Monotype Viability Rankings

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Krookodile for B Ranking!

Now Krookodile is like a lot of ground mons that has the unfortunate side effect of being on a type with a lot of strong physical mons who all need something special to shine. It can hope to surpass stuff like Mamoswine or Garchomp for a spot and its traditional moxie set doesn't work as well as that on dark monos. Yet what would give the Desert Croc have to give it any edge of being chosen for use on a ground team?

The answers lie in its secondary typing of Dark. With a Dark typing, it gives Krook a few valuable tools that help promote it among Ground teams in the fact it is capable of fighting off Psychic Teams at a much more manageable pace with STAB Knock Off and hazard control in the effect of using Taunt to help stall break and allowing you to defeat some mons such as Mew and Slowbro before they can hope to wisp and heal off any damage they are hoping to do to your team. With these two tools he is capable of relieving a great amount of pressure off of some teams and while it may not be as immediate as other answers (what with options such as Mega Garchomp and other wall breakers to abuse) it is still a commendable option that performs its job well enough to earn itself a spot on your team if you want a more unconventional route of dealing with some threats.

Set
Nixon (Krookodile) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 32 Def / 228 Spe
Impish Nature
- Knock Off
- Earthquake
- Taunt
- Stealth Rock

This is yes an anti let set. The EVs are a bit odd yah, but i'll explain. You are speed creeping most standard Mew who in turn speed creep Bisharp, and are giving max HP to optimizie bulk. You spend the rest and nature in your own defensive stat in order to improve your own capability of taking hits. Serves as a nice pivot to help stop some mons from steamrolling if you need to cut their attack a bit while sacrificing a mon to do it.


Nixon (Krookodile) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stone Edge
- Fire Fang

The standard set that Krook was most known for. Used in order to pick off some weaker mons while racking up attack boosts to eventually try and sweep teams. Not as efficient as it use to be with all the faster mons rolling around making Krook's life hell, but one that can still put in a lot of work for your team either softening them up or cleaning up.


All in all, while Krook can be a situational pick and or specialized one, it is still a great mon that often can just be overlooked due to team restrictions and those that can perform the role better, thus putting him at B ranking seems like a just fit.
 
Granbull (fairy) for D rank



Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 SpE
Impish Nature
- Play Rough
- Earthquake
- Thunder Wave
- Heal Bell / Fire Punch

So granbull is a dedicated physical wall rather than a mere bulky attacker. Of special note is that he will live 2 unboosted mega scizor bullet punchs or 1 after a swords dance (intimidate ftw) so he can salvage match ups against bug and steel. He will also stop opposing mawile cold (even with the rare iron head)
+1 252+ Atk Mawile Iron Head vs. 252 HP / 232+ Def Granbull: 284-336 (73.9 - 87.5%) -- guaranteed 2HKO after Leftovers recovery. Also pretty effective in crippling gyarados and mega zard X, as it's 120 Base attack in enough to break subs, and once it's got a status up it's done it's job. You can't use it thoughtlessly though, Defant Bisharp will always run some speed creep in monotype.

Granbull @ Toxic Orb
Ability: Quick Feet
EVs: 4 HP / 252 Atk / 252 SpE
Adamant Nature
- Play Rough
- Earthquake
- Close Combat
- Power Up Punch

It dosen't take much punishment, but it can go through slower teams pretty handily. Also nice as a wisp and t wave absorber.

His bulky set can also run rest talk and superfang, but his Stab atk outclasses it most of the time and you want him to support the team instead of requiring cleric support himself. His low speed makes taunt worthless out side of stall wars, which a fairy team shouldn't get in. He helps with some specific threats, but isn't as versatile as the mons you'd commonly run over him. Heal Bell can patch up your sweepers if you get careless with stallbreaker mew or something.
 
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Feliburn

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Sorry it took longer than swellow.

Diancie for B rank (Rock)


Diancie @ Life Orb
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 30 Atk / 30 SpA / 2 Spe
- Trick Room
- Moonblast
- Diamond Storm
- Hidden Power [Fire]

One could say that Carbink fills a trick room setter spot just fine, but the thing is Diancie's offenses aren't half bad making it possible for Diancie to take advantage of Trick Room; Moonblast is it's primary STAB attack (we are using Diancie as a special attacker) hitting fighting types that could threaten the team; Diamond Storm is a physical STAB move that allows it to hit common Fire/Flying pokemon just fine, having a chance to boost its Defense, HP Fire is used because you want to hit Steel-types such as Mega Scizor as hard as possible on the switch. Let's not overlook that Trick Room is an amazing move for Rock teams given that these are pretty slow compared to other types in general. What holds Diancie back is the x4 weakness to Steel types, which are pretty common, also it can be easily revenged kill due to the low speed it has (if TR is not up that is), I had my doubts about it being A rank so I decided to put it under B rank.
Other sets include Stealth Rock setter and Screens setter.
 
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Because its completely overshadowed by Zard Y's Drought which helps fire more because it cuts down water moves power a bit
I understand why the hell you wouldn't bud, im just stating that it is a viable alternative between its regular Sp. Def sets and being a simple win con and of itself. I understand why it wouldn't be used but it is a viable alternative all the same.
 
Espeon for A Rank (Psychic)


Espeon @ Choice Scarf/Specs
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Dazzling Gleam
- Trick
Because Espeon is in the top 30 fastest pokemon, it can be one of the best trickers in the game. This allows it to either run scarf, or specs to do real damage or render a set up pokemon useless. With Psychic, Shadow Ball, and Dazzling Gleam, Espeon can hit any pokemon for at least neutral damage. Using a +Speed nature and 252 Speed EVs, one can make Espeon as fast as possible, giving it priority to scarf every non-boosted pokemon in the game, and out speed any pokemon that has used a dragon dance. Using Trick with the scarf can completely hinder prankster or eviolite users, or use specs to dish out massive damage. Psychic is for main STAB, Shadow Ball for other psychic or ghost types, and Dazzling Gleam for dark-types. By running timid nature and 0 Attack IVs, Espeon is kept as healthy as possible from Foul Play.
Unfortunately, due to its frailty and psychic-typing, a choiced espeon is extremely vulnerable to a Sucker Punch. What is also keeping Espeon down is that while it is extremely fast and strong, other scarfers, which often run U-Turn, would be able to withstand at least one hit and take it out. Also, Espeon does not have an extremely large move pool, and this also hinders its coverage ability.
 

Sae

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Espeon for A Rank (Psychic)


Espeon @ Choice Scarf/Specs
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Dazzling Gleam
- Trick
Because Espeon is in the top 30 fastest pokemon, it can be one of the best trickers in the game. This allows it to either run scarf, or specs to do real damage or render a set up pokemon useless. With Psychic, Shadow Ball, and Dazzling Gleam, Espeon can hit any pokemon for at least neutral damage. Using a +Speed nature and 252 Speed EVs, one can make Espeon as fast as possible, giving it priority to scarf every non-boosted pokemon in the game, and out speed any pokemon that has used a dragon dance. Using Trick with the scarf can completely hinder prankster or eviolite users, or use specs to dish out massive damage. Psychic is for main STAB, Shadow Ball for other psychic or ghost types, and Dazzling Gleam for dark-types. By running timid nature and 0 Attack IVs, Espeon is kept as healthy as possible from Foul Play.
Unfortunately, due to its frailty and psychic-typing, a choiced espeon is extremely vulnerable to a Sucker Punch. What is also keeping Espeon down is that while it is extremely fast and strong, other scarfers, which often run U-Turn, would be able to withstand at least one hit and take it out. Also, Espeon does not have an extremely large move pool, and this also hinders its coverage ability.
Your explanation doesn't really show any reason why it should be A-rank. It's Scarf set is entirely outclassed by the Lati twins. Lati twins have better move pool, coverage, and they force out more switches. Not that Espeon can't run an effective choiced set, but it's just outclassed so it doesn't really give a reason to use it over them. Also Espeon's main set isn't the Choice set. It would be something like this:

Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Light Screen
- Reflect
- Baton Pass
- Psychic

This set is Espeon's bread and butter. Espeon's main niche Magic Bounce which you didn't even talk about. With the prevalence in Defog in the meta, it's interesting to note that Magic Bounce does bounce back the defog that would prevent screens from going down meaning the only way to break through Espeon's screens is to Brick Break it. For Mono Psychic, this means they can send in things like Mega Gardevoir/Mega Medicham (or any of the new Psychic megas), a setup sweeper, etc. to start sweeping.

There are other screeners for Psychic, but having undefoggable screens coming off a base 110 speed is pretty useful. Espeon itself is pretty irrelevant in Monotype since there are other screeners like Uxie and Azelf which are more appealing because of their other support moves like Knock Off (also the former has more bulk and can Twave and the latter has more speed and can pull of an interesting suicide lead set).

It's not a bad Pokemon, but it doesn't add too much to Psychic, and it usually ends up just taking a slot on your roster that some other Pokemon could use. I mean Psychic already gets Mew if they're worried about hazard control so Magic Bounce isn't that important. Espeon just doesn't cut A rank material, and honestly in Monotype it just doesn't do enough to make it better than the other screener in Uxie so Espeon for C-rank. I will say it is better than D-rank, but it doesn't meet B-rank standards either. You could make an argument for B, but I want to evaluate them because at best it's C+ rank in my eyes.
 
Mega Tyranitar (Rock) - B Rank



Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature / Adamant Nature
- Dragon Dance
- Stone Edge
- Crunch
- Earthquake / Fire Punch / Ice Punch / Whatever

Dragon Dance is obvious, it boosts its speed to a nice level. The choice between Jolly and Adamant is yours. (Timid Greninja outspeeds if Adamant)
Stone Edge is a nice and power STAB move.
Crunch lets it get past walls like Slowbro / Mew who'd wall your team otherwise.
Earthquake forms the EdgeQuake combo, while Fire Punch lets you muscle past Ferrothorn. Ice Punch lets you deal a ton of damage against Lando-T.

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Sassy Nature (+Atk -Spe) / Adamant Nature
- Stone Edge
- Earthquake
- Fire Blast / Ice Beam
- Crunch / Pursuit

Stone Edge is a nice and powerful STAB move.
Earthquake lets you hit stuff such as Keldeo and Terrakion for a nice amount of damage. Hits Heatran as well.
Fire Blast hits Ferrothorn and Skarmory while Ice Beam hits Lando-T & Gliscor.
Crunch gets past Slowbro, while Pursuit is nice for the Lati twins.


Explanation: As one of Rock's 3 megas, Tyranitar may be the worst one. It still retains its Fighting and Ground weakness, and can't really do anything special until it gets a Dragon Dance. Aerodactyl can run a similar set and it has access to Aerial Ace which hits Fighting types super effectively. A Stealth Rock set is outclassed by Rhyperior who has better physical defenses and Solid Rock. Finally, a Bulky Attacker set is outclassed by Mega Aggron who has Curse and Filter. However, don't let this discourage you from using it. Mega Tyranitar is still a monster to face, and it has STAB Crunch which lets it get past walls like Mew and Slowbro (something that Aerodactyl / Aggron can't do). Overall it's a solid mon, and sand helps it immensely, but it's outclassed as a mega.
 

Freeroamer

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Even more surprising than Zard X not having been done, I spy that somehow everyone missed Megacham for Fighting so I'll be nicking that one to add to my ever growing sig

EDIT: Ignore that, I just found it's write-up, to make this post not so pointless I'll nick Mega-Aerodactyl for Flying instead :P
 

Feliburn

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Mega Charizard X for A rank (Fire)

Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch/Earthquake
- Roost

This is megazard X's most common set, with the bulk investment, Charizard can set up on Rotom-W, Greninja, Mega Manectric and more, being able to take any hit as you Dragon Dance and Roost off the damage; at +2 you can outspeed every relevant scarf user. Dragon Dance is the key move on this set, with 1 boost Charizard can destroy teams alone, Dragon Claw is your main STAB move that doesn't lock you into an attack that can be taken advantage of, Earthquake beats Heatran who would otherwise wall Charizard X, Fire Punch is a good option if Heatran is handled by teammates and Roost for longevity. Despite being Dragon/Fire, it still takes 50% Stealth Rock damage before mega evolving, awesome pokemon, in my eyes it deserves A rank.

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Fire Punch/Flare Blitz
- Dragon Claw/Outrage
- Earthquake

Because fuck recovery
 
Granbull (fairy) for D rank

Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 SpE
Impish Nature
- Play Rough
- Earthquake
- Thunder Wave
- Heal Bell / Fire Punch

Granbull @ Toxic Orb
Ability: Quick Feet
EVs: 4 HP / 252 Atk / 252 SpE
Adamant Nature
- Play Rough
- Earthquake
- Close Combat
- Power Up Punch
I disagree with Granbull being placed into D Rank. Instead, I would like to nominate it for C Rank.



Granbull @ Leftovers
Ability: Intimidate
EVs: 212 HP / 248 Atk / 48 Spe
Adamant Nature
- Play Rough
- Earthquake
- Heal Bell
- Bulk Up

(48 Speed is added to speed creep minimum Speed base 50s like Mawile, Azumarill, and Chansey.)
I feel as if previous example sets don't take full advantage of Granbull's positive qualities. Rather than being a dedicated physical wall, this set serves to turn Granbull into a bulky cleric and an attacker in one Pokémon. Intimidate is a crucial part of Granbull's success, as it softens physical attackers and grants Granbull an opportunity to heal its teammates, or use Bulk Up to increase its stats and begin to dent the opposing team. Play Rough is obligatory STAB, while Earthquake pairs well with Play Rough to damage Steel- and Poison-types.

One might argue that this set faces competition in a similar niche from Sylveon, who has the ability to pass Wishes and stronger immediate power with Hyper Voice. To an extent this is true, but Granbull, in most cases, has greater physical bulk, which is important for Fairy teams. It is also able to use Earthquake to check Steel-types like Excadrill and Heatran, which Sylveon otherwise struggles with, even with Hidden Power Ground.

When it comes to needed support, it can be a bit troublesome to give. Granbull's special bulk is quite underwhelming, and EVs can't be placed into it due to them being needed in Attack to hit decently hard. Because of this, teammates who can check, counter, or wall popular special hitters are needed. Light Screen and paralysis support is also appreciated, but not necessary. All these forms of support can easily be given through dual screens Klefki, Assault Vest Azumarill, Calm Mind Sylveon, Mega Gardevoir, Togekiss, etc. and also benefit from Granbull's Intimidate due to their generally low Defense.

Of course, this is just one example set, but it is the sadly the only viable one I can think of. Granbull has other interesting options, like the elemental punches, Stone Edge, Close Combat, Taunt, Heal Bell, Wild Charge, and Thunder Wave, but most of these are left best to other Pokémon, or outclassed by other options available. All factors considering, however, Granbull is a viable option for Fairy teams, though not the first thing to come to mind, and deserves C rank.

Reserved for Pokémon that are only used to check a threat once or twice. Granbull can neuter powerful physical attackers like Excadrill, Kyurem-Black, Mamoswine, Mawile, Scizor, etc., and potentially take it down using Bulk Up, but it often cannot come in again due to a lack of recovery.

These Pokémon often run unorthodox sets since their primary niches are outclassed by other Pokémon. Granbull is outclassed if it decides to go full offense or full defense. Even as a bulky attacking cleric, it has competition from Sylveon, but teams using Sylveon for another role or teams that can't run Sylveon for whatever reason may benefit from Granbull.

Since they run unorthodox sets some Pokémon can set up on them without fear. Pokémon able to set up on Granbull are mainly special attackers or physical walls/tanks that aren't damaged heavily by an attack, like Slowbro, Venusaur, Mega Charizard Y, Volcarona, and Suicune.

These Pokémon need a lot of support (which may be hard to give) for them to function. Due to its low Speed and Special Defense, special threats need to be stopped or neutered before Granbull can safely do its job. In addition, Granbull often loses against other physical walls if it doesn't have a type advantage.

Thanks to Geotal for reviewing this post and helping me make changes!
 
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Yanmega for B rank (Bug-type)
*insert picture of Yanmega*

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Giga Drain / Ancient Power
- Protect
- Bug Buzz

With access to Speed Boost, Yanmega can easily outspeed at +1 after using Protect (except against scarfed users.) Yanmega is a great revenge killer, with the ability to do good damage. Yanmega also has a large arsenal of coverage moves including Giga Drain and Ancient Power. However hazards (Stealth Rock) and status is greatly detrimental to Yanmega's usage. Yanmega is a very frail Pokemon, if there is any other residual damage in addition with the Life Orb damage, Yanmega can be easily OHKOed by priority moves. Although, with the many Pokemon in the current bug metagame able to learn Defog/Rapid Spin, these hazards are easily avoidable.

Yanmega should come in against Pokemon who are already weakened (HP-wise). After a Speed Boost (Yanmega at +1 Speed), nothing should be really able to stop Yanmega from charging through your opponent's team.
 
Frosslass (Ghost) For C rank



Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Taunt
- Destiny Bond
- Thunder Wave

I choose thunder wave over icy wind, because it is hard to fit clerics onto a team in monotype, and the types that are immune to it (ground, electric) are not among an ice team's hardest match ups. Additionally it Provides superior support should they be willing to lead with a priority pokemon. Frosslass will still be crippled, but they get the effectiveness of what could well be their MVP against ice shot way down. Icy wind is still very good if your opponet isn't prepared, has a lum lead, or happens to be a volt turn lead or a friggin galvantula.

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Spikes
- Destiny Bond
- Ice Beam

Notable for 1shotting garchomp and landorus, as well as 2 shotting most bulky defog pokemon, otherwise it leads similiar to before. Just lay down spikes as needed, taunt if they don't attack you, and then destiny bond to get free turns to lay more spikes.

Froslass @ Choice Scarf
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Shadow Ball
- Destiny Bond
- Ice Beam

While a scarfed Frosslass may seem to conflict with what chandelure and some gengar do, it has some advantages over them. Namely clicking destiny bond will instantly remove +1 Charizard X, scarf Terrakion, +1 dragons, gyarados mega, etc. Without the turn to knock you down to sash, it is far easier to surprise opponents. Trick in theory would cripple walls, but they have no business coming in if they expect the normal leadset, so in fact you could get away with running spikes/twave to bluff or fodder yourself when KOing a mon with frosslass's icebeam as opposed to gengar/chandelure would allow them to bring in a resistant setup sweeper like gyarados or most calm mind pokemon.

As mentioned in the good cores thread, leading against breloom is a nightmare, as if you taunt and they rock tomb, the breloom wins, and if you attack and they spore, the breloom wins as well, If you both attack, breloom wins unless you are running icywind. A smarter user of breloom might even go straight to an OHKO with bullet seed (3 hits needed), so you may even want to d bond first. A layer or two of spikes does wonders for reaching more KO thresholds with Aegislash, Gengar, and especially Chandelure. As an anti lead, frosslass can do a fine job against a rather wide range of pokemon.
 
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Dugtrio (ground) for C rank



Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Memento

Even though it's base 80 Atk isn't the strongest thing out there, dugtrio is still over the top at stopping the things It gets SE coverage on. Memento is an overlooked option which can prove amazing if yo u are using landorus with cm or rockpolish, some kind of passing variant of gliscor, or a zygarde. Arena Trap is an ability with practically no distribution that prevents the opposing pokemon from switching unless it is a ghost/flying/levitate pokemon and is dugtrio's primary niche.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Reversal
- Earthquake
- Memento
- Stone Edge / Stealth rock

The more common Sash version is problemic in monotype because of how rarely spinners and defog users smuggle their way onto a ground team. For all that though, simply having a sash is a trait that does not come up very often on ground teams... sometimes, you will mess up and let something like taunt dd gyarados come in on you or the like, and dugtrio can punish people for trying to setup before they put stealth rocks on your team's side of the field.

Dugtrio used to run suckerpunch as a staple move, but I find it underwhelming, as the pokemon you most want to use it on like victni and scarf latis, aren't even KOd, and it's better to just take it with a sash when v create lowers his speed or using your sash to hit them with nightslash twice. the UU 3 attacks+stealth rock on a focus sash set is redundant for ground monos, who should have no problem fitting the move somewhere else.. and uh... don't toy around with enemy priority users dugtrio is the frailest thing ever.
 
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ScraftyIsTheBest

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Okay, while I'm at it, here are a few.



Togekiss for A Rank (Fairy)

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpD / 252 SpD
Calm Nature
- Thunder Wave
- Air Slash
- Defog / Dazzling Gleam
- Roost

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Nasty Plot
- Air Slash
- Aura Sphere / Heal Bell
- Roost


Togekiss is one of the best Fairy-types in the game, and is a fantastic choice for a Fairy team. It brings impressive bulk, decent offensive power, and a nice movepool to the table. It is the only Pokemon that can Defog on a Fairy team, and with its bulk is the best form of hazard removal for Fairy-type teams. In addition, its defensive set also can paraflinch, spreading paralysis too and flinchhaxing with Serene Grace Air Slash, which in tandem with good bulk and Roost make Togekiss a formidable Pokemon. Its Nasty Plot set is also quite good, as after a boost its Air Slash and Aura Sphere hit pretty hard and it's still pretty bulky, plus the flinch chance is still clutch stuff. It can also sweep through slower teams and make mince meat of any slower Pokemon. All in all just a fantastic quality Pokemon that is a must on almost any Mono Fairy team.



Mega Abomasnow for S Rank (Ice)

Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 200 HP / 56 Atk / 252 SpA
Quiet Nature
- Blizzard
- Wood Hammer
- Earthquake
- Ice Shard

Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 248 HP / 252 SpA / 8 Spe
Adamant Nature
- Swords Dance
- Ice Shard
- Wood Hammer
- Earthquake


Mega Abomasnow is a phenomenal Pokemon for any Mono Ice team. It provides so much for Mono Ice and is a very dangerous Pokemon in general. Firstly is the fact that Mega Abomasnow automatically summons hail which provides nice residual damage for five turns and also allows things like Kyurem-W (and Kyurem-B), along with Mega Abomasnow itself to spam Blizzard for free, and Blizzard is a very lethal move under the hail. It also has Wood Hammer to smash Water-types which comfortably tank most Blizzards, Avalanches, and Icicle Crashes. Its mixed attacker set is very strong, being able to spam powerful Blizzards to just hit stuff really hard, and Wood Hammer crushes Water-types while Earthquake deals with Fire- and Steel-types. Ice Shard is also nice priority, and with this, Mega Abomasnow is a powerful wallbreaker. Its SD set is also not shabby, as it can use +2 Ice Shard to revenge kill and sweep with and hit decently hard, while +2 Earthquake and Wood Hammer are strong as always. All in all a phenomenal addition to any Mono Ice team.

That is all for now.
 

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Okay, while I'm at it, here are a few.



Togekiss for A Rank (Fairy)

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpD / 252 SpD
Calm Nature
- Thunder Wave
- Air Slash
- Defog / Dazzling Gleam
- Roost

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Nasty Plot
- Air Slash
- Aura Sphere / Heal Bell
- Roost


Togekiss is one of the best Fairy-types in the game, and is a fantastic choice for a Fairy team. It brings impressive bulk, decent offensive power, and a nice movepool to the table. It is the only Pokemon that can Defog on a Fairy team, and with its bulk is the best form of hazard removal for Fairy-type teams. In addition, its defensive set also can paraflinch, spreading paralysis too and flinchhaxing with Serene Grace Air Slash, which in tandem with good bulk and Roost make Togekiss a formidable Pokemon. Its Nasty Plot set is also quite good, as after a boost its Air Slash and Aura Sphere hit pretty hard and it's still pretty bulky, plus the flinch chance is still clutch stuff. It can also sweep through slower teams and make mince meat of any slower Pokemon. All in all just a fantastic quality Pokemon that is a must on almost any Mono Fairy team.



Mega Abomasnow for S Rank (Ice)

Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 200 HP / 56 Atk / 252 SpA
Quiet Nature
- Blizzard
- Wood Hammer
- Earthquake
- Ice Shard

Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 248 HP / 252 SpA / 8 Spe
Adamant Nature
- Swords Dance
- Ice Shard
- Wood Hammer
- Earthquake


Mega Abomasnow is a phenomenal Pokemon for any Mono Ice team. It provides so much for Mono Ice and is a very dangerous Pokemon in general. Firstly is the fact that Mega Abomasnow automatically summons hail which provides nice residual damage for five turns and also allows things like Kyurem-W (and Kyurem-B), along with Mega Abomasnow itself to spam Blizzard for free, and Blizzard is a very lethal move under the hail. It also has Wood Hammer to smash Water-types which comfortably tank most Blizzards, Avalanches, and Icicle Crashes. Its mixed attacker set is very strong, being able to spam powerful Blizzards to just hit stuff really hard, and Wood Hammer crushes Water-types while Earthquake deals with Fire- and Steel-types. Ice Shard is also nice priority, and with this, Mega Abomasnow is a powerful wallbreaker. Its SD set is also not shabby, as it can use +2 Ice Shard to revenge kill and sweep with and hit decently hard, while +2 Earthquake and Wood Hammer are strong as always. All in all a phenomenal addition to any Mono Ice team.

That is all for now.
I agree with your Togekiss ranking and explanation.

Mega Abomasnow however, and Abomasnow in general, is a very mediocre Pokemon, inherently only being useful for its snow warning ability for ice monotypes. It not only exemplifies the fire weakness along with its terrible typing, but it is also one of the slowest Pokemon you can use on an ice team. Its decent bulk does not make up for its crippling flaws, leaving it a very difficult Pokemon to use.

Snow warning is indeed a saving grace for it, giving Ice teams a freely spammable 100% accurate blizzard and weather that damages opposing Pokemon, but it is questionable how much this really brings to the table with weather only lasting 5 turns and its inability to switch in multiple times to set up weather. With this being said, I think it is more deserving of B Rank, due to it being the only weather setter, however viable it may be.
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus


Mega Abomasnow for S Rank (Ice)

Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 200 HP / 56 Atk / 252 SpA
Quiet Nature
- Blizzard
- Wood Hammer
- Earthquake
- Ice Shard

Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 248 HP / 252 SpA / 8 Spe
Adamant Nature
- Swords Dance
- Ice Shard
- Wood Hammer
- Earthquake


Mega Abomasnow is a phenomenal Pokemon for any Mono Ice team. It provides so much for Mono Ice and is a very dangerous Pokemon in general. Firstly is the fact that Mega Abomasnow automatically summons hail which provides nice residual damage for five turns and also allows things like Kyurem-W (and Kyurem-B), along with Mega Abomasnow itself to spam Blizzard for free, and Blizzard is a very lethal move under the hail. It also has Wood Hammer to smash Water-types which comfortably tank most Blizzards, Avalanches, and Icicle Crashes. Its mixed attacker set is very strong, being able to spam powerful Blizzards to just hit stuff really hard, and Wood Hammer crushes Water-types while Earthquake deals with Fire- and Steel-types. Ice Shard is also nice priority, and with this, Mega Abomasnow is a powerful wallbreaker. Its SD set is also not shabby, as it can use +2 Ice Shard to revenge kill and sweep with and hit decently hard, while +2 Earthquake and Wood Hammer are strong as always. All in all a phenomenal addition to any Mono Ice team.
I believe you're aiming way too high for Mega Abomasnow. The best it does for its team is set up hail, which isn't all that useful beyond 100% accurate Blizzards. You mentioned a lot of what is good about Mega Abomasnow, but you didn't mention anything regarding what is bad about it. Yes, Mega Abomasnow has impressive attack and special attack stats at 132 each. A Blizzard or Wood Hammer from a fully invested 132 base stat is going to sting. The problem here is that Abomasnow's speed is practically nonexistent. At 30 base speed, it won't be outspeeding anything of note. Unless you use Ice Shard, a weak move that won't be OHKOing anything that isn't 4x weak to it, Mega Abomasnow WILL be taking a hit before it can attack the opponent. Now, Mega Abomasnow does have decent bulk. 90/105/105 defenses is most certainly not bad so of course Mega Aboma can take a hit or two assuming that the opponent doesn't have any moves that are SE. But that's where another problem arises. If I'm not mistaking, Grass/Ice has the most weaknesses of any currently existing type combination. And most of its 7 weaknesses are common types to use as coverage moves. A bulky offensive Pokémon with weaknesses to Fighting, Flying, Poison, Rock, Bug, and Steel as well as a devastating 4x weakness to Fire is going to have a very difficult time. On top of all this, it gets no recovery moves outside of Leech Seed and with all of its weaknesses and horrid speed, Mega Abomasnow will be long gone before it can benefit much from Leech Seed recovery. Not to mention Wood Hammer won't help it live any longer. Based on your points and on the ones I just presented, I'm more inclined to place Mega Abomasnow in B rank.

EDIT: Gdi AFD don't snipe me ;-;
 
Okay, while I'm at it, here are a few.



Togekiss for A Rank (Fairy)

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpD / 252 SpD
Calm Nature
- Thunder Wave
- Air Slash
- Defog / Dazzling Gleam
- Roost

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Nasty Plot
- Air Slash
- Aura Sphere / Heal Bell
- Roost


Togekiss is one of the best Fairy-types in the game, and is a fantastic choice for a Fairy team. It brings impressive bulk, decent offensive power, and a nice movepool to the table. It is the only Pokemon that can Defog on a Fairy team, and with its bulk is the best form of hazard removal for Fairy-type teams. In addition, its defensive set also can paraflinch, spreading paralysis too and flinchhaxing with Serene Grace Air Slash, which in tandem with good bulk and Roost make Togekiss a formidable Pokemon. Its Nasty Plot set is also quite good, as after a boost its Air Slash and Aura Sphere hit pretty hard and it's still pretty bulky, plus the flinch chance is still clutch stuff. It can also sweep through slower teams and make mince meat of any slower Pokemon. All in all just a fantastic quality Pokemon that is a must on almost any Mono Fairy team.



Mega Abomasnow for S Rank (Ice)

Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 200 HP / 56 Atk / 252 SpA
Quiet Nature
- Blizzard
- Wood Hammer
- Earthquake
- Ice Shard

Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 248 HP / 252 SpA / 8 Spe
Adamant Nature
- Swords Dance
- Ice Shard
- Wood Hammer
- Earthquake


Mega Abomasnow is a phenomenal Pokemon for any Mono Ice team. It provides so much for Mono Ice and is a very dangerous Pokemon in general. Firstly is the fact that Mega Abomasnow automatically summons hail which provides nice residual damage for five turns and also allows things like Kyurem-W (and Kyurem-B), along with Mega Abomasnow itself to spam Blizzard for free, and Blizzard is a very lethal move under the hail. It also has Wood Hammer to smash Water-types which comfortably tank most Blizzards, Avalanches, and Icicle Crashes. Its mixed attacker set is very strong, being able to spam powerful Blizzards to just hit stuff really hard, and Wood Hammer crushes Water-types while Earthquake deals with Fire- and Steel-types. Ice Shard is also nice priority, and with this, Mega Abomasnow is a powerful wallbreaker. Its SD set is also not shabby, as it can use +2 Ice Shard to revenge kill and sweep with and hit decently hard, while +2 Earthquake and Wood Hammer are strong as always. All in all a phenomenal addition to any Mono Ice team.

That is all for now.
While I agree with Togekiss's rating, I'd like to argue Mega Abomasnow's. Mega Abomasnow may be nice for hail support(in fact it's the only hail support), why use a Mega Stone when you can have the Icy Rock for longer hail? Also, Blizzard spam is quite unnecessary(I say, at least) for Ice. Another thing. Ice is incredibly weak to Fire and Fighting. Abomasnow doesn't really take care of either of the types. Earthquake can be strong against Fire types, but Abomasnow is very slow and will probably get burned to a puddle before it can get an Earthquake off. Residual damage is nice, but Spikes Frosslass can also take care of Sturdy and Sashes. All in all, I don't think Mega Abomasnow helps Ice too much and should get at most, a C Rank.

P.S. You got the EVs wrong on Abomasnow's second set. It should be 252 Atk, not SpA.

EDIT: Dammit, Acast and AFD. You got to it before me.
 

ScraftyIsTheBest

On to new Horizons!
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
I agree with your Togekiss ranking and explanation.

Mega Abomasnow however, and Abomasnow in general, is a very mediocre Pokemon, inherently only being useful for its snow warning ability for ice monotypes. It not only exemplifies the fire weakness along with its terrible typing, but it is also one of the slowest Pokemon you can use on an ice team. Its decent bulk does not make up for its crippling flaws, leaving it a very difficult Pokemon to use.

Snow warning is indeed a saving grace for it, giving Ice teams a freely spammable 100% accurate blizzard and weather that damages opposing Pokemon, but it is questionable how much this really brings to the table with weather only lasting 5 turns and its inability to switch in multiple times to set up weather. With this being said, I think it is more deserving of B Rank, due to it being the only weather setter, however viable it may be.
I believe you're aiming way too high for Mega Abomasnow. The best it does for its team is set up hail, which isn't all that useful beyond 100% accurate Blizzards. You mentioned a lot of what is good about Mega Abomasnow, but you didn't mention anything regarding what is bad about it. Yes, Mega Abomasnow has impressive attack and special attack stats at 132 each. A Blizzard or Wood Hammer from a fully invested 132 base stat is going to sting. The problem here is that Abomasnow's speed is practically nonexistent. At 30 base speed, it won't be outspeeding anything of note. Unless you use Ice Shard, a weak move that won't be OHKOing anything that isn't 4x weak to it, Mega Abomasnow WILL be taking a hit before it can attack the opponent. Now, Mega Abomasnow does have decent bulk. 90/105/105 defenses is most certainly not bad so of course Mega Aboma can take a hit or two assuming that the opponent doesn't have any moves that are SE. But that's where another problem arises. If I'm not mistaking, Grass/Ice has the most weaknesses of any currently existing type combination. And most of its 7 weaknesses are common types to use as coverage moves. A bulky offensive Pokémon with weaknesses to Fighting, Flying, Poison, Rock, Bug, and Steel as well as a devastating 4x weakness to Fire is going to have a very difficult time. On top of all this, it gets no recovery moves outside of Leech Seed and with all of its weaknesses and horrid speed, Mega Abomasnow will be long gone before it can benefit much from Leech Seed recovery. Not to mention Wood Hammer won't help it live any longer. Based on your points and on the ones I just presented, I'm more inclined to place Mega Abomasnow in B rank.

EDIT: Gdi AFD don't snipe me ;-;
Okay yeah I guess I was looking into Snow Warning too much :(. I kind of like hail a bit and I liked Wood Hammer so yeah. I guess B Rank or maybe A would be okay for it since Wood Hammer is still kinda useful. I guess I was hyping what it can bring but yeah lol.

I still stand by my stance on Togekiss, however.
 
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