcome of 9 of them (counting the Tera one, in which I changed opinion after the voting), which is not a bad statistic. Archaludon, Gambit and second Gliscor Suspect are the most notable ones in which I was "wrong".
Now, for Palafin Suspect, I remembered my beloved Archaludon and built this:
https://pokepast.es/cd78f56bab63a61f
I have learned the lesson of not using something like this in team tournaments after losing 3 times in Wcop with the archetype, so in the event I am drafted in SPL (questionable) and play SV OU (also not a sure thing), Corviknight is an unlikely member on my teams.
However, for ladder this structure still works very well. The philosophy behind the 5 Pokemon core (Corvi, Tusk, Weavile, bulky Sdef Poison and bulky Pdef Water) is: "I can beat any match-up as long as I don,t have hazards on my side and have real items" (Boots is not a real item).
So, Corvi and Tusk are key in the mission of preventing hazards from being up. Corvi will prevent them vs 90% of Gholdless teams, Tusk fights Ghold and does a lot of damage, while knocking items. Sometimes (mainly in team tournament battles when more than 1 person collectively prepare vs what I like to use) they are not enough and evil Gholdengo and its goons manage to flood my field with hazards. But most of the time, these 2 Mons do their job and I can maneuver without worrying about Rocks and Spikes. Due to Webs being a common archetype currently, Tusk has to use Boots in order to reliably outspeed non-Scarf Gholdengo.
Weavile is a fast revenge killer that also breaks stuff and knocks. Dondozo existing makes SD Weavile pretty bad, so Band is the way to go. Instead of finding time to use SD, Weavile just clicks and something will lose a lot of health and probably an item too. On this team, Weavile could have Tera Grass + Tera Blast to have a better match-up not only vs Palafin, but also vs Waterpon, Hisuian Samurott, Rillaboom, Raging Bolt, Primarina, Dondozo and Alomomola. I prefered to go the simple way of using Tera Dark + Assurance, which with hazards, obliterates Alomomola too.
Clodsire removes Toxic Spikes and deals with Wake and Bolt, among others. Usually it also puts Rocks, but on this team I have another Rocker, so it can use Spikes instead.
Alomomola is the bulky Water that heals the team. It also checks several common Palafin sets and burns it with Scald. Unlike many of my balances, this one would be very weak to Zamazenta (or even Skarmory), but Alomomola solves it with Tera Ghost. Of course, Alomomola is a complete viability vs the most broken OU Mon, that being Waterpon, who with Palafin in the Tier becomes better and more common. But we have an answer to that...
Duraludon is the Waterpon counter (unless it decides to use Superpower). Why Duraludon and not Hisuian Goodra, who takes Special hits better while having Knock Off (broken move)? Well, Duraludon has several advantages over Goodra: Its physically a little bulkier WITHOUT Eviolite and much bulkier with it. It hits a little harder on the Special side (this doesn,t matter) and a little weaker with physical moves not named Body Press (this also doesn,t matter). Its faster than Adamant Kingambit, meaning that it either kills it with Body Press or forces Tera. Lastly, I saw several Low Kick Waterpons on the ladder. That move would destroy Hisuian Goodra (120 BP) but it bounces of Duraludon due to Light Metal (40 BP). Duraludon sets rocks and uses Dragon Tail to accumulate hazards chip. In late game it will stop Tera Normal Dragonite and Gliscor. Flash Cannon or Dragon STAB are options to hit Tusk on the switch-in (which they rarely do, since they fear precisely those moves), I prefered Thunderbolt to hit Corviknight (which I ended up seeing exactly 0 in 43 battles) and Palafin among others.
Vs Palafin this team works very well (its kinda overprepared vs its common sets), I have lost 0 battles to it. However, the moment Palafin starts using uncommon sets (Sub instead of Taunt, Covert Cloak, Tera Blast Water, Tera Normal Boomburst), the team will crumble to it. Other than Palafin, the team more or less covers the whole OU Meta, although Gholdengo + Hazards is always a challenge, just like it would be vs any team.
The team went 38-5 on the ladder, which is quite decent and much better than the 46-11 I got on Gliscor Suspect. Loses were:
1. Vs an Expert Belt 4 Attacks Tera Fairy Azelf, counterplay vs that is predicting and I didn,t expect strong opposition on low (1350) ladder.
2. Vs a hazard Stack of Air Balloon Gholdengo + Webs + Spikes + Rocks Spiky Shield Mortal Spin Tera Flying Glimmora, which outplayed me.
3. Vs another Hazard Stack with Tera Water Max Defense Gholdengo, it took 57% from Tera Ground Headlong Rush. Fuck that Mon.
4. Vs a crazy offense with Blaziken, Booster (Speed) CM Crown and DD Pult. I commited the mistake of leading Weavile vs Blaziken and went on backfoot since then. Respectable team to lose against.
5. Vs a very cool balanced team with AV Psychic Noise + Psyshock Glowking, Alomomola, Clodsire, Trick Sticky Clef, Mandibuzz (Defog) and Band Ogerpon. I let Clodsire getting tricked very early and stayed with Weavile vs obvious Tera Ogerpon. I later fought the same guy again and knocked the Barb with Tusk early game, which ended up being the winning strategy. Very cool team with a similar structure mine has, not mad for losing to that.
Last battle of the Suspect (the only one whose Replay I saved) to show how the team works:
https://replay.pokemonshowdown.com/gen9ou-2267618559-trsrzvls8t9w29wfoaol3rz33qg7jzrpw
Now, before talking about Palafin itself, I will talk about how (in my opinion) it interacts vs the current Viability Ranking. Who gets better with Palafin in the meta and who gets worse? Will try to be as objective as possible:
S Rank
Kingambit <
Gets worse. Palafin is faster than Kingambit, has Fight move and bypasses Sucker Punch. Neither Kingambit, nor Palafin can reliably switch into each other, but the dolphin has the upper hand. If there is one positive impact the Do Not Ban side can present for their case, is this one.
Zamazenta-Hero <
Gets better. Unreliable check and can,t always switch into Palafin, but comfortably beats common sets one on one.
S- Rank
Gholdengo <
Low impact. Palafin switches into Gholdengo better than Gholdengo switches into Palafin, but neither really can,t. However, Palafin becomes one of the many partners in crime of Gholdengo's hazard abussers.
Great Tusk <
Gets worse. I mean, its weak to the STAB. Palafin can,t switch well into Tusk, but Tusk has it even worse vs Palafin.
A Rank
A+ Rank
Darkrai <
Gets a little worse. Palafin can revenge kill a weakened Darkrai, though it still can,t switch into it, fearing Wow or just a strong Dark Pulse. Darkrai itself can,t switch into Palafin (but this isn,t really different to any other offensive threat).
Dragapult <
Gets better. Resists Water, immune to Fight, faster, has Wow or Thunderbolt. If Palafin wants, it can OHKO Pult with Ice Punch or Specs Ice Beam however.
Dragonite <
Gets a little better. Neither can switch into each other, but Nite resists Water and Fight. Boosted Nite isn,t stopped by Palafin unless it uses the Tera. Before the boost, Palafin can stop Nite with Taunt or Ice Punch, however.
Gliscor <
Gets a little worse. Offensive Waters are not something that Gliscor likes, but Palafin can,t reliably switch into it due to the threat of Toxic. Vs SD sets Palafin fares better, but Gliscor can outlast it.
Iron Moth <
Gets worse. Weak to Jet Punch, Palafin can try to switch into the Fire STAB, but can get caught by Energy Ball and Tera Grass. Even without Tera, Moth damages very hard Palafin on the switch if it doesn,t use the Fire STAB.
Iron Valiant <
Gets worse. Palafin can revenge kill a weakened Valiant, though it can,t switch in. Tera Water Valiant is very rare, but could make a comeback to abuse the dolphin.
Kyurem <
Gets a little better. Palafin itself is a negative match-up for Kyurem, due to being slower. Palafin can,t switch into Kyurem, but Kyurem isn,t a reliable check either, due to CC or +1 Drain Punch. Palafin also fares decently vs the DD Kyurem. However, since Waterpon and Raging Bolt should become more common with Palafin, overall Kyurem is a winner.
Landorus-Therian <
Gets worse. Weak to the STAB, Palafin is faster and can use BU vs it or just murder. Palafin can,t switch into Lando, but Lando is even worse at handling it.
Ogerpon-Wellspring <
Gets better. Unreliable check due to being beaten by Band CC or Acrobatics, but at least forces Palafin to predict and can Encore, if it runs it. I consider this Mon to be the most broken OU one (after Gholdengo, who doesn,t count due to being impossible to Suspect), so this is a very negative impact.
Raging Bolt <
Gets better. Swithes in and beats many Palafin's sets, though can get hit by Ice moves. Unreliable check, just like almost all of them, but a check nonetheless. Since this Mon is another one in my broken list, this is not good.
Samurott-Hisui <
Gets better. Palafin on turn 1 doesn,t do much damage, and Samurott is a common lead who can abuse that to put the Spikes. Later in the match they will rarely face each other, but early game Samurott discourages Palafin leading.
Ting-Lu <
Gets worse. Palafin can switch-in at least once into Ting-Lu and start dealing damage.
A Rank
Cinderace <
Gets worse. Weak to Palafin's STAB, though the dolphin once again can,t switch into it.
Garganacl <
Low impact. Tera Water is Garganacl's most common Tera anyway and this is a Mon that most of the time will Tera. Garganacl therefore can check some Palafin sets after it Teras. However, Tera Water Garganacl doesn,t apreciate Raging Bolt and Waterpon being more common. Even worse, if Palafin decides to use Covert Cloak or Substitute, instead of check, it becomes set-up fodder.
Moltres <
Low impact. Weak to Palafin's STAB but has Flame Body. Like Garg, doesn,t like Waterpon and Bolt rising.
Roaring Moon <
Gets a little worse. Palafin can revenge kill a weakened Moon... provided it has used Tera, which is not always the case. Neither Mon can switch into each other.
Slowking-Galar <
Gets a little worse. Neither Mon can switch into each other. Doesn,t like teams becoming more offensive, however, and forced to Tera vs Band Fin.
A- Rank
Alomomola <
Gets better. Comfortable switches into some Palafin sets and burns them with Scald. However, can be abused by Sub, Specs, Throat Spray and Covert Cloak. Palafin gets a lot of tech to work around Alomomola if it wants.
Deoxys-Speed <
Gets worse. Jet Punch victim, but Palafin can,t switch into it either.
Glimmora <
Low impact. HO Mon that will put some hazards regardless of Palafin's existance.
Iron Crown <
Gets worse. Palafin is faster and can hit it with Wave Crash. Neither Mon can switch into each other, but Palafin can risk taking a Specs Tachyon Cutter.
Iron Treads <
Gets worse. Despite Palafin not liking Knock, it can switch into Treads.
Lokix <
Gets better. Of course, can,t switch into Palafin and can,t even OHKO it from full, but can revenge kill a weakened one since First Impression bypasses Jet Punch and Tinted Lens bypasses any defensive Tera.
Pecharunt <
Gets a little better. Can soft check BU sets with Malignant Chain and Parting Shot. Will be destroyed by Band or Special sets, but switches into Palafin way better than Palafin switches into it.
Primarina <
Gets worse. The match-up vs Palafin itself isn,t that bad, though it has a big chance to lose, it at least gets to damage Palafin hard. However, doesn,t like Electric and Grass Mons (Waterpon and Raging Bolt mainly) being more common.
Tinkaton <
Gets better. Steals Palafin's item. Can disrupt set-up with Encore or Thunder Wave, unless Palafin has Taunt.
Weavile <
Gets worse. Frail offensive Mon that can be killed with Jet Punch. Palafin can risk and switch into the Ice STAB, can take a Knock from Boots versions (more common than Band).
Zapdos <
Gets better. Common Tera Water or Tera Grass Mon, but even without Tera can beat Palafin one on one. Unreliable switch-in, but physical sets can get crippled by Static.
B Rank
B+ Rank
Clefable <
Low impact. Can,t really stop Palafin, but Palafin doesn,t want to switch into all the trick Clef has.
Corviknight <
Gets worse. Palafin has Taunt and breaks Corv with Band too, Corv doesn,t like Rain, Sun and Raging Bolt being more common either.
Dondozo <
Gets a little better. Can scout Palafin's set and even hit hard with Tera Fight Body Press. Doesn,t like Taunt, doesn,t like Band Rain Tera Water, doesn,t like Special sets either, but still works as a check.
Enamorus <
Gets worse. Jet Punch victim. Palafin can,t switch-inm but easily Revenge Kills, since Enamorus is really frail.
Hatterene <
Gets a little better. Can stop Taunt + BU Fin with Nuzzle so that teammates stop it easier. Can,t really switch into Band or other offensive sets, but apreciates weather being more common.
Hydrapple <
Gets better. Long term Palafin answer that also somewhat checks Waterpon. Of course, its not a reliable check due to Ice Punch from Palafin or Play Rough from Waterpon.
Latios <
Gets a little better. Resists Water + Fight combination, outspeeds Palafin and has Recover. Isn,t reliable vs Ice Punch and doesn,t like having to go Timid (Modest gets some KOs that Timid doesn,t). Still, a check.
Ninetales <
Gets a little better. Can,t switch-in into Palafin, but Sun nerfs it. However, if Palafin comes with Rain, things change.
Ninetales-Alola <
Gets better. Unlike Kanto Ninetales, Alolan one gets the defense boosted by Snow and Pelipper can,t switch into it. It can also support BU Palafin with Aurora Veil. HO being better is not a good thing.
Ogerpon <
Gets better. One of the many Grasses that benefit, though can,t reliably switch-in.
Rillaboom <
Gets better. Another one, this one is slower but has Grassy Glide. Still not a reliable switch-in even before Tera.
Scizor <
Gets worse. Palafin can,t switch into Scizor (Knock, STAB U-Turn, CC or Trailblaze all do a lot of damage), but Scizor has it even worse vs Palafin. Bullet Punch is resisted, so one on one, Palafin could boost on Scizor.
Sinistcha <
Gets better. Immune to Fight, resists Water, can burn with Matcha Gotcha, so only Tera Fire or Covert Cloak + Taunt Palafin can safely boost. Can be beaten with Ice moves.
Ursaluna <
Gets worse. Palafin outspeeds and has effective moves. Even TR Ursaluna is not safe from Jet Punch unless it Teras.
Walking Wake <
Gets better. Can,t switch into coverage moves, but can switch into Water moves and with Specs DM beats some of BU sets. Not a reliable check, but still a check, especially in Sun.
Weezing-Galar <
Low impact. Burns or Sludge Bomb poisons Palafin, but can,t switch into Band or Special sets. Palafin obviously never switches into Weezing either.
So, Palafin joins the very large list of Mons that have all of: high Stats, good typing and good movepool. Therefore, it has 0 Mons that can counter or check all of its sets and this is without taking into account the Tera options. This is not new, we have many of those and had them since many generations, meta can adapt to Palafin just like it could adapt to Kyogre if it came to OU some day. In fact, I don,t think Palafin is the most broken OU Mons currently legal, its less broken than Waterpon and probably Gliscor too (but definetely above Raging Bolt and Kyurem).
What the meta can,t adapt to is having to handle Palafin AND Waterpon AND Gholdengo AND Gliscor AND Bolt AND Kyurem AND 23232325642 hard to check threats, especially if they all come supported by Hazards. Its almost impossible to build a team able to check all of these kind of Mons, the term "check" is becoming obsolte due to (almost) all of them having endless movepools and often coming together. Unless you build a Hazards centered HO and don,t care about defensively checking almost anything, just put the Rocks + Spikes, boost and hit hard, of course.
Currently, we have a Meta of games in which you often have to predict correctly every single turn. For example, you see a Palafin and have a Waterpon in your team. If you switch into a Water move, the opponent will most likely have to predict next turn to avoid losing something. However, if you switch Waterpon in and Palafin happens to be Band CC or Acrobatics or Specs Tera Normal Boomburst, you lost your check and next time Palafin comes in, it will likely destroy you or at least will do a lot of damage. This works not only with Palafin but with any combination of 2 big offensive threats that soft check each other.
Palafin exhacerbates an already big problem of meta being too offensive. Its one more of Big offensive threats hard to cover. It makes some styles (Rain, Sun, Aurora Veil, even Psychic Terrain as counterplay) better, but those are all offensive styles. No single Palafin set will break all of OU, but together with other similar threats, they do make the Tier less enjoyable. Look at the above chart of the VR, many of the Mons that get better with Palafin's presence are already controversial without it in the Tier (Waterpon, Raging Bolt, Kyurem even Zamazenta, who for some people is problematic, though not for me). Palafin actually reliably checks very few HO Mons and most of them have to be weakened for Jet Punch to remove them. Vs Balanced teams however, Palafin is very good and makes an already declining style worse, while also making the meta top-heavy. Balance doesn,t have to be the best style for a Meta to be good, but in my opinion it has to have high viability and allow lesser used Mons to have a niche.
I think Palafin could have a place in this Tier, but only if instead of it we remove several Mons/Moves like Waterpon, Raging Bolt, hazards or Booster Energy (theorymoning here, not asking for Booster Energy to be banneed). In the current meta, I don,t think Palafin's presence is a positive one despite not being the most broken thing. It won,t destroy the Tier by itself but it solves no current Tier issue, while making already broken Mons even better (without being reliable vs it either). For these reasons, I will be voting Ban. This is my last post in this thread, you can agree with my way or thinking or not, but I won,t be answering. For those who like me, want Palafin banned, you have a decent team above to use. Have a nice Eeveening!