"OU forum make a point without a forced allusion to something completely unrelated that spawns a 15 message chain of substanceless back-and-forths" challenge.
———
Anyway, having laddered some more, my thoughts have matured on Tera a bit. That doesn't mean they've cooled down; on the contrary, my opinions have simmered from trying to balance the positive and negative tradeoffs of the mechanic, to me now thinking that the Terastal phenomenon is a stain on the metagame that will ruin SPL (and potentially months of metagame development) if this tumour is not excised by then. I absolutely
despise Tera in essentially every way. To me, it's polarizing, it's unhealthy, and it's unfun. I'm trying not to let my personal distaste for its impacts on games influence my decision-making on whether it's a good inclusion for the metagame, but even making that adjustment, I can't realistically consider this to be a mechanic worth preserving in a competitive environment.
Initially, I didn't feel that Tera was a "broken" mechanic. I felt that we could find a compromise solution — curb the unpredictability with a restriction, and then ban some shortlist of busted abusers, and go from there. Indeed, as I noted in one of my earlier posts, I'm not sure what exactly would make a mechanic qualify as "broken" according to the
tiering policy framework — it's written primarily to apply to individual game elements like Pokemon and items, not really something as broad as an entire mechanic. However, looking at
the old policy (which is outdated but at least serves as a baseline), it places particular emphasis on whether the mechanic limits skill expression, particularly "team builder skill". This makes Tera an interesting case — one could argue it makes teambuilding more "skillful", since deciding on Tera types and using them to fine-tune individual matchups in theory adds an entire new layer of depth to the builder.
In
theory.
In practice, that "shortlist of busted abusers" I mentioned has been gradually growing longer. The "balanced" users of Tera have mostly been doing the same thing they've been doing from weak one — Tera Fairy Skeledirges and Tera Ground Corviknights and whatnot keep on trucking. But the list of Pokemon that feel like they use Tera in a "problematic" way has only increased. We started with Roaring Moon and Chien-Pao, then quickly discovered Dragonite, Chi-Yu, Espathra, Floatzel, Annihilape, Iron Valiant, Volcarona, Iron Moth, Garganacl... you could argue with the exact inclusions on that list, or claim that many of these Pokemon are probably banworthy regardless (Chi-Yu being an obvious case for example), but there's another trend worth noting: as you go down that list, abusers of Tera gradually get less and less predictable. Can you look at your team and claim it beats
every Garganacl with full confidence? What about Annihilape? Or sure,
most Volcaronas are Grass, but plenty of people have been experimenting with others. Even Pokemon like Ceruledge abuse the Tera diversity. Not to mention that even "simpler" Tera abusers like Chi-Yu have had alternate choices pop up — Tera Grass Chi-Yu is all over high ladder right now.
Sure, you could argue that these sets benefit from the unpredictability/ambiguity factor of Tera, and that therefore a restriction would "balance" it. But I am incredibly unconvinced of this. Just based on metagame evidence, Tera has increasingly moved in the direction I predicted it would go wayyy back here:
I am unconvinced by claims that it diminishes matchup issues — sure, you can smack Tera Fairy on a defensive mon to totally change the profile of what it checks in certain matchups, which allows you to change your team's matchups on the fly, but I feel like the ability to reactively partially account for bad matchups (and again, this is only partial since you can only Tera one Pokemon) is diminished by the fact that, realistically, there will exist offensive threats with a specific typing and move combination that your team doesn't really have counterplay to even with Tera. In other words, while Tera increases the amount of defensive threats, it also does so to offensive threats. Indeed, as people get better at the metagame, I predict that they'll learn to account for defensive Teras during play, but offensive Teras that just sweep them will continue to be a problem.
Emphasis newly added. The Matchup Moth
is even more of a bastard than usual, with many teams being straight-up blanked by a specific Tera type (Grass, Bug, even weird stuff like Fairy to break through Dragons); and not only is the Matchup Moth more problematic, but it's also split into many clones. I don't think anyone would seriously argue that a Pokemon like Iron Moth is banworthy, yet Tera's presence in the metagame is giving it the ability to fish matchups with niche Tera types to a ridiculous extent. If you've laddered for reqs at all with any team that isn't straight offense, you can probably think of some specific Tera threat that you just had nothing for
[1]. And while this matchup-warping dynamic could perhaps be
diminished by a restriction (in particular 1 Tera per team), it would still always be present as a scepter haunting the metagame.
If this is a mechanic that leads to problematic, matchup-fishy dynamics even when employed by "mediocre" Pokemon like Ceruledge, I don't think you can realistically argue that the problem is anything
but the mechanic. Smogon's burden of proof standards for a metagame element (other than a Pokemon) to be banned generally requires it proving to pose issues on multiple abusers
[2]. While it's reasonable to apply a
higher bar to ban an entire mechanic than to ban, say, an item, to me it's clear that Tera has not only surpassed that bar, but leaped many many miles above it at this point.
Srn mentioned in OU chat (in response to someone arguing to "wait for the metagame to stabilize") that it feels like the meta has become
less stable over the past few weeks, not more. I'm not entirely sure this is true, but I think I know where the sentiment comes from: people have realized that a lot of Tera choices on specific offensive threats just blank certain matchups, and that the sheer numericity of these threats (and the payoff for running into a good matchup) is enough to get a lot of success just by smacking random Teras on abusers and hoping your opp wasn't expecting Taunt + Tera Flying Kingambit in the builder. In other words, the mechanic might increase the
number of things to consider in the teambuilder, but it has vastly
decreased the extent to which building solid teams and outplaying your opponent in-battle could realistically handle everything the metagame contains.
Therefore, I can only come to the following conclusion: I was partially incorrect with my initial assumption that Tera could increase teambuilder skill at the expense of battle skill
[3]. The reality is, through creating matchup issues as well as gameplay issues, Tera severely and irreparably damages
both forms of skill expression. It decreases battle skill
and teambuilder skill
[4][6]. That is to say, in addition to being unhealthy, Tera
is broken; or at least, if it is possible for a mechanic to be broken in the first place
[7], Tera definitely fits.
And to be clear, the common denominator here is not one or two Pokemon, nor is it the unpredictability of being able to catch your opponent off-guard with your Tera; it's the mechanic as a whole, how it plays, and its impact on matchups. Therefore,
we must ban the mechanic as a whole.
———
Footnotes
[1]: Or surely you could at least
envision such a threat
. Yes, matchup issues are always a thing in Pokemon — it's long been impossible (at least in Fairygens) to be prepped for absolutely everything — but Tera centralizes games around a "do you have it" factor to an extent that I've genuinely never seen before, and (unlike other factors that affect matchups, like choice of moves of held items) does not provide sufficient counterplay to itself for a skilled builder to overcome this to a consistent enough extent that their building and battling skill comfortably matters more than matchup luck on net.
[2]: At least in absence of other factors like Kings Rock's RNG nature — a factor one could argue also applies to Tera, but which isn't really the primary issue nor is it the point of this post.
[3]:
I have talked before about concerns that Tera decreases in-battle skill, in particular by deemphasizing long-term formation of gameplans, and my belief in this particular point has only solidified since originally making that post.
[4]:
Arguably indirectly, through decreasing how much they matter in determining the outcome of a game, though my personal experiences on ladder
[5] that the actual impact is far more tangible than an abstract summary could hope to communicate — I am, however, trying to curb my reliance on subjective "vibes" here since, as previously stated, I
hate how this mechanic plays and so am biased against it. Ultimately, the extent to which you feel like this particular negative aspect of Tera is realized in practice will come down to your own experiences — but even regardless of how you feel on that matter, I think Tera has well and truly proven itself to be the problematic aspect of these degenerate gamestates.
[5]: (as well as those of other players who have reported reqs being bizarrely... not difficult, they're actually fairly easy this time around, but frustrating)
[6]: Some would argue that
the ability to overcome bad matchups is the mark of a skilled player. I would generally agree with this sentiment, in fact; but for reasons
previously discussed, the sheer ridiculous advantage states that Tera enables, and the gulf between a "good Tera" (and by extension good matchup) and "bad Tera" are so vast, that the matchup gap (and to a lesser extent the prediction gap) often cannot be overcome by simply "outplaying". And again, Tera is clearly the factor pushing this calculus over the line.
[7]: I would argue Dynamax is precedent that, yes, it
is possible for a mechanic to be broken rather than falling under some other category.