Wild'posting today
I have been playing a lot of Wild'mons recently with the people in the discord and I wanted to give some thoughts about metagame trends that are starting to take place. First off, I'd like to post an updated version of my personal VR
Now, bear in mind, this is hardly definitive. First of all, I've only ranked mons I've played with or against. There are still a lot of undiscovered threats and answers, including some stuff I've theorycrafted myself that I decided to keep hidden. Second, it's only my opinion, and third, its bound to change again in some time. This was just to give a snapshot of what things look like right now and where I'll be coming from in my observations.
There are things in this tierlist that I think are ubiquitous, though. Especially in the first row.
Kartana
Kartana is kinda broken. Only a little. A teensy little bit. Originally spotted for its surprising versatility in both offense and utility (it's the only steel type with reliable recovery), its best set quickly proved to be the swords dance machine. Kartana is a particular mon in how it gets access to actual coverage moves: most mons in the meta only have access to 2 or 3 attacking types, kartana has 6. This might sound like not much but its just enough for it to be able to beat any of its checks depending on what it chooses. Obviously, this leads to a pretty severe 4MSS, as you can only chose up to 3 moves along with sd, but that effectively means it can decided which mons it wants to lose against; and it's not hard to build your team in a way that beats those mons anyway.
You pretty much always want leaf blade, as its the only good stab moves it has access to, and sacred sword to deal with
, mirrors and just steel types in general. This leaves the last move being a choice between night slash, which deals with
,
kinda,
and
, or aerial ace, which deals with
,
,
and
.
Another OP thing about kart is how little options there are to revenge kill it. In a meta with no scarf, there aren't that many things that can oustpeed and OHKO it back. For a paper mon, its pretty bulky. Zeraora's CC only kills back if kart has been chipped beyond 20%, a simple SR layer wont cut it. And if you haven't, then tough luck! You can always try to win the speed tie and countersweep from there, but thats not a dynamic i would call particularly healthy. That's not to say there are no options:
,
,
and
can deal with it pretty consistently, but all of those mons are pretty fringe options that serve little use beyond rkilling kart. +, you've still lost a mon in the process. A lot of other fast but more useful mons like
,
,
,
or
just cant ko back consistently, that means you still need to be using more resources in your team to check kart beyond them.
On that note, if I had to tell what makes kart broken in a sentence, it's that you have to commit way too many resources to check it consistently. And you have to; there's very little playing around this mon, especially in a mod where mons have way less options than they do in regular play. It's not impossible to deal with kart, but it forces you to play borderline useless mons to counter it or to use two checks or more to be sure to cover everything it can do if you dont want to insta-lose against a team that uses sd kart as a wincon.
Excadrill (and hazards)
Excadrill is similar to kartana because it's a sd machine as well. It isn't broken in the same way papermon is, tho. You can blanket counter drill: just run
,
or
. But in some aspects, its even more meta defining and as menacing. This lies in its access to rapid spin. This allows it two things: to be the best hazard control option in the tier BY FAR and to be able to spiral out of control and sweep teams if given two turns of set up. I'm gonna talk about the hazards part later, so I'm gonna focus on the latter aspect for a while.
Once you get a +2 in attack and +1 in speed, if your opponent isn't running one of the three counters above,
,
or like aqua jet
, there's not really any other way to put it: it's gg. EQ + rock slide is a stupidly efficient combo that grants no mercy to anyone, and the few mons that can live them can't really do anything in return (looking at you steel/flyings). As for mons like
,
and
, since they lost anything close to reliable recovery, they are very abusable and falter after being chipped consistently. Drill's 453 base speed at +1 when jolly means it outspeeds the whole unboosted metagame, even
who oustpeeds adamant sets, so keep dreaming about revenge killing. Now, of course, you won't have a +2 +1 excadrill every game. If you give excadrill two turns to set up, that's on you tbh. Excadrill with only a speed boost is fairly easy to take hits from, and excadrill with only a SD up is sorta kart fodder. Even then, that does force you into making some plays if you don't want the drill to wake up. But that's not helped by how easy it is to bring drill out and rapid spin in this meta.
As mentionned above, rapid spin also serves as hazard removal. This is incredibley important as drill is a mon that can beat consistently every SR setter in the tier. This makes the hazard dynamics of wild'mons pretty particular: removal options are so much better than setters, but SRs in a meta where boots don't exist are still insanely good. In some way, this kinda forces every team to be running an excadrill, as elseway you'll be at a pretty huge disadvantage against hazards.
is an ok option too but it doesnt have the same ease as switching onto the common setters.
Talking about setters, let's go on a little tangent to talk about them.
As you know, in wild'mons, mons only have their level up movepool. That means the pool of good SR setter is severely limited, and so those three mons have risen to be the most common ones, a sort of "big 3" if you want. Necrozma is the the most popular (i think), which makes sense considering its the only one to have reliable recovery in moonlight/morning sun. It's a good check to set up-less physical attackers, and recovery is always a very nice touch. It is very abusable though considering outside of a good stab and the moves mentionned above, it has a pretty bare movepool. At first I thought it was by far the best, but recently I've started to feel like diancie is the most splashable considering it walls
pretty hard as well as a bunch of other special attackers. It also nails stuff surpsingly hard. Nihilego is the worse out of the three imo, yeah double hazards is cool but its complete, iredeemable drill food.
Because yeah, the biggest weakness of these three mons is that all of them are drill food. Nihil is the worse at that but the other twos arent that much better; excadrill can switch in pretty much freely if any of those mons hit the field. Necrozma has access to ID which on stall actually makes it a fun drill check, but its not reliable for 2 cents and balance/bo sets would rather run charge beam or power gem if they could. Another point in diancie's favor is that its gets imo the best tool vs drill out of the three which is reflect. You can decide to set it up instead of SRs and this way get some cool free switches. But yeah in all three cases, the only way to get SRs set up consistnely is to switch a ghost type on the spin... Like yeah, as if you're gonna switch a blacephalon on excadrill.
That's why getting other hazards in instead can be more interesing :)
Spikes are in a pretty decent spot in this metagame imo. Gren has the nice trait of being able to brutally murder excadrill; As it outspeeds it, exca isnt safe at all if it switches in the turn it spikes. It can also nail
with night slash which makes it great at handling hazard setters. It's problems are that it's damage output is fairly weak, at least until it can activate battlebond, but even then it's still one of my favorite pokemon in the tier.
Special mention to Deo-D, haven't seen/played enough with it but its access to recover and knock off is a pretty big deal. There's no way this mon is bad, I just wonder if superpower is enough for it to not be turbo set-up fodder.
I guess the biggest issue with spikes is just that it doesnt touch flying types, which is kind of a big deal for
sweeps. Well, at least you can set them up lol.
Toxic spikes are a great segway for me to talk about Pex for a bit because this is a pretty important pokémon as well. As a mon with recover and regen, its still a great sponge for a ton of thing just like it is in regular play, especially for stuff that would be unmanageable elseway like
. It's biggest sin in wild'mons is being kart food, but everything else it can handle somewhat well thanks to a combination of toxic and liquidation. Fun fact: the latter 2HKOs uninvested drill. Makes you think twice about trying to switch on the tspikes turn. But yeah, obviously you can't get your pex on the drill unless you run
or something.
About tspikes, those are great in this meta. That makes sense considering boots are no more, but the relatively low presence of bulky steel types makes them hurt a lot more than you could think.
So yeah, except for gren which is a mon i think im the only one running rn lol, excadrill is kinda having a field day against hazards in this mod. It's existence also makes webs kind of unplayable, since no setter is able to deal with its presence bar like
lmao. So, in that sense, excadrill makes for a very meta-defining pokémon. I have a hard time seeing how this meta will look like if we ban it, or even if its a good idea to ban it at all.
~
Those two mons are the undisputable best of wild'mons. I think kartana should be banned asap, I'm still on the fence about drill, and that's about it. Other than that, I'd like to talk about some other stuff that's been on my mind.
Tapu Lele
I love wild'mons tapu lele man, it's so fun. Since murder lens aren't a thing anymore, lele has to resort to some sort of support wallbreaker that wears down steel over time with nature's madness. I've enjoyed playing it with spikes since it makes this task go that much faster. Obviously, a psyshock or a moonblast from 130 spa under psychic terrain still hurts as hell, so it's still a pretty good cleaner and a great core dismantler. The last really fun thing is that its best 4th move option is aromatherapy, which makes it somehow of a utility pick as well. Running it with
is a great way to shrug paralysis from zapdos off, or to invalidate pex in general. Just a very flexible mon that never fails to make progress.
Hurricane
moltres' xy sprites is ridiculously big so ive opted for bw instead. I dont really know what to say other than "strong moves go brr" but yea i think all three of those are legitimate offensive threats that are fairly hard to deal with. Pelipper is special because of it's ability allowing it to never fail + having HUGE hydro pumps to nail stuff like
or
which is just mwah. Moltres is the best one at dealing with steels and can actually handle
and
(on a double-switch) pretty well. Both of them have roost which also gives them a lot more longevity than other wallbreakers of the tier. Torn-I is different as it doesnt learn roost, but in return, it's faster than kart and also learns more coverage. It gets dark pulse to nail
and
, extrasensory for
, and hammer arm for
. It's kind of unfortunate that
is stuck in Uber right now as regen is great for it, making it a very reliable kart check, but for the meantime torn-i does its job very well imo.
The losers
Unforunately, with their movepool being cut, those mons are borderline unviable. Blissey is the definition of passivity, weavile's best stabs are night slash and ice shard (LOL) and ferro lost literally every single utility move it had. Enjoy running band gyro ball I guess. Some other struggling titans include corv and skarm, who, without roost or body press, cant respond to
or
reliably at all. Gliscor is just sad man it lost EQ, roost, sr, and the ability to hold a toxic orb lol.
~
So yeah, I've had a ton of fun playing this meta up to now, and i cant wait to see where it goes in the future! Consider joining the discord, the link's in zorz's post up there on this page.