Monotype Viability Rankings

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Infernape A Tier (Fighting)
Infernape @ Focus Sash

Ability: Blaze
EVs: 162 Atk / 94 SpA / 252 Spe
Hasty Nature
- Taunt
- Stealth Rock
- Overheat
- Close Combat


Infernape @ Life Orb or Focus Sash

Ability: Iron Fist
EVs: 162 Atk / 94 SpA / 252 Spe
Hasty Nature
- Overheat/ Fire Blast
- Close Combat
- Mach Punch
- Thunder Punch/ Stone Edge/ Earthquake/U-turn/ Hidden Power [Ice]


General Info
Infernape has 2 common sets on fighting teams one is a lead. the lead set can make it so an opponent can't set up Stealth Rocks which makes it so your sashes cannot be broken. Also Infernape with its attacking stats can do a lot of damage making it a good support lead unlike coblaion which does not do as much damage. Other things it can do is run an all out attacking mixed Infernape which hits like a truck and kill lots of Pokemon. it is similar to terrakion and keldeo expect lower offenses but it can go mixed making it a big threat. The moves i state here thunder punch is to deal with bulky water if wanted. Stone edge is for Zard-Y. earthquake is for just a random and useless coverage move. u-turn is there to gain momentum. last of all hidden Power ice is there to deal with Lando-i if you want to deal with that. Also it gets 2 abilities if you have mach bunch go with iron fist if you don't have mach punch go with blaze like on the support set.
Other sets
The other moves it can run are flare blitz with a choice banded set which hits like a truck but it does not abuse Infernape's special attack potential which makes it a weak Terrakion. It is a slightly weaker version of Terrakion and Keldeo with better coverage moves and ability to go mixed, Also scarf Infernape is viable but it is kinda meh since ape does not like being locked into a move and Terrakion and Keldeo outclass it as a scarfer. Overall Infernape is A rank because of its mixed power speed and its support potential as the best stealth rocker on fighting and best way to prevent your sashes being broken via hazards and it also has ways to 2 hit ko the majority of the A Rank with its dual stab and a coverage move. but Infernape is very frail which makes it A rank
 
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thanks ugly god
is a Tiering Contributor Alumnus
Infernape S Tier (Fighting)
Infernape @ Focus Sash

Ability: Blaze
EVs: 162 Atk / 94 SpA / 252 Spe
Hasty Nature
- Taunt
- Stealth Rock
- Overheat
- Close Combat


Infernape @ Life Orb or Focus Sash

Ability: Iron Fist
EVs: 162 Atk / 94 SpA / 252 Spe
Hasty Nature
- Overheat/ Fire Blast
- Close Combat
- Mach Punch
- Thunder Punch/ Stone Edge/ Earthquake/U-turn/ Hidden Power [Ice]


General Info
Infernape has 2 common sets on fighting teams one is a lead. the lead set can make it so an opponent can't set up Stealth Rocks which makes it so your sashes cannot be broken. Also Infernape with its attacking stats can do a lot of damage making it a good support lead unlike coblaion which does not do as much damage. Other things it can do is run an all out attacking mixed Infernape which hits like a truck and kill lots of Pokemon. it is similar to terrakion and keldeo expect lower offenses but it can go mixed making it a big threat. The moves i state here thunder punch is to deal with bulky water if wanted. Stone edge is for Zard-Y. earthquake is for just a random and useless coverage move. u-turn is there to gain momentum. last of all hidden Power ice is there to deal with Lando-i if you want to deal with that. Also it gets 2 abilities if you have mach bunch go with iron fist if you don't have mach punch go with blaze like on the support set.
Other sets
The other moves it can run are flare blitz with a choice banded set which hits like a truck but it does not abuse Infernape's special attack potential which makes it a weak Terrakion. It is a slightly weaker version of Terrakion and Keldeo with better coverage moves and ability to go mixed, Also scarf Infernape is viable but it is kinda meh since ape does not like being locked into a move and Terrakion and Keldeo outclass it as a scarfer. Overall Infernape is S rank because of its mixed power speed and its support potential as the best stealth rocker on fighting and best way to prevent your sashes being broken via hazards and it also has ways to 2 hit ko the majority of the S Rank with its dual stab and a coverage move.

S Rank: Reserved for Pokemon that can easily play a role against a majority of type matchups with ease, meaning it will never be useless in any matchup. These Pokemon need little to no support (which can be easily given) for them to do their job (Both Offensive and Defensive). They are easy to bring in and out, and often with little to no risk (Mostly Defensive). They can fulfill a ton of roles depending on what you need. These Pokemon define the metagame.

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. Defensive Pokemon of this tier can fulfill its role really well most of the time. They may get moves / abilities that are rare in their Type and they're still decent Pokemon overall. 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.

Looking at these definitions Infernape perfectly fits into A rank, it certainly does not define the metagame, and it is very predictable and extremely frail
 
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Gardevoir-Mega S Rank (Psychic)

Gardevoir-Mega @ Gardevoirite

Ability: Pixilate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Hidden Power [Ground]/ Focus Blast
- Protect/ Hidden Power [Fire]


General Info
Mega Gardevoir is just amazing it has one of hardest hitting stabs in the game and decent coverage and moves to back it up. The ability I would go with before mega evolution is trace since on most Psychic teams mew is there. The main reason Mega Gardevoir is an S tier Pokemon is that it gives Psychic a huge advantage over dark and helps Psychic get something with Psychic stab to deal with Poison and the Poison dark types such as Drapion and Skuntank. The rest of moves you have on mega Gardevoir are just preference. Most people pick Hidden Power [Ground] combo which gives decent coverage but not perfect coverage. Protect is used to make Mega Gardevoir a good scout and guarantee that it will get the base 100 speed. the other 2 moves you can run are Hidden Power [Fire] and Focus Blast for perfect coverage (note: you will need to change Ivs for hp fire). Overall Mega Gardevoir's base 165 special attack and its filler moves help remove its counters such as Heatran and get rid of them with no effort. Mega Gardevoir also with the decent special bulk can take special hits as well. Mega Gardevoir is one of those high reward no risk Pokemon on Psychic and is equally as good as Mega Medicham but they play different roles on Psychic.
Other moves
Moves to note it having access to are Destiny Bond, Wish, Healing Wish, Calm Mind, Heal Bell, Grass Knot, Energy Ball, Thunderbolt, and Wil-o-Wisp. All of these are viable some provide support while other provide extra not really needed coverage that might be useful. The support move that sticks out most is Wil-o-Wisp for Bisharp and Heal Bell seem interesting. Calm Mind is used for a late game sweeper Mega Gardevoir. Destiny Bond and healing Wish are interesting moves that you sacrifice yourself for the affect to work. Wish is just a cool form of recovery paired with Protect. In conclusion Mega Gardevoir has amazing coverage and strong moves and a large movepull and a strong dual stab to even hit Chansey hard. This Pokemon is only scared of Genesect at the moment with iron head and bullet punch users other than that its coverage and high special attack stat (165) with a superb movepull which makes this Pokemon S rank for Psychic.
Gardevoir is certainly not high reward no risk. It needs support to be successful, as it is extremely frail physically, has mediocre speed before mega and only decent speed after mega, allowing it to be revenge killed easily. Gardevoir is a very good Pokemon however and can really hurt slower teams. But because of its flaws I think it should be no higher than A rank.
 
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S Rank: Reserved for Pokemon that can easily play a role against a majority of type matchups with ease, meaning it will never be useless in any matchup. These Pokemon need little to no support (which can be easily given) for them to do their job (Both Offensive and Defensive). They are easy to bring in and out, and often with little to no risk (Mostly Defensive). They can fulfill a ton of roles depending on what you need. These Pokemon define the metagame.

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. Defensive Pokemon of this tier can fulfill its role really well most of the time. They may get moves / abilities that are rare in their Type and they're still decent Pokemon overall. 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.

Looking at these definitions Infernape perfectly fits into A rank, it certainly does not define the metagame, and it is fairly predictable and extremely frail
thx falls again i was doing this really late thx for the help again.
 

Nani Man

__what__ does nani mean
is a Battle Simulator Moderator Alumnus


Weezing (A rank) for Poison

Weezing is very important for any poison team. It has an amazing ability, Levitate, that makes it immune to all ground type attacks. This is something extremely favourable in poison monotypes, that being because ground is a common weakness to poison and Weezing allows for switches and to avoid those attacks safely. Weezing has exceptional physical bulk and can really take a lot of hits as well as being great support for your poison team. Some sets include:
DefWeezing
#######
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Will-O-Wisp
- Pain Split
- Flamethrower / Fire Blast
- Haze / Sludge Bomb / Toxic / Toxic Spikes

SpDefWeezing
#######
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 SpDef / 4 SpA
Calm Nature
- Will-O-Wisp
- Pain Split
- Flamethrower / Fire Blast
- Haze / Sludge Bomb / Toxic / Toxic Spikes


Physically defensive Weezing are extremely bulky and hard to take down. With the addition of Will-O-Wisp, it can completely cripple your opponents physical attackers and maximize Weezing's durability even further. Alternatively, Weezing can be orientated special defensively, as reliance on Will-O-Wisp can dramatically cut the opponents attack and thus reduces damage substantially on the physical side, despite not carrying Def EVs. The use of Pain Split keeps in check your opponents walls, as if they recover, you can punish them for that and regain your own HP whilst still bringing down theirs. This is very useful as it allows Weezing to eventually outstall the opposing wall with residual Toxic Spikes/Toxic damage. Another great point about this is Weezing, being a poison type itself, has an immunity to toxic damage which means certain walls will not be able to status it. Fire moves are very important as they provide coverage against walls and other threats immune to Toxic, such as Ferrothorn and Skarmory.

A good thing to note is that physically defensive orientated Weezing is generally preferred. This is because Mold Breaker users, powerful physical attackers such as Mega Medicham or threats at +1 or higher can't KO Weezing without getting burned first.
 
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Weezing definitely doesn't deserve A-rank since Mold Breaker + Earthquake/Earth Power is relatively common in this metagame (Kyurem-B/W, Haxorus, Excadrill, Mega Gyarados and so on) making that advantage moot.
It's also complete set-up bait for anything with Substitute and can be taken down very easily by any special attacker.
C-rank is where it belongs.
 

DoW

formally Death on Wings
Weezing definitely doesn't deserve A-rank since Mold Breaker + Earthquake/Earth Power is relatively common in this metagame (Kyurem-B/W, Haxorus, Excadrill, Mega Gyarados and so on) making that advantage moot.
It's also complete set-up bait for anything with Substitute and can be taken down very easily by any special attacker.
C-rank is where it belongs.
Without Kyu-W I used it on a poison team, and it definitely seemed to be A rank, although I was using clear smog so I could beat a number of setup sweepers as well. However with Kyu-W around poison simply doesn't seem capable of beating ice, although this does just about Ok against Skymin assuming plenty of luck <_<
Perhaps a B rank now that those monsters are around to destroy poison?
 

Nani Man

__what__ does nani mean
is a Battle Simulator Moderator Alumnus
I was thinking about B rank but I decided to nominate it for A rank because of its sheer bulk. QueenOfHax The arguments you are saying apply to Mega Venusaur too but that doesn't mean its C rank. Just because you outlined what beats it doesn't mean it's bad. You forget we are rating these pokemon on its specific typing. What that means is how well and viable Weezing is for poison and how it is utilized, and in my opinion, it is utilized very well and is something you should prepare for. Also, pokemon that usually run substitute are vulnerable to Toxic Spikes so they won't last too long. The setup bait argument can be valid, though only if either burning or poisoning them is not possible (steel types not included since fire blast) or you don't run Haze. Even so, you can simply just switch and use Nidoqueen/Drapion/Crobat to roar/whirlwind them out if necessary.
 
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Nidoking B Rank for Ground


Scarf King
###############
Nidoking (M) @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Fire Blast
- Ice Beam / Thunderbolt

Life Orb
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Fire Blast
- Ice Beam
- Sludge Wave / Substitute



Nidoking serves as a good special attacker for the ground type, which has mostly physical attackers. Nidoking, with an extremely large special movepool, but somewhat lacking with rather poor bulk and a not-so-good defensive typing, Nidoking can pull off a Choice Scarf pretty well, which will make up for the mere 85 base speed stat. Earth Power and Sludge Wave serve as powerful STAB moves, capable of taking down many Pokemon in just 2 hits at the most thanks to the Sheer Force boost. Fire Blast, Ice Beam and Thunderbolt all serve as moves to cover things that Nidoking would not be able to take down easily, such as Ferrothorn, Garchomp, and the like. Of course, this Pokemon will not outspeed some of the tier's most common scarf runners, and can be knocked out fairly easily. If you do not want to use a Choice Scarf on this Pokemon, a Life Orb will serve well. With the extra boost to Nidoking's moves, many Pokemon will not be able to effectively wall Nidoking, getting KO'd in 1 or 2 hits. Substitute can serve nicely against walls, and behind a sub, Nidoking doesn't have to worry about getting knocked out by a faster Pokemon, and is almost guaranteed to get a kill.
But, as mentioned before, Nidoking lacks decent bulk and can take 2 hits at the very most, and while having Sheer Force, it does only have a special attack stat of 85. Therefore, this Pokemon requires a fair amount of support to be used effectively, and that is why I nominate it for B rank.
 
Conkeldurr A Rank (Fighting)
Conkeldurr @ Assault Vest

Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Ice Punch


Conkeldurr @ Leftovers

Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Bulk Up
- Mach Punch
- Ice Punch/Knock Off


General Information
Conkeldurr is a great Pokemon on fighting it can serve as a bulk up or Assault Vest. Overall the Assault Vest set is more common and gives fighting some special bulk it needs. Overall the best ability to run is guts for Wil-O-Wisp which hurts fighting a lot, but Iron Fist and Sheer Force can be ran. Depending on preference what ability you run all of them are viable. the other set that is worth noting is bulk up set and also the toxic/ flame orb sets (which were popular in Gen 5 not as much now). Overall Conkeldurr has amazing qualities like high attack decent defenses with Assault Vest, but the thing that holds it back is that it is slow and the bulk up sets/ flame orb toxic orb sets are outclassed but Assault Vest making Assault Vest widely popular since Conkeldurr without Assault Vest is weak on the special defense side. Other move it gets are the punches (thunder Punch and Fire Punch) and moves like Stone edge, Rock Slide, Poison Jab, and Earthquake which all can work. Overall Conkeldurr deserves A rank for influencing the meta, but it does not define the meta so it does not deserve S rank.
 


Weezing (A rank) for Poison

Weezing is very important for any poison team. It has an amazing ability, Levitate, that makes it immune to all ground type attacks. This is something extremely favourable in poison monotypes, that being because ground is a common weakness to poison and Weezing allows for switches and to avoid those attacks safely. Weezing has exceptional physical bulk and can really take a lot of hits as well as being great support for your poison team. Some sets include:
DefWeezing
#######
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Will-O-Wisp
- Pain Split
- Flamethrower / Fire Blast
- Sludge Bomb / Toxic / Toxic Spikes

SpDefWeezing
#######
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 SpDef / 4 SpA
Calm Nature
- Will-O-Wisp
- Pain Split
- Flamethrower / Fire Blast
- Haze / Sludge Bomb / Toxic / Toxic Spikes


Physically defensive Weezing are extremely bulky and hard to take down. With the addition of Will-O-Wisp, it can completely cripple your opponents physical attackers and maximize Weezing's durability even further. Alternatively, Weezing can be orientated special defensively, as reliance on Will-O-Wisp can dramatically cut the opponents attack and thus reduces damage substantially on the physical side, despite not carrying Def EVs. The use of Pain Split keeps in check your opponents walls, as if they recover, you can punish them for that and regain your own HP whilst still bringing down theirs. This is very useful as it allows Weezing to eventually outstall the opposing wall with residual Toxic Spikes/Toxic damage. Another great point about this is Weezing, being a poison type itself, has an immunity to toxic damage which means certain walls will not be able to status it. Fire moves are very important as they provide coverage against walls and other threats immune to Toxic, such as Ferrothorn and Skarmory.

A good thing to note is that physically defensive orientated Weezing is generally preferred. This is because Mold Breaker users, powerful physical attackers such as Mega Medicham or threats at +1 or higher can't KO Weezing without getting burned first.
I agree with that because Weezing is one of the only Pokemon that can take Mega-Medicham's Psycho Cut and effectively cripple it. A singular Poison typing + Levitate means that it's only weak to Psychic, and it forms a pretty good defensive core with Mega Venusaur & a Poison / Dark Pokemon. (Venusaur takes Ground Moves while Drapion takes Psychic moves) The one thing that keeps it from being S Rank is that it gets no reliable recovery. Although Pain-Split works pretty well with its 65 HP stat. Weezing is also amazingly versatile, meaning that it can have whatever coverage move it needs. Flamethrower for Steels who'd want to switch in, etc. The best part about Weezing is that it gets Haze. A move that's pretty rare to get, and with Weezing's bulk it can easily tank a physical move and remove your opponent's boosts.

Weezing for A Rank
 

truedrew

Banned deucer.
Deoxys S for S rank (no puns) for mono psychic (duh)
Sets
S-Rank (Deoxys-Speed) @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Superpower/Knock Off
- Psycho Boost/Psyshock
- Ice Beam
- Thunderbolt

S-Rank (Deoxys-Speed) @ Light Clay
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Superpower
- Stealth Rock

S-Rank (Deoxys-Speed) @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Spikes
- Stealth Rock
- Superpower

Surprise (Deoxys-Speed) @ Life Orb
Ability: Pressure
EVs: 252 AtK / 4 Def / 252 Spe
Jolly Nature
- Taunt
- knock Off
- Stealth Rock
- Super Power


Introduction: Since its introduction, deoxys has been a very versatile pokemon who has been able to fulfill a multitude of rolls which in normal tiers has caused it to gain notoriety for being the best offensive supporter in pokemon. As generations go by, it just gains more and more tools which allow it to be a very well rounded pokemon and its incredible speed tier and passable bulk has allowed it to be a mainstay in ubers. Due to its recent unbanning, mono psychic has gotten access to one of the best support users in the tier. Despite its mediocre offenses, its high speed makes it a very good revenge killer/ Lure/ speedy check to broken shit

Description(s): Being the fastest pokemon in the unboosted metagame means that deo s can always set up 2 screens/2 hazard layers which in monotype is very beneficial for your team as it turns 2hkos into 1hkos etc. Also the dual screens give psychic a lot of bulk and sometimes make them really annoying to break courtesy to psychics access to a wide variety of walls (slowbro, bronzong, jirachi, cresselia, mew to name a few). the hazards also help against threats such as mega pinsir/charizard x/y which by themselves are very dangerous. The ev spreads are the same as max speed to outspeed and hp to live a hit/2 behind screens an potentially set up rocks as well. Focus sash on the hazard lead as many a times opponents lead with their strongest attacker i hopes of limiting the hazards deo-s can set up.

The purpose of the life orb set(s) is to act as a surprise vs opponents and also allow deo-s to utilize its amazing speed to revenge kill major threats such as greninja, mega pinsir (lives +2 qa) and even lures in ttar, a common sight in monotype and easily destroys it with super power. The purpose of the lure set is to use taunt + knock off to break down evillite users and also dent chansey very hard after knock off.

Hence to conclude i would like to say that due to its extremely versatile role in psychic monos, Deoxys S for S rank[/hide]
 
Wobbuffet has been deemed unworthy by the Monotyke and shall get D Rank!
I've found wobbuafett to be better in monotype than any of the other tiers you can use it in. Mainly because the viable users of assault vest are easy to recognize even on team preview. Removing a special wall is rather helpful for a psychic team. It can also neuter any scarf user that kills one of your psychic types. The preferred item for wobbufet should always be mental herb. This allows him to come in, take a taunt/toxic/encore/wisp, and swap out to a wallbreaker (gardevoir/medicham) or a status absorber for free. The toxic damage should not be relevant for wobbufett as when he does his main job later, you only need one turn. I prefer 60 Spe in to be taken off of his SpD so that if you randomly run into a base 40 tank you can encore it immediately. unlike base 60 and 70 walls, they almost nevver speed creep. It's also possible to micro the Def and spD ivs for cutsap+destiny bond spreads against specific outrages/knock offs, but this is less helpful than the former. I run wobbafett with mental herb because chances are that a wall will come out to hazard/dehazard you before their tanks and revengers do, especially if you put up the hazards first with powerful pokemon like mew and deoxys. Therefore I nominate Boba Fett for C rank.
 
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Beta.

Ruff Ruff amirite?
I've found wobbuafett to be better in monotype than any of the other tiers you can use it in. Mainly because the viable users of assault vest are easy to recognize even on team preview. Removing a special wall is rather helpful for a psychic team. It can also neuter any scarf user that kills one of your psychic types. The preferred item for wobbufet should always be mental herb. This allows him to come in, take a taunt/toxic/encore, and swap out to a wallbreaker (gardevoir/medicham) or a status absorber for free. The toxic damage should not be relevant for wobbufett as when he does his main job later, you only need one turn. I prefer 60 Spe in to be taken off of his SpD so that if you randomly run into a base 40 tank you can encore it immediately. unlike base 60 and 70 walls, they almost nevver speed creep. It's also possible to micro the Def and spD ivs for cutsap+destiny bond spreads against specific outrages/knock offs, but this is less helpful than the former. I run wobbafett with mental herb because chances are that a wall will come out to hazard/dehazard you before their tanks and revengers do, especially if you put up the hazards first with powerful pokemon like mew and deoxys. Therefore I nominate Boba Fett for C rank.
I literally can't read a word on that, the font's all wonky. but no, wobbufett is almost practically useless. It may be good on some teams, but in monotype, it is just not as good as it can be. It's also not like you can put it on a team with different types and have it resist attacks your other team is weak to, it is on the team where practically all mons have the same weaknesses. it doesn't do justice here, especially with all of the mons like skarm or Zapdos. It can't work well at all, and you need major support to make it work. It should just not be used in general. Also, you mention custap, even though that is unreleased, and we may not get it until ORAS, even then, we may not get it at all. Wobbuffett is fine where it is, in the shitter.
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
Gourgeist (Ghost) for B Rank C Rank (Sae strikes again)

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Shadow Sneak
- Will-O-Wisp / Toxic
- Leech Seed
- Light Screen / Synthesis / Confuse Ray / Seed Bomb / Trick-or-Treat / Substitute / Protect / Pain Split

Now I know what you may be thinking, "How is Gourgeist B rank? It's completely outclassed by Trevenant." Well you, my good sir or ma'am, need to both open your mind and expand your imagination. Just because Trevanant is more common does not mean it's better. And you simply cannot assume that two pokemon who have the same type will fill the same role (Forretress and Scizor anyone?). If they don't fill the same role, then one cannot outclass the other.
Trevenant's role: Stall, occasionally hitting hard with a choice band set, general annoyance.
Gourgeist's role: Physical wall, exposing choiced attackers (Frisk), supporting its team (Light Screen, Confuse Ray, Trick-or-Treat, Will-o-wisp).

On ghost teams, you typically have very little bulk. The only truly physically bulky pokemon are Gourgeist-Super, Dusclops, and Aegislash. Aegislash is almost always used as an attacker, so it automatically does not fill the same role as Gourgeist. Dusclops has some serious bulk, but it has no access to Leech Seed or Light Screen and gets no recovery outside of Pain Split which is generally unreliable. Gourgeist has access to most support moves that Dusclops has and more. I actually find that using Gourgeist and Dusclops together forms a very formidable defensive core, with Dusclops sponging the special hits and Gourgeist taking the physical ones. As well as bulk and access to a ton of awesome support moves, Gourgeist's Frisk ability has a lot more use than you might think. Have you ever faced a pokemon that you know is a physical attacker but you don't know if it has a choice item or not? I do all the time. When this happens, Gourgeist can be switched in, take the hit like a champion with plenty of HP left, and reveals exactly what item your opponent has all in one turn. With this knowledge, you can then play accordingly. If the opponent is choiced, you have a free turn to set up whichever move you want to (I opt for Light Screen generally) while the opponent switches their attacker out. If the opponent does not have a choice item, you can still use this knowledge to your advantage and send out another pokemon or you can try to burn the opponent with Will-o-wisp so that they don't do as much damage in future turns.
Pro:
Amazing physical bulk
Vast support move pool
Surprisingly useful ability
Access to priority coming from 100 base attack (not gonna do much damage, but great for taking down opponents with only a little HP left)

Con:
Can't take a special hit, especially super effective ones
Weak to fire, which is a type that Ghost already has some trouble with

I'll be focusing specifically on that 4th moveslot in this section.
This slot is really just based on personal preference. Are you feeling lucky? Use Confuse Ray. Want a little more recovery? Pain Split is an option. Need Gourgeist to hit harder? Seed Bomb. Want a more classic set? Subseeding is another possibility. Protect gives you a free turn of added Leech Seed and Leftovers recovery as well as a bit more damage to the opponent if it's burned or poisoned.
Light Screen is the most highly recommended move to put in the 4th slot because it patches up Gourgeist's less than desirable special bulk, allowing it to actually stay in on a special attacker and hit it with Leech Seed, or just use the Light Screen to help the rest of your team take special hits better.
Now, that one move that you are all probably thinking "Why is it there? What use does it have?" Trick-or-Treat. This move is incredibly gimmicky, but it is far from useless. Think about it. This move adds the Ghost type to your opponent. Ghost types are weak to Ghost type moves. So by using Trick-or-Treat on your opponent, you just doubled the amount of damage that your STAB moves do to it. Gourgeist's Shadow Sneak can do respectable damage after a Trick-or-Treat. The downside to this is that the added typing goes away after the opponent is switched out, but for that reason it can also be used as a kind of psuedo-phazing move. The opponent will switch out just to make sure it doesn't take super effective damage. Is Trick-or-Treat recommended? No. But it's an option that actually has some use if you like using gimmicky sets.
 
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Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
Tornadus-T for B Rank
Tornadus-Therian @ Assault Vest
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn

Set Details: Assault Vest gives this set the bulk to be able to take on fearsome special attackers such as Keldeo and Landorus, and come out on top. Hurricane is powerful STAB, and is used over Air Slash despite the accuracy issues as the power difference is quite noticeable, Hurricane is guaranteed to OHKO standard Keldeo while Air Slash cannot hope to. Focus Blast provides coverage on the Pokemon that wouldn't mind switching into Hurricane such as Tyranitar and Heatran, the first of which can be a problem in general for Flying monos. Knock Off is a useful utility move that can be used on predicted switches to rob them of their item U-Turn provides the pivot move that makes Torn-T so useful. The EVs guarantee a OHKO on Keldeo with Hurricane while the speed lets you outpace Choice Scarf Tyranitar and everything up to and including base 115's. The rest goes into HP to add some bulk, while a Timid nature is chosen to help Torn-T hits the Speed benchmarks it needs to. It may seem a strange move to reduce Attack with 2 physical moves on a set, but they are used more for their utility, and it's not worth compromising bulk for slightly higher damage output from them.


Tornadus-Therian @ Life Orb
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Air Slash / Hurricane
- Focus Blast / Superpower
- Knock Off
- U-turn

Set Details: This set takes a more offensive route to Torn-T's pivoting abilities. Air Slash can be considered over Hurricane here, as thanks to the LO and higher Special Attack investment it hits decently hard. However there's not much that will appreciate repeated Hurricanes from this set, so if you can deal with the accuracy this is a strong option. Again the second slot is for Fighting type coverage which is great alongside Flying STAB, with Focus Blast as the primary slash as it works off the same attacking stat as your STAB, meaning no need to split EVs. However Superpower has perfect accuracy, and hits two of the most common targets of your Fighting coverage harder than Focus Blast, namely Tyranitar and Heatran. Knock Off provides the same utility it did on the last set, but now hits targets quite a bit harder, and cripples Eviolite users. U-Turn serves as the pivoting move again, and is great for scouting in general. Standard special attacking EV spread, a Naive nature is used to boost Speed without reducing either of your attacking stats.

Explanation: On the face of it's stats, Tornadus-T doesn't look anything exceptional. It has great Speed and above average Special Attack. However to find it's real niche you have to look closer at it's movepool and ability. Regenerator is arguably one of the best abilities in the game and when combined with U-Turn, it can be a very exhausting process to try and take Torn-T out as it constantly switches out and recovers any lost health. In fact when it's immunity to spikes is considered, Torn-T is the only Pokemon in the game outside of Magic Guard users that can claim to recover all health lost by hazards simply by switching out. In Flying Monotype teams where Stealth Rock can be a problem, this can be invaluable. It's pivoting and scouting abilities are also incredibly useful, wearing pokemon down and scouting out movesets in order to facilitate a late game sweep for your sweeper.

Why B Rank? While it's pivoting abilities and longevity are massively appreciated on Flying monos, it's hard to see past some of Torn-T's shortcomings. A rather plain Flying typing offers very little synergy-wise to it's team, and it doesn't hit especially hard. Overall a good mon and very fun to use, but a niche option for Flying teams.

For an example of a core Torn-T works well in, read this post
 
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(Sae already wrote most of the good stuff so)

Charizard Y (Fire) should stay in S rank because it has a unique role: Drought. As the only viable user of it, Charizard should be a standard in every Fire team because it neutralizes Fire's weakness to water. Not only that, it gets a base 159 Special Attack which is further boosted by the sun making it a nuke whenever it hits a Fire Blast. Whatever resists Fire Blast, will get hit by a Solar Beam. Yes, you can't hit Dragons SE, but nothing appreciates a Fire Blast. It's coverage is extended further by Focus Blast (To 1HKO Tyranitar, and 2HKO Heatran etc), and Air Slash for STAB. You can even use Dragon Pulse / Earthquake if you want to.

252 SpA Mega Charizard Y Fire Blast vs. 4 HP / 0 SpD Latios in Sun: 144-171 (47.6 - 56.6%) -- 86.7% chance to 2HKO < Rip

100 Base Speed is standard, but its Water Pokemon killing abilities are too good to give up.

so

Charizard Y (Fire) for S Rank
 
View attachment 26651Uxie for C Rank (Psychic)

- Amesia
- Calm Mind
- Heal Bell
- Light Screen
- Magic Coat
- Memento
- Protect
- Reflect
- Stealth Rock
- Thunder Wave
- Trick
- Trick Room
- Toxic
- Yawn
- Rest
- Sleep Talk


- Thunderbolt
- Dazzling Gleam
- Energy Ball
- Giga Drain
- Psychic
- Psyshock
- Shadow Ball
- Signal Beam


- Fire Punch
- Ice Punch
- Knock Off
- Thunder Punch
- U-turn
- Zen Headbutt
- Power-Up Punch
- Foul Play



Uxie @ Focus Sash
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Thunder Wave
- Magic Coat
- Knock Off


Uxie @ Light Clay
Ability: Levitate
EVs: 252 HP / 192 Def / 64 SpD
Calm Nature
- Reflect
- Light Screen
- Heal Bell
- Thunder Wave


Uxie has some insane bulk with 75/130/130, to put it in perspective, Latias has 130 just special bulk. Uxie has a great move pool for support the only thing it really lacks, is realiabile healing, and is outclassed by two other defence psychic pokemon, which are Deoxys-D, and Cressilia but overall I feel Uxie is still a great pokemon for any psychic team.
 

Nani Man

__what__ does nani mean
is a Battle Simulator Moderator Alumnus


Metagross (B rank) for Steel

Metagross this generation has lost the benefit of being neutral to Dark and Ghost moves. However, this can be used to your advantage and make Metagross more of a threat. Some sets that utilize this include:
WPGross
######
Metagross @ Weakness Policy
Ability: Clear Body
EVs: 252 Atk / 252 Spe / 4 SpDef
Adamant Nature
- Agility
- Ice Punch
- Earthquake / Meteor Mash
- Zen Headbutt

MixedGross
######
Metagross @ Weakness Policy / Life Orb
Ability: Clear Body
EVs: 224 Atk / 160 SpA / 124 Spe
Naughty Nature
- Zen Headbutt
- Earthquake / Meteor Mash
- Grass Knot
- Bullet Punch

BulkyGross
######
Metagross @ Leftovers/Assault Vest
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Zen Headbutt
- Earthquake / Meteor Mash
- Ice Punch
- Stealth Rock / Meteor Mash / Bullet Punch

BandGross
######
Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Zen Headbutt
- Earthquake
- Ice Punch
- Trick / Bullet Punch / Meteor Mash


As seen in the sets I've listed, Metagross has a wide movepool and a variety of sets it can run effectively. Depending on your team and preference, any one is fine. WPGross, my personal favourite, is pretty great to use as Metagross gaining Dark and Ghost weaknesses can allow for Weakness Policy to activate in more situations, thus allowing you to Agility and begin the punishment of Metagross' powerful attack stat at +2. Seeing as this also boosts your special attack by +2, it'd be a waste to not utilize that. This allows for metagross to run as a mixed set and use Grass Knot to damage the pokemon that would usually wall it. Those include Slowbro and Suicune just to name some, which Steel has a very tough time handling. Metagross having a high attack stat and access to Trick can run Choice Band sets effectively. You can Trick the Choice Band away to cripple the said walls as mentioned above, if you choose not to run MixedGross.

The downsides of Metagross is the fact that its durability isn't high at all. After being hit by a super effective move, it's usually fodder after that and can only get in 1-2 good hits. You can't really switch it in whenever and must time it appropriately to maximize its potential. So with that, be cautious when using Metagross and make sure you take the opportunity to begin setting up or attacking with Metagross as it usually has only one chance.
 
Nominating Aggron-Mega (Rock) for S Rank.

Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 200 Atk / 52 Def / 4 SpD
Adamant Nature
- Heavy Slam/Iron Head
- Earthquake
- Fire Punch
- Thunder Wave/Ice Punch/Rock Slide

This set can be used to specifically counter some of Rock's main threats and allow teammates to operate better. The EV's and nature allow Aggron to have a 75% to OHKO Mega Medicham with heavy slam, while capitalizing on bulk. Heavy Slam is generally stronger than iron head, but Iron head could be chosen to hit heavier threats harder, such as Rhyperior. Earthquake is used primarily to hit Bisharp, Mega-Mawile, and Excadrill harder than Fire punch. Fire punch is used to hit Scizor, Ferrothorn, and other steel types. The choice for the final moveset is yours- Thunder Wave cripples Keldeo and other fighting types that Aggron can't OHKO to allow teammates to pick them off, Ice Punch allows you to nail Landorus and friends hard, and Rock slide prevents Volcarona and Gyarados from setting up easily.


Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 56 Def / 196 SpD
Careful Nature
- Curse/Dragon Tail/Roar
- Sleep Talk
- Rest
- Iron Head/Heavy Slam

This set, although unable to specifically counter certain threats, allows Aggron-Mega to last longer in the match and become a decent status absorber for Scald hax, Breloom's spore, and burns which are a common threat to Rock Monotype due to lack of special attackers. This moveset also isn't worried about being worn down by hazards as much. Iron head is slashed over Heavy slam because of its higher PP and consistent damage. Curse does allow Aggron to boost his defense to monstrous levels while dealing good damage to the opponent, but Dragon Tail and roar may also be used to prevent Pokemon such as Scizor, SD Breloom, and Gyarados (Although you will need Roar to fully stop gyarados if it has substitute). Some hazards could be a nice idea if you opt for a phasing move.


252+ Atk Landorus-T Earthquake vs. 252 HP / 56 Def Filter Mega Aggron: 136-162 (39.5 - 47%) -- guaranteed 3HKO
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 56 Def Filter Mega Aggron: 247-292 (71.8 - 84.8%) -- guaranteed 2HKO
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 120 SpD Mega Aggron: 280-330 (81.3 - 95.9%) -- guaranteed 2HKO
252 Atk Life Orb Sheer Force Darmanitan Flare Blitz vs. 252 HP / 56 Def Filter Mega Aggron: 246-289 (71.5 - 84%) -- guaranteed 2HKO
252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 56 Def Mega Aggron: 170-204 (49.4 - 59.3%) -- 99.6% chance to 2HKO


Aggron-Mega is a godsend for Rock Monotype. Many threats that could destroy it otherwise, such as Scizor, Bisharp, Mega-Mawile, and Mega Medicham can be dealt with 1v1 using Mega Aggron. It also alleviates Rock's problem with common priority, easily tanking Aqua Jets, Mach Punch, and especially Bullet Punches for the team. Aggron-Mega is also able to tank unbelievably strong attacks, such as Mega Medicham's High Jump Kick. Even when investing in bulk, Aggron-Mega's base stat of 140 attack allow it to sponge blows while doing considerable damage.

However, Aggron cannot consistently wall the Pokemon that it needs to. Because it needs to rely on RestTalk for healing, constant pressure from dangerous sweepers can leave him prone to being revenged by special attackers. His walling capabilities is also hindered by hazards, so support is needed there. The needed support isn't too hard to provide for Mega Aggron, so I believe it should be S rank.

You forgot my favourite set - defensive paraflincher/shuffler

Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 40 Atk / 216 Def
Impish Nature
- Iron Head/Dragon Tail
- Thunder Wave
- Rest
- Sleep Talk

Simple. Take no damage, paralyze the opponent and either paraflinch them or shuffle into a new poke. Only problem with the shuffler set is Fairy types.
 
Gourgeist (Ghost) for B Rank

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Shadow Sneak
- Will-O-Wisp / Toxic
- Leech Seed
- Light Screen / Confuse Ray / Seed Bomb / Trick-or-Treat / Substitute / Protect / Pain Split

Now I know what you may be thinking, "How is Gourgeist B rank? It's completely outclassed by Trevenant." Well you, my good sir or ma'am, need to both open your mind and expand your imagination. Just because Trevanant is more common does not mean it's better. And you simply cannot assume that two pokemon who have the same type will fill the same role (Forretress and Scizor anyone?). If they don't fill the same role, then one cannot outclass the other.
Trevenant's role: Stall, occasionally hitting hard with a choice band set, general annoyance.
Gourgeist's role: Physical wall, exposing choiced attackers (Frisk), supporting its team (Light Screen, Confuse Ray, Trick-or-Treat, Will-o-wisp).

On ghost teams, you typically have very little bulk. The only truly physically bulky pokemon are Gourgeist-Super, Dusclops, and Aegislash. Aegislash is almost always used as an attacker, so it automatically does not fill the same role as Gourgeist. Dusclops has some serious bulk, but it has no access to Leech Seed or Light Screen and gets no recovery outside of Pain Split which is generally unreliable. Gourgeist has access to most support moves that Dusclops has and more. I actually find that using Gourgeist and Dusclops together forms a very formidable defensive core, with Dusclops sponging the special hits and Gourgeist taking the physical ones. As well as bulk and access to a ton of awesome support moves, Gourgeist's Frisk ability has a lot more use than you might think. Have you ever faced a pokemon that you know is a physical attacker but you don't know if it has a choice item or not? I do all the time. When this happens, Gourgeist can be switched in, take the hit like a champion with plenty of HP left, and reveals exactly what item your opponent has all in one turn. With this knowledge, you can then play accordingly. If the opponent is choiced, you have a free turn to set up whichever move you want to (I opt for Light Screen generally) while the opponent switches their attacker out. If the opponent does not have a choice item, you can still use this knowledge to your advantage and send out another pokemon or you can try to burn the opponent with Will-o-wisp so that they don't do as much damage in future turns.
Pro:
Amazing physical bulk
Vast support move pool
Surprisingly useful ability
Access to priority coming from 100 base attack (not gonna do much damage, but great for taking down opponents with only a little HP left)

Con:
Can't take a special hit, especially super effective ones
No recovery outside of Leftovers and Leech Seed
Weak to fire, which is a type that Ghost already has some trouble with

I'll be focusing specifically on that 4th moveslot in this section.
This slot is really just based on personal preference. Are you feeling lucky? Use Confuse Ray. Want a little more recovery? Pain Split is an option. Need Gourgeist to hit harder? Seed Bomb. Want a more classic set? Subseeding is another possibility. Protect gives you a free turn of added Leech Seed and Leftovers recovery as well as a bit more damage to the opponent if it's burned or poisoned.
Light Screen is the most highly recommended move to put in the 4th slot because it patches up Gourgeist's less than desirable special bulk, allowing it to actually stay in on a special attacker and hit it with Leech Seed, or just use the Light Screen to help the rest of your team take special hits better.
Now, that one move that you are all probably thinking "Why is it there? What use does it have?" Trick-or-Treat. This move is incredibly gimmicky, but it is far from useless. Think about it. This move adds the Ghost type to your opponent. Ghost types are weak to Ghost type moves. So by using Trick-or-Treat on your opponent, you just doubled the amount of damage that your STAB moves do to it. Gourgeist's Shadow Sneak can do respectable damage after a Trick-or-Treat. The downside to this is that the added typing goes away after the opponent is switched out, but for that reason it can also be used as a kind of psuedo-phazing move. The opponent will switch out just to make sure it doesn't take super effective damage. Is Trick-or-Treat recommended? No. But it's an option that actually has some use if you like using gimmicky sets.
Gourgeist (Ghost) for B D rank (accidentally hit E previously)

Sorry, but I do have to disagree with you entirely on what you have said. Partially coz you predicted me as being one of the many people puking in the inside, saying that Gourgeist is entirely outclassed by other pokemon and partially coz you have done pain split a disservice. In fact, it forces your opponent to keep their health low so as to stop your recovering.

Your pro of higher physical bulk? Well, Trevenant may take more from each hit, but he heals about 40% of his health each turn, so it still ends up taking more hits to take him down. I'll also get to how there are far more bulky pokes that you have completely neglected.

As for the support move, Dual Screens is done better by Rotom-O, who has fewer weaknesses, an immunity to ground type (better than the resist) and it resists flying types - a mono that has always been and always will be strong. Rotom possesses pain split as well - far superior recovery to waiting on leech seed at the end of each turn and a slow volt switch to allow you to bring in frailer attackers (such as Specs Gengar or Mega Banette) easily. The only think Gourgeist has to itself here is Trick-or-Treat, which is (as you have said yourself) gimmicky (at best) and can end up giving your opponent the advantage in the Normal and Dark matchups - giving them immunity to Fighting type attacks that you would normally use to get them, such as Drain Punch, Sacred Sword or Focus Blast.

Shadow Sneak as you mentioned is coming off of 100 base attack. However, without investing, that attack stat doesn't even hit 240, so they'd have to be increadibly frail (in which case, you can use any priority attacker) or the poke would have been KOed anyway if you had just set up that one or two more layers of spikes, etc.

Going to what you have said earlier in your post, there are more than three bulky ghost types. You named only Aegi, Gourg super and Dusclops. However, Cofagrigus not only is the BULKIEST of all ghost types, but he has access to Toxic Spikes - a serious help in the fire matchup (even though you can't burn, it doesnt matter as you will have them toxiced without even having to attack). Jellicent is not only a special wall with reliable recovery and taunt access, it's part of the fairly common Fire/Water/Grass core that ghost mono has been using for over a year (Jelli, Chandy and Trev). You also stated that Trevenant is a stall pokemon, but that doesn't mean he isn't a wall as well (which the majority of stall pokemon ARE). Max Bold defense is 295 and Trevenant is capable of recovering well over a third (sometimes 3/4) of its health every turn - combine that with the burns cutting damage he takes each turn and Trevenant is harder to take down than Gourgeist as you have too pretty much OHKO it or it's gonna back up to 60% in one turn (along with the WoW that ghost types are fond of).

You mentioned Aegislash is capable of being a wall, but you dismiss it after stating it's automatically gonna be used offensively. On the contrary, I have seen the defensive set being used in mono, but have not see a single SD set and only one Weak Policy used. Mainly with Doublade - Aegi's lil' brudda. Its Eviolite lets it be both Offensive and Bulky at the same time, letting you set up SD safely and wreck with Shadow Sneak, Gyro Ball and Sacred Sword.

Sableye and Spiritomb also can take hits for days, even if they play very different roles. Sableye - the prankster WoW and recover that let it take physical attacks head on and hit hard with Foul Play when it has nothing better to do. Spiritomb - the Crocune of Ghost mono with Resttalk, Calm mind and Dark Pulse that lets it set up on pretty much anything with over 345 Def the SE STAB in the mirror match. Spiritomb can also be a wall in itself or a mind games 'mon utilising Taunt + Sucker Punch + Pursuitc(which although is offensive to a degree, still functions

Essentially, what it comes down to is that you are overestimating Gourgeist, underestimating Trevenant and ignoring an assload of other ghost types that not only are bulkier than both the ghost types you named (ecept dusclops, coz he's the one of the bulkiest pokes in the game) which can go pretty much everything Gourgeist can do multiple times better - be it Light Screen (use Rotom), physical wall (Trevenant, Cofagrigus, even Sableye who has the advantage Taunt) or using Priority (Doublade, Mega Banette, Spiritomb).
 
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Sae

In the midst of Orre
is a Tiering Contributor Alumnus
Gourgeist (Ghost) for B E rank

Sorry, but I do have to disagree with you entirely on what you have said. Partially coz you predicted me as being one of the many people puking in the inside, saying that Gourgeist is entirely outclassed by other pokemon and partially coz you have done pain split a disservice. In fact, it forces your opponent to keep their health low so as to stop your recovering.

Your pro of higher physical bulk? Well, Trevenant may take more from each hit, but he heals about 40% of his health each turn, so it still ends up taking more hits to take him down. I'll also get to how there are far more bulky pokes that you have completely neglected.

As for the support move, Dual Screens is done better by Rotom-O, who has fewer weaknesses, an immunity to ground type (better than the resist) and it resists flying types - a mono that has always been and always will be strong. Rotom possesses pain split as well - far superior recovery to waiting on leech seed at the end of each turn and a slow volt switch to allow you to bring in frailer attackers (such as Specs Gengar or Mega Banette) easily. The only think Gourgeist has to itself here is Trick-or-Treat, which is (as you have said yourself) gimmicky (at best) and can end up giving your opponent the advantage in the Normal and Dark matchups - giving them immunity to Fighting type attacks that you would normally use to get them, such as Drain Punch, Sacred Sword or Focus Blast.

Shadow Sneak as you mentioned is coming off of 100 base attack. However, without investing, that attack stat doesn't even hit 240, so they'd have to be increadibly frail (in which case, you can use any priority attacker) or the poke would have been KOed anyway if you had just set up that one or two more layers of spikes, etc.

Going to what you have said earlier in your post, there are more than three bulky ghost types. You named only Aegi, Gourg super and Dusclops. However, Cofagrigus not only is the BULKIEST of all ghost types, but he has access to Toxic Spikes - a serious help in the fire matchup (even though you can't burn, it doesnt matter as you will have them toxiced without even having to attack). Jellicent is not only a special wall with reliable recovery and taunt access, it's part of the fairly common Fire/Water/Grass core that ghost mono has been using for over a year (Jelli, Chandy and Trev). You also stated that Trevenant is a stall pokemon, but that doesn't mean he isn't a wall as well (which the majority of stall pokemon ARE). Max Bold defense is 295 and Trevenant is capable of recovering well over a third (sometimes 3/4) of its health every turn - combine that with the burns cutting damage he takes each turn and Trevenant is harder to take down than Gourgeist as you have too pretty much OHKO it or it's gonna back up to 60% in one turn (along with the WoW that ghost types are fond of).

You mentioned Aegislash is capable of being a wall, but you dismiss it after stating it's automatically gonna be used offensively. On the contrary, I have seen the defensive set being used in mono, but have not see a single SD set and only one Weak Policy used. Mainly with Doublade - Aegi's lil' brudda. Its Eviolite lets it be both Offensive and Bulky at the same time, letting you set up SD safely and wreck with Shadow Sneak, Gyro Ball and Sacred Sword.

Sableye and Spiritomb also can take hits for days, even if they play very different roles. Sableye - the prankster WoW and recover that let it take physical attacks head on and hit hard with Foul Play when it has nothing better to do. Spiritomb - the Crocune of Ghost mono with Resttalk, Calm mind and Dark Pulse that lets it set up on pretty much anything with over 345 Def the SE STAB in the mirror match. Spiritomb can also be a wall in itself or a mind games 'mon utilising Taunt + Sucker Punch + Pursuitc(which although is offensive to a degree, still functions

Essentially, what it comes down to is that you are overestimating Gourgeist, underestimating Trevenant and ignoring an assload of other ghost types that not only are bulkier than both the ghost types you named (ecept dusclops, coz he's the one of the bulkiest pokes in the game) which can go pretty much everything Gourgeist can do multiple times better - be it Light Screen (use Rotom), physical wall (Trevenant, Cofagrigus, even Sableye who has the advantage Taunt) or using Priority (Doublade, Mega Banette, Spiritomb).
Whoa whoa whoa E rank is taking it a bit too far. You guys are seriously undermining Gourgeist if you're going to say that. While there are better walls that perform better, you're completely ignoring the main niche which is the Frisk set. Ghost teams, no matter what you say, are always struggling to find their own niche since the mold for Ghost hasn't been completely standardized yet. Gourgeist's main usage comes from scouting the item, proceed to analyze the set, and then make the appropriate pivot next turn. This surprisingly works really well with things like Jellicent who can switch into a choice locked Pokemon and get a Cursed Body off (namely off a Fire Blast/other fire move or even maybe something like Air Slash from Togekiss). And this core still aids in the F/W/G core if you add in Chandelure. I'd add in Protect though since if you're going to make this a scout Pokemon then you need to keep scouting if Frisk shows let's say Leftovers on something like

I am not saying that it is B rank material Acast since honestly this Pokemon's viability is player-dependent and gauging how everyone's gonna react they still don't get that Frisk can save your life. These rankings remember are to help newer player with their teams, and unfortunately newer players probably wouldn't know how to effectively use this mon. I've seen you use it effectively but will everybody else in the meta know how to use it? Ghost is one of the harder Monotypes to pull off and effectively adding another layer of skill involved just makes it quite complicated for most people. I'd give it a tentative C rank or D rank, but I'm actually gonna abstain from making an official decision on this Poke for now since I still want to see how others react (however bad they might do so).
 
Whoa whoa whoa E rank is taking it a bit too far. You guys are seriously undermining Gourgeist if you're going to say that. While there are better walls that perform better, you're completely ignoring the main niche which is the Frisk set. Ghost teams, no matter what you say, are always struggling to find their own niche since the mold for Ghost hasn't been completely standardized yet. Gourgeist's main usage comes from scouting the item, proceed to analyze the set, and then make the appropriate pivot next turn. This surprisingly works really well with things like Jellicent who can switch into a choice locked Pokemon and get a Cursed Body off (namely off a Fire Blast/other fire move or even maybe something like Air Slash from Togekiss). And this core still aids in the F/W/G core if you add in Chandelure. I'd add in Protect though since if you're going to make this a scout Pokemon then you need to keep scouting if Frisk shows let's say Leftovers on something like

I am not saying that it is B rank material Acast since honestly this Pokemon's viability is player-dependent and gauging how everyone's gonna react they still don't get that Frisk can save your life. These rankings remember are to help newer player with their teams, and unfortunately newer players probably wouldn't know how to effectively use this mon. I've seen you use it effectively but will everybody else in the meta know how to use it? Ghost is one of the harder Monotypes to pull off and effectively adding another layer of skill involved just makes it quite complicated for most people. I'd give it a tentative C rank or D rank, but I'm actually gonna abstain from making an official decision on this Poke for now since I still want to see how others react (however bad they might do so).
Yea, I meant to hit D, not E. I'll edit that now.

I'm not saying Gourgeist is a bad pokemon. I like to use it in the lower tiers a lot. However, look at the definition of a D rank pokemon. "D Rank: Reserved for Pokemon that are outclassed in almost every single way. These Pokemon are only used for one of their moves, or for their typing / ability. Even so, they are generally second rate Pokemon meaning that they can be only brought in once or twice to perform their role". Gourgeist only has one move that it can use better than other pokes, and that is because the only other poke that can use it is Smeargle - Trick or Treat. Furthermore, frisk is not only used once on each pokemon, but also available to Banette before it megas. It may be used for its typing, but you have Trev available who entirely outclasses Gourgeist 60% of the time, while Gourgeist is outclassed by other pokes about 35% of the time. For this reason, it does belong perfectly in the D rank in Ghost mono (but I standby that it belongs in E for Grass Mono as that doesn't fit in any core there, while it does fit in FWG in Ghost).
 
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