Does Mega Latias deserve A rank? I think this was touched on before actually but forgotten so I am just gonna bring it up again and I think it probably should be dropped to A- rank.
Very few of those would qualify as foolproof switch ins. Checks, yes, but straight counters, no. The problem with Clefable is often a less exaggerated version of the problem with Greninja...what exactly do you do once it is already in if you don't know what it is running? The idea that Clefable needs to be able to decimate everyone and everything is not required to become S rank. Movepool diversity creates massive issues when playing against her. The difference between here and Greninja is she is slow and bulkier while he is fast, pretty frail, and can complete ignore his defenses due to his speed. He also has a lot more turn one power. However, the single moment Clefable gets to +1/+1 with Calm Mind, especially if she is running a life orb, the problems will mount.I didn't list Scizor as a foolproof switch-in. You can pick apart my list of checks/counters, but I didn't even name them all. Landorus-I, Manaphy, M-Venu, Jirachi, Magnezone, Amoonguss, Tentacruel, Gothitelle and Rain offense are all capable of dealing with any common Clefable set. There's no point in listing them all. You're kinda missing the point by picking out a few names I mentioned, just because they happen to have a weakness to fire coverage. Clefable doesn't and shouldn't always have Flamethrower/Fblast (as you mentioned it has many options), and certain sets like SpDef Excadrill don't even care about the coverage anyway. My point is that there are so many things that are capable of dealing with Clefable in some way.
and still
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 252 HP / 252+ Def Clefable: 284-336 (72 - 85.2%)
clefable doesn't enjoy this
I think Glalie is fine where it's at and would even be fine with it dropping to C-. It just absolutely falls on its ass against offense and against balance and stall it's hard to call it a wallbreaker when it's limited to ice and ground coverage exclusively while having to kill itself to break a single wall. Ideally its Explosion is quite scary, but I've used it a decent amount and have spectated battles of high-rated players using it and I've never seen it actually get the chance to Explode on anything. TFL was using an interesting team with Tailwind Latios and even then I haven't seen it manage to do much more than beat the shit out of itself with Double-Edge and then die to one of the multitude of threats that aren't scared of a painfully predictable pokemon with an awful typing, decent at best bulk, and only 100 speed. Glalie's risk-reward might be acceptable if it wasn't a mega, but the fact that it is means you're giving up a teamslot that could be used on a pokemon which could put consistent pressure on your opponent and be a threat throughout the match and instead using it on Glalie which is going to be a threat for maybe 2 or 3 turns max. If you really want an offensive Ice-type with ground coverage then there's always Mamoswine, who also offers a much stronger Ice Shard should it carry Life Orb, utility in the form of Stealth Rock and a Taunt immunity should you choose to use the lead set, and an Ice-type STAB that doesn't kill itself regardless. Hey, it even has Freeze-Dry for Rotom.What do you guys think about Mega Glalie as a whole? I remember there being some discussion on it back when ORAS was released and then it sort of slowly... fizzled out. I get the general feeling it should move up due to it's immense wallbreaking powers (especially with going boom); but where exactly is a good place for it? I'm thinking C+ myself, but I'd love to see some discussion on it.
Very few of those would qualify as foolproof switch ins. Checks, yes, but straight counters, no. The problem with Clefable is often a less exaggerated version of the problem with Greninja...what exactly do you do once it is already in if you don't know what it is running? The idea that Clefable needs to be able to decimate everyone and everything is not required to become S rank. Movepool diversity creates massive issues when playing against her. The difference between here and Greninja is she is slow and bulkier while he is fast, pretty frail, and can complete ignore his defenses due to his speed. He also has a lot more turn one power. However, the single moment Clefable gets to +1/+1 with Calm Mind, especially if she is running a life orb, the problems will mount.
Before I even get into some of the issues I have with the claim that all these pokemon deal with any common Clefable set, lets look at the ability usage on Clefable in the OU Suspect Test ladder...
60% Magic Guard, 40% Unaware. 95% leftovers, 5% life orb. Sometimes, the preference for lefties at such a clip shocks me, as I really love life orb, but I do know they guarantee prevention of some important 2HKOs and allow more calm minds.
99% run moonblast, 73% run softboiled or moonlight, 61% Calm Mind, 40% Flamethrower or Fire Blast, 33% Heal Bell or Aromatherapy, 25% Wish/Protect, 13% Stealth Rock, 10% Stored Power, 9% Thunder Wave, 14% Other. My guess is prominent features of the other includes alternate offensive coverage moves and cosmic power. I cannot be sure, but feel it is likely.
Now, let us get into some of the issues I have with calling these members checks or counters:
You mention Clefable will be played conservatively, which is true. Therefore, it likely will not be coming in on these threats, so let us look at the potential to counter. Crit hax aside, of course.
Landorus-I cannot really threaten her after a single calm mind, which means he isn't really a counter. Tail Glow Manaphy is likely to need to set up rain and tail glow before getting going, so while she cannot switch in, he is not going to enjoy getting in and setting up either, as Moonblast can 2HKO for LO variants and with SpDef drop hax, can even kill with leftovers. Even so, unaware users laugh at Manaphy hysterically. I am not sure what exactly Amoongus does to Clefable. Clear Smog? Sludge Bomb doesn't exactly hit with ferocity. Tentacruel can sponge attacks, but will likely lose the boosting war to Calm Mind Clefable. Lastly, Gothitelle cannot be a check since nothing is coming in on her really, but she is certainly not a counter to a Clefable who uses calm mind first.
This leaves just Magnezone, Jirachi, and Mega-Saur.
SpA/Spd invested Scarfed TrapZone has an 82% chance to get KOd by a +1 flamethrower for the life orb variants and doesn't even guarantee a 2HKO with flash cannon on the leftover variants. This is its most common set. Specs set can do a lot better, but in terms of momentum, being locked into a steel type move is asking for trouble. Jirachi can flinch it's way to victory, but generally doesn't appreciate taking a flamethrower and especially suffers if affected by a burn.
Mega-Venusaur actually is quite good against the non-Cosmic Power sets. Offensive variants prevent Clefable from having a chance to Calm Mind stall Venusaur out of a job, but do not appreciate the potential of being hit by flamethrower on the switch. Defensive variants cannot guarantee the 2HKO with bomb, allowing Clefable to generate a second Calm Mind, which could eventually lead to a Clefable win.
All in all, there is no guaranteed counter, which is why you have to stock multiple pokemon who cause Clefable some problems on one team. Sometimes, this just happens with your teams, sometimes you have to tweak to do it. I don't necessarily believe Clefable has magically made pokemon viable or unusable, but merely enhanced/neutered pokemon who already had presence in OU. She isn't fool proof or unstoppable, but she is a snowball rolling downhill when she gets going even after just a boost or two.
This isn't even to say that I for sure believe Clefable should move to S rank over A+ Rank. I pretty much sit on the fence and could be moved either way. She is either going to be one of the best A+ pokemon or probably the worst S ranked pokemon. Great company either way.
Clefable is the perfect example of a pokemon who doesn't appear to be overwhelming in any way when you look at her stats, but she has just the right type, just the right stats in just the right places, a massively useful and diverse movepool, and lives in just the right metagame to be a forced to be reckoned with.
I already enjoy reading the arguments on both sides and I will continue to enjoy them, knowing that they are just really wonderful Pokemon discussions for the most part, and, in the end, her position is not likely to change her OU usage as she certainly isn't suspect material.
Base 150 speed, and the Hone Claws set is really good.What's the reasoning behind Mega Aerodactyl in A- rank?
Amazing speed which let this thing outspeed the whole unboosted meta(even some scarfers), unique typing and movepool which let it functions in different roles and different team archetypes. He gained a bit from the fact that the ORAS metagame became faster but still nothing outspeed it, so he can check or revenge kill a lot of mons.What's the reasoning behind Mega Aerodactyl in A- rank?
Reasoning was given in the rank change post and we don't change ranks on the possibility of something getting banned. For all we know Greninja might not leave on Monday.What I don't get is Latios and Thundurus moving down from S to A+, as well as Mega Gallade going down to A. I mean, shouldn't Latios be even better 'cos of Greninja's potential ban? And also Mega Gallade... why?
Have you got any reasoning for this or...?Honchkrow from unramked to C Rank
Honchkrow is actually pretty good but is unranked since it's entirely outclassed by Bisharp. Bisharp hits just as hard, is not stealth rock weak, doesn't have paper defences and Defiant puts heavy opposing pressure for intimidators and defoggers.Honchkrow from unramked to C Rank
Not sure for 100% but i think this is the the reason for each one-Yesss... D-rank got rid of so much clutter <3 rip ass megas
What's the reasoning behind Salamence, Venomoth, Meloetta and Cloyster staying in D?
Infernape
I'm going to talk about Infernape a bit here, so bear with me for a bit.
Infernape, an interesting a Pokemon, a favorite of many, but doesn't do too good in OU. However, after using him a couple of times in different occasions. Infernape is actually better than expected. Part of the reason is because the increasing popularity of Scizor, Ferrothorn, and Heatran. And the slight decline of Lati@s.
Now many argue that Infernape has only a decent speed tier. That is not true, it has the same speed as KELDEO which is used a LOT in both Balanced, Bulky Offensive, and Hyper Offense.
Fire / Fighting combo is actually fantastic in offensive combo. First, the OU tier is really low on offensive Fire Types (Char Y is almost non-existent now, although a good wallbreaker) so Infernape is barely outshined/outclassed. Infernape has a 104 / 104 offense with a 108 Spe, which may seem mediocre, but with the combination of high power moves, like Fire Blast, Flare Blitz, and Close Combat, Infernape hits hard. And the number of Pokemon who want to take a LO hit from this guy are few.
Here's probably the best Infernape set in OU right now:
Infernape @ Life Orb
Ability: Iron Fist / Blaze
Evs: 200 Atk / 56 SpA / 252 Spe
Hasty Nature
- Close Combat
- Grass Knot
- Flare Blitz
- Mach Punch / Fire Blast / Flamethrower
Here's what it can do:
Against Hyper Offensive:
200 Atk Life Orb Iron Fist Infernape Mach Punch vs. 0 HP / 0 Def Mega Lopunny: 174-211 (64.2 - 77.8%) -- guaranteed 2HKO
200 Atk Life Orb Iron Fist Infernape Mach Punch vs. 4 HP / 0 Def Bisharp: 343-406 (126.1 - 149.2%) -- guaranteed OHKO
200 Atk Life Orb Iron Fist Infernape Mach Punch vs. 4 HP / 0 Def Greninja: 234-276 (81.8 - 96.5%) -- guaranteed 2HKO (Just in case this is not banned)
200 Atk Life Orb Iron Fist Infernape Mach Punch vs. 0 HP / 4 Def Excadrill: 252-299 (69.8 - 82.8%) -- guaranteed 2HKO (In Sand)
200 Atk Life Orb Iron Fist Infernape Mach Punch vs. 0 HP / 0 Def Mega Sharpedo: 226-268 (80.4 - 95.3%) -- guaranteed 2HKO
56 SpA Life Orb Infernape Fire Blast vs. 0 HP / 0 SpD Landorus-T: 203-239 (63.6 - 74.9%) -- guaranteed 2HKO (Scarf on the switch)
200 Atk Life Orb Infernape Flare Blitz vs. 0 HP / 24 Def Mega Gardevoir: 286-339 (103.2 - 122.3%) -- guaranteed OHKO
Weakened HO struggles a lot of vs. Infernape.
Against Balanced:
56 SpA Life Orb Infernape Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 515-608 (146.3 - 172.7%) -- guaranteed OHKO
56 SpA Life Orb Infernape Fire Blast vs. 248 HP / 252+ SpD Mega Scizor: 484-577 (141.1 - 168.2%) -- guaranteed OHKO
200 Atk Life Orb Infernape Close Combat vs. 248 HP / 252+ Def Tyranitar: 567-671 (140.6 - 166.5%) -- guaranteed OHKO
200 Atk Life Orb Infernape Close Combat vs. 252 HP / 212+ Def Rotom-W: 148-175 (48.6 - 57.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
56 SpA Life Orb Infernape Fire Blast vs. 252 HP / 0 SpD Clefable: 185-218 (46.9 - 55.3%) -- 15.6% chance to 2HKO after Leftovers recovery*
200 Atk Life Orb Infernape Flare Blitz vs. 252 HP / 252+ Def Clefable: 185-218 (46.9 - 55.3%) -- 15.6% chance to 2HKO after Leftovers recovery*
200 Atk Life Orb Infernape Close Combat vs. 248 HP / 0 Def Heatran: 398-471 (103.3 - 122.3%) -- guaranteed OHKO
200 Atk Life Orb Infernape Close Combat vs. 0 HP / 0 Def Kyurem-B: 416-494 (106.3 - 126.3%) -- guaranteed OHKO
200 Atk Life Orb Infernape Flare Blitz vs. 252 HP / 0 Def Celebi: 416-494 (102.9 - 122.2%) -- guaranteed OHKO
56 SpA Life Orb Infernape Fire Blast vs. 172 HP / 0 SpD Magnezone: 369-437 (113.8 - 134.8%) -- guaranteed OHKO
With enough team support (Rotom-W is a good teammate, for example, bringing slow Volt Switch to bring in Infernape), Infernape can definitely do a ton against Balanced.
And now, my favorite, against Stall:
56 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Skarmory: 447-530 (133.8 - 158.6%) -- guaranteed OHKO
200 Atk Life Orb Infernape Close Combat vs. 4 HP / 252+ Def Eviolite Chansey: 554-655 (86.2 - 102%) -- 93.8% chance to OHKO after Stealth Rock
200 Atk Life Orb Infernape Flare Blitz vs. 252 HP / 4 Def Mega Sableye: 173-204 (56.9 - 67.1%) -- guaranteed 2HKO
56 SpA Life Orb Infernape Grass Knot (80 BP) vs. 252 HP / 4 SpD Quagsire: 463-546 (117.5 - 138.5%) -- guaranteed OHKO
56 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Unaware Clefable: 183-216 (46.4 - 54.8%) -- 98.8% chance to 2HKO after Stealth Rock and Leftovers recovery (Guaranteed 2HKO if Flare Blitz)
200 Atk Life Orb Infernape Close Combat vs. 248 HP / 136+ Def Mandibuzz: 161-191 (38 - 45.1%) -- 74.6% chance to 2HKO after Stealth Rock and Leftovers recovery
Infernape is an amazing stallbreaker, not enough? It can also learn Taunt too. It only struggles against Mandibuzz and Tenta, the latter which is easily worn down and the former breaks under hazard support and some roll luck.
Those calcs were great, now of course there are couple of Pokemon that can solidly check Infernape. Azumarill only takes 40% from GK, so if hazards aren't up it can come and check it twice. Lati@s can come in and fire off Psyshock/Draco, if they have Roost they counter for days. Tentacruel is a solid check, but lacking recovery and taking a solid 27.4 - 32.4% from CC will eventually, especially with hazards, wear it down. Gengar outspeeds, is immune to Mach Punch, and can most of the time OHKO. Infernape is also worn down very fast through Life Orb, and Flare Blitz. His dismal HP and even more dismal defenses are also a great hinder to him, but overall he does a fantastic job against Stall, picks up weakened HO, and can do a ton against Balanced with some team support.
Now I'm not saying Infernape should be A rank. But it definitely deserved to be higher than a C.
I think C+ or B- is pretty fair for Infernape.
Serperior is already C+ zzzI would put serperior in C+ as a starting rank but I mean I clearly have no issue with B-. I think serperior is a pretty bad pokemon, having seen it in practice, since what people seem to overestimate is serperiors ability to force switches. Serperior is not immeditely thretening at all unless it is able to come in on a water or ground type, which in practice is not as common as some people are making it out to be. Sure on paper nothing likes switching into a +2 serperior with the right coverage moves, but I think it will struggle to ever get to that +2 simply because it needs a free switch to be effective. But even that being said IF it does come in with an optimal situation it can put in some work. So yeah C+ is whered Id put it.
And I will hold off on moving tornadus-t up until greninja leaves the tier, becuse when that happens I think tornadus will see a rank with a nice A in it.
Thanks!Whimsicott was decided on to rise because its plethora of support options which include but not limited to Encore, Tailwind, Stun Spore, Taunt, and Memento are and can be utilized very effectively in a way that makes already dangerous threats even more of a threat. Some examples to give you an idea is a HO team that utilizes Tailwind to turn Wall-Breakers into more definitive sweepers, think Charizard-Y and M-Gallade, instead of relying on a speed tier that gets outpaced by offense and your generic Scarf users. There's not exactly a specific set more so that it has a specific role that can prove to be useful and isn't as niche as what you would expect in the D rank category.
Whimsicott was decided on to rise because its plethora of support options which include but not limited to Encore, Tailwind, Stun Spore, Taunt, and Memento are and can be utilized very effectively in a way that makes already dangerous threats even more of a threat. Some examples to give you an idea is a HO team that utilizes Tailwind to turn Wall-Breakers into more definitive sweepers, think Charizard-Y and M-Gallade, instead of relying on a speed tier that gets outpaced by offense and your generic Scarf users. There's not exactly a specific set more so that it has a specific role that can prove to be useful and isn't as niche as what you would expect in the D rank category.What is the Whimsicott set that was mentioned in the reasoning?