Let's go over Gothitelle and Gothorita's ability in the Ubers metagame. These are the best sets you will see when running into these Pokemon:
Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 108 Def / 156 SpD
Calm Nature
IVs: 0 Atk
- Confide
- Charm
- Taunt
- Rest
Gothorita @ Eviolite
Ability: Shadow Tag
EVs: 252 HP / 124 Def / 136 SpD
Calm Nature
IVs: 0 Atk
- Charm
- Confide
- Taunt
- Rest
Alternatively, 252 HP / 4 Def / 252 SpD can offer more bulk than Gothitelle on the special side and trap Choice Scarf Xerneas much easier. There is wiggle room for bulk on both sets, but these are generally the optimal spreads.
The first thing you will notice is the lack of attacks. The purpose of these Pokemon is to trap and PP stall a Pokemon that cannot break through it in time. When all of the trapped Pokemon's attacking PP is gone, you can force them to either Struggle to death, or switch out and give another Pokemon a completely free turn. This can have multiple uses, from setting up boosting moves to removing entry hazards. The list of Pokemon that these two are able to trap include, but are not limited to:
Support Arceus formes (Water, Ground, Fairy, Dragon)
Defensive Ho-Oh lacking Whirlwind
Choice Scarf Xerneas
Choice Scarf Yveltal (locked into Foul Play or Oblivion Wing)
Defensive Zygarde-C lacking Dragon Tail
Defensive Necrozma-DM lacking SD or Solganium Z
Ferrothorn, Toxapex, Skarmory, and Celesteela that lack Shed Shell
Lugia lacking Dragon Tail
Chansey
The trap targets listed above can feature on a very large majority of bulky offense, balance, and stall teams alike. Only very offensive teams can see themselves as truly safe from the presence of Gothitelle and Gothorita in the tier by virtue of simply overpowering them - this is a common theme on the ladder, meaning that Gothitelle and Gothorita are less effective there. The lack of ideal counterplay to these Pokemon can take a large part of the game out of the hands of the player, making team matchup in the tier a far bigger concern than it should be. The team archetypes noted above have adapted in a sense, with support Arceus-Dark, Shed Shell, Dragon Tail, or simply not using these Pokemon at all feeling like a forced option to combat Gothitelle and Gothorita on the chance that they come across one in high level play. These are far from perfect solutions, however, as this leaves said teams open to other important threats in the tier. Gothitelle and Gothorita generally put a very difficult chokehold on team archetypes that could otherwise do well, making it difficult to assess the true power levels of other Pokemon in USM Ubers.
So where do Gothitelle and Gothorita line up with our tiering policy?
Broken
This isn't an argument - Gothitelle and Gothorita are not "broken" as per our definition. However, Ubers does follow OU's definition of "uncompetitive", and there is a section of their definition of "broken" that leaves some food for thought in the context of Ubers:
Uncompetitive
This is one argument for our suspect test here. Ubers will use OU's definitions regarding the term "uncompetitive" in order to be seen as a tier aiming to be properly competitive. This means we look at the following definitions:
Points A and D can be held to Gothitelle and Gothorita. The counterplay to them is best found outside of the battle - simply don't bring anything that they can trap, and the team will never have a problem with them. This adds to the team matchup issue that was pointed out before, and heavily limits the teambuilding aspect of Ubers. In battle, Gothitelle and Gothorita's counterplay is very limited. They will always have Shadow Tag, in contrast to Mega Gengar, which requires an evolution turn, making it very difficult to deal with them in battle if a user brings a Pokemon weak to their trapping abilities. Double switching and getting little out of their role on a team, completely avoiding, or accepting their fate is all they can do.
Unhealthy
This is a secondary argument that can apply to Gothitelle and Gothorita. We look to OU's definitions on this, but we do not have an exact stance on it. Our own tiering policy reviews how Ubers sees the arguments OU uses - I suggest having a read of this to understand what I'm getting at by this: the bottom line is when looking at OU's definitions, A can apply, B will never apply, and C can be used if absolutely necessary.
Point A is also an applicable argument - even if you do not see Gothitelle and Gothorita as strictly uncompetitive, it can still be argued that they have an undesirable effect on the metagame due to how they function in battle, and their effect on the teambuilder.
Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 108 Def / 156 SpD
Calm Nature
IVs: 0 Atk
- Confide
- Charm
- Taunt
- Rest
Gothorita @ Eviolite
Ability: Shadow Tag
EVs: 252 HP / 124 Def / 136 SpD
Calm Nature
IVs: 0 Atk
- Charm
- Confide
- Taunt
- Rest
Alternatively, 252 HP / 4 Def / 252 SpD can offer more bulk than Gothitelle on the special side and trap Choice Scarf Xerneas much easier. There is wiggle room for bulk on both sets, but these are generally the optimal spreads.
The first thing you will notice is the lack of attacks. The purpose of these Pokemon is to trap and PP stall a Pokemon that cannot break through it in time. When all of the trapped Pokemon's attacking PP is gone, you can force them to either Struggle to death, or switch out and give another Pokemon a completely free turn. This can have multiple uses, from setting up boosting moves to removing entry hazards. The list of Pokemon that these two are able to trap include, but are not limited to:
Support Arceus formes (Water, Ground, Fairy, Dragon)
Defensive Ho-Oh lacking Whirlwind
Choice Scarf Xerneas
Choice Scarf Yveltal (locked into Foul Play or Oblivion Wing)
Defensive Zygarde-C lacking Dragon Tail
Defensive Necrozma-DM lacking SD or Solganium Z
Ferrothorn, Toxapex, Skarmory, and Celesteela that lack Shed Shell
Lugia lacking Dragon Tail
Chansey
The trap targets listed above can feature on a very large majority of bulky offense, balance, and stall teams alike. Only very offensive teams can see themselves as truly safe from the presence of Gothitelle and Gothorita in the tier by virtue of simply overpowering them - this is a common theme on the ladder, meaning that Gothitelle and Gothorita are less effective there. The lack of ideal counterplay to these Pokemon can take a large part of the game out of the hands of the player, making team matchup in the tier a far bigger concern than it should be. The team archetypes noted above have adapted in a sense, with support Arceus-Dark, Shed Shell, Dragon Tail, or simply not using these Pokemon at all feeling like a forced option to combat Gothitelle and Gothorita on the chance that they come across one in high level play. These are far from perfect solutions, however, as this leaves said teams open to other important threats in the tier. Gothitelle and Gothorita generally put a very difficult chokehold on team archetypes that could otherwise do well, making it difficult to assess the true power levels of other Pokemon in USM Ubers.
So where do Gothitelle and Gothorita line up with our tiering policy?
Broken
This isn't an argument - Gothitelle and Gothorita are not "broken" as per our definition. However, Ubers does follow OU's definition of "uncompetitive", and there is a section of their definition of "broken" that leaves some food for thought in the context of Ubers:
D.) Uncompetitive and Broken defined like this tend to be mutually exclusive in practice, but aren't necessarily entirely so.
1.) BP was deemed uncompetitive because of how drastically it removed battling skill's effects and brought the battle down to match up, but it could also be deemed broken because of the unique ways in which you had to deal with it.
2.) While this isn't always the case, an uncompetitive thing probably isn't broken, but a broken thing is more likely to be uncompetitive simply due to the unique counter / check component. For example, Mega Kangaskhan was deemed broken because it was simply too good relative to the rest of the metagame and caused the tier to centralize around it, but it could also be labeled as uncompetitive because of the severe team match up restriction it caused by punishing players if they did not pack one of the few gimmicky and obscure counters or checks for it.
1.) BP was deemed uncompetitive because of how drastically it removed battling skill's effects and brought the battle down to match up, but it could also be deemed broken because of the unique ways in which you had to deal with it.
2.) While this isn't always the case, an uncompetitive thing probably isn't broken, but a broken thing is more likely to be uncompetitive simply due to the unique counter / check component. For example, Mega Kangaskhan was deemed broken because it was simply too good relative to the rest of the metagame and caused the tier to centralize around it, but it could also be labeled as uncompetitive because of the severe team match up restriction it caused by punishing players if they did not pack one of the few gimmicky and obscure counters or checks for it.
Uncompetitive
This is one argument for our suspect test here. Ubers will use OU's definitions regarding the term "uncompetitive" in order to be seen as a tier aiming to be properly competitive. This means we look at the following definitions:
Uncompetitive - elements that reduce the effect of player choice / interaction on the end result to an extreme degree, such that "more skillful play" is almost always rendered irrelevant
A.) This can be match up related; think the determination that BP took the battling skill aspect out of the player's hands and made it overwhelmingly a team match up issue, where even with the best moves made each time by a standard team often were not enough.
B.) This can be external factors; think endless battle clause, where the determining factor becomes internet connection over playing skill.
C.) This can be probability management issues; think OHKOs, SwagPlay, Evasion, or Moody, all of which turn the battle from emphasizing battling skill to emphasizing the result of the RNG more often than not.
D.) Note uncompetitive elements are almost always present in the battling skill aspect; they will, however, be present in the team building aspect should we allow them in the sense of having to rely on excessively specific counters (such as loading teams with Sturdy or Keen Eye Pokemon and the like).
A.) This can be match up related; think the determination that BP took the battling skill aspect out of the player's hands and made it overwhelmingly a team match up issue, where even with the best moves made each time by a standard team often were not enough.
B.) This can be external factors; think endless battle clause, where the determining factor becomes internet connection over playing skill.
C.) This can be probability management issues; think OHKOs, SwagPlay, Evasion, or Moody, all of which turn the battle from emphasizing battling skill to emphasizing the result of the RNG more often than not.
D.) Note uncompetitive elements are almost always present in the battling skill aspect; they will, however, be present in the team building aspect should we allow them in the sense of having to rely on excessively specific counters (such as loading teams with Sturdy or Keen Eye Pokemon and the like).
Unhealthy
This is a secondary argument that can apply to Gothitelle and Gothorita. We look to OU's definitions on this, but we do not have an exact stance on it. Our own tiering policy reviews how Ubers sees the arguments OU uses - I suggest having a read of this to understand what I'm getting at by this: the bottom line is when looking at OU's definitions, A can apply, B will never apply, and C can be used if absolutely necessary.
Unhealthy - elements that are neither uncompetitive nor broken, yet deemed undesirable for the metagame such that they inhibit "skillful play" to a large extent
A.) These are elements that may not limit either team building or battling skill enough individually, but combine to cause an effect that is undesirable for the metagame.
B.) This can also be a state of the metagame. If the metagame has too much diversity wherein team building ability is greatly hampered and battling skill is drastically reduced, we may seek to reduce the number of good to great threats. This can also work in reverse; if the metagame is too centralized a particular set of Pokemon, none of which are broken on their own, we may seek to add Pokemon to increase diversity.
C.) This is the most controversial and subjective one, and will therefore be used the most sparingly. The OU Council will only use this amidst drastic community outcry and a conviction that the move will noticeably result in the better player winning over the lesser player.
A.) These are elements that may not limit either team building or battling skill enough individually, but combine to cause an effect that is undesirable for the metagame.
C.) This is the most controversial and subjective one, and will therefore be used the most sparingly. The OU Council will only use this amidst drastic community outcry and a conviction that the move will noticeably result in the better player winning over the lesser player.
Point A is also an applicable argument - even if you do not see Gothitelle and Gothorita as strictly uncompetitive, it can still be argued that they have an undesirable effect on the metagame due to how they function in battle, and their effect on the teambuilder.
Want to qualify to vote on this topic? These will be the requirements for voting:
- A minimum of 40 games played on the suspect ladder, and
- A minimum GXE of 82.
Gothitelle and Gothorita will be legal on the ladder. The Immortal, please create a suspect ladder when you are available. Thanks in advance.
We will also be running a subforum tournament with Gothitelle banned (but not Gothorita) to shed more light on a metagame where only Gothitelle is banned. Expect fast deadlines. You can participate (or just monitor) the tournament here.
Those that wish to contribute to the discussion are heavily encouraged to read and understand the policy and reasoning behind this suspect test before making any detailed posts. A Q&A detailing common questions and statements will follow this post, which I also recommend you all read before jumping to conclusions.
This thread will be locked for the first two days of the suspect test to give people the ability to digest the situation, experience the suspect ladder, and come up with any posts to contribute to the discussion.
Let's continue to move forward. Keep it civil, and enjoy the test!