Overall, I'd find the meta at a 4 in terms of balance rn and a 6 for enjoyment. Definitely more fun than last week's Veil simulator but there's some glaring issues that should be addressed. The diversity in team archetypes does make this meta very interesting though, there are a ton of viable styles rn. Here's some thoughts, going off the survey:
- 4
Absolutely the top offensive threat in the meta right now. The pure power is talked about a ton (and for good reason) but one of this things standout traits to me is it's pure variance in what it can slot in its 3rd/4th move slots that aren't SD or Ivy. It gets great coverage like Play Rough, Knock, and Superpower that hit the few things that can take a hit from this hard. Trailblaze and Encore are moves I've used and seen used on this to great success too. It doesn't feel like a case of 4mss as SD + Ivy is enough to ruin a lot of the meta on its own. So it never feels like it NEEDS all these coverage moves, leaving it the leeway to run a plethora of other options based on what the team needs. It's just so hard to prep for and even if you think you do you get encored or something and you're boned. It's checks are basically limited to defensive tera's, priority/outspeeding (trailblaze sets nullify the latter option), and hazards chip. Hazards are the biggest thorn in it's side and can make it a little hard to splash on some teams. But even with the hazards susceptibility it's hard to one shot because of its awkward typing and surprisingly passable bulk. And, it fits wonderfully on veil and sun, two playstyles that are super good rn. Saying this is a 4 could be underselling it honestly, its just so strong and has ways to work around any team archetype it needs to. Just inherently a touch inconsistent because of the lack of boots/other way of dealing with hazards. Regardless of that, Mold Breaker pre-tera is amazing vs Unaware shit and the attack boost post-tera just sends it more over the edge. Oh, and it gets a 20% boost just for Being Ogerpon, just to add the cherry on top of what is a damn near perfect offensive weapon. Def worthy of a suspect at minimum.
- 3
Wellspring is much less polarizing of a mon, for better and and worse. While it's not the same mind-boggling breaker that Hearthflame is, it still has ridiculous power and is more consistent overall. It's typing and neutrality to rocks lends itself to being much more splashable on a variety of teams. It may not have Mold Breaker or get +1 attack after a tera, but Water Absorb is a great ability as well that is super valuable to a lot of teams. The +1 sp. def it gains post-tera can come in handy to help it get an extra SD up vs stuff like Wake, Gren, and Ghold for example. After an SD, you do a ton of damage to even typical water resists with just Cudgel, doing well over half to Amoongus for example (and one shotting it 75% of the time in rain, which is a playstyle Wellspring dominates on). And as I previously raved about Hearthflame's movepool, Wellspring is blessed with the same. Specifically I like Encore + SD on this form, as it can beat a lot of teams on its own with just one fortunate Encore. After an SD it's incredibly hard to stop, and it's consistency at doing its job makes it feel Very Very good to me right now. Not broken (for the time being), but definitely a top tier mon in the meta.
Not on the survey, but figured I'd still talk about her to round out thoughts on the masked Ogers (haven't used or seen regular grass Pon much at all so I can't give a good opinion). Rock/Grass is a sneaky good typing, being neutral or better vs like 85% of moves. This on top of the aforementioned passable bulk and sturdy as its pre-tera ability ensures at least one SD, which as seen with the other forms, is usually all you need. Horn Leech + Sturdy is a cool combo as you can re-activate sturdy potentially if you take hazards or a weak hit. + Def post-tera helps you set up on the plethora of physical attackers in the tier. It's the same song and dance as the other forms, Rock Cudgel just rips most things and it's solid coverage + great stats (and The Ogerpon 20% Boost) make it a very great breaker. Doesn't fit on as many teams as Wellspring and isn't as nuclear as Hearthflame, but it definitely has its niche and should not be underestimated.
- 1 or 2 (leaning 1)
Feel like the hype for this guy was a little much for what he really is. Manaphy makes light work of balance teams obviously, but feels pretty useless in a lot of offense matchups. It's not strong at all before a boost, and theres plenty of things standing in its way from even getting a boost in the first place. TONS of threats outspeed this thing or can take a hit and threaten an OHKO. On top of that, Encore is EVERYWHERE so setting up can be risky vs a lot of meta-relevant threats. Manaphy also suffers a bit from 4mss, Surf and DGleam cover a lot of things but it also would like to have Energy Ball, Psychic, and Ice Beam as coverage too. Not the biggest issue for it, but worth mentioning, as it does add a layer of inconsistency and does play a part against a lot of teams. It lacks reliable recovery outside of rain + rest hydration, but even then when it runs rest it has one less coverage move, exemplifying the issue a bit more. It's insane on veil and great on rain, which keeps it from being a for sure 1 to me but outside of these playstyles it feels much weaker than what was originally expected. But just because it's good on these styles doesn't make it super broken, other mons are better than Manaphy within these playstyles rn imo anyways. Even on veil/rain, there's ways to get around it and the counterplay feels much more accessible and feasible than the truly busted stuff like Ogerpon-H. Manaphy losing to very common and powerful offensive playstyles as a whole makes it an inconsistent pick. I think sets involving Take Heart or even Acid Armor sets can be really cool going forward but definitely need more time there. I think Manaphy is not only manageable, but also a pretty healthy part of this metagame (at the moment).
- 2 or 3
In terms of being annoying to play against its like a 5 but veil feels a little less daunting than it was a week or so ago. Veil does have some things going against it now. Other weathers are everywhere, making setting veil at all a challenge sometimes. Cinderace being really common hurts too, as one Court Change can flip Veil on its head. It also has a hard time setting a veil later into a game due to being very weak to hazards. But once the Veil itself gets up it can still feel hopeless sometimes. It wins 1v1s at a rate normal gimmick setters do not, due to its speed, surprising bulk, and Encore, making setting Veil no problem (outside of the aforementioned issues which dont happen all the time). I still think it's overall impact on the tier is a negative one, as veil leaves almost no margin of error when you play against it, but it's not the biggest issue now. Still wouldn't mind seeing action eventually taken if it gets much better though.
- 3
Similar to Manaphy, this thing just eats balance alive but it's definitely better right now. Calm Mind sets are incredibly hard to deal with, whether it's the Moonlight or Vacuum Wave variants. Before it even sets up though, Ursa-B hits like a truck spamming it's near unresisted STABS. If it's gets a CM boost or two it becomes so hard to break through and basically impossible to take a hit from. It feels like if this thing isn't straight sweeping, it's taking at least like 1 or 2 mons with it, or even more if it has Vacuum Wave to pick off weakened would-be revenge killers. It is really slow which definitely holds it back but its insane bulk helps. I'm personally partial to CM Moonlight variants, but Tera Fight Vaccum Wave also feels hard to deal with. Also other unexplored options could be cool, like Moonblast + Tera Fairy and stuff like boots 3 attacks or even specs. The CM sets definitely are definitely what makes this, and it's REALLY good right now. Eats all the Gliscor hazard stack type balances alive, and can hold its own vs offense. Could be worth looking into in the future.
- 2
I underestimated Gliscor a lot when the DLC first dropped, but after playing for a while yeah it totally deserves to be talked about and I wasnt surprised to see it on the survey. I knew once Bax was banned and Veil wasn't 70% of ladder this would take off. This feels like a somehow more reliable Ting-Lu when it comes to hazard stacking. It absolutely spits in the face of the two most common forms of hazard control in the tier being Tusk and Cinderace (run ice spinner on Tusk if you aren't already please). It just sits there and spreads Toxic around and sets hazards and doesn't die. The loss of Roost was not a big deal at all as now it just runs protect and still lives forever. It's by far the best Knock Off absorber in the tier, which is huge after it's distribution was upped. It fits on almost any team type that isn't standard hyper offense, even making its way onto some weather teams too. It isn't just a one-trick pony either, as SD sets are very viable and very dangerous to balances. Definitely a mon to keep an eye on. A lot of teams don't really have an answer to this thing at the moment, its so good into a LOT of meta relevant threats. I see it as a 2 for now but I could easily see this thing being VERY centralizing in the near future and potentially being looked into.
Two other mons that have stood out to me that I want to talk about:
He never left. Still likely the best late game sweeper and is at the absolutetop of the meta still. It fits on every relevant playstyle except like hard stall. Rain, sun, veil, BO, balance, all these styles could fit Gambit on and be straight up better because of it. Benefits from hazard stacking getting even better, so Sucker cleans up even easier. Tera Fire feels really good rn because you take a hit from the best mon in the tier, Oger-H, and set up on it. Also you avoid the wisp from stuff like Ace and Moltres. Still such a restrictive force that won't be going anywhere anytime soon.
Feels WAY better than it ever has this generation. Getting Knock Off back gives this thing a genuine niche, it can annoy the shit out of fatter teams while still having a great speed tier and priority for offense. Rips apart the best Knock Off absorber in the tier in Gliscor, meaning one of its teammates will have to lose an item. Just having that spammable fast strong Knock Off makes it almost never a zero in a matchup. It's speed let's it outpace every meta relevant threat that isnt named Pult or Zama without a boost. Yes there are still roadblocks for it like Dozo and Zama, but knocking off their items will always be a plus. Low Kick is neat for stuff like Gambit and SD is good when you don't run into the aforementioned Dozo. Highly recommend this guy, not gonna say he's back yet but VERY much on his way back.
That's all I got for this post (basically essay), TLDR all the Ogerpons are amazing but especially Hearthflame, Manaphy overrated and Blood Moon rules. Happy testing!