Announcement SV RU Suspect Process Round 12 - Gotta Go Fast [Yanmega BANNED]

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I respect Fluff but think he did a mediocre job in portraying Yanmega as the DPP Jirachi-esque gambling machine that it is, so I'm back from the dead to chat a bit about Yanmega's role in RU and elaborate on why it could (should) be banned to facilitate a healthier metagame. I think feen is actually kind of right with his statement about not promoting lazy builds, in particular the fatter do nothing teams, but I think it goes beyond that. Having legitimate anti-Yanmega options is certainly something to consider when building, but in-game it kind of comes down to positioning vs the other HO goons that makes it feel pretty oppressive. All it takes is a little bit of chip and your Fezandipiti/Hoodra/Vaporeon/etc. become setup fodder, especially given how easy it is to scout for Tera with Protect.

For instance:
this replay shows how Yanmega can overcome even a solid gameplan by simply outspeeding and getting the 30%. I felt pretty confident loading a fat team vs Chung here because he's a little cheeser and I managed to put myself in a pretty optimal position late just to lose regardless because it was faster than Scarf Hili and beat it despite having a defensive Tera. Clicking Air Slash knowing it wins 30% of the time is just bad for mons surely.
this replay shows how Protect can be used to scout for defensive Tera's to get the most milage out of Yanmega after it activates Throat Spray. I think llamas far outplayed the early game just to get absolutely crushed by Yanmega after having to concede Tera and all of his Empoleon and most of his Umbreon, two naturally sturdy answers to Yan.
this replay isn't the best at showing Yanmega's brokenness perhaps, because Crossbow played around the Armarouge poorly, but stacking multiple setup demons like Arma/Gatr/Yan is pretty deadly and you can see how easy it is for Yan to just outpace the best Scarfer in the meta to clean. Maus does its job by removing hazards and giving Yanmega an entry point, which is too easy vs most balance teams.
this replay has Feliburn loading one of the fattest cores possible and still losing to HO pretty handily - admittedly, he played the Mew lead poorly and lost a lot of leverage early, but Gatr/Maus/Yan was a lot for him to handle, even with a legitimate defensive core.
this replay is another version of the Crunchwraps HO just overwhelming the opponent. Yanmega didn't do much besides flinch a Thundurus to force a bunch of chip elsewhere and provide a free entry point to Gatr to SD, which critics may not recognize as being just as valuable as actually sweeping sometimes.

Anyhow, not to go too in-depth on replay analysis and such, but I think it should be apparent to anyone who has played SV RU this year to know that HO has been pretty easy to load and pretty successful, with Yanmega being a solid option in each meta it's been in. I think balance teams can similarly use Yanmega to clean, though it can be tricky to actually make work consistently. One of my favorite teams I've ever built was the Yanmega sample I had months ago and I still think that style of team is strong in this current metagame, if not potentially unexplored. Not really interested in getting reqs myself but hoping that the consensus votes to ban Yanmega, especially with RUBD around the corner - would be cool to see a meta with a bit less rng develop.
 
Got reqs, here’s the team I used mostly: https://pokepast.es/f954579ed50f6d4b

I’m pro ban on yanmega, I think it constricts more offensive teams too much in the HO matchup which is already difficult to maneuver. Getting favorable trades vs HO is too difficult when HO has yanmega that uses the mon you just traded with as setup fodder and completely reverses momentum while not being revenged by the best speed control (except Gard, goat mon). It’s a tera hog but is hard to deal with using defensive tera because of protect or just getting a stupid flinch on the tera turn.

The defensive teams yanmega struggles more with can still be beaten down by yanmega or armarouge to clear the way for the other and these two together are extremely unhealthy.
 
hi i got reqs heres proof:
Anyway I think :yanmega: though problematic, has its checks in the tier, such as assault vest :cyclizar: dtail :goodra-hisui: and :chansey:. Its also severely crippled by rocks since it doesnt run hdb, putting it in range of priority after a little bit of chip.
 

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Here for a once a year post because after all this time I still enjoy suspect laddering. On an administrative note, I want to give a thumbs up to the new suspect process and implementation of COIL. The chosen parameters feel like just enough to reward a good run while maintaining a reasonable standard.

I'm more interested in sharing some fun things I used on ladder than commenting on Yanmega itself but I will start with that. I'm unconvinced this mon is banworthy based on my own experience and the tour games I've caught. I think the tera reliance and inability to go for multiple sweep attempts are often undersold as negatives, and that arguments referencing 1v1 scenarios where Yan wins due to a flinch are especially weak at demonstrating something uniquely broken. However, as Feli mentioned, getting boosts for "free" is a powerful element to have on HO. This leads to the undesirable game states where committing to not getting flinched on one member is the best play. I'd vote dnb now but could go either way and am fine with seeing it go.
Included this example to show the less broken side of Yan. In this endgame, Yanmega would be unable to KO both Goodra and Noivern even at +1 SpA as both were healthy. Both can KO in return as rocks are up. Robs team is a solid bulky offense that has not gone out of its way to prep for Yanmega but was able to handle it fine in game. In the actual game, Yan was sacked to Noivern draco in order to bring in Maus.
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My suspect run was carried by this pair of ladder farmers:

Inspired by Feli/Ajna's SCL pick of healing wish Chansey as mentioned in this lovely post. Bisharp is incredible currently as it has been for a while and feels like it gives you a chance to win in any matchup. The difficulty that many teams have reliably checking it makes Bisharp one of the most devastating recipients of healing wish (think of the desperate attempts to burn and trade hp often seen). This combo helps Bish shine on balance as Chansey takes on a lot of the defensive burden that you're missing from your steel type, while Bisharp gives you a safety net against setup mons and counterplay vs the ghost types. Chansey itself I don't think is a bad mon in the meta although it's definitely propped up by Yanmega's existence. Both mons are overachievers on ladder as most opponents won't be able to capitalize on the more exploitable aspects of each. Highly recommended core for any late stage reqs getters, of course be sure to pack a solid fighting resist such as Geezing or Fez.

Another fun set I used:
raikou.gif

Raikou @ Leftovers
Ability: Pressure
Tera Type: Flying
EVs: 88 HP / 64 Def / 132 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Scald
- Calm Mind
- Substitute
Inspired by the raikou popoff in this SCL replay and me personally being a sucker for cm raikou in SM. The spread is built to create subs that always live an uninvested rachi body slam, guaranteed KO krook at +1 after spike damage, and outspeed maus + base 110 friends. This won't be blowing through most teams but it is supremely annoying and provides a nice combination of speed control and sweeping potential.


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let the record show that aoemica also went 24-2 to achieve reqs using this team
 
so i got reqs a while ago using perhaps the worst team i've ever built in any tier, but i haven't really had the time to properly voice my thoughts until now (mostly because i've been laddering for the scyther suspect in pu and it's going exponentially worse than my tauros run did). based on my experience both piloting and playing against yanmega during the past month or so that i've been playing this tier, this mon is just silly. unless you use a stupid shitpost gimmick team, you're forced to go out of your way to dedicate at least one mon specifically to it when building, usually more, and it frequently just ends up cheesing through those matchups with flinches anyway. it's very consistent at making a lot of progress with even the slightest opportunity—at minimum it severely softens up the opposing team for some other offensive threat to come in and sweep, and at maximum it just wins the game then and there. a lot of the time it doesn't even care about rocks because it just comes in once and makes half a game's worth of progress before taking a single hit. and i'm not really buying the argument that it's a tera hog or overly reliant on tb. well, i mean, it is a tera hog and overly reliant on tb, but… so what? it's such a good wincon with tera that it doesn't really matter that you're burning it, just like a million other heavily tera-reliant mons across the gen that have proven themselves broken in their respective tiers. i'd write more about this or at least find a way to properly transition to an ending but i'm sick with some sort of bad cold or something and i feel like shit so i'll just sum it up by saying i'm voting BAN on yanmega
 
Alright, I just got last minute reqs for Yanmega (Ladder was a bitch as always, had to face multiple badge users and cheesy teams) and I'm going to be voting BAN for yanmega.

I won't cover most points about yanmega, since others way better then me have done it above, but I'd like to talk about something which only colorednaem touched on briefly, yanmega's tera variance. Now, this isn't to say that tera blast ground yanmega is bad, far from it, I would still call it the best tera type from yanmega. However, there are other tera types that do work well, and I think the true bs of this mon is when people start experimenting with tera.

Tera blast fighting is the main tera type I've been using that isn't ground, and it is absolutely terrific. It still hits the steel types that usually wall yanmega, but has a few better matchups. It firstly shamones bisharp, as sucker punch does pitty damage and annihilates it even without a boost. It also destroys the tera steel levitators, which are meant to be really good against yanmega normally, but are instead fodder for it. Finally, it also does a lot better into chansey, which is most of the time, meant to beat it. However, with t-blast fighting, it isn't, as the yanmega user only has to get 30% chip on chansey (entirely reasonable with other teammates like armarouge or porygon-Z and stealth rocks) and then get 2 flinches, before then going for the KO around 30ish percent. It does have some downsides, such as struggling more into tera poison mons like umbreon and vaporeon, but if at worst you are forcing tera, then that's not bad. This team here was what I used to eventually get reqs (I did have feraligatr and pory-z over mmq and armarouge, but had to swap them out due to ladder shenanigans) and yanmega worked very well here.

Tera blast electric is another one, and I've used it less, but with support, it can be destructive. This tera type necessitates magnezone support, meaning it fits better on BO teams. You get in magnezone on the steel types, force them to tera or die, and then run freely with basically unresisted coverage. It absolutely decimates the bulky water types that think they can take a hit from it, which from what I've seen are the main ways to beat it. It can also chunk empoleon and a few other steel types even if dragmag support doesn't work. Here's a very bad team here, but it did win a match in RU Cup in Round 2 here, so ig its good enough. (yes, yanmega didn't tera, but it was able to flinch empoleon due to it tera'ing).

These are the other potential tera types, tera blast fairy can also be good with magnezone support and tera blast fire is also a good option to smoke steels, but I haven't used them, so I can't attest how good they are.

Also shoutouts to the RU discord and especially Elec-ant1234 for helping me push through to get reqs. I had almost given up at multiple points.
 
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