Since I failed reserving Rotom-Mow, I think I'll try to reserve Celebii for Grass.
I'm not sure C rank is doing Celebi justice. I haven't used Celebi so I might not be the best person to say this, but it can be more valuable to Grass types than you think. And you didn't even mention the primary reason to use Celebi, which is Heal Bell. I believe it's the best cleric that Grass has access to and it should be recognized for that. For this reason, I think Celebi on Grass teams is more appropriate in B rank.View attachment 30333
Celebi for C-rank for Grass.
Celebi(Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
- Nasty Plot
- Baton Pass
- Magic Coat/Taunt
- Psychic/Giga Drain
Why C-Rank for Celebi? Because it is one of the only, if not the only Grass pokemon if I'm not mistaken that can use the combo of Nasty Plot/Baton Pass. While its not its only usage, its one of its best niches in Monotype, as Shaymin-Sky is much better as a sweeper for Grass-Mono. Now back to Celebi's Baton set, the reason I have Magic Coat listed is because it can avoid status effects and whirlwind/roar, and successfully pass to another pokemon, such as Shaymin-Sky. But, if you do not wish to work with Magic Coat, a simple set of 252 HP/ 4SpD / 252 Spe can be used instead with Taunt. As for Celebi's resistances and weaknesses, it brings nothing to a Grass team in general. A 4x weakness to Bug is not doing it any favors, and it won't be of much support to Venusaur-M or any other teammates due to being weak to Flying as well.
Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Earth Power
- Ancient Power
- Recover/Nasty Plot
While this set is slightly outclassed by Shaymin, it finds itself completely outclassed by Shaymin-Sky due to Shaymin-Sky having more power and speed in general and having access to Seed Flare as well, the only major benefit of running Celebi as a sweeper is Nasty Plot in my opinion.
View attachment 30333
Celebi for C-rank for Grass.
Celebi(Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
- Nasty Plot
- Baton Pass
- Magic Coat/Taunt
- Psychic/Giga Drain
Why C-Rank for Celebi? Because it is one of the only, if not the only Grass pokemon if I'm not mistaken that can use the combo of Nasty Plot/Baton Pass. While its not its only usage, its one of its best niches in Monotype, as Shaymin-Sky is much better as a sweeper for Grass-Mono. Now back to Celebi's Baton set, the reason I have Magic Coat listed is because it can avoid status effects and whirlwind/roar, and successfully pass to another pokemon, such as Shaymin-Sky. But, if you do not wish to work with Magic Coat, a simple set of 252 HP/ 4SpD / 252 Spe can be used instead with Taunt. As for Celebi's resistances and weaknesses, it brings nothing to a Grass team in general. A 4x weakness to Bug is not doing it any favors, and it won't be of much support to Venusaur-M or any other teammates due to being weak to Flying as well.
Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Earth Power
- Ancient Power
- Recover/Nasty Plot
While this set is slightly outclassed by Shaymin, it finds itself completely outclassed by Shaymin-Sky due to Shaymin-Sky having more power and speed in general and having access to Seed Flare as well, the only major benefit of running Celebi as a sweeper is Nasty Plot in my opinion.
I personally don't feel like Magic Coat's nessary since Taunt isn't too common in Monotype. Celebi has Nautral Cure so the status will go away once you Baton Pass. There's also a nice Swords Dance set.View attachment 30333
Celebi for C-rank for Grass.
Celebi(Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
- Nasty Plot
- Baton Pass
- Magic Coat/Taunt
- Psychic/Giga Drain
Why C-Rank for Celebi? Because it is one of the only, if not the only Grass pokemon if I'm not mistaken that can use the combo of Nasty Plot/Baton Pass. While its not its only usage, its one of its best niches in Monotype, as Shaymin-Sky is much better as a sweeper for Grass-Mono. Now back to Celebi's Baton set, the reason I have Magic Coat listed is because it can avoid status effects and whirlwind/roar, and successfully pass to another pokemon, such as Shaymin-Sky. But, if you do not wish to work with Magic Coat, a simple set of 252 HP/ 4SpD / 252 Spe can be used instead with Taunt. As for Celebi's resistances and weaknesses, it brings nothing to a Grass team in general. A 4x weakness to Bug is not doing it any favors, and it won't be of much support to Venusaur-M or any other teammates due to being weak to Flying as well.
Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Earth Power
- Ancient Power
- Recover/Nasty Plot
While this set is slightly outclassed by Shaymin, it finds itself completely outclassed by Shaymin-Sky due to Shaymin-Sky having more power and speed in general and having access to Seed Flare as well, the only major benefit of running Celebi as a sweeper is Nasty Plot in my opinion.
There's also a Weather set. Since Grass Weather Sweepers are generally frail they really appreciate it when teammates set it up for them. Also, I feel like A Rank is a little too high, B maybe? (Although C is debatable)Whimsicott (grass) for A rank
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Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Leech Seed
- Substitute
- Encore
- Taunt
I'm choosing taunt over stun spore, an attacking move, or u-turn because it prevents opposing taunt pokemon from forcing you out, annoying allows you to get the last word against something you have to switch out due to it having both setup and priority (cloyster/dragonite) and having synergy with how hard it is for grass teams to fit a defog mon onto their team. Encore provides a mental block to most setup sweepers, and ceirtain walls throughout the game as long as whimsicott is alive, the team preview will put the fear of sheep into them. Leech Seed and subtitute is just a nasty combo that you can use on a lot of pokemon.... Like over half of them. Whimsicott can be forced out easily by opposing grass types like breloom though, and it's bulk isn't quite worth writing home about, allthough it's resistances are suprisingly diverse, with the glaring exception of poison. If stunspore is kept, the difficulty fitting clerics onto mono teams may make it huge, especially if a pokemon cabable of going through your entire team is crippled. If it wants to, it can specialize as an anti dragon dance pokemon by running cotton guard over encore or taunt, freeing it up for the stun spore or a single damaging move.
Whimsicott @ Choice Specs
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 SpE
Timid Nature
- Switcheroo
- Giga Drain
- Moon Blast
- Hidden Power Fire
An offensive whimsicott gives grass types an incredibly fast cleaner pokemon that can put in work constantly in some neutral match ups, especially dark and fighting. It's speed tier is very impressive, as it beats latios and 108 pokemon without blinking. Sadly, most of the things you would use hidden power fire on need to be hit on the switch in, as they either have bullet punch, or the bulk to tank an attack and hit back, so u- turn is an option to finally give grass a pokemon to deal with focus sash leads. Switcheroo functions like trick to cripple pokemon and Whimsicott typing gives it the coverage to hit a lot of the common XY megas, so there is less risk of them absorbing the move than for other abusers of the move. It also becomes much weaker to priorty attacks without the defensive investment, so you might find him falling flat against some teams. However, I find that he rises above being an anonyer to give grass consistant results in games where you would otherwise have to wait for the opponet to overextend and make mistakes.
Whimsicott @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- Hidden Power Fire
- Encore / Tailwind
Sadly, a good deal of the popular pokemon in monotype are bulkier than the ones in RU, making the extra power of the specs very unfortunate to lose for an offensive whimsicott. However, getting the chance to swap to a support move is not to be overlooked, as what whimsicott could never do even with the extra power of specs may be irrelevant compared to what he can open up for a teamate to do.
Most of the pokemon on a grass mono cannot benefit from his access to memento enough to warrant killing him off. Whimsicott can go a along way to making sure your defensive core of venusaur and ferrothron lasts even longer, as once your team has seen him on the teambuilder, they will only confront the fatties with their unboosted and choiced pokemon, which can give a crucial advantage. Knock off is usually passed up for him as well. Offensive whimsicoot give up the versatile support options, but can make specific match ups incredibly painful for the opponet's team. Stun spore may be redundant on teams using toxic spikes. Whimsicott is a suprisingly solid pokemon despite his role usually being chalked up as an "annoyer", and in monotype limitations on team buildng make it effective in some way against a lot of teams.
Alright, it seems as by those calcs, that Calm Mind is indeed a option. I didn't think it might've been due to an opponent switching in with something with a bug poke, and abuse its stab to kill it.I think adding calm mind + recover or substitute may be worth mentioning on the Baton Pass set. Calm mind + Recover, although not as beneficial to Shaymin-S than a quicker +2 from nasty plot, lets celebi nab more boosts. Once it starts setting up against slower special attackers, Celebi becomes harder and harder to break, and has a narrow chance to avoid a 2hko from devastating special attackers.
252 SpA Mega Charizard Y Fire Blast vs. +3 252 HP / 220+ SpD Celebi in Sun: 188-224 (46.5 - 55.4%) -- 15.2% chance to 2HKO after Leftovers recovery (Recover Spam till sun dies \o/)
+2 252 SpA Togekiss Air Slash vs. +2 252 HP / 220+ SpD Celebi: 170-204 (42 - 50.4%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Volcarona Bug Buzz vs. +2 252 HP / 220+ SpD Celebi: 192-228 (47.5 - 56.4%) -- 18% chance to 2HKO after Leftovers recovery (I guess Bulkarona runs 0 SpA? :I)
Not only that, but Calm mind can also benefit the team even if all the special attackers faint or something, unlike nasty plot. (Things like Cradily or Ferrothorn could still take advantage of the SpD boosts, whereas the SpA boost might not be useful.) Venusaur-Mega can really abuse the calm mind baton pass, since its already bulky af, but just needs a bit of an oomph. Substitute could fit on the set too since it just helps you get Shaymin-S in safely, since a stray thunder wave just ruins its day.
I'll also add a cleric set, I forgot about it.I'm not sure C rank is doing Celebi justice. I haven't used Celebi so I might not be the best person to say this, but it can be more valuable to Grass types than you think. And you didn't even mention the primary reason to use Celebi, which is Heal Bell. I believe it's the best cleric that Grass has access to and it should be recognized for that. For this reason, I think Celebi on Grass teams is more appropriate in B rank.
That is an interesting set, however. I'll look into it, as soon as the server is back up.I personally don't feel like Magic Coat's nessary since Taunt isn't too common in Monotype. Celebi has Nautral Cure so the status will go away once you Baton Pass. There's also a nice Swords Dance set.
Celebi @ Life Orb / Leftovers
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Zen Headbutt
- Sucker Punch
It's a weird set, but Grass kinda lacks good Physical Attackers. Sucker Punch makes up Celebi's subpar speed.
Whimsicott (grass) for A rank
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Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Leech Seed
- Substitute
- Encore
- Taunt
Prankster is a wonderful ability that gives all of it's non damaging moves priority, which makes this one of the few true "bulky" users of a fast taunt as well as locking things that have already increased their speed or just calm minded up, into their move.
I'm choosing taunt over stun spore, an attacking move, or u-turn because it prevents opposing taunt pokemon from forcing you out, as well as allowing you to get the last word against something you have to switch out due to it having both setup and priority (cloyster/dragonite) and having synergy with how hard it is for grass teams to fit a defog mon onto their team. Encore provides a mental block to most setup sweepers, and ceirtain walls throughout the game as long as whimsicott is alive, the team preview will put the fear of sheep into them. Leech Seed and subtitute is just a nasty combo that you can use on a lot of pokemon.... Like over half of them. Whimsicott can be forced out easily by opposing grass types like breloom though, and it's bulk isn't quite worth writing home about, allthough it's resistances are suprisingly diverse, with the glaring exception of poison. If stunspore is kept, the difficulty fitting clerics onto mono teams may make it huge, especially if a pokemon cabable of going through your entire team is crippled. If it wants to, it can specialize as an anti dragon dance pokemon by running cotton guard over encore or taunt, freeing it up for the stun spore or a single damaging move.
Whimsicott @ Choice Specs
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 SpE
Timid Nature
- Switcheroo
- Giga Drain
- Moon Blast
- Hidden Power Fire
An offensive whimsicott gives grass types an incredibly fast cleaner pokemon that can put in work constantly in some neutral match ups, especially dark and fighting. It's speed tier is very impressive, as it beats latios and 108 pokemon without blinking. Sadly, most of the things you would use hidden power fire on need to be hit on the switch in, as they either have bullet punch, or the bulk to tank an attack and hit back, so u- turn is an option to finally give grass a pokemon to deal with focus sash leads. Switcheroo functions like trick to cripple pokemon and Whimsicott typing gives it the coverage to hit a lot of the common XY megas, so there is less risk of them absorbing the move than for other abusers of the move. It also becomes much weaker to priorty attacks without the defensive investment, so you might find him falling flat against some teams. However, I find that he rises above being an anonyer to give grass consistant results in games where you would otherwise have to wait for the opponet to overextend and make mistakes.
Whimsicott @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- Hidden Power Fire
- Encore / Tailwind
Sadly, a good deal of the popular pokemon in monotype are bulkier than the ones in RU, making the extra power of the specs very unfortunate to lose for an offensive whimsicott. However, getting the chance to swap to a support move is not to be overlooked, as what whimsicott could never do even with the extra power of specs may be irrelevant compared to what he can open up for a teamate to do.
Most of the pokemon on a grass mono cannot benefit from his access to memento enough to warrant killing him off. Whimsicott can go a along way to making sure your defensive core of venusaur and ferrothron lasts even longer, as once your team has seen him on the teambuilder, they will only confront the fatties with their unboosted and choiced pokemon, which can give a crucial advantage. Knock off is usually passed up for him as well. Offensive whimsicoot give up the versatile support options, but can make specific match ups incredibly painful for the opponet's team. Stun spore may be redundant on teams using toxic spikes. Whimsicott is a suprisingly solid pokemon despite his role usually being chalked up as an "annoyer", and in monotype limitations on team buildng make it effective in some way against a lot of teams.
People complain that classic Tinkerbell dosen't get unique or wide coverage, but it's a bulky attacker, that can switch out of any status condition (winning against bulky SR leads in particular), cripple things it can't actually hurt with T wave, and potentially heal itself freely.
Celebi @ Life Orb
EVs: 232 HP / 240 SpA / 36 Spe
Modest Nature
- Thunder Wave
- Leaf Storm
- Hidden Power Fire
- Rest
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Recover
- U-turn
- Stealth Rock
- Heal Bell
Probably my favorite generic support celebi, but it can totally run leech seed or giga drain over recover and swap u-turn to whatever. It can even run light clay+dual screen sets... Trick scarfs, and perish song. It's just one of my all around favorite mons. you can even mess with opponetn's by giving a choice or status orb item to a celebi with a full support movepool outside of trick (and bulk evs) and celebi will still work. It's just amazing as long as you keep in mind STAB supereffective attacks... it can tank many non StaB ones, espeically hidden power ice.
Excadrill can easily make it to S rank with its scarf Mold Breaker or Sand Rush set, and I can see Hippodown being S Rank but that's debatable. It's easily worn down by status + Taunt and Ground has no Heal Beller iirc. Hippo has a slight 4 move syndrome since you'll always be lacking something, wether its the ability to phase stuff out, no attacking move, etc. Convince me ;)Erm yeah I've talked to AFD in the past about this and he agrees, I was too harsh on Excadrill especially and Hippowdon when I initially ranked them, my definition of S was perhaps different at the time to what it is now, but I'd be in favour of moving both to S, especially Excadrill as it is arguably the best lategame sweeper in Monotype and something that's really difficult to prepare your team for if you don't have access to one of it's counters or Mach Punch / Aqua Jet / trolly asf scarfninja. As for Hippowdon, it defines physical walling almost as much as Skarm does. If you need more explanation I'll happily write a longer post up but yea basically now I would put them at S :P
So demanding smh ;)
Ye I was about to launch into the longest post ever about saving the hippo, but the one above caught pretty much everything I was gonna say in the first and last paragraph, and said it very well(although I don't agree with countering Zard Y unless you're running what I consider to be an inferior Specially Defensive set with Leftovers, Hippo is never eating Fire Blasts, at best you can tank one and then double into Gastrodon, and it really can't take on most grass types even with Fire Fang). However there is one Grass type Hippowdon is instrumental in helping you beat, and it's possibly the fattest of them all: Mega Venusaur. With the sand support it provides, it makes it so much harder for Venu to fend off your teams attacks as it can't rely on Synthesis so much anymore. Speaking of sand, the residual damage that it provides, even though it may only last 8 turns at a time is still fantastic. A play I often make when playing against teams with sashloom or sash smeargle is to lead with something faster, ie megachomp for loom and landorus for smeargle, bring them down to sash and absorb the sleep, then switch to Hippowdon next turn so they only get one free turn before they get killed off by the residual. It has so many more applications too, it can break sashes if you can't get rocks up during the game, nullifies opposing weather and harmful moves like solarbeam on zard y to allow gastrodon to check it safely, and obviously juices up Exca to make it the machine it is. What you have to remember is how threatening Excadrill is, it's arguably the biggest weapon a Ground team can possess and one of the biggest traits that can help differentiate Ground from other monos, but none of this is possible without Hippowdon. I'd say it deserves to join the mole in S Rank.
Why not a Agility set?Mega Ampharos A Rank Electric
Mega Ampharos is very good poke on electric teams although it loses speed it gains a lot more bulk dragon typing and a big special attack boost in return. Overall i say this is a great mega for electric because it has heal bell which helps very few physical attackers on electric not worry about being burned and crippled. This also helps you get rid of entry hazards indirectly by keeping toxic off of Zapdos with heal bell. Overall it may have only 4 or 5 good moves which is all it needs to work and beat a lot of threats because unlike Mega Mantetric it gets focus blast a fighting special attack which hits those annoying steel types. Overall it is very great surprise Pokemon also because most people forget about its ability mold breaker which allows it to ohko Dragonite and do massive damage to Lanturn and Thundrus-Therian which open wholes in water and flying monos for your other pokes to do work. Mega Ampharos is a really good poke if you want it support it can do that if you want it to an offensive tank it can do that very well.
Why A + Other movesAmpharos-Mega @ Ampharosite
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Ability: Mold Breaker
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Discharge/Thunderbolt
- Heal Bell/Volt Switch
- Focus Blast
- Dragon Pulse
Mega Ampharos just is a solid Pokemon and gives electric and good heal beller so Zapdos does not easily get crippled by toxic and the small poll of physical attacker are not crippled by Wil-o-Wisp too. Another move i forgot to mention and is interesting is cotton guard which could make a decent physical set up tank. But most of the Mega Ampharos fills role of a good hard hitting slow tank with heal bell support that electric wants. The main reason why i say it should be A is heal bell support and its very good coverage even though it has a shallow movepull it has all the moves it needs and does not need to rely on hidden power majority of the time. Overall the support it brings and being a good tanky hard hitting special attacker puts this Pokemon at A Rank.
I was half convinced, I just wanted someone to fully convince me :)First we argue then we got to change it. Gah :P
Anyway original post was DM's right? To editing he goes!
I agree with all of that except for Thunder. Why not Thunderbolt / Discharge?Why not a Agility set?
I mean, it can take hits like no other with that amount of bulk you already have on it, why not an Agility set such as this one.
Ampharos @ Ampharosite
Ability: Static
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Agility
- Thunder
- Dragon Pulse
- Focus Blast