ah ok,i think it's true
You're right, this one is more controversial. I like the fact that you used opportunity cost, as I usually only see this in OU about the Megas, but I feel that you have overestimated LandT and slightly underestimated LandI here. Have you forgotten that people are still calling for a ban on it? And not for bad reasons, either. Yes, Therian has one of the best bulky pivots and SR setter that Flying has to offer. But LandI also is probably the most powerful Special wallbreaker Flying has access to. It singlehandedly rips apart an incredible amount of teams, such as opposing Flying, Steel, Fire, Normal, Fairy, etc. While most sets only change up a move here or there, they actually serve very different purposes. For example, if you have a Scarf Thund that you like cleaning up with, a CM Lando is amazing at smashing through special walls. Or, if you have a very hard hitting/slow team, and would like a better reassurance against offense such as Greninja, Rock Polish is wonderful at saving the day. I've even seen it used as a powerful SR setter, which actually worked out pretty well. Intimidate and bulk may be very appealing, but a lot of people are starting to forget just how threatening Lando-I can be. It boasts probably the most powerful unboosted Special power that Flying has to offer, bar Choice Specs ThundT (and even that is a really close call).Landorus-I(Flying) -> A Rank
This one is a little more controversial, but imo the cost of not being able to run Landorus-T as well as the fact that Flying already has a plethora of special attackers to choose from such as it's genie brother Thundurus means that this doesn't particularly stand out as an S Rank pokemon to me. When you consider the amount of sets it's therian counterpart can run, it's very difficult to justify choosing Landorus-I at all, as therian can run a bulky defensive pivot which is probably the best rocks setter on Flying bar none, an incredibly effective Choice Scarf set that can still check most physical attackers and can form a nasty VoltTurn core with the aforementioned Thundurus. You then have the more niche sets such as Dancin sets, boosting either Speed or Attack to incredible levels. With all of these possible sets, I find it difficult to choose Lando-I over it and therefore feel it shouldn't be S Rank.
Like Walrein, Rotom-F is used as a Scizor check so HP Fire is a must. The same could be said for Will-o-Wisp since that cripples a majority of physical set up threats. The ranking could be tweaked since it's tied with Walrien. (If Walrien's B Rank, then Rotom's S, if it's D, then B etc.) Also, I seriously doubt a Rest Talk set would work since it's still weak to common Fighting, Fire, Rock, w/e it's weak to moves. Steel attacks are fairly rare. You don't have to worry too much about Mega Metagross carrying Hammer Arm since that's only OU. (A majority of Steel + Psychic types can deal with it) Meteor Mash, Zen Headbutt, EQ, Bullet / Ice Punch is the usual set, and Agility + Grass Knot (lol) doesn't bother Rotom in the slightest. I mostly agree with everything else tho.Rotom-Frost (Ice) for A rank
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Crystal Shards (Rotom-Frost) @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Pain Split
- Reflect
- Light Screen
- Volt Switch
Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rest
- Sleep Talk
- Will-o-Wisp
- Volt Switch
Rotom's use to an ice team is pretty evident from it's type alone...It take steel attacks neutrally. Also a slow volt switch allows it to use it's bulk to take a hit first, and then bring kyurem in, which is a huge boost for ice teams. It's other moves are best used to slow the other team down and keep rotom alive, as the more it does this, the better. Prevents scizor from sweeping ice teams, as well as most of the fairly rare pokemon that carry steel attacks. Can tank a single attack from mega metagross in an emergency, although hammer arm variants can win with rocks down, and it may be supported by a heal bell pokemon or healing wish jirachi...
252 Atk Tough Claws Mega Metagross Hammer Arm vs. 252 HP / 252+ Def Rotom-F: 216-256 (71 - 84.2%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 252+ Def Rotom-F: 145-172 (47.6 - 56.5%) -- 87.5% chance to 2HKO
252 Atk Mega Gallade Drain Punch vs. 252 HP / 252+ Def Rotom-F: 186-218 (61.1 - 71.7%) -- guaranteed 2HKO
(Bored in a hotel room soooo)
Like Walrein, Rotom-F is used as a Scizor check so HP Fire is a must. The same could be said for Will-o-Wisp since that cripples a majority of physical set up threats. The ranking could be tweaked since it's tied with Walrien. (If Walrien's B Rank, then Rotom's S, if it's D, then B etc.) Also, I seriously doubt a Rest Talk set would work since it's still weak to common Fighting, Fire, Rock, w/e it's weak to moves. Steel attacks are fairly rare. You don't have to worry too much about Mega Metagross carrying Hammer Arm since that's only OU. (A majority of Steel + Psychic types can deal with it) Meteor Mash, Zen Headbutt, EQ, Bullet / Ice Punch is the usual set, and Agility + Grass Knot (lol) doesn't bother Rotom in the slightest. I mostly agree with everything else tho.
Why not T-bolt / Volt Switch?
0 SpA Rotom-F Thunderbolt vs. 252 HP / 4 SpD Mega Scizor: 102-120 (29.6 - 34.8%) -- 9.7% chance to 3HKO (Scizor can Roost spam until it gets to +6)
0 SpA Rotom-F Hidden Power Fire vs. 252 HP / 4 SpD Mega Scizor: 180-216 (52.3 - 62.7%) -- guaranteed 2HKO
252+ Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252+ Def Rotom-F: 84-99 (27.6 - 32.5%) -- guaranteed 4HKO (Take the Bullet, then burn it.)
Tl;Dr I'd def put HP Fire + Will-o-Wisp somewhere. Rest Talk set's not going to work in mono, and I suggest moving it down to B Rank.
Also, me and Sae Sae have decided to make some Pokemon "proven users only." This will apply to S rank and hard to use Pokemon since they need to be covered by someone who has experience with them. I will write more on this when I have the time.
(Dang sorry I took so long!)
Mega Steelix (Ground) for B rank!
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Steelix @ Steelixite
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Earthquake
- Gyro Ball
- Dragon Tail
This Mega Steelix set is designed to support its team by phazing out the opposing one and dragging their Pokemon through entry hazard damage. Sassy nature and maximum special bulk maximize Mega Steelix's rather average ability to take special attacks. Stealth Rock is a staple here for punishing switches and assisting the team with getting KOs. Earthquake is the obligatory STAB attack, which does considerably more damage coming from the increased Attack power that Steelix gains upon Mega Evolution. Gyro Ball is the secondary STAB move that takes advantage of Steelix's low Speed and negative Speed nature to be as powerful as possible. Roar is the primary option in the final slot for shuffling the opposing team, forcing enemies to take hazard damage and preventing them from benefiting from any stat boosts they may have attained; Dragon Tail is an option that doesn't get rid of Substitutes like Roar does, but it provides additional damage to Stealth Rock when shuffling the opponent's team, and the only Pokemon that are immune to this move, Fairy-types, are deterred by Steelix's inherent offensive and defensive advantage against them.
Steelix @ Steelixite
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Stone Edge
- Stealth Rock
Heavy Slam and Earthquake are Steelix's two main STAB moves on this set, Heavy Slam providing a solid 120 BP, Stone Edge is used to hit flying type pokemon that resist Steel type (Zapdos, Charizard, etc.). The last move in this set should be Stealth Rock, as it provides great team support.
Note aside, Mega Steelix gets the ability Sand Force, so its Ground/Rock/Steel type moves will get boosted (Stone Edge, Earthquake and Heavy Slam in this case) so pairing it up with a pokemon with Sandstream (Hippodown) or a pokemon that can effectively use Sand Storm would be ideal.
Giving Mega Steelix B rank because as a stealth rock setter it is outclassed by many pokemon like Hippodown, and as a mega evolution spot it is outshined by Mega Garchomp and (maybe) Mega Sawmpert, still that doesn't mean that Mega Steelix itself is a bad pokemon, it has an amazing Defense and its Special Defense got a nice boost; I had my doubts about classifying as a B rank pokemon but I finally reached a conclusion.
May or may not have forgotten about some sets, please feel free to share them!
I hate to be so blunt, but Mega Camerupt is trash. It's weak to Ground and Water, both of which are very common attacking types, and it's not bulky enough to take many decently powerful hits. It'll take one or maybe two hits, but then it's going to go down, especially since it has no access to recovery. And there is no way it's ever going to outspeed anything notable with its 20 base speed.Mega-Camerupt (Fire/Ground) for A rank
Secondary Effects? What are those?
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 SpA
Mild Nature
- Heat Wave
- Earth Powe
- Flash Cannon
- Rock Slide
The set above takes Sheer Force to the next level. With moves like STAB Heat Wave & Earth Power, Flash Cannon/ for those pesky Ground types, & Rock Slide for anything else that happens to be in your way, Camerupt's Sheer Force will make those moves all the stronger, at the cost of a burn chance, Sp. Defense drops, & a flinch chance. Just for fun, here's a damage calculation that pits the above set against Extreme Killer Arceus, otherwise known as...
Arceus @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Overheat
And the result is...252+ SpA Camerupt Heat Wave vs. 0 HP / 0 SpD Arceus: 127-150 (33.3 - 39.3%) -- guaranteed 3HKO
Ok, I did not expect him/her/it to be THAT powerful...
All in all, Camerupt is a force to be reckoned with in Monotype. Being one of the few Fire-type megas that are useable, (or aren't banned to Ubers. I'm looking at YOU, Blaziken.) Camerupt holds a rock-solid spot as one of the more useful OR/AS megas, & my personal favorite mega in the metagame.
I don't understand how you can count out the Mega Charizards. Char Y is by far the best Fire type mega to use and it proves it with usage as well as just wall breaking power and team support. Even if you don't use Char Y, Char X is better in pure sweeping potential. At one point there was even discussion of banning Charizard X because it's that good.Being one of the few Fire-type megas that are useable, (or aren't banned to Ubers. I'm looking at YOU, Blaziken.)
I hate to be so blunt, but Mega Camerupt is trash. It's weak to Ground and Water, both of which are very common attacking types, and it's not bulky enough to take many decently powerful hits. It'll take one or maybe two hits, but then it's going to go down, especially since it has no access to recovery. And there is no way it's ever going to outspeed anything notable with its 20 base speed.
Even if Mega Camerupt was decent, there would still be no reason to use it on either Ground or Fire teams. Ground teams have Mega Garchomp which is an amazing bulky and decently fast wallbreaker. Mega Steelix is also not a bad Ground option considering it can take a hit so well while still being able to do damage.
I don't understand how you can count out the Mega Charizards. Char Y is by far the best Fire type mega to use and it proves it with usage as well as just wall breaking power and team support. Even if you don't use Char Y, Char X is better in pure sweeping potential. At one point there was even discussion of banning Charizard X because it's that good.
I'd argue that on Fire teams Mega Camerupt is AT BEST, D rank. On Ground, Mega Camerupt could be C rank, but it's still outclassed. A rank is simply way too high for something as outclassed as Camerupt. Keep in mind, power means nothing if you can't hit anything before you get knocked out.
EDIT: Also, Heat Wave should not be used on anything that has access to Flamethrower or Fire Blast. Camerupt has access to both, so I would replace Heat Wave with an option between Flamethrower/Fire Blast.
0---0-------0Mega-Camerupt (Fire/Ground) for A rank
Secondary Effects? What are those?
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 SpA
Mild Nature
- Heat Wave
- Earth Power
- Flash Cannon
- Rock Slide
The set above takes Sheer Force to the next level. With moves like STAB Heat Wave & Earth Power, Flash Cannon/ for those pesky Ground types, & Rock Slide for anything else that happens to be in your way, Camerupt's Sheer Force will make those moves all the stronger, at the cost of a burn chance, Sp. Defense drops, & a flinch chance. Just for fun, here's a damage calculation that pits the above set against Extreme Killer Arceus, otherwise known as...
Arceus @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Overheat
And the result is...252+ SpA Camerupt Heat Wave vs. 0 HP / 0 SpD Arceus: 127-150 (33.3 - 39.3%) -- guaranteed 3HKO
Ok, I did not expect him/her/it to be THAT powerful...
All in all, Camerupt is a force to be reckoned with in Monotype. Being one of the few Fire-type megas that are useable, (or aren't banned to Ubers. I'm looking at YOU, Blaziken.) Camerupt holds a rock-solid spot as one of the more useful OR/AS megas, & my personal favorite mega in the metagame.
Mega-Camerupt (Fire/Ground) for A rank
Secondary Effects? What are those?
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 SpA
Mild Nature
- Heat Wave
- Earth Power
- Flash Cannon
- Rock Slide
The set above takes Sheer Force to the next level. With moves like STAB Heat Wave & Earth Power, Flash Cannon/ for those pesky Ground types, & Rock Slide for anything else that happens to be in your way, Camerupt's Sheer Force will make those moves all the stronger, at the cost of a burn chance, Sp. Defense drops, & a flinch chance. Just for fun, here's a damage calculation that pits the above set against Extreme Killer Arceus, otherwise known as...
Arceus @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Overheat
And the result is...252+ SpA Camerupt Heat Wave vs. 0 HP / 0 SpD Arceus: 127-150 (33.3 - 39.3%) -- guaranteed 3HKO
Ok, I did not expect him/her/it to be THAT powerful...
All in all, Camerupt is a force to be reckoned with in Monotype. Being one of the few Fire-type megas that are useable, (or aren't banned to Ubers. I'm looking at YOU, Blaziken.) Camerupt holds a rock-solid spot as one of the more useful OR/AS megas, & my personal favorite mega in the metagame.
Contrary to what seems obvious, Fire doesn't struggle all that much with Water. As long as you have a reliable way of setting up sun, Fire can definitely hold its own. And Mega Charizard Y (which is on the vast majority of Fire teams) always carries Solarbeam which destroys most Water teams. Rotom H isn't good enough to be A rank, and definitely not good enough for S rank. Most decent Water teams have some sort of immunity to Electric, whether that's a Water/Ground type, Lanturn, or both. For that reason, Electric oftentimes struggles against Water, which is why Rotom-H isn't a reliable counter to water teams. I'm not 100% sure what rank it is now, but I think it's B rank at the moment and it's a pretty solid fit for that rank in my opinion.For mono-fire teams though, I suggest Rotom-H should bemoved to S or A rank due to its potential to easily beat waters with t-bolt.
Currently Rotom-H is unranked, however I agree that around B rank would be correct for it. It should also be noted that between Banded Victini Bolt Strike, Solarbeam/Energy Ball/HP grass coverage from many fire pokes, and a decent spinner for fire compared to Not-amazing rocks setters for water (compared to their other abilities, like walls or offensive mons), another electric mon really isn't entirely necessary. Rotom-H is good in terms of being a decent bulky mon with trick capabilites for shutting down walls, levitate to avoid half of edgequake without a 4* weakness to rock, WoW support, and potential screen support. However I don't think these things add up to A rank or above, as it has its fair share of weaknesses.Contrary to what seems obvious, Fire doesn't struggle all that much with Water. As long as you have a reliable way of setting up sun, Fire can definitely hold its own. And Mega Charizard Y (which is on the vast majority of Fire teams) always carries Solarbeam which destroys most Water teams. Rotom H isn't good enough to be A rank, and definitely not good enough for S rank. Most decent Water teams have some sort of immunity to Electric, whether that's a Water/Ground type, Lanturn, or both. For that reason, Electric oftentimes struggles against Water, which is why Rotom-H isn't a reliable counter to water teams. I'm not 100% sure what rank it is now, but I think it's B rank at the moment and it's a pretty solid fit for that rank in my opinion.
Even chandelure learns trick room xD
Now onto the real reason:
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Mega Pidgeot For A-Rank In monotype Normal
Overused meme (Pidgeot) @ Pidgeotite
Ability: No GGuard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost/Sleep Talk
- Hidden Power [Ground]/Defog/U-turn/Work up/Sleep Tall
Ah mega pidgeot troll freaks unloved tornauds t wannabe cousin whom got but loved the minute it was released. *Un*fortunately enough in monotype we love all sorts of troll freak rejects/not good enough mons.(if you can use troll burd Arifeen then i can use anything)
Blessed with an amazing ability in the form of No guard and given the 2 moves that allow it to be different from mega lopunny , troll freak actually gave normal not the mega they wanted but the mega they deserved.
Mega pidgeot has just the tools it needs to be a rank
- No miss hurricanes=rip fighting/grass/bug/anything weak to it
- Heat wave beas most steels (not named heatran) and allows 2 weaknesses to be covered at once (in conjunction with hurricane that is)
- Faster than all fighting types (unscarved) means that gg with hazards support/chip damage (pair it with sticky web and not even scarfed terrakion/anyfighting type can claim to beat it 1v1 as in the late game the opponents team would have taken sufficiently enough damage to be swept and as rocks break hawlucha/breloom scarf = gg)
- Roost means self recovery:D also allows it to beat uh dedenne i guess but no roost means that it can heal on predicted switches and stay healthy to spam another day!
- Hidden power ground is optional allows it o damage heatran/tyranitar on the switch and in general is just cus it doesnt get that many moves to use (i recommend defog)
-Defog gets rid of hazards useful cus offensive pressure and/or no allows raptor to ahve free slot?(idk just thinking that close combat helps a ton vs rock/steel/ttar so then one can forgo defog)
-U-Turn to maintain momentum/chip damage/ out fox the opponent and also acts as good scout early game.
-SLEEP TALK (run if real) allows normal to actually give breloom the finger as it can absorb sleep and then spam sleep talk for one of 3 moves which fuck shit up. Also in general is just there for specifically breloom. It actually works cus pidgey has such a sparse movepool so it becomes an advantage(whom ever thought so?)
-Work Up is for those gym addicts and people who have real guts because well lets face it if you manage to set up vs some poor bastard running fighting/bug/steel/grass/any type without a resist.
Mega pidgeot is a very good pokemon (if used efficiently) whom with support can make up for normals shortcomings vs a plethora of types (namely fighting and steel) due to its superior speed and surprisingly effective if not sparse movepool (pair it with diggersby and steel is hard pressed to combat the two slap on specs mel and well good luck fren)(similarly vs fighting but there it cleans shop using hurricane/webs). It outshines the other two megas solely due to the fact that it can man handle monos and forms a potent bird spam core which can be tough to stop if the opponent is neutral/dependant on 1-2 pokemons which check it. Also not only does it allow normal to run slightly more offense tactics, it can be pivotal in its support due to outspeeding pokemon such as: The musketeers, mega metagross, mega gallade, mega medicham and it can destroy them with its stab move and heatwave!
All in all due to the numerous perks that mega pidgey passes onto mono normal as a whole, i nominate Mega BURD JEEZUS
ehm mega pidgeot for A rank In normal Monotype.
A Rank: Reserved for Pokemon that have S rank qualities, but need support (which can be easily given) in order for them to be successful. These Pokemon can play a role against most type matchups, but they may be hard walled by 1-2 types. However, these Pokemon are mostly used for one or two of their sets meaning that they can be predictable. These Pokemon influence the Metagame.
Calcs For the brave
252 SpA Pidgeot Hurricane vs. 0 HP / 4 SpD Terrakion: 202-238 (62.5 - 73.6%) -- guaranteed 2HKO (all calcs are made custom to 135 sp attack)calcs are no good on default calculator please ignore
252 SpA Pidgeot Hurricane vs. 4 HP / 0 SpD Gallade: 330-390 (118.7 - 140.2%) -- guaranteed OHKO
252 SpA Pidgeot Heat Wave vs. 0 HP / 0 SpD Cobalion: 280-330 (86.6 - 102.1%) -- 12.5% chance to OHKO
c
GRENINJA (DARK) -> S-RANK
All right guys. I don't see how anyone could possibly deny this being S-Rank because if were thinking about viability and usage, well Greninja is literally on every single Dark team. Like damn, it addresses so many types such as flying, ground, etc. It's Protean allows it to change it's type to whatever move it's using, which is a pretty crazy ability that grants you STAB on any move. Protean, along with a pretty good base Special Attack is pretty devastating. Ninja counters a lot of threats and just has amazing coverage which is perfect on a Dark team, but don't forget the main reason this thing is op, it got that n**** speed with one of the highest OU base speeds.
View attachment 27172
Froggy Fresh (Greninja) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Hydro Pump
- Extrasensory
- Shadow Sneak/Dark Pulse/ Grass Knot
You know what that means? R.I.P. Mach Punch. For Dark teams, you can send this in on a Breloom or some other Fighting mon with Mach Punch that usually kills and go for a Shadow Sneak, changing your typing to Ghost, and rendering Fighting Moves ineffective. Then you can just slap their face with an Extrasensory and that should do good work. This would be the main Greninja set if you wish to have an advantage over Fighting types. Another moveset that works with Greninja is just all out offensive Special-Attacking moves.