Hi! Everyone as the metagame has developed I have just wanted to give my current thoughts and input it as a whole on every play style right now
Just a quick read-through of what every rating of mine means since this is my first time doing this type of thing
10/10 :D
: If I ever put a playstyle as a 10/10, it's bad news. 10/10 infers that the playstyle itself is perfect and matches up well with everything in the metagame, having no major weakness like Stall has for ogerpon or HO with unaware Pokemon. If a team gets this score, it means it's broken/unbalanced and had no place being there.
9/10 :D
: A 9/10 is the highest I believe any one playstyle should ever receive for the health of a metagame, 9/10 teams are known for being consistently able to match up well into most of the metagame as a whole; this doesn't mean they don't have poor match up though. It merely means that the team is so well built, that they always have a way of playing around any bad matches up with some hidden tech or even just a simple tera.
8/10
: Just like 9/10, 8/10, are overall consistent play styles that match up well with metagame threats, easily able to adjust and combat whatever comes their way. 8/10 just means they are overall less consistent have a playstyle and have a bit of a tougher time into tough matchups. They're still great but must be used with a bit more foresight and strategy than 9/10.
7/10
: This is where I believe the cutoff is for viable OU. This is the line where you start sacrificing overall consistency and certain matchups. It doesn't mean you can't outplay, but it merely means you will struggle much more than other archetypes.
6/10
and all below: This is where I consider teams to not be overall good/viable. In certain matches, they can be decent, but in others, they lose and you wish you had a way better team
Balance 9/10: Balance has always been a staple and it continues to be in gen 9 OU. It has the most consistent match-up spread into the metagame. Balance can utilize both offensive and defensive pieces to make cores that counter the majority of the metagame at large. Hate Sun? Balance has Glowking. Hate Opposing Balance? Don't worry, we got choice specs/ banded Pokemon? Hate stall? We got hazards and knock-off users for DAYS. Balance ability to handle most playstyles and have so many variations makes it top tier. There's tusk balance, Bulky balance, boot spam, and more variations. Balance is so flexible and although it may never be dominant in a specific matchup, it always has tools to handle a majority of the metagame at large. The main reason for it not being a 10/10 is just the relevance of all the balance breakers around. Ogerpon. darkai, and Kyurem all have minimal switch-ins and often have to be dealt with offensively
Note Worthy Balance Pokemon:
Examples:
https://pokepast.es/a401d8ce33b86d65
Stall (6/10): When stall works, it works, and when it doesn't it doesn't. If you are up against HO/ offense, you are probably as happy as this Rowlet:
. But Stall struggles to cover all match up. Stall wants Tera dragon on Dondozo for ogerpon, but Tera fights for Kambit. Stall wants shadowball for Gholdengo on Blissey but also want's status/ hazards to halt your opponent. Stall inherently slower nature means it needs hyperspecific techs sometimes, but it can't cover all. Meaning if your opponent has a calm mind prim with psychic noise, and you have no haze on clod, you're screwed. Stall struggles a lot to outplay bad matchups, but it still has ones where it just dominates sometimes and destroys any hopes of your opponent's teams. I do think it will always be decent just because of HO and offense teams prevalence everywhere, but with how bad some matchups are, I can't put it any higher
Note Worthy Stall Mons:
Example:
https://pokepast.es/e0f8cdd4c0312c08
Hyper Offense (7.5/10): HO had always had a reputation for being a bit of a match-up fish. You want to make sure you have the right offensive threats and that your opponent's defense is minimal or slower than your own, but in Gen 9, this has changed. HO plethora of new, great Pokemon like
and way, way more means more consistency and options. They also got one of the best leads in the game: Glimmora. Because of this, HO has reached new levels of consistency not typically seen with even some creativity allowed in the team builder. My reasoning for putting it this low however is just the match-fish nature of it making it feel inconsistent as teams, not to mention the fear they feel when a Dondozo and Blissey are looking them down.
Note Worthy HO Mons:
Example:
https://pokepast.es/9703724f49be3b7a
Offense 8/10 or 9/10: Offense takes HO and adds consistency with it by having walls that blanket check over a plethora of the metagame. An example is the classic Lando plus Glowking core which uses each others bulk, utility, and pivoting to bring in offensive threats. By adding two defensive mons, offensive teams have more ways of moving around into certain teammates and can afford to play slower ironically, making them feel less flowcharty and much more consistent to dare I say maybe even the levels of standard balance. Offense has no major weak points and has much customizability and neat techs for certain matches. One of my fav is AV Prim checking so many threats out here whilst still having pivoting.
Note Worthy Offensive Mons:
:
Example:
https://pokepast.es/f6d23af182294e5b
Sun (5/10): At first starting DLC 2, Sun was a beast. People thought it would be OU staple and be just as good as other offensive threats, boy were we wrong? Sun main issue to me is the lack of any defensive structure. Sun teams naturally use the legendary dogs, great tusk, and roaring moon; guess what these all have in common? No good defensive synergy. Fairy, ground, and dragon are all busted into sun and will typically force an OHKO or force hat out for the eject button. Sun teams also hate the existence of Glowking, being able to ruin all their hopes and dreams of having consistency. Wake, gouging fire, and tusk are still busted with sun but with the lack of defensive back bone, initial power, and glowking, I can't see myself rating this playstyle very high at all.
Note Worthy Sun Mons:
Examples:
https://pokepast.es/834ee77b6ca617c8
Trick Room (3/10) Dear god, please never use this if you want to win. i rather see someone use a choice scarf
than ever use this playstyle. NEVER USE IT DEAR LORD
Note Worthy Trick Room Mons: I'M NOT SAYING DEAR LOR STOP TRYING TO MAKE THIS PLAYSTYLE WORK
Grassy Terrain (6/10): This is a team style I'm always surprised by because of one mon, Hawlucha. It's a devastating mon that once comes out, and will usually pick up at least one KO with decent typing and encore for disruption.
isn't the only one,
and the ass
are all commonly used of G-Terrain and use it pretty well. I would rate it higher but mainly being weak against Ice spinner and only one great abuser, I can't rate it any higher.
Note Worthy G-Terrain Mons:
Example:
https://pokepast.es/8b611915c5742a53