Project Top 10 Titans of ZU!

Status
Not open for further replies.

Jett

gn gobodachis
is a Community Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnusis a Forum Moderator Alumnus
:ss/wishiwashi::ss/wishiwashi-school:
(Let's go fishing)

What effect did Pokemon have on the metagame?

Since January 2021, Wishiwashi was a staple on bulky offense teams and some balance teams acting as the premier slow pivot providing solid offensive and defensive presence at the same time. While never the best Pokemon in the metagame, it slowly found its way to consistently be a top 4/5 mon until it rose during the April shifts this year. Normally it would reside on VoltTurn teams which enjoyed having Wishiwashi as a defensive backbone which more offensive pivots like Thwackey and Rotom could rely upon. Its departure was certainly one of the most noticeable given that the viability of Pokemon such as Basculin and Jynx significantly shifted afterwards; Wishiwashi ultimately was a Pokemon that brought a lot of stability to ZU and was frequently seen during its time in the tier.

In what main roles was Pokemon used?

Wishiwashi has always been a "defensive slow pivot", although its incredible offensive stats have always made its Scald and U-turn hurt. Defensively, it was usually a special wall given its typing making it favourable against the likes of Jynx and Ninetales, although its high defenses let it take on physical attackers if need be. Early on, Toxic Protect was used to spread more status but it was soon figured out that RestTalk was better and this allowed to not only absorb status but also avoid being below 25% and practically being useless.

What caused it to have a significant impact?

No Pokemon really has its combination of stats and movepool. Compared to other slow pivots, it was far less passive which made it an ideal fit on bulky offense and since its departure, mons like Type: Null don't do parts of its role nearly as well. In fact most defensive Pokemon struggled with issues of passivity and Wishiwashi generally avoided them with Scald burns and U-turn, making it a great option for even non-VoltTurn teams. VoltTurn was also a pretty solid archetype throughout its tenure which helped its viability a lot given that the Pokemon around it were also pretty solid, although it was Wishiwashi pushed these teams to another level.

How do/did you deal with this Pokemon in ZU?

Grass-types: Strong ones like Flapple and Band Gourg-S can outright OHKO it. Thwackey and Shiftry just need a little chip. Most did have to be wary of Scald burns and U-turn however. Tangela was generally pretty solid at switching because of Regenerator meaning it could shrug off said damage.

Electric-types: Rotom formes, Manectric, Morpeko, and Raichu can all threaten it out. Former two could also cripple it with Trick/Switcheroo.

Knock Off/Entry Hazards: Wishiwashi is quite reliant on being above the 25% threshold so any chip damage or means to limit its recovery puts it into Solo form much quicker/forced it to be more reliant on using Rest.
 
Last edited:
:ss/grapploct:
What effect did Pokemon have on the metagame?
Grapploct was a powerful presence in the DLC1 ZU metagame when it dropped during the August 2020 tier shift alongside a number of other Pokemon which would change the tier. In the new metagame, Grapploct was highly rated when it dropped, being the first fully evolved Fighting type in the tier since Silvally-Fighting left after the ZU Alpha. Grapploct took a while to emerge as being unhealthy for the metagame, but its set flexibility and tendency to be overwhelming in matches drew more attention in early September 2020 during ZUPL II after a number of other threats in the metagame like Swoobat and Musharna were evaluated. Grapploct was banned in a very tight 3:2 ban vote at the end of September 2020, and its presence and suspect were very controversial in the period.
:klang: :swoobat: :musharna: :grookey:
Grapploct, with the rest of the ZUBL cast of the time, was reevaluated in early November 2020 following tier shifts and the release of the Crown Tundra DLC. Grapploct was no longer seen as a potential unhealthy element of the metagame by the council, and was unanimously unbanned. This might seem like a fast turnaround in retrospect, but Mareanie, Falinks, Mawile, and Rapidash-Galar were all new elements of the tier which either threatened it or gave it competition. Rain and offense became much more viable and popular archetypes of this metagame, and Grapploct fell to the side, overshadowed by greater threats. Grapploct never had the chance to firmly reestablish itself in the metagame. A second November tier shift introduced stronger, faster, or more useful physical attackers like Marowak, Pawniard, and Leafeon. Another tier shift in early December brought Gourgeist-Small, the ultimate Gourgeist, which is a very solid check to Grapp, and Musharna had been freed at this point and was another great check. None of this is to say that Grapploct was awful, as it was still discussed and used to the point where it was ZU by usage. However, Grapploct did not manage to reclaim the top position it held throughout its time in the DLC1 metagame.
:mareanie: :mawile: :rapidash-galar: :falinks: :roselia:
After the biggest Crown Tundra shift finally reached ZU in Januaury 2021, Grapploct fell entirely out of usage and viability. Strictly better Fighting types like Sawk, Poliwrath, Gurdurr, and Throh were representing the early 2021 ZU metagame, and Grapploct could not compete with their access to better stat spreads, access to moves like Knock Off or Mach Punch, and superior offensive/defensive abilities.
:sawk: :throh: :gurdurr: :poliwrath:
In what main roles was Pokemon used?
Grapploct had multiple sets which fulfilled different roles. Grapploct was the only legal fully evolved Fighting type in the tier, and it had the privilege of being able to run sets like Choice Band, Bulk Up, Power-Up Punch, an Octolock trapping set, and an uncommon Assault Vest set. Grapploct faced little competition for its role given its power, and being a fully evolved Pokemon gave it much more set flexibility than many of the NFEs present in the metagame. Grapploct distinguished itself from the previously premiere Fighting type of the tier, Machoke, as its ability to hold a power boosting item or Leftovers made it stronger, less of a momentum sink, and less debilitating in taking a Knock Off for the team. Grapploct's set flexibility contributed to difficulty in checking it, especially as it was not the easiest to scout from preview given its larger degrees of freedom compared to the rest of the metagame. Grapploct was a notable stallbreaker during this time, where Taunt was a full-stop to Pyukumuku and Octolock could be used to target and dispose of annoying walls that Grapploct's team could not dispose of easily.
:pyukumuku: :hattrem: :ivysaur: :dusclops: :shiinotic:
What caused it to have a significant impact?
Grapploct had a base 118 Attack stat, only rivaled by Stonjourner (125), and strong or useful Fighting type moves such as Close Combat, Drain Punch, Power-Up Punch, and Circle Throw (for the brave). While Grapploct did not have Knock Off like Machoke did, Technician + Brutal Swing, Sucker Punch, and Ice Punch were workable coverage moves that had emergent qualities Machoke's Knock lacked (pairing well with Poltergeist Gourgeist, still hitting Colbur mons hard after they pop their berries, and a stronger overall hit. Grapploct's status as the only fully evolved Fighting type in the tier sounds like trivia, but it was pivotal to Grapploct's success. Grapploct commonly ran Leftovers, supporting its Bulk Up or Octolock or Power-Up Punch sets, and paired with STAB Drain Punch, Grapploct had longevity without being a risky momentum sink like Restalk Machoke. A big help Grapploct becoming broken in the metagame was the banning or nerfing of premiere checks and playstyles like Swoobat (which could play around Sucker with Sub), Musharna (a great bulky Psychic with reliable recovery against Grapp), and Grassy Terrain teams (which relied on these Psychic types while bringing offensive threats like Trevenant or Gourgeist which Grapploct would be overwhelmed by). Having a strong Fighting type on your team with semi-reliable recovery was a boon in the DLC1 metagame. Once teams centralized around more generic archetypes with the settling of the metagame, Grapploct had the opportunity it needed to show off its set flexibility.
:trevenant: :gourgeist:
How do/did you deal with this Pokemon in ZU?
Grapploct had very strong Fighting STAB, and the go-tos for dealing that in August + September 2020 ZU included bulky Ghost types like Dusclops and Gourgeist-Large. Tier queen Vespiquen took Grapploct's STAB well given its high bulk, and other physically bulky Fighting-resists like Shiinotic, Musharna, and Gothitelle were challenging to Grapploct neglecting the right coverage move. Taking advantage of Grapploct's poor speed was an option if you could take Sucker Punch, so healthy revenge killers could finish it off. However, Grapploct's Sucker at +1 was very threatening, and the most popular revenge killers in the tier such as Pikachu, Mr. Mime, and Raichu were physically frail. Ghost types were also very helpful for ignoring and scouting Octolock sets as well as burning Grapploct. Pyukumuku could stop or stall out Grapploct sets without Taunt, Lampent could take advantage of Grapploct's running only Fighting STAB + Ice Punch, and Bellossom could Strength Sap Grapploct lacking Ice Punch and turn it into setup fodder.
:Grapploct:
 
Last edited:
:ss/pikachu:
What effect did Pokemon have on the metagame?
:rb/pikachu:
Pikachu was a centralizing offensive pivot, wallbreaker, revenge killer, and cleaner all-in-one during the DLC1 period of SS ZU. Pikachu was a rat, but it was a keystone element of these stages of the ZU metagame. Pikachu's presence forced the presence of Grass, Ghost, and Ground types into most teams' cores. Gourgeist-Large, Ivysaur, Gloom, Hippopotas, Mudbray, Shiinotic, and Palpitoad were boosted into high popularity at different stages because of how threatening Pikachu was offensively.
Pikachu dropped from PU to ZU in the August 2020 tier shift and quickly established itself as one of the most dominant Pokemon in the tier. However, Pikachu was never seen as flatly broken in the ZU metagame matured during the August-October metagames. Pikachu struggled with the influx of new Pokemon as DLC2 began to affect ZU in the months of November and December, before completely falling out of the metagame with the January 2021 tier shift. While Pikachu still boasts unique power, coverage, and FakeSpeed, the presence of Electric types with actual defensive utility (Rotom/Fantom) means that Pikachu doesn't have a place in the current ZU landscape. Threatening Ground types was a lot easier when they were Vibrava and Dugtrio rather than Piloswine or Rhydon.
:gs/pikachu:
In what main roles was Pokemon used?
:rs/pikachu:
As stated above, Pikachu could and would fulfill multiple roles in battles. FakeSpeed made Pikachu a threatening revenge killer, making hyper offenses other than Beartic Hail less reliable due to Pikachu being able to stall out weather/TR/screens turns with Fake Out and ignore speed control with Extreme Speed. Volt Switch gave Pikachu a strong STAB pivoting move that took advantage of FakeSpeed switch-ins like Gourgeist-Large, Shiinotic, and Trevenant. Ground types like Hippopotas and Mudbray would struggle to check Pikachu without scouting it for Surf, which is why PhysDef Grass types were often paired with Grounds or simply run as the primary Pikachu switch-ins, as forfeiting momentum on a predicted Volt Switch could be less devastating for your team long-term than having Hippo/Mudbray lose their Eviolite while still checking Stonjourner and Klang. Pikachu contributed almost no defensive utility given its awful bulk and extreme reliance on its item, so despite its offensive nature, Pikachu appeared on balance builds and bulky Volt-Turn teams which could properly support it.
:dp/pikachu:
What caused it to have a significant impact?
:bw/pikachu:
Pikachu's Light Ball, mixed offenses, STAB Volt Switch, access to Knock Off, great coverage for an Electric type, and FakeSpeed all came together to make Pikachu what it was. Despite lacking defensive utility, Pikachu was very splashable on the popular Volt-Turn teams of the time for offering breathing room against frail offenses and progress against Eviolite-stacking balance teams with Grass/Ground cores. Pikachu's FakeSpeed was the biggest selling point, but Knock Off was almost invaluable for how it picked apart teams that could stand up to Pikachu but not Pikachu's teammates. Stonjourner, Klang, Vespiquen, and the many Grass types of the metagame paired excellently with Pikachu. Ice types like Silvally-Ice, Galarian Mr. Mime, and even Beartic Hail could pair well with Pikachu for its offering of safer switches on a Volt Switch while Pikachu benefitted from them checking the slow Grass/Ground types of the DLC1 ZU metagame.
:sm/pikachu-partner:
How do/did you deal with this Pokemon in ZU?
:ss/pikachu-gmax:
Colbur Berry Gourgeist-Large was a good Pikachu check, being able to scout Knock Off while immune to Pikachu's FakeSpeed and resistant to its coverage. PhysDef Shiinotic could take a few FakeSpeed hits while resisting Knock/STAB/Surf, and Rocky Helmet + Effect Spore could punish the Pikachu player for spamming FakeSpeed. Ivysaur and Gloom did not enjoy losing their Eviolites to Pikachu, but they were acceptable midgrounds against Pikachu if you predicted STAB/Surf. All of the aforementioned Grass types struggled with taking Volt Switch however, as all of them were slow and vulnerable to Pikachu bringing in an offensive check to them for free, like Galarian Mr. Mime or Zweilous. Whiscash did not reliably stomach multiple FakeSpeeds in longer matches, but it had the typing to annul Pikachu's Electric STAB, didn't have an Eviolite it was leaning on for bulk, and was not weak to Surf as a Ground type. Palpitoad could come in on Pikachu's Electric STAB and could swallow Surf too, but it lacked the reliable recovery to keep Pikachu down in longer matches and was vulnerable to losing its Eviolite. Mudbray and Hippopotas were the premiere mono-Ground Pikachu checks (sorry Dugtrio), but they feared Knock Off and Surf. Mudbray could work around taking Knock Off thanks to Stamina, but it was even more passive and high maintenance in defensive cores than Hippopotas due to lacking reliable recovery. Pikachu's frequency to use contact moves, pivot around, and burn a turn with Fake Out made it vulnerable to Toxic Spikes, though it was just as big of an exploiter of Toxic Spikes for its ability to force switches and kill a turn. Ivysaur and Gloom were made more important because of Pikachu + Vespiquen Volt-Turn T-Spike teams, as they were the only reliable Grounded Poison types which could fend off Pikachu.
 
:ss/grookey:
What effect did Pokemon have on the metagame?
Thwackey was an alright pivot and wallbreaker in the early SS ZU metagame when it only had Overgrow, but it only could have one of good power, bulk, or speed depending on the one item you could choose. Despite having Knock Off, Thwackey's poor stats made it overshadowed by greater offensive pivots like the very potent Silvally-Grass. Grookey then received its Hidden Ability, Grassy Surge, in an early June 2020 Pokemon HOME update. Grassy Surge Thwackey was not the god you know today just yet without Grassy Glide, but it was far better than before. Thwackey's Wood Hammer now had the oomph to make it a natural wallbreaker, and its previous tools of U-Turn and Knock Off synergized with its terrain setting. Cufant was a huge beneficiary of Grassy Terrain, which boosted its Power Whip, provided passive recovery on what was one of our only bulky Steel types, and gave Cufant a way to play around Earthquakes from Ground types like Mudbray and Hippopotas. All of this is to build up to Thwackey receiving Grassy Glide with the release of the Isle of Armor DLC, leading to it being put on a slate and unanimously quickbanned from ZU on June 28th 2020.

But behind every monkey is always a smaller, littler, cuter monkey.

I'd like to say that Grookey rose to try and fill the Thwackey-shaped hole in DLC1 ZU, but the speed and bulk and power problems Thwackey had when it was running Overgrow were even more pronounced in Grookey. Gourgeist-Large was one of the most premiere Pokemon in ZU during the July metagame, and it stuffed Grookey. Gourgeist-Large could pair with Grookey on Grassy Terrain teams, but the playstyle was seen as niche during this metagame. Grassy Surge was nice for supporting Pokemon like Cufant, Torracat, and Trubbish just as it had been, but Grookey was a relatively slow and frail pivot. Even with Grassy Surge + Grassy Glide, Grookey did not carve itself into ZU until August 2020.
:trubbish: :stunky: :koffing: :torracat: :lampent: :cufant: :klang: :hippopotas: :mudbray:
August 2020 brought a very large tier shift for the ZU tier, and even bigger for Grookey. Musharna, Beheeyem, Trevenant, and Swoobat were all amazing candidates for Grassy Terrain teams. Grookey became less of dead-weight on teams and more of the stinger to Grass, Psychic, and Ghost spam archetypes, which warped the metagame.
:musharna: :swoobat:
A unanimous ban of Musharna in the middle of August did not curb the Grassy Terrain archetype enough, and a second slate was developed in late August. The determination of what was truly the root of the problem was messy, with some considering this to be either Trevenant (one of the strongest wallbreakers on Grassy Terrain teams) or Grassy Surge (as Grookey was unproblematic without the ability in the way Politoed would later be without Drizzle). Grookey and Swoobat (which had survived the previous slate on a perfect 50-50 vote) were tested on the same slate, where Grookey remained ZU with a 50-50 split and Swoobat became Swooban unanimously.
:trevenant: :beheeyem:
Grookey and Grassy Terrain teams remained in good standing for the rest of the DLC1 metagame. With "only" Beheeyem, Trevenant, and Gourgeist-Large, Grassy Terrain teams were strong but matchup-reliant leading to the release of the Crown Tundra.
The effect of the Crown Tundra was immediate in ZU, introducing Combusken and Golbat as significant checks to the archetype and Grookey itself. Combusken was quickbanned before the first November 2020 tier shift, which also took Golbat away. However, a huge amount of Pokemon from PU were flushed into ZU in the same shift, and Trevenant rose to NU with Golbat.
:golbat: :combusken: :metang: :magmar:
In the first November metagame, Grookey was more reactionary than dominant, as it was responding to a surge in Rain teams which its own archetype had an intuitively good matchup against. A number of the new drops were challenging to the Grassy Terrain archetype, such as Bouffalant, Mawile, and Gourgeist-Small. In the same shift though, Rapidash-Galar came down and picked up where Musharna and Swoobat had left off as a Psychic-type sweeper on Grassy Terrain teams. Musharna itself was even unbanned right after tier shifts, giving Grassy Terrain its mojo again.
:mawile: :bouffalant: :rapidash-galar: :drednaw: :meowstic: :wigglytuff: :politoed:
Grookey became controversial again as the second November tier shift brought a number of metagame-warping Pokemon, which was something that had already happened twice in less than a month. Pincurchin and its Electric Surge returned and challenged Grookey as both a terrain setter and the face of terrain archetypes. Grookey could provide its team with strong Grass-type support against Rain, had greater positioning than Pincurchin thanks to U-Turn, and packed Knock Off and priority to boot. Pincurchin boasted hazards with Spikes and a great matchup against Defoggers, reliable recovery, and the ability to take a hit if necessary. Trevenant and Leafeon both dropped back into ZU at the same time, giving more potential abusers to work with. Gourgeist-Small rose to PU during this time, which took away another easy check to Grassy Terrain, Rain, and Electric terrain teams.
:pincurchin: :manectric: :lilligant: :relicanth: :gothitelle:
December 2020's first tier shift was smaller, dropping multiple good to decent checks to Grassy Terrain teams like Avalugg, Pinsir, and Ninetales. Gourgeist-Small returned to ZU, and Trevenant rose up to PU to take its place. Despite Grassy Terrain growing more powerful, the state of the metagame with its matchup fishing and specifically the threat of Rain HO prompted a ban of Drednaw in early December. Terrain teams were discussed more seriously during this time, with concerns over how to properly decide and deal with whatever source of the teams' power once again. Psychic types with their respective Seeds, Grookey or Pincurchin themselves, or Electric/Grassy Surge were discussed as potential issues.
:avalugg: :ninetales: :pinsir:
The second tier shift of December 2020 dropped Drifblim into the metagame, giving Grookey and Pincurchin another playmate. Distaste for the HO archetype matchup nature of the metagame was expressed by some players, but little action happened to address it. Rain was no longer as overbearing, giving Grookey and Grassy Terrain teams a worse overall matchup in the fish. However, new HO playstyles like Trick Room featuring Pokemon like Marowak emerged, giving Grookey new prey.
:drifblim: :pawniard: :marowak:
January 2021's tier shift completely changed ZU, but for Grookey, the biggest part was that Thwackey dropped. With its adolescent self back in ZU, Grookey was finally able to retire.
:thwackey:
In what main roles was Pokemon used?
Grookey, with Grassy Surge, was most potently used as a setter of Grassy Terrain on the aptly-named Grassy Terrain offense Archetype. Grookey itself could hold a Terrain Extender to support its teammates with more turns, or a Choice Band to abuse its own terrain with a stronger Grassy Glide.

What caused it to have a significant impact?
Grassy Surge was the selling point of Grookey. Grookey was rarely used on its own as a wallbreaker, pivot, revenge killer, or cleaner in the way that Thwackey was and is today. The power of friendship helped Grookey's breakout success, as it needed strong abusers of its terrain like Musharna, Rapidash-Galar, Beheeyem, Trevenant, and Gourgeist-Large in order to be an operational head of the archetype. A number of bans disrupted its initial success, but Grookey would lead Grassy Terrain teams through the chaotic period between the release of the Crown Tundra to January 2021. The increasingly offensive and matchup-based nature of the metagame benefitted Grookey's playstyle, and Grassy Terrain had a naturally good type matchup against other popular playstyles like Rain and Electric Terrain.

How do/did you deal with this Pokemon in ZU?
:gourgeist: :bouffalant: :vullaby: :vespiquen: :zweilous: :pawniard: :ivysaur: :gloom: :bellossom: :avalugg: :lurantis:
Grookey was rarely the element of Grassy Terrain teams that a player was aiming to check. Grookey hardly had the bulk to be using CB Wood Hammer in Grassy Terrain, much less take a hit, so positioning yourself to not allow Grookey in on a passive Pokemon was important for balance teams. Offensive teams could use faster Pokemon which resisted Grass like Gourgeist-Small, Ninetales, or Emolga depending on your metagame to disrupt and revenge kill Grassy Terrain abusers. Grookey's Knock Off was useful, but did not synergize well with Poltergeist on Trevenant or Gourgeists, so there was an amount of in-game counterplay based around item control. Item selection in the teambuilder with choices like No Item on bulky Pokemon like Musharna, Gourgeist-Large, and Leafeon reflected the pressure Grassy Terrain teams could put on, as well as their linearity in builds. Grassy Terrain teams often featured Grookey, one or two Grass type Grassy Glide abuser, one or two Grassy Seed sweepers, and a couple of support Pokemon which compressed hazard setting roles or could cover the teams' weaknesses. Carkol, Mareanie, Mawile, Stonjourner, Wartortle, and Whirlipede were among some of Grookey's teammates at various phases of the metagame, so checking Grookey's support was different in every meta. Dark types which also resisted Grass like Pawniard, Zweilous, and Vullaby were often helpful blanket checks to many Grassy Terrain Pokemon, but they flagged against Galarian Rapidash's Fairy STAB and were threatened by Musharna's Moonblast. Bouffalant provided teams with a unique Grass immunity at the same time as a Ghost immunity. One of the best ways to beat Grassy Terrain in the late 2020 metagame was simply not to run linear offensive archetypes, as Grookey's Grassy Terrain teams naturally had good matchups against Rain, Electric Terrain, Trick Room, and webs. Grass types, especially itemless ones, were very effective at taking advantage of common Grassy Terrain abusers; Leafeon, Gourgeist-Small, Gourgeist-Large, Lurantis, Bellossom, and Lilligant all often found openings against choice-locked or poorly positioned abusers like Trevenant/Gourgeist-Large or Grookey itself to set themselves up or support their teams.
:grookey:
 
:ss/silvally-grass:
What effect did Pokemon have on the metagame?
Silvally-Grass debuted as a strong alternative Silvally form during the ZU Alpha. After the ZU Beta was released, competing Fighting/Dark forms rose to PU/NU, and Silvally-Electric was quickbanned in early May 2020, Silvally-Grass became a top tier Pokemon. Silvally-Grass was the most versatile and dominant threats in ZU during this tumultuous period. On June 22, 2022 the PU council banned Silvally-Grass from PU, making it no longer usable in ZU. During its time in early ZU, Silvally-Grass provided a very customizable tool to almost all teams, being popularly considered as the top Silvally form. Silvally-Grass' popularity took away from the other Silvally forms' usages, but their continued presences and Grasvally's dominance had bidirectional effects sometimes referred to under the umbrella term of "the Silvally Paradox". While Silvally-Grass was popular, its alternative forms like Psychic, Rock, and Ice could prey on paranoid matchups where they sit in the back as the opponent sacks whatever they needed to take their own type of 120BP Multi-Attack. And sometimes the Silvally form in the back is Silvally-Grass, or the Silvally-Grass you expected to lead against was actually Psychic! However, preparation for Silvally forms as a whole was obligatory just by the very nature of ZU; the Silvallies' common speed benchmark of 95 was focal for any team.
:silvally:
Silvally-Grass was freed from PUBL following the second December 2020 tier shift. However, it was not dropped into ZU until the January 2021 tier shift. Silvally-Grass was unable to return with the same dominance it did in its first showing. More powerful and useful Silvally forms such as Ghost, Dragon, Ground, and Poison dropped into the tier and stole its limelight.
:klinklang: :rotom: :sawk:
Silvally-Grass saw brief viability in July 2021 as an alternative to Silvally-Poison. Silvally-Grass' Multi-Attack type had better offensive capabilities in some matchups than its more popular forms. Silvally-Grass' Multi-Attack could break through Jellicent, but it saw little usage or discussion. Following that, Silvally-Grass was unanimously unranked from ZU Viability Rankings in January 2022.
In what main roles was Pokemon used?
:pyukumuku: :wartortle: :frillish: :mudbray: :hippopotas: :lunatone: :solrock: :sudowoodo: :octillery: :whiscash: :onix: :maractus:
Silvally-Grass' role was to be the best Silvally, and that's hardly a joke. Silvally-Grass had a diverse movepool of utility, coverage, and sweeping options. Swords Dance sets, the most popular Silvally-Grass set could mix in coverage, include U-Turn to break teams and wear down checks, or run Flame Charge for sweeping. Flame Charge on Silvallies was influential, becoming its own critical base speed tier. Most teams were obligated to not just run a faster than base 95 Pokemon but a Pokemon which could outspeed a +1 base 95, and this was just to check sweeping sets. Silvally-Grass would almost always run Defog if it wasn't Swords Dance, and its colorful coverage options like Flamethrower and Ice Beam could help Silvally-Grass check itself as it threatened the rest of the metagame. Silvally-Grass had a privileged Silvally typing for its metagame, where its Multi-Attack threatened Pyukumuku naturally without a boost (whereas Rock/Psychic/Bug/Ice did not), Whirlwind Hippopotas could not phaze it out safely (which it could do to Rock), and its Flame Charge was a great typing pair with its Multi Attack, where it could get some extra damage on Grasses like Gloom and Ivysaur (if it wasn't running Psychic Fangs), Steels like Klang and Cufant, and especially against other Silvally-Grass.
:cufant: :klang: :ivysaur: :gloom: :raboot:
What caused it to have a significant impact?
:machoke: :morgrem: :duosion: :scraggy:
The Silvallies themselves were very distinct in the early metagame for their uniform base 95 stats across the board, being Legendary Pokemon in a tier where a good chunk of Pokemon were NFEs or had stats comparable to most NFEs. Normally I'd talk about resisting Knock Off or being a great utility pivot, but Silvally-Grass was such a popular Swords Dance sweeper that its standout qualities weren't the usual Silvally nuances. At base 95 Speed and base 95 Attack with a 120BP STAB move without drawbacks, Silvally-Grass was both powerful and fast compared to the rest of the metagame, even without being able to hold a boosting item. Webs becoming a recognized playstyle led by Charjabug and without Shuckle was pretty significant, taking advantage of the Silvallies' vulnerability to it as well as many offensive teams relying on frail Scarfers to patch up their Silvally matchup.
:linoone-galar: :drakloak: :charjabug:
How do/did you deal with this Pokemon in ZU?
:bronzor: :togetic: :mareanie: :eiscue: :vullaby: :gourgeist: :torracat:
Silvally-Grass often met itself in a mirror matchup, so winning the speed tie was an excellent way to take it out with Flamethrower or Flame Charge. Restalk Klang and its Toxic was annoying for Flamethrower Grassvally and difficult to break through for SD + Flame Charge forms without a boost. Cufant was similar to Klang, though it phazed Grassvally with Whirlwind, making it vulnerable if Silvally-Grass was the last and Cufant was worn down over a longer battle. Togetic, the supreme Defogger of the time, was very threatening if it was running Serene Grace + Flamethrower, Toxic put it on a timer, or Thunder Wave could make Silvally-Grass vulnerable to being revenge killed by one of Togetic's teammates while reducing the benefits of Flame Charge. Vullaby's Foul Play was perfect for shutting down SD Grassvally, and it had both U-Turn and greater physical Defense than Togetic for better taking on SD Grassvally. Both birds had to be wary of Ice/Rock coverage on Grassvally though, which was not super uncommon given that Silvally-Grass wanted to break and sweep unhindered. Gloom's access to Strength Sap made it a more reliable check to Grassvally than Ivysaur, whose Knock Off was less effective in the task of checking Grassvally. Both Grass/Poisons' Sludge Bombs were helpful in bringing Grassvally down, so long as it hadn't SD'd yet. Bulky Gourgeist-Large was a strong check which could use Foul Play, Will-O-Wisp, or Toxic with Synthesis to wear down Grassvally, and holding Rocky Helmet meant that Grassvally wasn't getting a free hit on the switch if it went for U-Turn. Scarf Raboot, though it did not outspeed Silvally at +1, had the typing to take a resisted hit and threaten back with Flare Blitz. However, Raboot often risked a lot of its HP in this endeavor due to Flare Blitz's recoil and its hazard vulnerability, and it was taken out by Rock Slide. Eiscue could exploit fully physical Grassvally sets with Ice Face for a reverse sweep, but it had to be wary of Flamethrower. Beartic in Hail could threaten to outspeed and OHKO Grassvally lacking Flame Charge. Torracat's resistances to Grass/Fire/Ice/Bug, Fire STAB, Intimidate, dual status, and pivoting moves on top of its speed made it a fine offensive answer to Grassvally lacking Rock Slide, but its vulnerability to Stealth Rock and limited coverage were liabilities, and it could be worn down in longer battles.
 
:ss/machoke:
What effect did Pokemon have on the metagame?
:rb/machoke:
Machoke was Gurdurr for boomers. It's a bit more nuanced than that, but a physically oriented bulky Fighting type with strong STAB and Knock Off is pretty familiar. Machoke dominated the ZU Alpha, Beta, and pre-DLC metagames, and did not fall out of good standing until the Crown Tundra DLC began to twist the ZU metagame. Machoke mandated that bulky teams have some degree of play around Knock Off and strong Fighting STAB, especially in a metagame with many viable and integral NFEs as ZU had before DLC2.
:gs/machoke:
Machoke affected many peoples' building heuristics, especially when the Isle of Armor released and introduced the move Poltergeist. Machoke wobbled in its high rank viability, but did not fall out of grace, even with the upgrade to its nemesis, Gourgeist-Large and the introductions of many new Pokemon over the course of DLC1. Early on, Silvally-Psychic and Silvally-Bug benefitted compared to their more dominant sibling forms simply for being Silvally forms which naturally had a better matchup against Machoke. Machoke was not just an offensive threat but a defensive glue, helping to keep offensive threats and fellow titans like Persian, Galarian Mr. Mime, Mr. Mime, Silvally-Ice, Linoone-Galar, and Klang in check.
:rs/machoke:
Machoke began to fall out of the metagame after the Crown Tundra released. Machoke's biggest competitors as a Fighting type up to the Crown Tundra had been Silvally-Fighting and Grapploct, the former rising to PU after the ZU Alpha and the latter being banned in late September after dropping in August. Without competition, Machoke was the go-to blanket check for teams to deal with common or highly-rated Pokemon like Silvally-Ice, Klang, Stonjourner, Persian, and Beartic. Crown Tundra NFEs Combusken and Golbat were momentary threats to Machoke, but they were each quickly banned or rose to a new tier respectively.
:dp/machoke:
Instead it was a new November shift in Falinks that stole a huge amount of Machoke's viability. Falinks boasted better speed, more robust setup moves for sweeping, and even a flashier priority move in First Impression. Machoke was hurt by the greater influx of new Pokemon - as the metagame diversified and became more powerful, it drove Machoke to the sidelines. The metagame's shift towards hyper offense also was not Machoke's liking, as it preferred having slower and more balanced metagames for it to dismantle. Once the January 2021 tier shift came and introduced Gurdurr, Machoke became obsolete.
:bw/machoke:
In what main roles was Pokemon used?
:klang: :linoone-galar: :lunatone: :solrock: :eiscue: :beartic: :vulpix-alola: :cufant: :sudowoodo:
Machoke was a tank that could lean more offensively or defensively depending on player and team preferences. No Guard + Dynamic Punch was great at forcing switches, removing items, and getting lucky chip damage or free turns. Guts + Flame Orb sets were very dangerous wallbreakers with Facade + CC + Knock Off and either Heavy Slam or Bullet Punch. Restalk defensive sets commonly ran DPunch + Knock in order to stay dangerous even while clicking Sleep Talk, as CC was less helpful on a defensive Pokemon. Generic Eviolite sets with CC + Knock had 2 extra slots to throw in whatever they wanted, including Poison Jab for progress against Largeist and coverage for Fairies, Earthquake for Poison types, and Ice Punch for Largeist and Flying types.
What caused it to have a significant impact?
4cb4ee11e9237cd96e730bfecdfc35180d5daa8d_00.jpg

Machoke frequently reigned unopposed in the ZU metagame as a Fighting type. Access to a strong Knock Off to complement its strong Fighting STABs in either Close Combat or Dynamic Punch meant that Machoke quickly tore apart teams in the early game. Guts + Facade was a very dangerous wallbreaker in ZU with its perfect coverage. Machoke was supported by the symptomatic way that the speed tiers of the metagame developed in response to Silvally, as it appreciated Webs and paralysis support on its offensive sets for not having to worry about lategame Psyvally. :silvally:
Speaking of Silvally, Machoke was a major beneficiary of the PU council deciding to wipe or take every remaining Silvally form save for Ice from ZU by the release of the Crown Tundra. Silvally-Psychic was especially irritating to Machoke, though SD Silvally-Bug could also cut through Machoke with Psychic Fangs. Once these Silvallies were gone, teams of ZU had fewer reliable Knock Off agnostics to work with. Vespiquen, Gourgeist-Large, Pyukumuku, and Shiinotic were all commonly used with the idea that they would likely lose their item at some point in the battle taking a Knock Off for a teammate, as defensive cores utilizing Eviolite Pokemon such as Ivysaur, Mudbray, Dusclops, and Wartortle became much worse in longer battles if they lost their items.
Machoke was a cornerstone of generic offensive, bulky offensive, and balance playstyles in the Pre-DLC and DLC1 metagames. No Guard + Dynamic Punch throwing out a high base power Fighting move that would always confuse its targets was frustrating and borderline uncompetitive. Confusion could cause a supposed check to lose a turn hitting itself, and switching to solve the issue would allow Machoke more damage, more item removal, and another chance to confuse the next Pokemon you send out.
Back in my day, we had to use BULLET PUNCH instead of your fancy STAB Mach Punch... kids these days!
But seriously, Bullet Punch was a great option on Machoke for finishing off weakened Togetic, Shiinotic, Stonjourner, Lunatone, and Solrock. Heavy Slam was another great coverage move that punished Togetic and Shiinotic, but it didn't have much coverage aside from hitting the Fairies. Machoke's Knock Off was appreciated by nearly every Pokemon in the metagame... except for on teams such as Grassy Terrain teams where Grookey was already a not-so-funny monkey for running Knock Off when Trevenant and Gourgeist-Large were running Poltergeist. Poltergeist's release changed Machoke's standing just a bit, giving it less synergy with Gourgeist-Large than it had before. However, Machoke's Knock Off remained excellent, as its checks always had to lose something against it.
How do/did you deal with this Pokemon in ZU?
:togetic: :gourgeist: :mareanie: :dusclops: :gloom: :silvally: :trubbish: :ivysaur: :koffing: :frillish: :gothitelle: :meowstic-f: :pyukumuku: :morgrem: :dusknoir: :pincurchin: :kadabra: :lampent: :ludicolo: :mr. mime-galar: :mr. mime: :shiinotic: :vespiquen: :musharna: :swoobat: :dedenne: :bellossom: :emolga: :raichu: :pikachu: :beheeyem: :politoed: :wigglytuff: :meowstic: :rapidash-galar: :cursola: :mr. rime: :golduck: :mawile: :spiritomb: :sableye: :drifblim:
Machoke had the closest thing to direct nemeses in the ZU metagame during its stay. Togetic was a famous Defogger and Machoke-check during the Pre-DLC period, but it did not have the greatest physical defense to take on Machoke's Steel type coverage moves, especially when it would lose its Eviolite to Machoke's Knock Off. Gourgeist-Large was nemesis number 2, where it blanked Facade from Guts and Machoke's Fighting STAB. Colbur Berry gave Largeist a better amount of breathing room against Knock Off. Dynamic Punch's low base 8PP could be stalled with smart switching to a Ghost type, but this was risky on teams utilizing Dusclops as their Ghost rather than Colbur Gourgeist, as Dusclops was a much worse wall without its Eviolite. Revenge killing Machoke came down to whether or not Machoke had Bullet Punch and if you had enough chip for the revenge killer that resisted Bullet Punch. Mr. Mime and Galarian Mr. Mime preferred to avoid Bullet Punch, while Raichu and Pikachu preferred having some chip.
Bulky Poisons like Gloom, Ivysaur, and Mareanie irritated Machoke, threatening to Strength Sap it, Sleep it, or stall it. Sticky Hold Trubbish and Neutralizing Gas Koffing deserve special notice for dodging Knock Off's item removal and Guts' power boost respectively. Frillish did not enjoy losing its Eviolite, but with Strength Sap and a Ghost typing, it had some counterplay versus Machoke.
Machoke hated facing Rain, as its poorly typed priority and bad speed were made worse against strong offensive Water types. Gothitelle, Musharna, and bulky Beheeyem, especially if they were employing defense-boosting Seeds on Terrain teams, could put up with Machoke's Knock Off and threaten to KO with their Psychic STABs or turn it into setup fodder. Eiscue could run down chipped Machoke's if it got the positioning right enough to set up Belly Drum, but Bullet Punch could threaten its sweep.
Forcing defensive Machokes to Rest by statusing it or getting up Toxic Spikes was helpful against No Guard sets (risky if you don't scout it for the right ability first), which meant that Vespiquen had a greater role against Machoke even if it wasn't on the field.
You can also hit Machoke with a strong special attack and that's likely to 2HKO it or at least force it out/to Rest. Pincurchin, for the month it was in ZU while Machoke was in charge of the metagame, had a nice benefit in checking defensive sets. Pincurchin had Spikes for chip, and Electric Surge turned on an Electric Terrain that prevented Machoke from using Rest.
 
:ss/togetic:
What effect did Pokemon have on the metagame?
Togetic was one of the most splashable defensive utility Pokemon in the pre-DLC ZU metagame, where it debuted in the ZU Alpha. Togetic was a major blanket check against early top threats like Silvally-Dark, Silvally-Fighting, Machoke, and Silvally-Grass. Togetic's standout qualities of an expansive movepool, great typing, and higher relative base stats made it stand out amongst other NFEs. Togetic perched at the top of the meta. Togetic was a barrier standing in the way of teams that lacked the strength or typing to wear it down whilst it supported its team and chipped away at the opponent.
:gs/togetic:
Togetic was no longer considered a top 5 Pokemon in June, and new metagame elements like Thwackey coming into prominence (whose Knock Off Togetic did not appreciate), Raboot rising with its new Libero, and biggest of all, the new drop of Pincurchin made Togetic worse and the balance teams it tried to lead less reliable. However, Togetic was still one of the top Pokemon in the metagame, and it held back Pokemon like Morgrem, Scraggy, and Thievul from darkening the ZU metagame.
:rs/togetic:
Togetic rose to PU in the July 2020 tier shift, leaving many ZU teams without their favorite Defogger as more Silvally forms also disappeared into PUBL. Vullaby was considered to be the closest replacement to Togetic for the month, and its defensive typing was even better against the newly dominant Poltergeist Gourgiest-Large.
When Togetic returned in the August 2020 tier shift, it came alongside a number of new Pokemon that had been PU for the generation so far, and a number of new DLC1 Pokemon. Togetic fell to the side as Vespiquen became the new premiere Defogger of the tier. Togetic's lack of defensive momentum without U-Turn like Vespiquen and Vullaby had made it into a liability during the more aggressive metagame. Volt-Turn and Grassy Terrain archetypes became popular in August, and both team styles would commonly overpower Togetic with either momentum or by wearing it down with strong Grass moves. Carkol was a brand new spinner and hazard setter that had a very good matchup against Togetic in the early-game for keeping its hazards up. In the September 2020 tier shift, Hattrem dropped and became a much more popular defensive pivot than Togetic thanks to Magic Bounce.
:dp/togetic:
By October, Togetic had fallen to become niche in the ZU metagame, used primarily on Stall teams that didn't mind its passivity or Balance teams which wanted Heal Bell or a better answer to Machoke (and Grapploct before its ban).
Much of Togetic's role as a titan of ZU was simply standing up to Machoke, and when Machoke fell away, Togeticc went with it. Togetic's NP set received a bit of attention again before the Crown Tundra DLC released, but it was not popular nor enough to bolster Togetic for the upcoming storm.
November's two tier shifts brought a number of Pokemon which Togetic struggled with before or now had to face. Mawile was both a challenger for a utility Fairy type and it naturally threatened Togetic as a rocker. Falinks frequently ran coverage moves like Iron Head, Rock Slide, or Poison Jab that Togetic did not stand up well against. Boltund and Manectric joined the cast of offensive Electric types established in August, and Togetic's tendency to drain momentum became much clearer with better offensive pivots coming down to take advantage of it. Mareanie returned and irritated Togetic as a T-Spike user which was not deterred by Togetic's Fairy STAB or Toxic.
Togetic was on life support for the December 2020 metagames, and it hardly had any good matchups left. Crustle, Mr. Rime, and Ninetales could come in on Togetic and turn it into setup fodder. Grassy Terrain endured and evolved as an archetype before being joined by Electric Terrain with the return of Pincurchin, which was Togetic's past come to haunt it. Rain Hyper Offense was not good for Togetic either, as it did not check any notable members of Rain and lost momentum against most of its members. Wigglytuff was a sidegrade to Togetic during this time as a Fairy type, and though it wasn't good, it was less worse than Togetic.
:bw/togetic:
By the time the January 2021 tier shift happened, Togetic's time had run out, and it has not been seen in the metagame since then. Alcremie has become the premiere Fairy type of ZU while Rotom and Articuno are its Defoggers. May the Fairy bird angel find peace in NFE, and bless us with a Defogger if Scarlet and Violet have a limited dex again.
In what main roles was Pokemon used?
:mareanie: :pyukumuku: :hippopotas: :dusclops: :mudbray: :cufant: :gloom: :klang: :silvally: :gourgeist: :machoke: :ivysaur: :lampent: :koffing: :zweilous: :thievul:
Standard SpDef Defog (Togetic) @ Eviolite
Ability: Super Luck / Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Defog
- Dazzling Gleam
- Heal Bell / Toxic / Thunder Wave / Yawn / Flamethrower

PhysDef (Togetic) @ Eviolite
Ability: Super Luck / Serene Grace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Dazzling Gleam
- Heal Bell / Flamethrower / Yawn
Togetic was the premiere Defogger of the ZU Alpha, Beta, and June 2020 metagames. Togetic's access reliable recovery helped it to support Silvally forms which would much rather run SD or act as secondary Defoggers to Togetic. Togetic was often a defensive blanket check to Fighting types like Machoke and Silvally-Fighting, Grass types like Gourgeist-Large and Silvally-Grass, and Dark types like Thievul and Silvally-Dark. Although Togetic was rarely a full-stop to an out of control +2 Iron Head Darkvally, having a Defogger/hazard remover resist a good amount of Pokemon while threatening back with super effective STAB was better than nothing.
Bulky NP (Togetic) @ Eviolite
Ability: Super Luck / Serene Grace
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Roost
- Dazzling Gleam
- Flamethrower / Psychic / Psyshock

Fast NP (Togetic) @ Eviolite
Ability: Super Luck
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Roost
- Dazzling Gleam
- Flamethrower / Psychic / Psyshock
Togetic, though its primary role was as a support Defogger, could pull out a mean Nasty Plot set. Reliable recovery, great coverage off Dazzling Gleam + Flamethrower, and luck from either Serene Grace + Flamethrower or a Super Luck crit could give Togetic a role at breaking through opposing balances which were expecting the more passive set. However, Mareanie could threaten to Haze away Togetic's boosts while it was present if you weren't running Psychic coverage, and Mareanie was already a prime bully that would run Gunk Shot for Togetic. Togetic's power was poor without multiple boosts, meaning it struggled to break through Klang, Ivysaur, and Gloom cleanly, and it could not beat Pyukumuku. As the metagame expanded, Togetic's Nasty Plot set disappeared, and its standard Defog set became more marginal.

What caused it to have a significant impact?
:silvally: :vullaby: :dartrix: :wartortle: :drilbur: :maractus: :lunatone: :krokorok: :onix:
Togetic had naturally good stats that were boosted further with Eviolite, a rare and valuable part-Fairy typing, and a great support movepool to take advantage of these qualities. Although Togetic was a Defogger weak to Stealth Rock (gen7 torn-t GASPING at the inhumanity of it all), it gave teams more leeway to not use your Silvally (because almost every team had one) as a Defogger. Linoone-Galar was often frustrated against Togetic, as its Facade was only so powerful, and Togetic had the longer game in its belt thanks to reliable recovery and Goone's dependency on status for its speed. Breakout Pokemon like Grassy Surge Thwackey and Thievul nonsense made Togetic a splashable emergency check, and it was often tasked with taking on Pokemon clearly too powerful for the metagame. Once defensive teams were finally able to keep up with the power level of ZU, the metagame was understood more, and different DLC1 threats emerged at the top, the need to have Togetic on your team went away.
A quality of Togetic that was understated was that even though it did not enjoy taking Knock Off, its stats were well-enough for an NFE that it wasn't the end of the world in terms of acting as a defensive pivot, and it could take repeated Knock Offs too. This quality gave Togetic great pairing power with other bulky NFEs, as it could throw itself in the way of Knock-happy teams in order to preserve its fellow members' bulk. Togetic may have been weak to Stealth Rock, but its invulnerability to Spikes and Toxic Spikes made it a very helpful hazard remover that rivaled Wartortle, the premiere spinner of the early ZU metagame.

How do/did you deal with this Pokemon in ZU?
Overpowering Togetic by repeatedly battering it with damage was the best way to beat it. Togetic was often thrown into battle to take resisted hits and Knock Off. Chipping Togetic down with Stealth Rock was much more valuable than running archetypes like Maractus' Spikes. Poison types like Gloom and Ivysaur already commonly ran Sludge Bomb, but other Poison types like Koffing, Mareanie, and Trubbish often mixed in very powerful and aggressive Poison moves like Gunk Shot specifically for Togetic. Forcing Togetic to waste turns Roosting or clicking Heal Bell was helpful, and so the extra Poison chances on Poison moves were appreciated by Poison types' team members. Offensive Rock types like Meteor Beam Lunatone and Stonjourner could be very threatening to Togetic.
 

5Dots

Chairs
is a Community Contributoris a Tiering Contributoris a Top Contributor
Sorry for the lateness, but we will now be voting for #1 first and #10 last in ascending order. So, in other words, your vote for this week should be what you consider to be the most influential SS ZU Pokemon over the course of the entire generation. You may choose from any one of the options listed below, and will have 72 hours to vote, meaning that the results will be posted on 7/6/22! Any votes that contain Pokemon that aren't in this list will be omitted from the tally. You cannot vote for your own Pokemon.
:Sawk: :Tangela: :Rotom: :Thwackey: :Centiskorch: :Gourgeist: :Klang: and :Klinklang: :pyukumuku: :Ground memory: :Sandslash-alola: :Alcremie: :Ludicolo: :Glalie: and :Froslass: :Persian: and :Persian-Alola: :Ivysaur: :Qwilfish: :Pincurchin: :Kangaskhan: :Jynx: :Rhydon: :Hattrem: :Electric Memory: :Altaria: :Wishiwashi: :Grapploct: :Pikachu: :Grookey: :Grass Memory: :Machoke: :Togetic:
My vote will be going towards Ivysaur.
 
Past-Due Submission: Eldegoss
:ss/eldegoss:
What effect did Eldegoss have on the metagame?
:haunter: :scrafty: :toxicroak: :turtonator: :exeggutor-alola: :vikavolt: :gallade: :turtonator: :sneasel:
Eldegoss dropped from PU to ZU in the January 2021 tier shift, which radically changed the metagame with its 100 Pokemon addition. Despite being 1 out of 100, Eldegoss rose to become a usage-titan of the ZU metagame. Eldegoss saw immediate high use in spite of its middle to low initial ratings by high-level ZU players. Eldegoss' kit in comparison to the familiar Tangela was less understood, but it had great popularity amongst ladder players. In terms of high-level play, the metagame still had future ZUBLs (PUs, PUBLs, NUs, etc) within it, making the power level less suitable to Eldegoss. Centiskorch, Vanilluxe, Silvally-Dragon, Magmortar, Ferroseed, Sneasel, and Drampa were all big threats that were already gave Tangela grief. Eldegoss was viewed as being inferior to Tangela despite bringing hazard removal due to its poor coverage, as it lacked Knock Off and Sludge Bomb to make easy progress.
:centiskorch: :drampa: :magmortar: :omastar: :lycanroc: :palossand: :articuno:
The instability of the early 2021 metagame contributed to Eldegoss' difficulty in taking off upon debut. Eldegoss even went down a subrank from C+ to C in mid 2021 during a VR revote. kay was behind some of the more positive regard of Eldegoss during this time, noting its beneficial matchup versus not just Silvally-Ground but Rhydon as well. Eldegoss' positive matchup versus Rotom with its mixed bulk in comparison to Tangela's lacking special bulk became a feature of Eldegoss.
:magneton: :aurorus: :uxie: :liepard: :ludicolo: :shiftry: :silvally:
In October 2021, the popular opinion of the ZU playerbase shifted to see Eldegoss as worthy of the title "good enough", going up to B+. By November, Eldegoss had become even more popular. In January 2022, Eldegoss reached A rank on the VR, valued for Rapid Spin, being able to hold Heavy-Duty Boots (especially against Spikes), and its mixed bulk. Then, in April 2022, Eldegoss rose back up into PU, and has not dropped back down since then.
In what main roles was Eldegoss used?
:qwilfish: :sableye: :kangaskhan: :accelgor: :cursola: :uxie: :clefairy: :rotom:
Eldegoss was used as a defensive pivot and Rapid Spinner. Regenerator, a flexible item choice, and a support movepool including Aromatherapy, Leech Seed, and Seep Powder helped Eldegoss to support its team and disrupt the opposition. Eldegoss could feature on spikes or hazard stacking teams, meaning it was often the supporting defensive backbone on a more offensive playstyle. Eldegoss was also a great bulky pivot on balance and stall teams, pairing with Pokemon like Clefairy or Uxie which could set up rocks and appreciated not having to take Knock Offs.
What caused Eldegoss to have a significant impact?
:tangela: :sawk: :rapidash: :miltank: :rhydon: :sandslash-alola:
Eldegoss' great natural bulk, solid mono-Grass typing, and defensively powerful Regenerator ability were at the forefront of Eldegoss' rising viability. As the ZU metagame matured, fewer of its wallbreakers could neatly take advantage of Eldegoss being in, and the lower power level was beneficial for the seed pod too. Eldegoss' position was on par with Tangela today for its offering of defensive utility and control of the field. The departure of a popular spinner in Alolan Sandslash as well as rising of a number of Ghost types like Cofagrigus helped Eldegoss' favor as well.
How did you deal with Eldegoss in ZU?
Eldegoss wasn't exactly hard to threaten off the field, as it often wanted to be on its way out to make Regenerator worthwhile. A selling point of Eldegoss over Tangela was not losing its bulk when Knocked Off. However, Eldegoss losing its Heavy-Duty Boots would mean it was worn down faster against Spikes and Toxic Spikes teams led by Qwilfish or Accelgor (two decent checks to Goss). Strong wallbreakers with STABs or coverage for Eldegoss were very reliable. Specially offensive Fire types like Turtonator, Magmortar, and Ninetales could take advantage of Eldegoss and turn into an opportunity for breaking or sweeping. While Eldegoss was considered a good check to Water types like Wishiwashi and Basculin, it had a nasty habit of getting pivoted on and the Water types bringing in an offensive check to Eldegoss.
 
Past Due Submission: Sneasel
:ss/sneasel:
What effect did Sneasel have on the metagame?
:gs/sneasel:
Sneasel dropped from PU to ZU in the January 2021 tier shift, coming down with a wave of 100 Pokemon from the Crown Tundra's release. The new metagame was very volatile and was frequently threatened by emergent overbearing setup sweepers and wallbreakers, many of which would rise up to replace banned ones. Sneasel was a top predator in this nascent metagame, devouring frail offenses and loose defensive cores with its powerful Knock Off + Ice Shard + Triple Axel combo. Sneasel's offensive potency with its dual STAB and high risk-reward on both sides prompted its consideration and placement on multiple of January's quickban slates.
On February 8 2021, the Sneasel public suspect test began. This was actually the first public suspect test in ZU! The suspect concluded in Sneasel's ban on Feb 23 2021, reaching a 19:7 vote. Sneasel has never been considered for an unban from ZUBL, and it remains there to this day.

In what main roles was Sneasel used?
:rs/sneasel:
Sneasel was one of the strongest wallbreakers, setup sweepers, and revenge killers in the first two months of the Crown Tundra ZU metagame. Choice Band Sneasel was the strongest and most popular set, ripping apart its checks by Knocking their items. CB was also a a devastating revenge killer, cutting down Ice-weak setup sweepers and centralizing the metagame more toward what could continue to sweep even if CB Sneasel could Ice Shard it.
Heavy-Duty Boots sets were second banana to Band, but they were still very devastating in their own way. Swords Dance was most commonly run on Boots sets to take advantage of Sneasel getting a free switch in from a teammate. Boots sets also conveniently did not forfeit 25% or more of their HP coming in with rocks up, which made Sneasel a liability in longer games if Knock Off wasn't wearing its checks down faster than it died to hazard chip. However, running Boots forfeited a lot of power, and there was an obvious way to scout the set just by getting hazards up. Few other wallbreakers could compete with the holistic strength and utility of Sneasel's STAB Knock Off, and its access to strong Ice STAB and priority meant that Sneasel hardly needed coverage to work.

What caused Sneasel to have a significant impact?
:dp/sneasel:
Sneasel feasted on the early 2021 ZU metagame, partly because of the metagame's inherent instability and partly because of Sneasel's natural strength. Conventional checks to Dark and Ice types like Centiskorch, Gurdurr, Piloswine, Magneton, and Rapidash frequently could not take on Sneasel's dual STAB and could not risk losing their items in most matchups if they were to check Sneasel. Sneasel's speed was nothing to sneeze at: base 115 meant Sneasel was faster than the entire relevant unboosted metagame, save for Accelgor and speed tying with Cinccino and Alolan Persian. Pivots like Rotom, Wishiwashi, Basculin, Silvally-Ghost, Silvally-Ground, and Cinccino could bring Sneasel in on their checks, and their pivoting moves gave Sneasel an easier time coming in.

How did you deal with Sneasel in ZU?
:bw/sneasel:
While Sneasel centralized the metagame around what could and could not survive its hits defensively, most Pokemon would threaten it if they survived long enough to hit it twice. Hazards limited the lifespan of the Choice Band set, and so throwing out hazards early and bringing offensive hazard setters (as the state of removal in ZU during the time period was somewhat strained) was a great gameplan. Pyukumuku shut down both Choice Band and Swords Dance sets, but it became less reliable against (rare (and kind of bad)) Taunt sets. Chip damage from Rocky Helmet users like Qwilfish or Iron Barbs Ferroseed could pinch Sneasel, but few of these Pokemon made reliable long-term checks against it. Miltank was held up as one of the most reliable defensive answers, but it could be picked off by Fighting coverage.
:sneasel:
 
Past due submission: Articuno
:ss/articuno:
What effect did Articuno have on the metagame?
:rb/articuno:
Articuno joined ZU in the April 2021 tier shift, the first three-month tier shift of the generation. By this point, the metagame had somewhat stabilized. Articuno quickly established itself as a great specially tanky Pokemon, leveraging its legendary-level bulk and various utility moves to act as a good support pick. Articuno has moved up and down within the A ranks of ZU during its tenure, but it has never fallen out. Articuno's presence makes hazard setters like Qwilfish, Stunfisk (because of course Discharge isn't a 3HKO), Uxie (which can only U-Turn to a mate), and Rhydon (threatened by Freeze-Dry) more manageable for the bulky, balance, and Stall teams that Articuno enjoys being on. Articuno has a good amount of set flexibility, as it can opt for SubRoost PP stall or an offensive pivot set.

In what main roles was Articuno used?
:gs/articuno:
Articuno is a premiere Defogger in the ZU metagame, and has been since it joined. Articuno's bulk, reliable recovery, and Pressure ability all come together to neutralize Stealth Rock setters which don't immediately break Articuno. Articuno's SubRoost set is meant to be a balance breaker, preying on matchups where teams cannot break through it while it opens holes for its teammates.
:rs/articuno:
The SubRoost set is helpful on bulky offense and balance teams, but it isn't the most popular due to the competing splashability of Defog Articuno. An offensive set carrying Roost and U-Turn is a decent pivot, as it deals more damage than the typical Articuno sets and turns the hits it takes for its team into momentum.
:rotom: :silvally: :altaria: :rotom-fan: :lurantis: :skuntank: :gurdurr: :shiftry: :golbat: :cramorant: :rotom-frost: :unfezant:
Articuno has a few competitors for the position of Defogger on teams in ZU, as Rotom, Altaria, Silvally-Poison, and Skuntank are all similarly valuable and viable Defoggers. Articuno packing both reliable recovery and decent offensive pressure helps it to stand out amongst the crowd as a hazard remover. As a pivot, U-Turn, high stats, and Articuno naturally wanting to run Heavy-Duty Boots all come together to make it a very helpful cushion against specially offensive threats. Articuno stands out as the biggest bird amongst a number of birds, a few chimeras, a couple of trickster spirits or demons, a bat, and a skunk.

What caused Articuno to have a significant impact?
:dp/articuno:
Articuno's bulk has had a great centralizing effect on the metagame as the power level has gone down throughout waves of bans and tier shifts. Articuno has been a reliable Defogger and pivot in the metagame, always offering bulkier playstyles some leeway when playing around other bulky playstyles. As a result, Articuno helps to keep the metagame in a balanced state. Teams must decide in the builder if they plan to directly pressure Articuno, or if they will compensate for their teams' with less sturdy Stealth Rock vs Defog matchup with stronger positioning against Articuno's team.

How do/did you deal with this Articuno in ZU?
:bw/articuno:
Articuno's frequently limited coverage means that most Ice-resistant Pokemon which don't fear Freeze-Dry can come in rather freely on Articuno. Articuno, as a bulky pivot, tends to Roost rather frequently, so playing aggressively and taking advantage of the turns Articuno loses keeping itself healthy are vital in fat vs fat matchups. Some Articuno sets are very passive, running Haze or Heal Bell as team support, so they can be taken advantage of even more easily by breakers like Rapidash or setup sweepers like Klinklang. However, most passive Articuno sets are on Stall teams that accept some level of passivity, making stallbreakers like specially offensive Froslass much better against the teams Articuno will be on. Froslass is a great Spikes setter against Articuno thanks to Taunt. Coalossal boasts its own Ice-resistance, a potential OHKO with Rock Blast, and both Spikes and Stealth Rock to work with. Coalossal's Flame Body ability sometimes helps to punish Articuno's U-Turn sets, and Coalossal's resistance to Hurricane comes in handy versus specially offensive sets.
:articuno:
 
Past Due Submission: Miltank
:ss/miltank:
What effect did Pokemon have on the metagame?
:gs/miltank:
Miltank moved from PU to ZU in the January 2021 tier shift, joining 100 Pokemon in revolutionizing the tier. From its debut, Miltank was a great defensive glue. Miltank's reliable recovery, unique set of abilities, and very customizable moves gave defensive teams a much-needed backbone from the beginning of the explosive metagame to Volt-Turn teams to the present day Spikes meta.

In what main roles was Pokemon used?
:rs/miltank:
Miltank was a defensive cornerstone on bulky and balance teams. Miltank could adjust its EV spread to meet speed thresholds or lean more into its physical or special bulk. Stealth Rock and Heal Bell are Miltank's feature utility moves, making it a great support Pokemon even on more offensive structures. Miltank's item flexibility gives it a good amount of customizability for its teams and player preferences; Rocky Helmet helps Miltank to be more punishing against contact move users and Volt-Turn teams, Heavy-Duty Boots does the best job at preserving Miltank's HP in a very hazard-laden metagame while making it less high-maintenance, and Leftovers is a traditional family heirloom Miltank has had ever since Grandma Moomoo came from Johto back in 1999 that does this radical thing called "passive HP restoration on a wall".
Miltank's unique abilities limit how much competition it truly receives in the metagame, and this has been reflected in its continuity in the A-ranks, if not B+ for the time it has been in ZU. A Grass-immunity is great to have in the ZU metagame to cut back Grass-types titans like monke, Eldegoss, Tangela, and Gourgeist-Small. Fire and Ice resistances on a Ghost-immune Pokemon has been helpful in curbing the dominance of Pokemon such as Ninetales, Froslass, Articuno, and Jynx.

What caused it to have a significant impact?
:dp/miltank:
Miltank's great bulk, reliable recovery, and unique abilities to match its defensively neutral typing shaped it into one of the most significant defensive Pokemon of the Crown Tundra era of ZU. Multiple bans, the maturing of the metagame, and a lessened power level have made an environment where Miltank can be a great damage sponge and defensive pivot. Multiple Pokemon that irritated or competed with Miltank like Ferroseed, Audino, and Cofagrigus rose to PU, helping Miltank to squeeze out just a little bit more success.
Miltank makes great hazard cores with removers like Rotom, Altaria, Lurantis, Articuno, and Cramorant. Miltank appreciates checks to Fighting types like Alcremie, Clefairy, and Silvally-Poison.

How do/did you deal with this Pokemon in ZU?
:bw/miltank:
Miltank has always been threatened by strong Fighting types and strong Fighting coverage. Gurdurr's Guts deserves a special shoutout for taking advantage of thoughtless Toxics thrown out by Miltank. Toxicroak itself could blank Toxic for the minute it was in ZU. Poliwrath doesn't appreciate taking a Toxic and could be worn down over longer games, but Miltank cannot respond quickly. Sawk clicks Close Combat. Scrafty could shrug off Toxic with Shed Skin and recoup HP with Drain Punch or turn Miltank into setup fodder when it was also here for a spell. Throh is akin to Gurdurr in taking advantage of Toxic with Guts, but it lacks Drain Punch to suck the life out of Miltank.
:miltank:
 

5Dots

Chairs
is a Community Contributoris a Tiering Contributoris a Top Contributor
With 4 votes, Thwackey places #1 for Gen 8 ZU’s most influential titan. Now we will be voting for Gen 8 ZU's 2nd most influential titan over the course of the generation. You may choose from any one of the options listed below, and will have 72 hours to vote like last time. Any votes that contain Pokemon that aren't in the list below will be omitted from the tally.
:Sawk: :Tangela: :Rotom: :Centiskorch: :Gourgeist: :Klang:and :Klinklang: :pyukumuku: :Ground memory: :Sandslash-alola: :Alcremie: :Ludicolo: :Glalie:and :Froslass: :Persian: and :Persian-Alola: :Ivysaur: :Qwilfish: :Pincurchin::Kangaskhan: :Jynx: :Rhydon: :Hattrem: :Electric Memory: :Altaria: :Wishiwashi::Grapploct: :Pikachu: :Grookey: :Grass Memory: :Machoke: :Togetic:
My vote will be going to :rotom:
 
Last edited:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top