All Gens Dont use that, use this [RoA Edition]

Typhlito

One Active Dawg
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Don't use that, Use this
Approved by Jellicent


Idea based off of this thread in the BW RU subforum and various other threads for the other BW Metagames. Kinda ripped it off from Magnemite 's version of this. So yeah, credit all around.

Throughout the gens, we have seen our fair share of pokemon. There are pokemon that dominate the metagame with an iron fist and theres pokemon that flat out suck. There are also pokemon that suck but people still use them anyway. The purpose of this thread is to educate newer players about which Pokemon are good, which Pokemon aren't, and why, ultimately leading to a better playerbase. Here is an example of how you should format your responses:

ADV

Don't use this:

Lapras @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 164 Def / 92 SpA
Bold Nature
- Ice Beam
- Roar
- Rest
- Sleep Talk

Why it's bad:
Lapras was never all that good. While its ice typing is a great offensive type, its a bad defensive typing. It is weak to the common rock slide, and tbolt. It lacks a reliable recovery outside of rest talk and water absorb. All it really can do is tank hits and its ice typing is not doing it any favors. While it can actually pose of a threat to all cunes lacking hp grass/electric with its tbolt, its ultimately outclassed by other pokemon offensively and defensively. One such example is...

Instead, use this:

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
- Surf
- Haze
- Wish
- Ice Beam

Why it's better:
Other than heal bell, vaporeon is able to do anything lapras can do with greater effect. It is able to tank hits better thanks to his mono water typing. Its lower defense stat is not much of an issue since vaporeon lacks a physical weakness. It has a reliable recovery with wish and is able to support the team much more than lapras could. It can run haze over roar to keep pokemon like roar + calm mind suicune from being setting up while keeping you from roaring it away. Finally it benefits from the same ability making it a solid suicune switch in.

Conclusion:
While lapras is able to threaten switch ins with surf, tbolt and ice beam, lapras is not able to do the job its made to do which is tank hits from certain threats while supporting the team like vaporeon can. Lapras's higher defense is negated by its ice typing and it is not able to take as many hits as vaporeon because of its lack of a more reliable recovery.

Don't use that:



Venusaur
- Sleep Powder
- Razor Leaf
- Swords Dance
- Hyper Beam

Why it's bad: Venusaur just doesn't hit hard enough. Even after a Swords Dance, it struggles to OHKO Alakazam. Its set is also 100% predictable since this exact set is basically all it can do (maybe Body Slam instead of Hyper Beam if you're a total retard).

Use this instead:



Victreebel
- Sleep Powder/Stun Spore
- Razor Leaf
- Swords Dance
- Hyper Beam

Why it's better: Victreebel hits significantly harder than Venusaur on the physical side, guaranteeing an OHKO on Alakazam with +2 Hyper Beam and even sometimes OHKOing Chansey. The lower Defense isn't that big a deal since they'll typically be taking hits on their gaping special weaknesses anyway, and the lower Speed is largely irrelevant (the only difference is that Venusaur outspeeds Cloyster while Victreebel only ties with it). Victreebel also has the movepool to run a set without Swords Dance (Stun Spore + Wrap), which means you might take an opponent by surprise when what they thought was a tame Wrap supporter suddenly threatens to rain destruction.
Another for RBY OU, split into two cases:

Don't use that:



Hypno
- Hypnosis
- Psychic
- Thunder Wave
- Counter/Seismic Toss/Rest

Why it's bad: Hypno's role is pretty obvious; it's a bulky sleeper. The problem is, it's not very good at that. Hypnosis is only 60% accurate, so the whole point of a bulky sleeper - to ensure that sleep lands - is undermined. Hypno also has a grand total of 1 relevant resistance - Psychic - and somewhat underwhelming bulk in general. There's also the issue of "but what does it DO?" - after it's thrown sleep, Hypno's kinda derpy since it can't break other Psychics or Chansey (so no offensive use), can't Recover (so it doesn't stick around), and can't Explode (so it can't be used to wallbreak) - as such, it struggles to do any better than going one-for-one with Hypnosis.

I occasionally also see people leading Hypno. Don't do this. Just don't. It's complete garbage as a lead since it loses outright to Jynx and Gengar (which will simply sleep it) and will often get smacked around pretty hard by Starmie and Alakazam thanks to Hypnosis' terrible accuracy (most Alakazam leads run Seismic Toss). That's all four of the common leads.

Use this instead:



Exeggutor
- Sleep Powder
- Psychic
- Stun Spore
- Explosion

Why it's better: You want a reliable sleeper? Here's your mon. Exeggutor has a more accurate sleep move, at 75% accuracy, and is bulkier on both sides than Hypno. It is weak to the common Blizzard, but in exchange it resists the common Earthquake as well as the rarer Thunderbolt and Surf. More importantly, Exeggutor can Explode. This means that it doesn't just trade 1-for-1, it can go 2-for-1 - and its STAB Psychic serves it very well here as it hits all the Normal-resists very hard. The amazing combo of reliable sleeper, Ground switch-in, and reliable Exploder makes Exeggutor one of the best Pokemon in RBY.

Alternatively, use this:



Jynx
- Lovely Kiss
- Blizzard
- Psychic
- Counter/Mimic

Why it's better: This is for the specific case of people leading Hypno. Jynx has Lovely Kiss, which is more likely than Hypnosis to land sleep immediately and avoid taking repeated, unanswered Seismic Tosses from an opposing Alakazam (additionally, Jynx forces out a sleeping Alakazam immediately with Blizzard, while Zam can just stay in on Hypno and try to wake up, starting the whole matchup over again). Jynx's Ice typing also makes things very awkward for an opponent; it means that a Starmie lead can't freeze it (by contrast, Starmie's got about a 14% chance to freeze Hypno with Blizzard before getting slept), but more importantly, Jynx's STAB Blizzard forces very defensive plays after sleep lands, and it stands a good chance of scoring a freeze before going down, again getting 2-for-1 (it's also just about the best Exeggutor counter in the game, if you want to play it as such). Jynx is also faster than Hypno; while this doesn't matter in most cases, it means that an opposing Jynx has an 83% chance to sleep Hypno first, while the Jynx ditto is obviously 50-50. Jynx does do fairly badly against a Gengar lead (67% chance of getting slept first, and Gengar can guarantee a tie with Explosion), but Hypno also does quite poorly with a 72% chance of being slept first if it goes for Hypnosis, or 81% if it goes for Psychic. So with better matchups against three of the four common leads (Alakazam, Starmie, opposing Jynx) and a similarly bad matchup against the fourth (Gengar), along with having something to do afterward (playing for a freeze with STAB Blizzard) Jynx is a far better choice for a sleep lead.

GSC

Don't use: Kingdra

It seems fine and dandy, a Pokemon with pretty much no weaknesses. Until you realize that its mediocre HP renders it 3HKOed by any decently strong STAB. Seriously, it takes a lot of damage from everything even remotely good at offense, even (especially) the stuff it's supposed to wall as a Water.

Use instead: Suicune

Suicune is better in almost every situation. Sure, it's weak to Electric, but no non-STAB Thunderbolts outside Gengar's can 3-shot, and I'd rather play for Thunder misses against, say, Nidoking than take 32-38% from its more spammable STAB like Kingdra does. I'd also rather be 3HKOed by Giga Drain than by Psychic from Egg, and take near-3HKO damage from Ttar Tbolt than Ttar Rock Slide. I think the only matchups where Kingdra does better are against Vap (and it only really matters if it's a weird HP Electric set), Gengar (which is convenient, but not a matchup you really need a water for), and Electrics (where it gets slightly less stomped, hardly a favorable matchup).

The one way you might get Kingdra to do something worthwhile is by using it as a Rain Dance + Hydro spam user. 288 SpA is just enough to possibly 3HKO Snorlax after the boost, and the lack of Thunder weakness means Electrics doesn't 2HKO, giving you time to 2HKO them in return. Even then, no coverage and the aforementioned disappointing bulk leave a lot to be desired.

ADV:

Don't use this:

Ninjask
-substitute
-baton pass
-silver wind
-swords dance

While ninjask's ability to set up subs and gain speed automatically is alluring, the fact that it is pretty much useless vs any phazer means its use should really be limited only to full baton pass teams (which you shouldn't use anyway) which have a way around this such as mr. mime. If running a pseudo baton pass team...

Use this:


Zapdos
-Agility
-Baton Pass
-Thunderbolt
-Hidden Power Grass

With stab tbolt and hp grass coming off of a ridiculous special attack, zapdos can scare off a number of phazers including swampert, suicune, skarmory, and even enemy roar zapdos (although to a lesser extent). It may not be able to get off the agility against every poke, as some force it out with attacks, but if you get it in against a poke you force out you can easily pass off an agility without having to worry about phazers.
ADV OU:

Don't use that:

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 80 Atk / 176 Def
Impish Nature
- Earthquake
- Rock Slide
- Hidden Power [Ghost] / Rest
- Rapid Spin

Why it's bad: Donphan can be good when played to its strengths, but this set (which is also commonly seen) utilizes none of them. I mean the concept is good, a spinner that can take on DDtar, hit Dusclops hard and resist Rock Slides from Aerodactyl. The problem with the above set is that:
a) DDtar is almost always used with Spikes support and Gengar spinblocker. This set fails to threaten bulky Gengar even with HP Ghost, and you can't really afford switching out from it more than two times, taking 2 layers of Spikes worth of damage each time.
b) Dusclops doesn't really enjoy the usage it once did. People managed to find ways around SkarmBlissClops cores ever since the BOAH era. As a consequence you'll never be able to take advantage of that strong EQ.
c) Even without a spinblocker you are still losing the Spikes war. Toxic Skarmory is all the rage these days and you can't really deal with it, other than passively resting.

Use this instead:

Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 Atk / 176 Def
Relaxed Nature
- Earthquake
- Ice Beam
- Psychic / Rest
- Rapid Spin

Why it's better: Claydol is the best spinner in OU for a reason. It resists both Rock Slide and Earthquake, doesn't take Spikes damage and poses an immediate threat to the most common spinblocker, Gengar. It also forces out Flygon/DDMence on the spot, both of which are common Spikes abusers. The fact that it doesn't take Spikes damage allows you to win the Spikes war most of the time, and while it can be said that neither Claydol can get through Toxic Skarmory, the Spikes immunity allows it to switch in with twice the frequency, as opposed to Donphan.

Final thoughts: Donphan has two niches that you should opt for instead:

1) Choice Bander with Rapid Spin. Can hit Gengar for serious damage this time, allowing you to spin more frequently (however this might need Wish support from Vaporeon/Blissey/Jirachi to have lasting power).
2) Phazer. Donphan can learn Roar, use it. Allows it to abuse Spikes itself and also buys it an extra Leftovers turn to make up for its lack of reliable recovery. Counter is also good in a Roar set as well for those Zapdos who think they can stay in to HP Grass you.
ADV:

Don't use this:


Crobat @ Choice Band
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Sludge Bomb
- Aerial Ace
- Hidden Power Fighting/Hidden Power Ground
- Shadow Ball

Why It's Bad: Although Crobat has a great speed stat and decent attack stat, it's main STAB is terrible in OU. Poison is useless or resisted by many commonly-used pokemon in the tier, such as Metagross, Jirachi, Gengar and Swampert, and none of Crobat's moves can even dent Skarmory, which means Magneton support is required. Ironically, Magneton is a good switch-in to Crobat, taking pitiful (or no) damage from 3 of Crobat's moves. Sludge Bomb's 30% chance of poison may seem like a great option to wear down bulky waters, but Swampert resists the move, defensive Suicune run rest (while some offensive variants are paired with Jirachi), and Milotic gets a boost in its defense with Marvel Scale. Unfortunately, Sludge Bomb just sucks, and Crobat's other moves just don't deal enough damage to warrant its use.

Use this:


Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Double-Edge
- Earthquake
- Hidden Power Flying

Why it's better: On the other hand, Aerodactyl's main STAB, Rock Slide, is a lot more threatening than Crobat's. Rock Slide can 2HKO all flying-types and Gengar, while Aero's other moves can 2HKO everything else besides bulky waters and Skarmory. However, Aero can even break through said waters and Skarm in a pinch with that nice 27% chance of flinching. Unlike Crobat, Aerodactyl doesn't require Magneton to be effective, as most Skarmory cannot touch Aerodactyl bar Toxic, allowing Aero to fish for the crucial flinches with ease. Even good checks such as Swampert and Flygon get worn down by Double Edges over time, making Aerodactyl a lot more difficult to wall and/or play around than Crobat. With the same great speed stat, a better attack stat, and better moves and coverage, Aerodactyl can do everything Crobat does better.
ADV

Don't use this:


Salamence @ Leftovers
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Hidden Power Flying
- Earthquake
- Fire Blast

Why it's bad:

It's not a bad set as Fire Blast hits its main counter Skarmory, however it leaves it to be easily walled in general. Skarmory can easily be taken care of by Magneton anyway if you're really worried about that. DD FBlast mence just tries to do too many things at once imo.

Instead, use this:

Salamence @ Lefovers
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hidden Power Flying
- Earthquake
- Rock Slide
- Dragon Dance

With Rock Slide, DD Mence becomes a lot harder to check. Things like Aerodactyl, Zapdos and even an opponent Salamence can't check you anymore. This set takes full advantage of Salamence's sweeping capabilities and as long as you can eliminate Skarmory and weaken Water types it will be a threat.
ADV

Don't use this:

evs: whatever
-whatever
-whatever
-willowisp
-whatever

Why it's bad:
Dusclops on paper looks pretty great, rapid spin blocker that has some actual bulk? count me in! It has the ability to spinblock against starmie which is kinda nice, but all of its drawbacks make this not really worth it. dusclops has no way to threaten anything other than willowisp, which means the opponent gets to choose what takes the wisp. On the flipside, its whole bulk thing isn't even that great. its hp is abysmal, which means even strong neutral attacks do good damage to it, it's weak to both spikes and sand, none of its resistances really do a whole lot for it, as the things that possess the moves it resists have other ways around it, and it has no reliable recovery. Even if you run restalk, it's so slow, and there are so many things that can 3hko it, that it can be really hard to get it back in the game once it goes to sleep. if you can even get it to rest in the first place. These traits combined make it so you're basically playing 5-6, just so you can spinblock starmie and claydol to an extent. I don't think any team needs spikes badly enough to make this worthwhile, especially since there is a decent chance that either, A they don't have a starmie/claydol, or B you can't get spikes up.

Use this instead:

evs: bulky
-thunderbolt
-ice punch
-whatever
-whatever

Why it's better:
Gengar unlike dusclops is fast, and has some pretty great coverage to back up its great spA. This means that not only can it clean up lategame, but also that it actually takes advantage of spikes by forcing switches. It's unpredictable unlike dusclops, it can rely on status moves such as willowisp AND hypnosis to scare off otherwise good counters such as metagross and snorlax, it can increase its coverage with fire punch and giga drain, or even explode/ destiny bond to get a surprise kill on something that was giving its team trouble. This means that it is useful even if spikes don't get down, and that it is even more useful than clops when spikes are up since it actually abuses them. The other huge advantage gar has over dusclops is levitate, which means that even though it is fairly frail, it can actually have greater longevity. Its speed also makes it better at avoiding attacks as it can dish out damage before taking it, unlike dusclops who is always going to have to take an attack to dish out a willowisp. It can't spinblock effectively vs starmie, and claydol is a bit shakey, but thanks to its other advantages, it is by far the superior spin blocker.



Rules:
-Don't use this thread just to bash certain Pokemon.
-Don't post obviously bad examples.
-Try to refrain from posting about a Pokemon if it isn't receiving much usage in OU at the moment, since the purpose of this thread is to inform about bad or outclassed Pokemon or sets that get more usage than they deserve.
-Please stay on topic.
-Make sure to back up your arguments with relevant information. As in more than just a sentence or two.
-All usual rules of the OU subforum still apply.
 
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ADV: Don't use Houndoom
Use Tyranitar

Okay god that was obvious, just getting up from a midday nap (still sick), and I felt like posting. If you have CurseLax and you don't like Sand up, have your Magneton set up Sunny Day or something after removing Skarm (cause thats kinda compulsory on CurseLax teams), then switch in CurseLax. Or just suck it up and/or run Rest.

Yes I know thats pretty bad and I will probably post more serious ones once I get better, but at least it's not as bad as Moxie's. (See above)

And yeah Typhlito, that Lapras set above is a poor man's Suicune (yes Suicune doesn't always need CM, that Moveset has worked out for me well in the past).
 

Typhlito

One Active Dawg
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lol at least explain why everyone should use a poke over another. I sent time making that example for a reason. -.-

and yeah I know cm less cune exists. I dont think I should ever compare lapras with a cune though since its pretty obvious that one should use cune over lapras 99% of the time. Its not quite as obvious when compared with vapor
 
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Jorgen

World's Strongest Fairy
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Past SPL Champion
GSC

Don't use: Kingdra
It seems fine and dandy, a Pokemon with pretty much no weaknesses. Until you realize that its mediocre HP renders it 3HKOed by any decently strong STAB. Seriously, it takes a lot of damage from everything even remotely good at offense, even (especially) the stuff it's supposed to wall as a Water.

Use instead: Suicune
Suicune is better in almost every situation. Sure, it's weak to Electric, but no non-STAB Thunderbolts outside Gengar's can 3-shot, and I'd rather play for Thunder misses against, say, Nidoking than take 32-38% from its more spammable STAB like Kingdra does. I'd also rather be 3HKOed by Giga Drain than by Psychic from Egg, and take near-3HKO damage from Ttar Tbolt than Ttar Rock Slide. I think the only matchups where Kingdra does better are against Vap (and it only really matters if it's a weird HP Electric set), Gengar (which is convenient, but not a matchup you really need a water for), and Electrics (where it gets slightly less stomped, hardly a favorable matchup).

The one way you might get Kingdra to do something worthwhile is by using it as a Rain Dance + Hydro spam user. 288 SpA is just enough to possibly 3HKO Snorlax after the boost, and the lack of Thunder weakness means Electrics doesn't 2HKO, giving you time to 2HKO them in return. Even then, no coverage and the aforementioned disappointing bulk leave a lot to be desired.
 
I think the only matchups where Kingdra does better are against Vap (and it only really matters if it's a weird HP Electric set)
Not entirely. Kingdra doesn't need Haze to stop Vap, whereas Suicune does need Roar.


Did we stop keeping stats for old gens in Showdown? Fuck that shit.


Anyway, RBY OU.

Don't use that:



Venusaur
- Sleep Powder
- Razor Leaf
- Swords Dance
- Hyper Beam

Why it's bad: Venusaur just doesn't hit hard enough. Even after a Swords Dance, it struggles to OHKO Alakazam. Its set is also 100% predictable since this exact set is basically all it can do (maybe Body Slam instead of Hyper Beam if you're a total retard).

Use this instead:



Victreebel
- Sleep Powder/Stun Spore
- Razor Leaf
- Swords Dance
- Hyper Beam

Why it's better: Victreebel hits significantly harder than Venusaur on the physical side, guaranteeing an OHKO on Alakazam with +2 Hyper Beam and even sometimes OHKOing Chansey. The lower Defense isn't that big a deal since they'll typically be taking hits on their gaping special weaknesses anyway, and the lower Speed is largely irrelevant (the only difference is that Venusaur outspeeds Cloyster while Victreebel only ties with it). Victreebel also has the movepool to run a set without Swords Dance (Stun Spore + Wrap), which means you might take an opponent by surprise when what they thought was a tame Wrap supporter suddenly threatens to rain destruction.
 
ADV:

Don't use this:

Ninjask
-substitute
-baton pass
-silver wind
-swords dance

While ninjask's ability to set up subs and gain speed automatically is alluring, the fact that it is pretty much useless vs any phazer means its use should really be limited only to full baton pass teams (which you shouldn't use anyway) which have a way around this such as mr. mime. If running a pseudo baton pass team...

Use this:


Zapdos
-Agility
-Baton Pass
-Thunderbolt
-Hidden Power Grass

With stab tbolt and hp grass coming off of a ridiculous special attack, zapdos can scare off a number of phazers including swampert, suicune, skarmory, and even enemy roar zapdos (although to a lesser extent). It may not be able to get off the agility against every poke, as some force it out with attacks, but if you get it in against a poke you force out you can easily pass off an agility without having to worry about phazers.
 
ADV OU:

Don't use that:

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 80 Atk / 176 Def
Impish Nature
- Earthquake
- Rock Slide
- Hidden Power [Ghost] / Rest
- Rapid Spin

Why it's bad: Donphan can be good when played to its strengths, but this set (which is also commonly seen) utilizes none of them. I mean the concept is good, a spinner that can take on DDtar, hit Dusclops hard and resist Rock Slides from Aerodactyl. The problem with the above set is that:
a) DDtar is almost always used with Spikes support and Gengar spinblocker. This set fails to threaten bulky Gengar even with HP Ghost, and you can't really afford switching out from it more than two times, taking 2 layers of Spikes worth of damage each time.
b) Dusclops doesn't really enjoy the usage it once did. People managed to find ways around SkarmBlissClops cores ever since the BOAH era. As a consequence you'll never be able to take advantage of that strong EQ.
c) Even without a spinblocker you are still losing the Spikes war. Toxic Skarmory is all the rage these days and you can't really deal with it, other than passively resting.

Use this instead:

Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 Atk / 176 Def
Relaxed Nature
- Earthquake
- Ice Beam
- Psychic / Rest
- Rapid Spin

Why it's better: Claydol is the best spinner in OU for a reason. It resists both Rock Slide and Earthquake, doesn't take Spikes damage and poses an immediate threat to the most common spinblocker, Gengar. It also forces out Flygon/DDMence on the spot, both of which are common Spikes abusers. The fact that it doesn't take Spikes damage allows you to win the Spikes war most of the time, and while it can be said that neither Claydol can get through Toxic Skarmory, the Spikes immunity allows it to switch in with twice the frequency, as opposed to Donphan.

Final thoughts: Donphan has two niches that you should opt for instead:

1) Choice Bander with Rapid Spin. Can hit Gengar for serious damage this time, allowing you to spin more frequently (however this might need Wish support from Vaporeon/Blissey/Jirachi to have lasting power).
2) Phazer. Donphan can learn Roar, use it. Allows it to abuse Spikes itself and also buys it an extra Leftovers turn to make up for its lack of reliable recovery. Counter is also good in a Roar set as well for those Zapdos who think they can stay in to HP Grass you.
 
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ADV: Don't use Houndoom
Use Tyranitar

Okay god that was obvious, just getting up from a midday nap (still sick), and I felt like posting. If you have CurseLax and you don't like Sand up, have your Magneton set up Sunny Day or something after removing Skarm (cause thats kinda compulsory on CurseLax teams), then switch in CurseLax. Or just suck it up and/or run Rest.

Yes I know thats pretty bad and I will probably post more serious ones once I get better, but at least it's not as bad as Moxie's. (See above)

And yeah Typhlito, that Lapras set above is a poor man's Suicune (yes Suicune doesn't always need CM, that Moveset has worked out for me well in the past).
People use Houndoom mostly to be able to trap Gengar to death, not kill Mag, even though that's great too.
 

Typhlito

One Active Dawg
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People use Houndoom mostly to be able to trap Gengar to death, not kill Mag, even though that's great too.
tar can trap gar to death as well if it already wasted its hypnosis on something else. houndoom is pretty good at switching into and trapping celebi since its not weak to celebi's giga drain.
 
People use Houndoom mostly to be able to trap Gengar to death, not kill Mag, even though that's great too.
No I read in ADV Viability rankings that Houndoom is actually used a bunch on CurseLax teams cause CurseLax hates sand and therefore doesn't want Tyranitar around. Plus Triangles shared a start of his: Running Sunny Day on Magneton, and since Mag is obligatory on CurseLax teams to beat Skarm, I figured why not?
 
No I read in ADV Viability rankings that Houndoom is actually used a bunch on CurseLax teams cause CurseLax hates sand and therefore doesn't want Tyranitar around. Plus Triangles shared a start of his: Running Sunny Day on Magneton, and since Mag is obligatory on CurseLax teams to beat Skarm, I figured why not?
And then what happens when your Mag dies before your Ttar?
 
Eh it's not the worst idea ever, but houndoom does have some other niches over ttar, the most obvious being that it doesn't care as much about gengar's status moves (immune to willo, early bird for hypnosis) Being able to counter celebi and some rachi nicely is also pretty cool, and houndoom also has some really nice willo targets of its own. fire grass + willo can be difficult to switch in to especially if you're running physical offense vs doom.
 

Triangles

Big Stew
is a Tiering Contributoris a Contributor to Smogonis a Past SPL Champion
World Defender
No I read in ADV Viability rankings that Houndoom is actually used a bunch on CurseLax teams cause CurseLax hates sand and therefore doesn't want Tyranitar around. Plus Triangles shared a start of his: Running Sunny Day on Magneton, and since Mag is obligatory on CurseLax teams to beat Skarm, I figured why not?
And then what happens when your Mag dies before your Ttar?
you guys misunderstand what i was talkin about when i said that
id never use ttar and curselax together unless its curseboomlax
sunny day on mag's just a little filler, and its nice whenever the opportunity to do it arises - like its great for hera and curselax
but its no big strat, because mag's a pretty fuckin unreliable sun setter
 
you guys misunderstand what i was talkin about when i said that
id never use ttar and curselax together unless its curseboomlax
sunny day on mag's just a little filler, and its nice whenever the opportunity to do it arises - like its great for hera and curselax
but its no big strat, because mag's a pretty fuckin unreliable sun setter
No I meant that just trap Gar with Tar and have Magneton remove the Sand with Sunny Day, so that Lax can boost up with its Lefties working.
 
you guys misunderstand what i was talkin about when i said that
id never use ttar and curselax together unless its curseboomlax
sunny day on mag's just a little filler, and its nice whenever the opportunity to do it arises - like its great for hera and curselax
but its no big strat, because mag's a pretty fuckin unreliable sun setter
Hey, I understood what you said.

No I meant that just trap Gar with Tar and have Magneton remove the Sand with Sunny Day, so that Lax can boost up with its Lefties working.
And then you can't use your Tyranitar any more because it'll bring sand back.
 

Typhlito

One Active Dawg
is a Social Media Contributor Alumnusis an Artist Alumnusis a Community Contributor Alumnus
While all this talk about mag and ttar is nice (it really is), just remember to stay on topic with the thread alright?
 
ADV:

Don't use this:


Crobat @ Choice Band
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Sludge Bomb
- Aerial Ace
- Hidden Power Fighting/Hidden Power Ground
- Shadow Ball

Why It's Bad: Although Crobat has a great speed stat and decent attack stat, it's main STAB is terrible in OU. Poison is useless or resisted by many commonly-used pokemon in the tier, such as Metagross, Jirachi, Gengar and Swampert, and none of Crobat's moves can even dent Skarmory, which means Magneton support is required. Ironically, Magneton is a good switch-in to Crobat, taking pitiful (or no) damage from 3 of Crobat's moves. Sludge Bomb's 30% chance of poison may seem like a great option to wear down bulky waters, but Swampert resists the move, defensive Suicune run rest (while some offensive variants are paired with Jirachi), and Milotic gets a boost in its defense with Marvel Scale. Unfortunately, Sludge Bomb just sucks, and Crobat's other moves just don't deal enough damage to warrant its use.

Use this:


Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Double-Edge
- Earthquake
- Hidden Power Flying

Why it's better: On the other hand, Aerodactyl's main STAB, Rock Slide, is a lot more threatening than Crobat's. Rock Slide can 2HKO all flying-types and Gengar, while Aero's other moves can 2HKO everything else besides bulky waters and Skarmory. However, Aero can even break through said waters and Skarm in a pinch with that nice 27% chance of flinching. Unlike Crobat, Aerodactyl doesn't require Magneton to be effective, as most Skarmory cannot touch Aerodactyl bar Toxic, allowing Aero to fish for the crucial flinches with ease. Even good checks such as Swampert and Flygon get worn down by Double Edges over time, making Aerodactyl a lot more difficult to wall and/or play around than Crobat. With the same great speed stat, a better attack stat, and better moves and coverage, Aerodactyl can do everything Crobat does better.
 
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Another for RBY OU, split into two cases:

Don't use that:



Hypno
- Hypnosis
- Psychic
- Thunder Wave
- Counter/Seismic Toss/Rest

Why it's bad: Hypno's role is pretty obvious; it's a bulky sleeper. The problem is, it's not very good at that. Hypnosis is only 60% accurate, so the whole point of a bulky sleeper - to ensure that sleep lands - is undermined. Hypno also has a grand total of 1 relevant resistance - Psychic - and somewhat underwhelming bulk in general. There's also the issue of "but what does it DO?" - after it's thrown sleep, Hypno's kinda derpy since it can't break other Psychics or Chansey (so no offensive use), can't Recover (so it doesn't stick around), and can't Explode (so it can't be used to wallbreak) - as such, it struggles to do any better than going one-for-one with Hypnosis.

I occasionally also see people leading Hypno. Don't do this. Just don't. It's complete garbage as a lead since it loses outright to Jynx and Gengar (which will simply sleep it) and will often get smacked around pretty hard by Starmie and Alakazam thanks to Hypnosis' terrible accuracy (most Alakazam leads run Seismic Toss). That's all four of the common leads.

Use this instead:



Exeggutor
- Sleep Powder
- Psychic
- Stun Spore
- Explosion

Why it's better: You want a reliable sleeper? Here's your mon. Exeggutor has a more accurate sleep move, at 75% accuracy, and is bulkier on both sides than Hypno. It is weak to the common Blizzard, but in exchange it resists the common Earthquake as well as the rarer Thunderbolt and Surf. More importantly, Exeggutor can Explode. This means that it doesn't just trade 1-for-1, it can go 2-for-1 - and its STAB Psychic serves it very well here as it hits all the Normal-resists very hard. The amazing combo of reliable sleeper, Ground switch-in, and reliable Exploder makes Exeggutor one of the best Pokemon in RBY.

Alternatively, use this:



Jynx
- Lovely Kiss
- Blizzard
- Psychic
- Counter/Mimic

Why it's better: This is for the specific case of people leading Hypno. Jynx has Lovely Kiss, which is more likely than Hypnosis to land sleep immediately and avoid taking repeated, unanswered Seismic Tosses from an opposing Alakazam (additionally, Jynx forces out a sleeping Alakazam immediately with Blizzard, while Zam can just stay in on Hypno and try to wake up, starting the whole matchup over again). Jynx's Ice typing also makes things very awkward for an opponent; it means that a Starmie lead can't freeze it (by contrast, Starmie's got about a 14% chance to freeze Hypno with Blizzard before getting slept), but more importantly, Jynx's STAB Blizzard forces very defensive plays after sleep lands, and it stands a good chance of scoring a freeze before going down, again getting 2-for-1 (it's also just about the best Exeggutor counter in the game, if you want to play it as such). Jynx is also faster than Hypno; while this doesn't matter in most cases, it means that an opposing Jynx has an 83% chance to sleep Hypno first, while the Jynx ditto is obviously 50-50. Jynx does do fairly badly against a Gengar lead (67% chance of getting slept first, and Gengar can guarantee a tie with Explosion), but Hypno also does quite poorly with a 72% chance of being slept first if it goes for Hypnosis, or 81% if it goes for Psychic. So with better matchups against three of the four common leads (Alakazam, Starmie, opposing Jynx) and a similarly bad matchup against the fourth (Gengar), along with having something to do afterward (playing for a freeze with STAB Blizzard) Jynx is a far better choice for a sleep lead.
 
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Jorgen

World's Strongest Fairy
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It's not standard nor should it be, and I'll admit that after reflecting on it, I'm now convinced that Hypno is worse than I once thought it was. However, I have a tough time looking at Hypno and thinking it's purely outclassed. It's an effective absorber lead, and it sleeps opposing absorber leads (albeit with a bit of a struggle sometimes, although other Sleepers are not immune to this problem). Plus, unlike Jynx, a paralyzed Hypno is not a gigantic liability if a Snorlax gets in on it. However, it generally shouldn't be replacing Egg, if anything it's taking over Zam's spot. If it does end up replacing Egg, though, it has the benefit of not being a liability against Lapras switch-ins. You'd still need Starmie or something to have a semblance of a Rock defense, but it can work if you feel like your Egg is becoming a bit of a liability.

Basically, Hypno's strength is not in what it does better, but rather in what it's less bad at. Considering that Lax and Lapras are really scary if they get free turns, a replacement for Alakzam/Jynx/Egg with not-as-bad (sometimes even good) matchups against them is a decent selling point.
 

Typhlito

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Cool stuff people. This list is building up quite nicely n_n. Anyway, I see that houndoom is mentioned. It does seem to be one of those pokemon that could use a spot. I know lord Ninjax mentioned houndoom being used over (special) tar but he never did get around to making a presentable list. So yeah, if someone could get that done, that would be great.

Speaking of the list, its a bit weird since I could only see one full archive at a time before having to refresh. Im going to assume its happening to everyone else. So is it because the list is too big for a single archive or is there another way to fix it?
 
However, I have a tough time looking at Hypno and thinking it's purely outclassed. It's an effective absorber lead,
Only in the sense that, say, Snorlax or Chansey is a good absorber lead. That is, the sleepers will indeed sleep it... for free. Starmie and Alakazam can at least make opponents pay in some fashion for landing sleep. Chansey even has Sing, if you really need something that does both!

Jynx does a decent job, too; only way they're sleeping something not Jynx is usually if they have two sleepers, at least one of which Explodes, and pull the trigger before throwing sleep. Or run Sing Clefable, I guess (lol).

and it sleeps opposing absorber leads (albeit with a bit of a struggle sometimes, although other Sleepers are not immune to this problem). Plus, unlike Jynx, a paralyzed Hypno is not a gigantic liability if a Snorlax gets in on it.
A paralysed Jynx is a liability vs. Snorlax double-switches, but it can entirely prevent an opponent from landing sleep. Hypno can't do that nearly as well. Also, Hypnosis' bad accuracy means Hypno's reasonably likely to be chipped in the opening, which makes it not as clear-cut. Looking at it another way, what's paralysed Hypno switching in on and walling to such an extent that they'd need to double to Snorlax? You can just kill Hypno, or react to it. Jynx's STAB Ice actually forces opponents to play in that sort of proactive manner, which can itself be exploited.

However, it generally shouldn't be replacing Egg, if anything it's taking over Zam's spot. If it does end up replacing Egg, though, it has the benefit of not being a liability against Lapras switch-ins. You'd still need Starmie or something to have a semblance of a Rock defense, but it can work if you feel like your Egg is becoming a bit of a liability.
Lapras doesn't switch into Egg very well, it almost needs a double-switch (Stun Spore cripples, specfall Psychic cripples - Egg actually wins if at full health, Mega Drain hurts, boom is boom). And, again, sure, Hypno's less vulnerable to double-switches, but on the other hand what are you bringing it in on in the first place? Your opponent can almost just play like it doesn't exist.

Basically, Hypno's strength is not in what it does better, but rather in what it's less bad at. Considering that Lax and Lapras are really scary if they get free turns, a replacement for Alakzam/Jynx/Egg with not-as-bad (sometimes even good) matchups against them is a decent selling point.
I'm not saying there isn't any possible in-game scenario where Hypno might come in handy, but it's mediocre at all the roles it tries to fill and is in particular a terrible lead. When looking at the usage stats I did see a vaguely interesting and certainly unique use for it (Body Slam/Meditate/Reflect/Rest), but the standard Hypno set is unreliable as a sleeper (so it's bad as a sole sleeper) and doesn't have any real unique qualities to make you want to splash it. What set of 5 mons would be best completed by Hypno?

(obviously all this is void in Tradebacks where Hypno is suddenly godlike power)
 
tar can trap gar to death as well if it already wasted its hypnosis on something else. houndoom is pretty good at switching into and trapping celebi since its not weak to celebi's giga drain.
Sorry, late reply. Gengar runs WoW a lot, and that's why Houndoom is considered a better counter, since it's typing and Flash Fire not only negate it, but make its fire-type attacks more powerful. Also, does this have to be about an OU meta? Or can it also be about a Ubers/UU meta?

(100 posts :D)
 

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