update
Code:
Archeops S --> A+
Magmortar A+ --> S
Mesprit A --> A+
I've no idea why this happened: Mortar seems a bit too slow, physically frail (aka priority weak),
and hazard weak to be on the S side (at least Sawk shrugs off hazards and resists Sucker Punch), while Archeops can still easily adapt even with the increase in Rhydon, tho I guess the increase in Sucker Punchers can also annoy it (which still doesn't justify the Mortar raise @_@). Mesprit is a bit on the iffy side for me what with Skunk making mincemeat / a liability out of it but being the closest thing to a Uxie replacement I guess I can get behind this. The rest is fine with me. Also
Montsegur you didn't add Muk -> D in ur update
Fraxure, Jumpluff, Mantine, Probopass, Sawsbuck, Servine, Shedinja, Simipour, Dusknoir, Marowak, Kingler, Monferno, and even Ariados. I'm sure there are others, but I think these dropping will suffice because I personally think they are fairly bad right now!
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No strong opinion on this, but I feel the mediocre Speed and barely passable bulk (with Eviolite) greatly limit Fraxure's potential. DD Frax realistically gets one boost at most, but +1 DClaw isn't strong enough to even OHKO Sawk and not going Jolly means +1 Frax doesn't outspeed Archeops, Tauros, Floatzel, & Swellow. This prompts DD Frax to use Outrage, which prompts the removal of checks / counters like MAudino, Klinklang, Mawile, and Ferroseed, some of which aren't the easiest things to get rid of. CB Frax still faces issues with those mons, and while it fares better against defensive teams its lack of Eviolite means it gets dropped by offensive teams fairly quickly, especially if it is locked in by Outrage.
: The abundance / increase in Rock-, Ground-, Grass-, and Water-types in this meta means that Jumpluff does not have a hard time in this meta. Its access to good dual STABs and a boosting move make it a respectable offensive threat, while its Speed and disruptive movepool (Sleep Powder, Encore, Memento, even Synthesis) mean that even hard counters want to watch their step. If anything
Jumpluff warrants a rise more than a drop, maybe even to B.
: It has always been fairly mediocre; Lanturn not only typically outperforms Mantine but also happens to make Mantine itself a liability. The SR weakness + no recovery doesn't help matters, which also diminishes its Defog advantage.
Wouldn't mind seeing this drop.
: This thing is pretty much solely dependant on the viability and frequency of the other Steel-types (that it can trap) in the tier, and even then Probopass needs to be specifically tailored both in EVs and moveset to handle the Steels, to the point where it sacrifices its matchups against nearly everything else. This is a Steel-type that is typically on the losing end against Mega Audino as well as a Rock-type that has no hope of stopping Tauros and Archeops; at that point you'd just want to run some alternate wincon that sets up on Steels rather than using this Steel trapper that opens up so many defensive holes in your team. Probopass does have a slow Volt Switch but just about the only mons it can pull off the Slow Volt Switch on in this meta would be Psychic-types, at that point you'd gain way more momentum by having Skunk Pursuit them.
Drop this, and wouldn't mind unranking.
: This mon is still nice to use on Sun teams, but the arrival of Shiftry means that Sawsbuck now has significant competition as the main physical holepuncher of Sun teams. Its neutral coverage isn't too shabby but is far outclassed by Shiftry's. Its Speed does allow it to check Lilligant but Jumpluff does that better while bringing more defensive and supportive utility, as well as more Speed in general outside of Sun. Its main role is a Chlorophyll sweeper but it is less useful on Sun than Victreebel is so it can
warrant a slight drop imo.
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No solid opinion on this. Its main roles would be Sticky Web as a Magic Bounce deterrent (allowing it to outspeed opponents regardless of where the Web lands) and as a Scarfer I guess, plus it still has that steamrolling potential going for it, especially with the increase in Waters, Grounds, and Rocks, and no frail ass Mawile is gonna stop it. Servine does however suffer from the increase in bulky Poisons like Vileplume, Weezing, and Vileplume, with the arrival of Skuntank forcing it to decide its Hidden Power of choice carefully.
: The Baton Pass set can serve as a hilariously effective and unbelievable annoyance against certain team structures, however I just don't feel it is particularly worth the effort required to maintain this fun pivoting method. Sheddy, as you know, requires strict entry hazard control, which means Xatu + some sort of Defogger to help keep Sheddy going. This means there are less slots for teammates that can really take advantage of Shedinja's pivoting. There is also the risk of things like Rocky Helmet Garbodor, Snow Warning Aurorus, Pursuit Skuntank, and god forbid well-timed double switching (assuming Sheddy Baton Passes out of something it hard walls and wants to come back in, which is when you make your switch) that can force the Sheddy user to play very carefully to avoid blowing their advantage and losing a Pokemon due to one misplay. There is also the obvious fact that Sheddy just doesn't hardwall much mons in this meta.
Drop Shedinja a Rank imo.
: While Simipour's ability to potentially break past Lanturn with Nasty Plot (+2 LO Focus Blast deals like 62-73%) is its most appealing trait over Floatzel, the inability to outspeed the likes of Pyroar, Archeops, and Tauros utterly blows and doesn't make up for its fraility. Speaking of which, Simipour's poor bulk makes it difficult to both set up Nasty Plot and keep the sweep going (against most priority). The main Water-type attackers such as Floatzel, Ludicolo, and Samurott are simply way more threatening and effective to consider Simpour for a teamslot a good majority of the time.
This can drop a rank, though I wouldn't particularly mind it staying C+.
: Dafuq does this thing even do right now? I was under the impression that the sole reason Dusknoir was ranked was when it was the only spinblocker capable of stopping Cryogonal due to its bulk and access to Pursuit. That was when Cryogonal was actually a significant part of the anti-hazard meta, but with the meta trends being so unfriendly to Cryo (primarily due to
another Pursuit trapper in Skuntank making Cryo easy pickings), I just don't see what Dusknoir has to offer anymore, as its moves are certainly not strong enough to be of any offensive merit even if Golurk didn't exist. I say to
unrank this.
While on the subject of Dusknoir:
: Gourgeist-Super does everything it wants to do, but better thanks to Synthesis (reliable recovery) and Leech Seed + Foul Play (offensive presence / not complete setup fodder), plus Gourgeist-Super can actually absorb Knock Offs. Yeah Dusclops isn't weak to Fire, Ice, and Flying like Gourgeist-Super is, but that doesn't matter when Dusclops doesn't so much beat attackers like Magmortar, Pyroar, Aurorus, Jynx, Swellow, etc., rather
lose slower to them. You'd have far better odds by using SuperGeist + something else that actually handles these mons instead of using Dusclops in an attempt to not be weak to those threats; I'd go so far as to say using Dusclops on a team is a sign of bad teambuilding or intention to lose.
Unrank this.
: On one hand, Marowak's sheer power lets it do things like OHKO Gourgeist with +2 Knock Off, OHKO Gurdurr and Vileplume with +2 Earthquake, 2HKO Quagsire with Earthquake, and do massive damage to Weezing with +2 Double-Edge (78.4 - 92.5%), which is nothing short of impressive. On the other hand, Marowak possess far less versatility and utility than other offensive Ground-types, such as Rhydon & Torterra (good resists, access to Rock Polish), Sandslash (can spin and still carries Knock Off, can use Sand Rush), and Golurk (extra immunities); most of the Ground-types also have alternate STAB, and can already achieve some, if not most of what Marowak can, plus they are all more useful against offensive teams. Marowak is a good user of Trick Room, but it's not even the go-to Ground-type for TR teams as the other Ground-types can still offer good utility for TR teams, plus there's the fact that Marowak's greatest feats requires setup, which doesn't mesh well with the TR playstyle. Marowak even possesses a curious Knock Off / Trick weakness, as it relies heavily on its item and also means it can fail to punish most Knock Off spammers. Marowak's shortcomings are apparent, but I feel that Marowak's sheer corebreaking potential is still enough to allow it to
remain in C Rank, though I wouldn't be opposed to a drop either.
: The lack of Aqua Jet dooms Kingler in so many ways. Kingler needs to sacrifice coverage to fit in Agility if it wants to outspeed foes in order to keep the sweep going (75 Speed is far from spectacular; even Magmortar revenges Kingler), and its horrendous special bulk and lack of physical resists greatly limit its setup opportunities. Kingler needs so much work cut out for it in order to sweep that you might as well just use a Samurott or Barbaracle instead, which are far more self-sufficient; they might even make better immediate attackers than Kingler (yes that goes for Barbaracle as well).
Push this to D, if not unrank this.
: Outclassed by Combusken offensively, outclassed by Archeops as a suicide SR + Taunt + Endeavor lead.
Why is this here again?
: So Leavanny at least has good offensive matchups, Kricketune can prevent bulky setup sweepers from getting their way, and Ariados does neither, so Ariados needs to really buck up if it even wants to be compared to them as competent Web setters. Unfortunately, unsalvageable Speed and bulk means it would almost never get to use both Sticky Web and Toxic Spikes in a match. The inability to even properly fulfill its main niche means
Ariados can go join Masquerain and its Webbing + QuiverPassing self in the unranked section.