Monotype Viability Rankings

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Gyarados(Flying) for C Rank

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Died Death(Gyarados)(M)@Leftovers
Ability: Intimidate or Moxie
EVs: 248 HP, 8 Atk, 252 SpDef
Careful Nature
-Dragon Dance
-Waterfall
-Bounce/Bite(Crunch when it comes out)
-Earthquake

This is the standard Gyarados set, I think. You can play around with the EVs a little. Gyarados's EVs are always weird. This set is for Steel types and Ground types mainly. They seem to give Flying some trouble.

Here's a set that I really like...

Died Death(Gyarados)(M)@Leftovers
Ability: Intimidate
EVs: 200 HP, 56 Def, 252 SpDef
Careful Nature
-Dragon Dance
-Rest
-Sleep Talk
-Waterfall

Again, play around with the EVs so that it fits your tastes. This is like a CroCune set, but with a lot worse Defense. It's walled by anything that resists or is immune to Water, but for everything else, it's pretty good. This would be better if it were Mega Gyarados, but eh. Still good. Just watch out for Electric attacks and Storm Drain.

From what is said above, you'd think that Gyarados would at least be B Rank, right? But Gyarados on Flying isn't very good. It's incredibly weak to Electric, which is one of Flying's weaknesses. Only reason to use it is for Ground and maybe Steel types. That's why it should get a C Rank.
I didn't see this until InfernapeTropius11 replied to it, but I'm going to be frank here: Gyarados has no place being in C Rank. IMO, it is a solid A ranker. You say it is weak to Electric, which is incredibly bad for Flying, which is true. However, Landorus-I and T are both quad weak to Ice, and yet they still see usage on nearly every good Flying team. Gyarados has also found its way onto every single one of my bulkier Flying teams, and for good reason. While being quad weak to Electric, it is also neutral to Ice, and has the bulk to switch into Ice Beams for days. It is also one of the best counters to Greninja seen on a Flying mono. I personally use 248 HP/ 152 Def/ 104 SpDef/ 4 Spe, with a Careful Nature. I think this was for Mega Lopunny on one of my OU teams, so I might invest a bit more in SpDef, seeing how Gyara actually already takes on Mega Metagross pretty well. If you lookie here at some of these calcs, you'll see that Gyarados is also one of the very, very few mons that can consistently switch into a non-Specs Kyurem-W, and depending on EV's, it can even take on a LO one:

252 SpA Turboblaze Kyurem-W Draco Meteor vs. 248 HP / 104+ SpD Gyarados: 213-252 (54.1 - 64.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Turboblaze Kyurem-W Ice Beam vs. 248 HP / 104+ SpD Gyarados: 148-175 (37.6 - 44.5%) -- guaranteed 3HKO after Leftovers recovery

Ahah, is that damage? I personally run Thunder Wave, so I can cripple mons such as these, so it would be a small matter to Twave it and then it'd be FAR less of a problem. Also, I've seen Dragon Tail and Roar, so if you managed to get up SR, it can take hefty amounts of damage from Dtail + SR.

252 SpA Life Orb Protean Greninja Grass Knot (120 BP) vs. 248 HP / 104+ SpD Gyarados: 177-211 (45 - 53.6%) -- 1.2% chance to 2HKO after Leftovers recovery

That is Greninja's most powerful move against Gyarados (bar fucking Rock Slide), which is also very uncommon, and yet it fails to 2HKO bar a 1% chance. Then it gets Thunder Waved, and bop, Ninja is no longer a threat.

Overall, Gyarados's great typing and amazing bulk allows it to check some of the most threatening mons in the meta, at least against Flying. It also forms a very handy Double Intimidate core with LandT, which can render physical attackers nearly useless. It does have a somewhat wide movepool, so there are a few strats that you can toy with. I've seen Resttalk Toxic, Dtail, Roar, and I personally used Twave. DD Resttalk is somewhat lacking in the current meta, so I would recommend not using it. (One thing I personally want to try is Dtail with SR LandT and Spikes Gyara o.o Residual damage gonna eat up the opposing team).

Tl;dr Gyarados can cripple many Ice type attackers and create lots of setup opportunities for his teammates, and is an overall outstanding mon for Flying, having worked its way on all of my bulkier Flying builds. A Rank for Gyarados on Flying.
 
I didn't see this until InfernapeTropius11 replied to it, but I'm going to be frank here: Gyarados has no place being in C Rank. IMO, it is a solid A ranker. You say it is weak to Electric, which is incredibly bad for Flying, which is true. However, Landorus-I and T are both quad weak to Ice, and yet they still see usage on nearly every good Flying team. Gyarados has also found its way onto every single one of my bulkier Flying teams, and for good reason. While being quad weak to Electric, it is also neutral to Ice, and has the bulk to switch into Ice Beams for days. It is also one of the best counters to Greninja seen on a Flying mono. I personally use 248 HP/ 152 Def/ 104 SpDef/ 4 Spe, with a Careful Nature. I think this was for Mega Lopunny on one of my OU teams, so I might invest a bit more in SpDef, seeing how Gyara actually already takes on Mega Metagross pretty well. If you lookie here at some of these calcs, you'll see that Gyarados is also one of the very, very few mons that can consistently switch into a non-Specs Kyurem-W, and depending on EV's, it can even take on a LO one:

252 SpA Turboblaze Kyurem-W Draco Meteor vs. 248 HP / 104+ SpD Gyarados: 213-252 (54.1 - 64.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Turboblaze Kyurem-W Ice Beam vs. 248 HP / 104+ SpD Gyarados: 148-175 (37.6 - 44.5%) -- guaranteed 3HKO after Leftovers recovery

Ahah, is that damage? I personally run Thunder Wave, so I can cripple mons such as these, so it would be a small matter to Twave it and then it'd be FAR less of a problem. Also, I've seen Dragon Tail and Roar, so if you managed to get up SR, it can take hefty amounts of damage from Dtail + SR.

252 SpA Life Orb Protean Greninja Grass Knot (120 BP) vs. 248 HP / 104+ SpD Gyarados: 177-211 (45 - 53.6%) -- 1.2% chance to 2HKO after Leftovers recovery

That is Greninja's most powerful move against Gyarados (bar fucking Rock Slide), which is also very uncommon, and yet it fails to 2HKO bar a 1% chance. Then it gets Thunder Waved, and bop, Ninja is no longer a threat.

Overall, Gyarados's great typing and amazing bulk allows it to check some of the most threatening mons in the meta, at least against Flying. It also forms a very handy Double Intimidate core with LandT, which can render physical attackers nearly useless. It does have a somewhat wide movepool, so there are a few strats that you can toy with. I've seen Resttalk Toxic, Dtail, Roar, and I personally used Twave. DD Resttalk is somewhat lacking in the current meta, so I would recommend not using it. (One thing I personally want to try is Dtail with SR LandT and Spikes Gyara o.o Residual damage gonna eat up the opposing team).

Tl;dr Gyarados can cripple many Ice type attackers and create lots of setup opportunities for his teammates, and is an overall outstanding mon for Flying, having worked its way on all of my bulkier Flying builds. A Rank for Gyarados on Flying.

I haven't really paid much attention to the bulk of Gyarados, honestly. But your point is quite valid. I'm not an expert on Flying so uh...yeah. There's a bunch of sets I missed that takes advantage of Gyarados's bulk and to be honest, I guess I was a bit harsh on it. The battles I've had against Gyarados always have it being incredibly bulky, so erm. A Rank sounds fine.

Note: This is why you always gotta test before you rank.
 
Armaldo (Rock) for C rank
Armaldo_by_Pink_Leon.jpg

Armaldo(M)@Assault Vest
Ability: Battle Armor
EVs: 252 HP, 252 Atk, 4 SpD
Adamant Nature
-Stone Edge
-Rapid Spin
-Superpower
-Knock Off

252 SpA Charizard Fire Blast vs. 252 HP / 4 SpD Assault Vest Armaldo: 127-151 (35.8 - 42.6%) -- guaranteed 3HKO
Armaldo takes fireblast, solarbeam, and close combat neutrally, so he is naturally suited to a pivot role. Rapid spin's importance comes from its support of commonly sashed or sturdy pokemon, such as omastar. It also prevents opposing sticky web teams from going canceling out your own. Stone Edge is the damaging attack, while superpower can hit problemic air ballon heatran, although standard quakeedge can work as well. Knock off can eliminate choice items on common switch ins, or stop an eviolite wall, which goes a long way in the battle against normal. Salavages matches against spikes and toxic spikes teams, as it is easy to force rock teams between their defensive core.

Armaldo is a bit of a one trick pony, and with the new option of mega diancie making up for the (usual) lack of a taunt user, armaldo is appearing on less and less rock teams. It dosen't have the bulk of the more dedicated special walls, and suprise rock polish and SD sets not only face competetion from mons with better stats, but requires the same sticky web advantage they do. Can be used on a lefties set as a second stealth rock mon if you think people will fodder their defogger after seeing your "only" SR pokemon go down, but situational in the extreme. Generally armaldo is used if you want the option to use omastar (and its inferior counterparts) late game in addition to early game where his performance will be less likely to be checked by priority users.
 
Armaldo (Rock) for C rank
Armaldo_by_Pink_Leon.jpg

Armaldo(M)@Assault Vest
Ability: Battle Armor
EVs: 252 HP, 252 Atk, 4 SpD
Adamant Nature
-Stone Edge
-Rapid Spin
-Superpower
-Knock Off

252 SpA Charizard Fire Blast vs. 252 HP / 4 SpD Assault Vest Armaldo: 127-151 (35.8 - 42.6%) -- guaranteed 3HKO
Armaldo takes fireblast, solarbeam, and close combat neutrally, so he is naturally suited to a pivot role. Rapid spin's importance comes from its support of commonly sashed or sturdy pokemon, such as omastar. It also prevents opposing sticky web teams from going canceling out your own. Stone Edge is the damaging attack, while superpower can hit problemic air ballon heatran, although standard quakeedge can work as well. Knock off can eliminate choice items on common switch ins, or stop an eviolite wall, which goes a long way in the battle against normal. Salavages matches against spikes and toxic spikes teams, as it is easy to force rock teams between their defensive core.

Armaldo is a bit of a one trick pony, and with the new option of mega diancie making up for the (usual) lack of a taunt user, armaldo is appearing on less and less rock teams. It dosen't have the bulk of the more dedicated special walls, and suprise rock polish and SD sets not only face competetion from mons with better stats, but requires the same sticky web advantage they do. Can be used on a lefties set as a second stealth rock mon if you think people will fodder their defogger after seeing your "only" SR pokemon go down, but situational in the extreme. Generally armaldo is used if you want the option to use omastar (and its inferior counterparts) late game in addition to early game where his performance will be less likely to be checked by priority users.

I agree with your rank, but Armaldo can also set Stealth Rocks up. It's a rather small thing that a lot of other Pokemon on a Rock team do, but I feel Armaldo can do it quite well. It can also Rapid Spin as well. The set goes something like this:

Lord Claw(Armaldo)(M)@Leftovers
Ability: Battle Armor
EVs: 252 HP, 252 Def, 4 SpDef
Impish Nature
-Stealth Rock
-Rapid Spin
-Knock Off
-Stone Edge/X Scissor

Aside from Mega Charizard Y's Fire moves, which Rock shouldn't have too much trouble dealing with anyways, and Keldeo's Water moves, this set can generally always set up Stealth Rocks. It can also strike back decently hard as well.
 
I nominate Gyarados for B Rank on Flying

Pros:

- Ice neutrality
- Good setup sweeper/late game sweeper
- Powerful (mostly) unresisted coverage

Cons:
- 4x electric weak
- There are other, better setup sweepers on flying
- Faces tough competition to get into the lineup--flying has so many other excellent options

Gyarados @ Leftovers
Ability: Moxie
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Dragon Dance
- Waterfall
- Earthquake
- Crunch/Ice Fang/Bounce

Gyarados can be an amazing setup sweeper with Dragon Dance boosting both his attack and speed. Waterfall is necessary for strong STAB. The last two slots are coverage. EQ/Ice Fang with waterfall is perfect neutral coverage (other than Shedinja and Surskit God), Crunch is more powerful than Ice Fang and is a good move against ghost/psychic monos. Moxie is generally preferred for late game sweeping, as at 2x speed and +3 attack, Gyarados is virtually unstoppable, exempting priority. Bounce can be used as a secondary STAB if you want (hitting Mega Venusaur, Breloom, and other grass types hard), but Pokemon with protect wall it. It is also useful for not taking damage that turn and more lefties recovery. Adamant nature can also be run if you think you will be able to get enough Dragon Dances off to out-speed faster threats. Intimidate can be run, but generally people will switch to their priority users so the drop disappears.

Gyarados COULD potentially run a choice band/scarf set, but it is outclassed by the D Dance set that boosts both attack AND speed by 1.5x. If you want to run a band/scarf set it would probably look something like this:

Gyarados @ Choice Band/Choice Scarf
Ability: Moxie
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Waterfall
- Earthquake
- Crunch
- Ice Fang/Bounce

Waterfall is STAB. EQ and Crunch are mandatory coverage. Ice Fang and Bounce both complete perfect coverage with Bounce being STAB and more base power, but Ice Fang hits Dragon types and other flying types for SE damage and is not a 2-turn move.

Why B-Rank?
If Gyarados is such a good setup sweeper and can run a Choice Band/Scarf set why only B Rank? First of all is that it has too much competition on flying mono. Thundurus (with Prankster Nasty Plot), Dragonite (with Dragon Dance), and Mega Char X (also D-Dance) are usually better options as setup sweepers as they are more powerful and faster. 4x electric weak is also not something flying wants, although it does partner somewhat well with Landorus (Lando taking electric moves, Gyarados taking Ice). Even this Lando partnership is outclassed--by Skarmory, who has STAB Iron Head for hitting Ice types, and the same Ice neutrality. Skarmory is also more defensive, and so can take more hits than Gyarados could. Band/Scarf isn't that good, as well, especially as its D-Dance set outclasses both choice items by boosting attack AND speed. It is also frail, and priority out-speeds it. All in all, Gyarados is somewhat outclassed by the plethora of options flying has, but has its niche and can find a place on a hyper-offensive flying mono. This is why I think Gyarados deserves B Rank on flying, although I could be convinced about a move to A rank (but no lower than B or higher than A).
Looks good, but Crunch isn't really a viable move for normal Gyarados; it really wants other moves. The standard moves as I see it are Dragon Dance /Waterfall/ [Substitute/taunt], [Bounce/Earthquake/Ice Fang]. Crunch is really good on mega Gyarados as it gets that important stab. Without stab, Gyarados will find itself hitting harder with its stab moves waterfall and bounce.

And there's also the defensive set that has a spread of 88 HP/192 atk/4 def/224 spe

Going even further, there is the specially defensive set of

Gyarados Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Waterfall
- Sleep talk
- Dragon Tail / Roar / Thunder Wave
- Rest

Which allows it to take ice beams without taking up a mega slot. Gyarados helps a lot in the flying vs ground matchup which can be difficult, and in my experience Gyarados can be A rank, but I can understand it being B rank because of its electric weakness and really hating stealth rock.
I see gyarados in its normal form run sub dd or taunt dd if I see it at all. It can do a lot of interesting things that the mega can't, mostly due to its items. It will also always have intimidate to proc, rather than only once like the mega. It can be lazily used with leftovers to help mitigate its SR problem and likely second role as a tank, or given life orb for the power to break through bulky teams that it can't set up twice on (probbably with 3 attacks) I ran a lum dd set a while ago to fake out pokemon like mew, who will always go for the superior oppurtunity of wisp, which lets you get a dd up >they see lum and have no need to expect you to have doubled status protection and will throw out wisp again rather than taunt> and with a sub and second dd most psychic teams will lose outright.oh and sablyes of course.

it can also run paraphasing or thunderwave+waterfall on its bulky rest talk sets. While its defensive coverage is less useful for flying teams than doing this on its mega, it can reach parts of the same effect without giving up mega zard/altaria, and and check things cabable of muscling through skarmory like medicham/gallade.

If we are going to have a debate about where Gyarados belongs, I think these posts should be recognized so people don't have to repeat themselves. I personally believe Gyarados fits into B Rank on Flying as it is useful and has a few viable sets, but is usually outclassed. Mega Charizard X and Skarmory also have an Ice neutrality, and are usually more viable on a defensive team. D-Dance Mega Char X/Nasty Plot Thundy/D-Dance Dragonite are usually better as set up sweepers. It does have a fit on hyper-offensive teams (as the 5th/6th Pokemon) as well as extremely defensive teams (again as the 5th/6th Pokemon), but on balanced teams it is pushed out, and the number of extremely good Pokemon the Flying type has access to, both offensive (Dragonite/Mega Char X/Y/Mega Gyar/Togekiss (if you run offensive Toge)/Landorus/Thundurus/Tornadus) and defensive (Skarmory/Mega Char X/Zapdos/Togekiss/Gliscor) push Gyarados down to B Rank imo.

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Will-O-Wisp
- Flare Blitz/Fire Punch
- Dragon Claw
- Roost

This set usually walls and kills Ice Beam Pokemon just fine. WoW halves physical attack damage (especially useful for a special wall) next two move-slots are for attacks, then Roost for recovery. Fire STAB is SE on Ice Pokemon/Protean Greninja/BoltBeam Genesect and Dragon Claw is SE on Ice Beam Kyurem-B/Kyurem-W/Latios. Also, Mega Char X is neutral to Ice and resists Electric, walling the famous BoltBeam coverage that can wreck unprepared Flying teams.
 
Greninja (Water) for S Rank


Greninja @ Choice Scarf / Choice Specs / Life Orb
Ability:Protean
252 SpAtk / 252 Spd / 4 Def
Modest/Timid nature
-Scald/Surf
-Ice beam
-Grass knot
-Dark Pulse/Extrasensory/Hidden Power Fire
Explanation: Greninja is one the staple pokemon for a water monotype. With great offensive stats, wonderful coverage, allowing it to defeat huge threats to water, such as Thundurus, and Mega Venusaur, coupled with the ability Protean, which allows it to get STAB boost from any move, while changing its typing, literally breaking the rules of monotype, you can easily see why this pokemon is S tier for water.
Set Details: It is recommended that choice scarf be used with modest nature, for pokemon that outspeed him and could cause trouble for a water mono, such as timid Alakazam, timid Keldeo, timid Latios, and scarf Gardevoir. Choice specs should be used with Timid nature for the extra power, allowing greninja to 2hko to ohko almost all pokemon for Super effective damage. Use Life Orb with timid nature if you don't want to be locked into one move, but the recoil will shorten greninja's life. The last moveslot depends on what your team needs to beat. HP fire for Ferrothorn and Scizor, extrasensory for pokemon such as Mega Venusaur. Dark Pulse helps vs Bulky psychic Pokemon.

Physical Greninja
Greninja @ Liechi berry / Choice band
Ability:Protean
60 HP / 196 Atk / 252 Spd
Jolly nature
-Substitute/Rock Slide
-Acrobatics
-Shadow Sneak
-Power-Up Punch/Rock Slide
Set Details: This is the Physical Gren set, which can check many grass pokemon, in place of Sap sipper Azumarill, such as breloom, who could cause problems for water monotypes. The Hp Evs allow you to make up to three subs to activate the Liechi berry to get an attack boost, while protecting greninja from status, and doubling Acrobatics damage. Rock Slide can be used if you dont want to Sub or Power-Up punch, although Greninja doesnt have great defensive stats, and the boost to his Atk stat really helps him sweep. Water shuriken, and waterfall can be used but being that he only gets four moves, and the extra water coverage for a water mono shouldn't be needed, they shouldn't be used.


OK, so good write-up, ranking is correct, but with ORAS Greninja got a couple new toys to play with:

Greninja @ Expert Belt
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Low Kick
- Gunk Shot
- Shadow Sneak
- Waterfall/Night Slash

Low Kick and Gunk Shot are the new moves. Low Kick OHKOs AV T-Tar (and every other T-Tar...) and kills/dents other Rock/Dark/Normal/Steel types (Aggron/Mega Aggron/Heatran/Snorlax (lol obviously Low Kick is gonna do some damage)/Regirock/Registeel, etc.). Gunk Shot murders just about every fairy except Mawile and Klefki. Shadow Sneak is for Psychics/Ghosts. Also useful against fast Scarfed Fighting types like Keldeo/Terrakion who want to kill with their fighting SE STAB before Protean changes Greninja's type, just to see it Shadow Sneak, and their attack do nothing. Waterfall is cool, but Night Slash is better on water to hit things like Meloetta (although, Gunk Shot 2HKOs Meloetta).

A good partner is EQ Swampert, with 176 Attack preferably:

4 Atk Swampert Earthquake vs. 4 HP / 0 Def Mega Mawile: 194-230 (80.1 - 95%) -- 12.5% chance to OHKO after Stealth Rock

176 Atk Swampert Earthquake vs. 4 HP / 0 Def Mega Mawile: 228-270 (94.2 - 111.5%) -- guaranteed OHKO after Stealth Rock

4 Atk Swampert Earthquake vs. 252 HP / 252+ Def Klefki through Reflect: 90-106 (28.3 - 33.3%) -- 26.4% chance to 3HKO after Stealth Rock

176 Atk Swampert Earthquake vs. 252 HP / 252+ Def Klefki through Reflect: 105-124 (33 - 38.9%) -- guaranteed 3HKO after Stealth Rock

176 Atk nets the OHKO on Mega Mawile and the guaranteed 3HKO through Reflect on Klefki after Stealth Rock damage (assuming they run Light Clay Klefki).

Other Options:
You can run Life Orb over Expert Belt as the item for slightly more power (but I dislike the recoil). Choice Band/Scarf are also options.
A Liechi Berry Sub/Gunk Shot/Low Kick/Acrobatics set can also be used, with 60 HP / 196 Atk / 252 Spe and Jolly.
Power-Up Punch can be used to raise your attack and is an option instead of Low Kick.
Ice Punch/Rock Slide are coverage if you struggle with those types.
U-Turn is usable to keep momentum/switch safely out to something more suited to kill the opponent's Pokemon.

Overall S Rank is perfect for Greninja, but it got some useful, effective new options with ORAS that I enjoy using.

Also, I don't think I mentioned this earlier, but Swampert is also an excellent partner to set rocks, thus breaking Sashes/Sturdy switch-ins. This allows Greninja to OHKO more stuff.
 
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I nominate Mega Pidgeot for A rank in Normal

pidgeot-mega.gif

Pidgeot @ Pidgeotite
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn/Substitute
- Hidden Power [Ground]/Hidden Power [Ice]

WHY DOESN'T IT LEARN FOCUS HIT?

Nevertheless, it's a great pokemon for Normal as it can hit fighting types, normal's only weakness really hard with STAB never missing Hurricanes and with a BST speed of 121 [Same as Clucknadus (Tornadus-Therian)] it can outspeed all non-scarfed fighting types and KO it. Heatwave gives it coverage to beat steel types like Skarmory and Ferrothorn which are a pain for nomal to deal with, while U-Turn provides momentum. You can run sub on it to stay longer and stop those revenge-killing Bisharp and Mega-Mawiles. HP Ground is used to beat Heatran and Magnezone, which are painful to deal with while HP Ice slays Gliscor, Lando-I and Lando-T and gives it an edge against Flying monos.
 
OK, so good write-up, ranking is correct, but with ORAS Greninja got a couple new toys to play with:

Greninja @ Expert Belt
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Low Kick
- Gunk Shot
- Shadow Sneak
- Waterfall/Night Slash

I would slash rockslide with or over low kick on a totally physical ninja (flying coverage). Also, I've seen water shuriken used because of priority and such, but the hits are unreliable so that is a preference thing.... The generic greninja I've seen goes mixed. I have no idea what the attack to special attack evs are, but my guess is it runs specially biased. (I know your original intention was to showcase the new stuff greninja got, but not all that glitters is gold)

Greninja @ Life Orb / Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Hydro Pump/Surf
- Dark Pulse

I nominate Mega Pidgeot for A rank in Normal

pidgeot-mega.gif

Pidgeot @ Pidgeotite
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn/Substitute
- Hidden Power [Ground]/Hidden Power [Ice]

WHY DOESN'T IT LEARN FOCUS HIT?

Nevertheless, it's a great pokemon for Normal as it can hit fighting types, normal's only weakness really hard with STAB never missing Hurricanes and with a BST speed of 121 [Same as Clucknadus (Tornadus-Therian)] it can outspeed all non-scarfed fighting types and KO it. Heatwave gives it coverage to beat steel types like Skarmory and Ferrothorn which are a pain for nomal to deal with, while U-Turn provides momentum. You can run sub on it to stay longer and stop those revenge-killing Bisharp and Mega-Mawiles. HP Ground is used to beat Heatran and Magnezone, which are painful to deal with while HP Ice slays Gliscor, Lando-I and Lando-T and gives it an edge against Flying monos.

I agree 100% besides the fact that roost isn't mentioned (you know I like roost).

Pidgeot @ Pidgeotite
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn/Substitute/Roost
- Hidden Power [Ground]/Hidden Power [Ice]
 
I would slash rockslide with or over low kick on a totally physical ninja (flying coverage). Also, I've seen water shuriken used because of priority and such, but the hits are unreliable so that is a preference thing.... The generic greninja I've seen goes mixed. I have no idea what the attack to special attack evs are, but my guess is it runs specially biased. (I know your original intention was to showcase the new stuff greninja got, but not all that glitters is gold)

Greninja @ Life Orb / Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Hydro Pump/Surf
- Dark Pulse



I agree 100% besides the fact that roost isn't mentioned (you know I like roost).

Pidgeot @ Pidgeotite
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn/Substitute/Roost
- Hidden Power [Ground]/Hidden Power [Ice]

So many posts bout greninja sets everywhere o_O

The standard set utilizes 44 (or 40) Atk EVs in order to guarantee OHKo on the bulkier of Azumarill (AV set) along with giving solid shot of Ohko on Clefable (or getting damn close).
 
I would slash rockslide with or over low kick on a totally physical ninja (flying coverage). Also, I've seen water shuriken used because of priority and such, but the hits are unreliable so that is a preference thing.... The generic greninja I've seen goes mixed. I have no idea what the attack to special attack evs are, but my guess is it runs specially biased. (I know your original intention was to showcase the new stuff greninja got, but not all that glitters is gold)

Greninja @ Life Orb / Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Hydro Pump/Surf
- Dark Pulse



I agree 100% besides the fact that roost isn't mentioned (you know I like roost).

Pidgeot @ Pidgeotite
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn/Substitute/Roost
- Hidden Power [Ground]/Hidden Power [Ice]

I don't do generic Greninja. XD
I just wanted to post my set, and Brendan Lee slashed Rock Slide on his main post about Greninja, so you can look there for other options. My post was just about the new toys Greninja has access to and post MY set that I have had success with.

I nominate Mega Pidgeot for A rank in Normal

pidgeot-mega.gif

Pidgeot @ Pidgeotite
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn/Substitute
- Hidden Power [Ground]/Hidden Power [Ice]

WHY DOESN'T IT LEARN FOCUS HIT?

Nevertheless, it's a great pokemon for Normal as it can hit fighting types, normal's only weakness really hard with STAB never missing Hurricanes and with a BST speed of 121 [Same as Clucknadus (Tornadus-Therian)] it can outspeed all non-scarfed fighting types and KO it. Heatwave gives it coverage to beat steel types like Skarmory and Ferrothorn which are a pain for nomal to deal with, while U-Turn provides momentum. You can run sub on it to stay longer and stop those revenge-killing Bisharp and Mega-Mawiles. HP Ground is used to beat Heatran and Magnezone, which are painful to deal with while HP Ice slays Gliscor, Lando-I and Lando-T and gives it an edge against Flying monos.

I believe that Mega Pidgeot has already been done by Flying Types Rule and then corrected by everyone else. FTR put it in E Rank, but I believe we decided on B Rank for Normal because it already has Staraptor/all the Normal/Flying types GameFreak is obsessed with introducing every generation, as well as Mega Audino (for defense) and Mega Lopunny (for offense). If you're interested, I think the conversation took place on pages 36 and 37.
 
I don't do generic Greninja. XD
I just wanted to post my set, and Brendan Lee slashed Rock Slide on his main post about Greninja, so you can look there for other options. My post was just about the new toys Greninja has access to and post MY set that I have had success with.



I believe that Mega Pidgeot has already been done by Flying Types Rule and then corrected by everyone else. FTR put it in E Rank, but I believe we decided on B Rank for Normal because it already has Staraptor/all the Normal/Flying types GameFreak is obsessed with introducing every generation, as well as Mega Audino (for defense) and Mega Lopunny (for offense). If you're interested, I think the conversation took place on pages 36 and 37.
it has been done, but everything was so off that I decided not to include it.
 
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I nominate Mega Latias for A Rank on Dragon and Psychic.

Pros:
  • Variety of sets
  • Awesome stats

Cons:
  • Lots of other psychic megas
  • You don't want your mega dying (if you run healing wish)


Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Dragon Pulse/Draco Meteor
- Psychic/Psyshock/Stored Power

My favourite Mega Latias set. Calm Mind is for boosts to special attack/defense. Rest is recovery that removes status. Dragon Pulse is STAB, but Draco is usable for more power immediately (but I prefer Pulse). 4th slot is for Psychic move: Stored Power takes advantage of boosts, Psychic hits hard immediately, Psyshock hits based on defense. EVs maximize physical bulk, making it hard for them to take you out. Not very effective against Steel types.

Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Stored Power
- Roost
- Substitute
- Calm Mind

This set has been used effectively by more than one person I've battled. Physical bulk is important because Calm Mind boosts your amazing special stats. Sub prevents status and Roost is recovery. Calm Mind is for the boosts obviously. Hardwalled by every Dark type ever.

Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor/Dragon Pulse
- Psyshock/Psychic
- Ice Beam/Thunderbolt/Energy Ball/Surf
- Roost/Rest

Recovery+3 attacks Mega Latias. Roost is for recovery without going to sleep. Rest removes status. Choice between Dragon STAB is power or the ability to not have to immediately switch out. Choice between Psychic STAB is if you want to hit special walls or physical walls harder. Choice of coverage is yours: Ice Beam hits Lando-I and other Grounds/Flyings hard, Thunderbolt hits Flyings and Waters, Energy Ball hits Waters and Grounds and Rocks. Surf kills Grounds/Fires/Rocks.

Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Healing Wish/Wish
- Light Screen/Reflect/Tailwind/Magic Coat
- Light Screen/Reflect/Tailwind/Magic Coat

Support Mega Latias. Defog removes hazards, which is helpful if you use Kyurem, Dragonite (especially Dragonite, so you keep multiscale), Salamence. This set is usually used on Dragon monos, as Psychics have Starmie for hazard removal, and don't really care about hazards anyway (usually). Healing Wish is an amazing move that fully heals the next Pokemon you bring in and eliminates status. Wish is usable if you just want them to recover HP and not have to sacrifice your mega. Screens are screens. Tailwind is usable if you want more speed for your sweepers. Magic Coat bounces back status moves, such as Toxic/T-Wave/Will-O-Wisp/Rocks/Spikes/Whirlwind, etc. Generally, however, this is better run by regular Latias, as you would like to use your mega for other things, and take full advantage of its stat boosts.

Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Calm Mind
- Ice Beam

Sort of self-explanatory. Rest is recovery that removes status. Sleep Talk allows you to set up or attack while asleep. Calm Mind makes you a beast. Ice Beam has no immunities. Full bulk EVs and Defense EVs as Calm Mind will boost your SpD/SpA.

Latias (F) @ Latiasite
Ability: Levitate
EVs: 248 HP / 144 Def / 116 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dragon Pulse
- Psyshock / Stored Power
- Roost / Substitute / Rest

Thanks to DM35 for this set. This will probably be Mega Latias' flagship set (I mentioned parts of it in a couple of the above sets, but I thought it deserved its own analysis). Calm Mind boosts SpA and SpD and is generally awesome. Dragon Pulse is STAB, preferred over Draco Meteor for the ability to use consistently. Psyshock hits special walls (basically allowing you to go mixed) but Stored Power hits really hard after a few Calm Mind boosts. Last slot is a toss up. Roost is recovery, while Sub prevents status. Rest is my addition, as you should be a bit bulky by the time you need to use it, meaning you can heal up AND remove annoying status. This does allow the opponent to do more chip damage while you are taking a nap, or allow them to set up, but is useful in some scenarios. EVs let it outspeed positive natured base 80s and neutral natured base 90s, while giving it maximum physical bulk (special bulk is amazing even unboosted, and Calm Mind boosts it in the battle anyway).

Overall, I believe Mega Latias deserves A Rank on Dragon and Psychic. It has a variety of good options that it can run. It doesn't need much support, if any. The only thing it likes is screens on set up sets so it can set up easier but even that is not necessary. It can play a role against most type match ups, but a couple of its sets are walled by Dark/Steel respectively. It isn't totally predictable, but it does influence the metagame in my opinion. I could even be convinced of S Rank, but because there are multiple options for megas on both Dragon and Psychic, it faces a lot of competition, and so I believe A Rank is the best fit for Mega Latias.
 
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Mega Gardevoir (fairy) for B rank

mega_gardevoir_by_sana37-d74rse1.png


Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Substitute

A completely standard mega gardevoir, which hits hard. It can also tank and KO a plethora of special attackers that KO it, and it's SE coverage hits almost any of them that are known for using calm mind. Focus Blast blows most steel pokemon to bits. Sub can prevent offensive pokemon coming in after you KO a wall and beats down users of sucker punch.

232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 252+ SpD Zapdos: 175-207 (45.5 - 53.9%) -- 2.3% chance to 2HKO after Leftovers recovery
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 4+ SpD Assault Vest Drapion: 174-205 (50.5 - 59.5%) -- guaranteed 2HKO

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Calm Mind
- Hyper Voice
- Psyshock
- Heal Bell / Pain Split

A gardevoir that tries to overpower things like porygon 2, chansey, and meloetta, It should still outspeed even the fastest of defensive walls, but like other fairy wall breakers, misses having a wall of its own to run too after it gets a KO and they bring out an offensive check. Heal bell variants can chase something out and heal a crippled diancie or azumarill in a pinch.

Even though the specially based fairies are known for being harder to set up than their physical counterparts, gardevoir is in a different power league from them, and many types will be hard pressed to find something to wall them, especially considering psyshock, and the varied support movepool gardevoir gets, with anti stall staples like taunt, encore and heal bell, to nastiness like memento and will-o-wisp. Horrible physical stats mean that faster physical users, scarf pokemon and priority pokemon can almost ceirtainly kill or cripple gardevoir, and its 100 seed tier is completely average (although fast for fairies). It can't even really use it's quad resistance to fighting attacks in monotype due to how rarely they are directed at fairy and psychic teams. Many of it's debuffing attacks find , awkward usage due to it's ability to 2HKO most anything. Despite it's power, it loses out on a lot of OHKOs without hazards which can take time to throw up, and using gardevoir itself as a double switch against defoggers can lead to it being crippled, as even skarmory's brave bird sends gardevoir down to 50%. And it lacks the extra oomph needed to stay in, so physical pokemon send him running.. although fairies have nothing for him to run to, which lets the enemy rack up damage every time gardevoir is predicted, slow turned, or manages to kill. Less usefull overall than both of the other megas.
 
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Gardevoir (fairy) for B rank and (psychic) B rank

Mystic_Gardevoir_by_Chibi_Gardevoir.png


Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Thunderbolt
- Trick / Memento / Healing Wish

Because of how slow many core pokemon are on fairy teams, they can find themselves hard pressed against support pokemon like zapdos, mew, and Deo-D, as well as forced to take free hits from many pokemon. A trick scarfer is effective against all of them, and giving klefki leeway against a defogger it can't force out can be game changing. On the other hand, Memento and healing wish can immediately let a setup sweeper (probbably azumarill, but also niche things like offensive togekiss) have a field day.

Gardevoir @ Leftovers
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute / Healing Wish
- Psychic
- Will-o-Wisp
- Focus Blast

Defensive Sets
EVs: 252 HP / 84 SpD / 172 Spe
Calm Nature

Trace is a wonderful ability that lets gardevoir come in on pokemon like gastrodon and heatran, weaken lando-t and gyarados (who it struggles with) and get a slight offensive boost on some mons it can tank. Psychic gives it different coverage than other fairies, and Focusblast deals with the aforementioned heatran. Will-o-wisp can wear down defensive mons, and also will snipe physical pokemon that want to switch in, as unlike the mega, your attacks won't phase them (especially with other evs. This gardevoir set can also adjust for defensive EVs, but I don't really like them. It's still worth creeping base 100 tanks if you do though. Healing Wish is a nice tool for bulky offensive mons, and complements the way gardevoir is likely being worn down by stuff like chansey or scald, as it lets you weaken things a bit before bringing in your bad boys, and has the bonus of letting you use them early against chip damage and even status. Psychic teams should prefer moonblast over psychic.

Normal Gardevoir can provide effective support without giving up the ability to hit offensive, frail pokemon fairly hard, and on psychic even has the niche of absorbing dragon attacks, although it's speed may mean it can't do much back. although choiced dragons can't switch out without getting their teamates whacked, and the discouragement from using their strong attacks until lategame makes bulky mons like slowbro and mew even better. It does suffer from horrible physical stats again, and it's meh base HP and lack of healing means that even 252 spdef 252 hp ones can get worn down by attacks like scald and lavaplume, althouugh that shouldn't stop it from helping your team.
 
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You said Gardevoir doesn't get any recovery, but it does: Wish. This allows it to support better. One of my favourite sets is this one:

Gardevoir @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Wish
- Protect
- Heal Bell
- Moonblast

First of all, you switch in on a predicted status (WoW Sableye/Rotom, Toxic anything, etc.). Synchronize gives them the status as well. Then you use Heal Bell--meaning YOU basically statused THEM. It's surprising how useful this is against stall mons that rely on Toxic/Burn residual damage. Wish is recovery, Protect is to get it and stall for more status damage. Moonblast makes you not Taunt bait (also hits Sableye/Mega Sableye for SE damage, as Sableye and its mega are 2 of its favourite targets), and the EVs maximize special bulk (it has the same SpD as Togekiss and more than Zapdos and Chansey [pre-eviolite]). Leftovers is for more passive recovery. Overall a great support Pokemon for its team, as it can heal status with Heal Bell and pass wishes for some recovery (even though it has a meh HP stat, it might be enough to revive your weakened/statused sweepers, which could win you the game, and, unlike Healing Wish, it can do this multiple times throughout most games and without dying as well as cure and heal itself).
 
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I will be on vacation from December 18th to January 8th so I will most likely not be able to update stuff. However, I'll do it all once I get back. I was planning on updating the old stuff today, but I had to study for my tests (I have to take them early so I had to learn some new material.)

Sorry bout that, but feel free to keep on posting.
 
I would slash rockslide with or over low kick on a totally physical ninja (flying coverage). Also, I've seen water shuriken used because of priority and such, but the hits are unreliable so that is a preference thing.... The generic greninja I've seen goes mixed. I have no idea what the attack to special attack evs are, but my guess is it runs specially biased. (I know your original intention was to showcase the new stuff greninja got, but not all that glitters is gold)

Greninja @ Life Orb / Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Hydro Pump/Surf
- Dark Pulse



I agree 100% besides the fact that roost isn't mentioned (you know I like roost).

Pidgeot @ Pidgeotite
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn/Substitute/Roost
- Hidden Power [Ground]/Hidden Power [Ice]

Right, derp I forgot that lol
 
I believe that Mega Pidgeot has already been done by Flying Types Rule and then corrected by everyone else. FTR put it in E Rank, but I believe we decided on B Rank for Normal because it already has Staraptor/all the Normal/Flying types GameFreak is obsessed with introducing every generation, as well as Mega Audino (for defense) and Mega Lopunny (for offense). If you're interested, I think the conversation took place on pages 36 and 37.

Not really if you use Mega Pidgeot you don't need to use a frail Scarf Staraptor and can run the bulky Feather Dance variant which gives more synergy to the team. It should be A rank
 
Okay it's been a while since I've posted but it looks like there are a lot of things that need to get fixed.

I nominate Mega Latias for A Rank on Dragon and Psychic.
Pros:
  • Variety of sets
  • Awesome stats

Cons:
  • Lots of other psychic megas
  • You don't want your mega dying (if you run healing wish)


Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Dragon Pulse/Draco Meteor
- Psychic/Psyshock/Stored Power

My favourite Mega Latias set. Calm Mind is for boosts to special attack/defense. Rest is recovery that removes status. Dragon Pulse is STAB, but Draco is usable for more power immediately (but I prefer Pulse). 4th slot is for Psychic move: Stored Power takes advantage of boosts, Psychic hits hard immediately, Psyshock hits based on defense. EVs maximize physical bulk, making it hard for them to take you out. Not very effective against Steel types.

Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Stored Power
- Roost
- Substitute
- Calm Mind

This set has been used effectively by more than one person I've battled. Physical bulk is important because Calm Mind boosts your amazing special stats. Sub prevents status and Roost is recovery. Calm Mind is for the boosts obviously. Hardwalled by every Dark type ever.

Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor/Dragon Pulse
- Psyshock/Psychic
- Ice Beam/Thunderbolt/Energy Ball/Surf
- Roost/Rest

Recovery+3 attacks Mega Latias. Roost is for recovery without going to sleep. Rest removes status. Choice between Dragon STAB is power or the ability to not have to immediately switch out. Choice between Psychic STAB is if you want to hit special walls or physical walls harder. Choice of coverage is yours: Ice Beam hits Lando-I and other Grounds/Flyings hard, Thunderbolt hits Flyings and Waters, Energy Ball hits Waters and Grounds and Rocks. Surf kills Grounds/Fires/Rocks.

Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Healing Wish/Wish
- Light Screen/Reflect/Tailwind/Magic Coat
- Light Screen/Reflect/Tailwind/Magic Coat

Support Mega Latias. Defog removes hazards, which is helpful if you use Kyurem, Dragonite (especially Dragonite, so you keep multiscale), Salamence. This set is usually used on Dragon monos, as Psychics have Starmie for hazard removal, and don't really care about hazards anyway (usually). Healing Wish is an amazing move that fully heals the next Pokemon you bring in and eliminates status. Wish is usable if you just want them to recover HP and not have to sacrifice your mega. Screens are screens. Tailwind is usable if you want more speed for your sweepers. Magic Coat bounces back status moves, such as Toxic/T-Wave/Will-O-Wisp/Rocks/Spikes/Whirlwind, etc. Generally, however, this is better run by regular Latias, as you would like to use your mega for other things, and take full advantage of its stat boosts.

Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Calm Mind
- Ice Beam

Sort of self-explanatory. Rest is recovery that removes status. Sleep Talk allows you to set up or attack while asleep. Calm Mind makes you a beast. Ice Beam has no immunities. Full bulk EVs and Defense EVs as Calm Mind will boost your SpD/SpA.


Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Dragon Claw
- Sucker Punch
- Zen Headbutt

While not recommended, you can also use Mega Latias as a physical attacker. Base 100 attack is usable, but generally there are better physical attackers on both teams. Dragon Claw and Zen Headbutt are STABs. Sucker Punch is priority for Ghosts that threaten you. EQ rounds of your perfect coverage. EVs give it max attack and max speed. Other options include Waterfall (coverage), Aerial Ace (coverage), Roost (recovery), and Hone Claws (attack/accuracy booster).

Overall, I believe Mega Latias deserves A Rank on Dragon and Psychic. It has a variety of good options that it can run. It doesn't need much support, if any. The only thing it likes is screens on set up sets so it can set up easier but even that is not necessary. It can play a role against most type match ups, but a couple of its sets are walled by Dark/Steel respectively. It isn't totally predictable, but it does influence the metagame in my opinion. I could even be convinced of S Rank, but because there are multiple options for megas on both Dragon and Psychic, it faces a lot of competition, and so I believe A Rank is the best fit for Mega Latias.

Okay I'll bite on this since yeah Mega Latias definitely can be called A-rank. However some of your sets need tweaking as they aren't viable. So I'll just address some of these things:
  • First set is mostly fine, but you could opt for Recover over Rest with Rest as the primary option
  • The Dual Screen Defog set is outclassed by its pre-mega counterpart as it gets access to the item Light Clay and also does not consume your mega slot. Also they share the same speed so either way Latias can get up its respective screens or Healing Wish up. I guess this is a bulky screener, but there are so many other Psychic types that can do that also. On Dragon it's decent, but now with Mega Altaria you'd rather have a fast dual screen latias set up screens with max hp, max speed so that you can get your Mega Altaria setup (or any other dangerous dragon sweeper) without the wasted mega slot.
  • There is absolutely no need to even mention a physical Mega Latias set. It's outright outclassed by its brother Mega, and again your just wasting a Mega slot for a subpar attacker.

Gardevoir (fairy) for B rank and (psychic) D rank

Mystic_Gardevoir_by_Chibi_Gardevoir.png


Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Thunderbolt
- Trick / Memento / Healing Wish

Because of how slow many core pokemon are on fairy teams, they can find themselves hard pressed against support pokemon like zapdos, mew, and Deo-D, as well as forced to take free hits from many pokemon. A trick scarfer is effective against all of them, and giving klefki leeway against a defogger it can't force out can be game changing. On the other hand, Memento and healing wish can immediately let a setup sweeper (probbably azumarill, but also niche things like offensive togekiss) have a field day.

Gardevoir @ Leftovers
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute / Healing Wish
- Psychic
- Will-o-Wisp
- Focus Blast

Defensive Sets
EVs: 252 HP / 84 SpD / 172 Spe
Calm Nature

Trace is a wonderful ability that lets gardevoir come in on pokemon like gastrodon and heatran, weaken lando-t and gyarados (who it struggles with) and get a slight offensive boost on some mons it can tank. Psychic gives it different coverage than other fairies, and Focusblast deals with the aforementioned heatran. Will-o-wisp can wear down defensive mons, and also will snipe physical pokemon that want to switch in, as unlike the mega, your attacks won't phase them (especially with other evs. This gardevoir set can also adjust for defensive EVs, but I don't really like them. It's still worth creeping base 100 tanks if you do though. Healing Wish is a nice tool for bulky offensive mons, and complements the way gardevoir is likely being worn down by stuff like chansey or scald, as it lets you weaken things a bit before bringing in your bad boys, and has the bonus of letting you use them early against chip damage and even status. Psychic teams should prefer moonblast over psychic.

Normal Gardevoir can provide effective support without giving up the ability to hit offensive, frail pokemon fairly hard, and on psychic even has the niche of absorbing dragon attacks, although it's speed may mean it can't do much back. although choiced dragons can't switch out without getting their teamates whacked, and the discouragement from using their strong attacks until lategame makes bulky mons like slowbro and mew even better. It does suffer from horrible physical stats again, and it's meh base HP and lack of healing means that even 252 spdef 252 hp ones can get worn down by attacks like scald and lavaplume, althouugh that shouldn't stop it from helping your team.


I don't understand why you would rank Gardevoir as D-rank on Psychic. With the plethora of viable Psychic megas, I'd argue that regular Gardevoir's viability actually went up. One of the things that Psychic teams are annoyed by right now is Mega Sableye. Mega Gardevoir is probably the most effective counter to it, but what if you aren't running Mega Gardevoir and are using the preferred Mega Medicham, Gallade, or Slowbro? Scarf Gardevoir is able to check Mega Sableye with Moonblast pretty effectively.

Gardevoir @ Choice Scarf
Ability: Trace
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Psyshock/Focus Blast
- Trick/Thunderbolt/Energy Ball
- Healing Wish/Thunderbolt/Energy Ball
  • 252 SpA Gardevoir Moonblast vs. +1 252 HP / 0 SpD Sableye: 180-212 (59.2 - 69.7%) -- guaranteed 2HKO
  • +1 4 SpA Sableye Dark Pulse vs. 0 HP / 4 SpD Gardevoir: 81-96 (29.2 - 34.6%) -- 5.9% chance to 3HKO
Scarf Gardevoir is able to serve as an effective check to Mega Sableye on Psychic teams, as well as not using up your mega slot for the other members. Scarf Healing Wish is really useful, especially with things like Slowbro who hate status. An effective Mega Slowbro user will most likely pivot with the pre-mega form beacuse of Regenerator, but with Healing Wish, it can go directly into Mega Slowbro and start sweeping when your ready. Same applies for any of the other Psychic sweepers. Also it still helps with the Dark matchup in general if you need a backup strat in case you ever lose your Mega which was dedicated to beating Dark teams. I'd put regular Gardevoir at B-rank at the very least on Psychic.

Not really if you use Mega Pidgeot you don't need to use a frail Scarf Staraptor and can run the bulky Feather Dance variant which gives more synergy to the team. It should be A rank

This is very important. In Monotype, viability is also determined based on how much synergy it gives a team because of the fact you only have the one type to play with. Mega Pidgeot is just under appreciated because things like Mega Lopunny help more offensively and Mega Audino looks appealing for more bulky Normal teams. This, however, does not mean Mega Pidgeot is bad at all. After Mega Evolution, it creeps all the Fighting types that reside at 108 base speed, and it even serves as a really good Mega Gallade check. If you can get in your Mega Evolution, Mega Gallade is slower and can't even kill Mega Pidgeot with priority since Shadow Sneak doesn't effect Normal types forcing either a switch or a free kill with a powerful STAB Hurricane. It also pairs well with Diggersby against the Steel matchup as between powerful Earthquakes from Diggersby and Heat Waves from Pidgeot helps a lot espeically since both mons get access to U-turn for that momentum. Underrated as it may be, Mega Pidgeot is definitely deserving of A-rank on Normal.

Edit: If there's anything you guys feel like discussing a bit more in-depth I'm happy to oblige. Also if you still disagree with these or other rankings, I'll help deal with the arguments. Forced labor since Anttya is gone for vacation.
 
Sorry to pick so much on one set, but as this'll likely be Latias' flagship set in mono it's kinda important.

Latias (F) @ Latiasite
Ability: Levitate
EVs: 248 HP / 144 Def / 116 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dragon Pulse
- Psyshock / Stored Power
- Roost / Substitute

imo main set should look like this, I don't really like Psychic as the main benefit of the extra power is outweighed by the ability of Psyshock to essentially go mixed, or by the fact Stored Power hits harder after 2 CM's. Draco can work for an initial hard hit but chances are you'll be wanting to use this as a win condition / late-game cleaner so Dragon Pulse is usually superior. As you already said, status kinda fucks this set up so Sub is an option over Roost, albeit a largely niche one. I'm still trying to work out the best EVs for this, the ones given outspeed positive natured base 80's and neutral natured 90's, which seems pretty good to me.
 
doublade.gif
Doublade(ghost) for C rank!
Very nice defense mon

it's something..meh,like avalugg but not really strong

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow claw
- Sacred Sword
- Shadow Sneak
- Iron head

he's soo nice against dark type pokemons and against Mlopunny too

252+ Atk Bisharp Knock Off (97.5 BP) vs. 212 HP / 0 Def Eviolite Doublade: 158-188 (50.6 - 60.2%) -- guaranteed 2HKO

252+ Atk Doublade Sacred Sword vs. 4 HP / 0 Def Bisharp: 384-456 (141.1 - 167.6%) -- guaranteed OHKO(the OHKO was obv)

252 Atk Lopunny(with mega lopunny attack) High Jump Kick vs. 212 HP / 0 Def Eviolite Doublade: 138-164 (44.2 - 52.5%) -- 20.7% chance to 2HKO

252+ Atk Doublade Sacred Sword vs. 248 HP / 0 Def Lopunny: 222-262 (66.6 - 78.6%) -- guaranteed 2HKO (at least,it's a question of luck,20.7%)
 
252 Atk Lopunny(with mega lopunny attack) High Jump Kick vs. 212 HP / 0 Def Eviolite Doublade: 138-164 (44.2 - 52.5%) -- 20.7% chance to 2HKO

252+ Atk Doublade Sacred Sword vs. 248 HP / 0 Def Lopunny: 222-262 (66.6 - 78.6%) -- guaranteed 2HKO (at least,it's a question of luck,20.7%)
You appear to have used the standard set's EVs of 212 HP on doublade for that calc whereas your suggested set runs 252 HP. As such, the correct calc would be:

252 Atk Lopunny High Jump Kick vs. 252 HP / 0 Def Eviolite Doublade: 138-164 (42.8 - 50.9%) -- 3.9% chance to 2HKO

Moreover, I doubt Lopunny would be investing in HP given its newfound speed and attack. I think you also forgot the extra 10 base defense lopunny now gets due to the mega, though it doesn't make much difference. The new result should be:

252+ Atk Doublade Sacred Sword vs. 0 HP / 0 Def Lopunny: 204-240 (75.2 - 88.5%) -- guaranteed 2HKO

This means that Doublade has a 96% chance of beating M-Lopunny 1v1 (assuming no fake out and not including HJK's miss chance) and is certain to win if hitting Lopunny on the switch-in. Doublade still relies on a HJK miss to beat it if coming in on it, though it should be noted that this is still a 27.1% chance.
 

252 Atk Lopunny(with mega lopunny attack) High Jump Kick vs. 212 HP / 0 Def Eviolite Doublade: 138-164 (44.2 - 52.5%) -- 20.7% chance to 2HKO

252+ Atk Doublade Sacred Sword vs. 248 HP / 0 Def Lopunny: 222-262 (66.6 - 78.6%) -- guaranteed 2HKO (at least,it's a question of luck,20.7%)
You appear to have used the standard set's EVs of 212 HP on doublade for that calc whereas your suggested set runs 252 HP. As such, the correct calc would be:

252 Atk Lopunny High Jump Kick vs. 252 HP / 0 Def Eviolite Doublade: 138-164 (42.8 - 50.9%) -- 3.9% chance to 2HKO

Moreover, I doubt Lopunny would be investing in HP given its newfound speed and attack. I think you also forgot the extra 10 base defense lopunny now gets due to the mega, though it doesn't make much difference. The new result should be:

252+ Atk Doublade Sacred Sword vs. 0 HP / 0 Def Lopunny: 204-240 (75.2 - 88.5%) -- guaranteed 2HKO

This means that Doublade has a 96% chance of beating M-Lopunny 1v1 (assuming no fake out and not including HJK's miss chance) and is certain to win if hitting Lopunny on the switch-in. Doublade still relies on a HJK miss to beat it if coming in on it, though it should be noted that this is still a 27.1% chance.

True,I used based NU lopunny set,my fail
anyway the chance is that
 
doublade.gif
Doublade(ghost) for C rank!
Very nice defense mon

it's something..meh,like avalugg but not really strong

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow claw
- Sacred Sword
- Shadow Sneak
- Iron head

he's soo nice against dark type pokemons and against Mlopunny too

252+ Atk Bisharp Knock Off (97.5 BP) vs. 212 HP / 0 Def Eviolite Doublade: 158-188 (50.6 - 60.2%) -- guaranteed 2HKO

252+ Atk Doublade Sacred Sword vs. 4 HP / 0 Def Bisharp: 384-456 (141.1 - 167.6%) -- guaranteed OHKO(the OHKO was obv)

252 Atk Lopunny(with mega lopunny attack) High Jump Kick vs. 212 HP / 0 Def Eviolite Doublade: 138-164 (44.2 - 52.5%) -- 20.7% chance to 2HKO

252+ Atk Doublade Sacred Sword vs. 248 HP / 0 Def Lopunny: 222-262 (66.6 - 78.6%) -- guaranteed 2HKO (at least,it's a question of luck,20.7%)
We already decided a few pages back that Doublade would be D rank. It is a decent Pokemon, but the reason we decided on D rank was that there is little to no reason to use Doublade as long as Aegislash is legal on Ghost teams. Aegislash fills the same role as Double, but better. Having two pokemon filling the same role on a team is usually a bad idea, especially on a type like Ghost where you need to have a lot of team cohesiveness to be successful. If Aegislash ever gets banned from Ghost teams again, I would personally and gladly support Doublade for B rank, but as long as the uber sword is around, any decent Ghost team will probably not be using its pre-evolution.
 
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