Monotype Viability Rankings

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Jirachi(Steel) for C-Rank
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Iron Head
- Body Slam / Thunder Wave
- U-turn

Jirachi is an unfilled gimmick in Steel Mono teams. A Volt-Turn core with Scarf Magnezone works perfectly, allowing you to wish and U-Turn to Magnezone, who can soak up any Dark or Ghost moves Jirachi couldn't. I said gimmick earlier because of the other monstrous option of para-flinching. Jirachi is also the only Steel-type blessed with Wish, which can take opponents by surprise. His typing gives him the resistance of Metagross and a better ability to boot.


Drapion(Poison) for B-Rank
Drapion @ Life Orb
Ability: Sniper
EVs: 160 HP / 96 Atk / 252 Spe
Jolly Nature
- Aqua Tail / Cross Poison
- Knock Off
- Swords Dance
- Taunt

Drapion is one of the prime examples of shaping a single type. Drapion's godly Psychic immunity gives him an edge over other choices like Toxicroak, Scolipede, and Nidoking. He has 13 different types in physical moves, and his 70/110/75 defenses aren't bad. His only weakness is Ground, which can be taken care of with Aqua Tail. On the other hand, his abilities are neutral at best, with Keen Eye being basically useless in the meta. He has to fight Fairies with no resistance, and has to have some form of special wall to take an Earth Power.
I personally think that Jirachi should be A Rank because of balanced stats and a neutrality to Fighting. Paraflinch is pretty nice too

Will reserve the other two biggies, Kyurem-White and Skymin
ooo kill-em
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
Skuntank (Poison) for C Rank

Skuntank @ Life Orb
Ability: Aftermath

If using all physical attacks:

EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature

If using Flamethrower/Fire Blast:

EVs: 252 HP / 252 Atk / 4 SpA
Naughty Nature

- Defog
- Pursuit/Fire Blast/Flamethrower
- Sucker Punch/Fire Blast/Flamethrower
- Explosion

Skuntank's a pretty cool Pokémon. It has a couple things that can help Poison teams, namely the Dark typing and Defog. It also has access to fire moves to help against those steel teams, but unfortunately it gets outclassed by other Poison types in all 3 of those roles. Drapion is a bulkier and faster Dark/Poison type. Crobat is a faster Defogger with comparable bulk and offenses and it even has Heat Wave to take the role of the special Fire attacker (even though you'll probably never see that set on Crobat). Golbat with an Eviolite is a much bulkier defogger and it's also a bit faster than Skuntank. Weezing and Nidoqueen are far bulkier and they can both be used as special attackers with access to Fire moves. Skuntank isn't bad. It's just outclassed by other Poison types at almost everything it does, which is why I can't imagine it being any higher than C rank.

C Rank: Reserved for Pokemon that are only used to check a threat once or twice. These Pokemon often run unorthodox sets since their primary niches are outclassed by other Pokemon. Since they run unorthodox sets, some Pokemon can set up on them without fear. These Pokemon need a lot of support (which may be hard to give) for them to function. These Pokemon have a hard time adapting to the metagame.
 

Freeroamer

The greatest story of them all.
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Kyurem-White for S Rank

Kyurem-White @ Choice Scarf
Ability: Turboblaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
- Draco Meteor
- Ice Beam
- Fusion Flare
- Earth Power / Focus Blast / HP Grass / Flash Cannon / Dragon Pulse

Set Details: Kyurem-White's bread and butter set in Monotype, this aims to patch Kyurem's slightly forgettable speed of 95 to turn it into one of the most feared Revenge Killers / Sweepers in the metagame. Thanks to it's excellent coverage, it's more than likely that one of the moves on the set will be extremely spammable against teams, further helped by Turboblaze negating abilities, allowing you to freely spam the likes of Fusion Flare against Steel without fearing Heatran absorbing it. The first 3 moves on the set are pretty non-negotiable, with Draco Meteor and Ice Beam providing hard hitting STABs, while Fusion Flare allied with Turboblaze rounds off the coverage perfectly outside of Azumarill. With such excellent coverage in the first 3 slots, the last slot takes more of a 'what can I hit super effectively?' role, and usually will be Earth Power thanks to it's excellent super effective coverage with Ice Beam, also it allows you to tear through Fire, a difficult matchup for Ice. Focus Blast provides similar coverage to Earth Power, with the distinction that it has greater power and hits several targets such as Mega Gyarados harder than any other move on the set. However the accuracy is off putting and most stuff is hit hard enough by one of the STAB moves anyway. HP Grass is an option if you really fear Gastrodon and Azumarill walling you, as is Flash Cannon for Fairies. Dragon Pulse is an interesting choice, as lategame with hazards support it can be useful to sweep with.

EVs and Nature: Standard Special Scarf set, max Speed and Special Attack as far as EVs are concerned. A Timid nature is preferred, however a Modest nature is an option if you don't mind certain slower scarfers outspeeding you, as it represents a significant power increase.


Kyurem-White @ Choice Specs
Ability: Turboblaze
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Draco Meteor
- Ice Beam
- Fusion Flare
- Earth Power / Focus Blast / Flash Cannon / Dragon Pulse

Set Details: This set is truly the big guns of any Ice team, as assuming a Modest nature and adding in the Specs boost, Kyurem-White hits a frankly mind boggling 723 Special Attack, far above what any other Pokemon in the meta can reach. Draco Meteor is a true nuke off this set, OHKOing most non-resists and even plenty that do! Ice Beam is a reliable and spammable secondary STAB, and will shatter anything weak to it. Fusion Flare again rounds off the coverage, melting any Steel Type attempting to resist both STABs. Earth Power again provides some extra super effective coverage, able to KO the majority of grounded Fire types without resorting to Draco Meteor. Focus Blast has more merit here, as with a Modest nature, it has (before accuracy) a 96.1% chance to 2HKO Blissey with no prior damage, and an 87.5% chance to 2HKO Chansey with only Stealth Rock damage. Flash Cannon smashes Fairy types hard, while Dragon Pulse is an option for a more reliable Dragon STAB.

EVs and Nature: EVs are designed for that of a wallbreaker which is how this Kyurem set should be used, max HP makes use of it's very good bulk while max Special Attack gives that incredible output. A Modest nature also maximises this. A spread of 252 SpA / 252 Spe with 4 EVs in a defense with a Timid nature can be used, but this set will miss out on a decent amount of power.


Kyurem-White @ Leftovers
Ability: Turboblaze
EVs: 248 HP / 180 Def / 28 SpD / 52 Spe
Modest Nature
IVs: 0 Atk
- Dragon Pulse / Earth Power
- Fusion Flare / Ice Beam
- Roost / Earth Power / Fusion Flare / Ice Beam / Dragon Pulse
- Substitute

Set Details: This set aims to make more use of Kyurem's bulk and it's ability to force switches by punishing the opponent with a Substitute. Thanks to it's fearsome power, most answers to Kyurem come from being faster than it and smacking it with a supereffective move. When behind a Sub, with the exception of Mega Gardevoir, Sylveon and Noivern, it is essentially impossible to KO Kyurem, meaning you are forced to try and tank one of it's moves. It is all too easy to set subs, even if the opponent doesn't switch thanks to Kyurem's great 125 / 90 / 100 bulk, which actually has investment on this set. As far as moves are concerned, Substitute is obviously a given, but for offensive moves you will want to pick from between two pairings. Dragon Pulse and Fusion Flare offer great neutral coverage, while Ice Beam and Earth Power hits more targets super effectively. The last slot can either be used for reliable recovery in Roost or for extra coverage.

EVs and Nature: While Kyurem's great bulk is one of the things that makes this set work, it's sky high Special Attack stat means that with a Modest nature and no investment, it still hits a huge 413 SpA, which for reference is the same as a fully invested Chandelure. For this reason, the majority of the EVs are allocated to bulk, to try and ease setup. 248 EVs go into HP to maximise it while making it an odd number, meaning slightly less hazard damage. The Defense EVs mean Skarmory's Brave Bird will fail to break the sub, making it an easy target on Steel and Flying teams to aim for. The Speed investment beats out Adamant Bisharp by one point, and is generally a nice Speed tier to hit. The rest of the EVs go into SpDef to tank weaker special attacks better.


Explanation: Unbanned to try and make Ice a more competitive type within the metagame, Kyurem-White has certainly made an impact. Known as the bane of the ever so common Flying teams and for good reason, it's nuclear power helps to drag it's subpar team out of the depths and into contention. While Ice may not be the most common of types still, it certainly has a lot more credibility and that can be 100% attributed to Kyurem-White.

Why S Rank? Incredible stats with the movepool to abuse them as well as little opportunity cost.
 
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Machamp (fighting) for B rank



Machamp @ Lum Berry
Ability: No Guard
EVs: 132 HP/ 252 atk / 124 Spe
Adamant Nature
-Dynamic Punch
-Bullet Punch
-Ice Punch
-Stone Edge

The classic machamp is a lead set that can immediately decide force people to have a 50% of ever getting hazards up, and since it can take a hit it can often outright wreck it's opponent. It must run at least 58 spe, or else when you return a weakened machamp to the battle to force out a porygon 2 or swampert, they will embarrass you and make your last 20-30% of life go to waste. Bullet punch is primarily for sash/sturdy pokemon and prevents runaways like BP scolipede/smeargle from beating you after the confusion coinflip.

Machamp @ Leftovers
Ability: No Guard
EVs: 52 HP / 252 atk / 204 Spe
Adamant Nature
-Dynamic Punch
-Substitute
-Encore
-Knock off

An anti lead champ can be even more abusive in the right sitaution, especially against it's premier victims (skarmory, mandibuzz, and swampert. It usually aims to encore pokemon onto their reliable healing move, defog, or stealh rock, before throwing up a sub and ripping their team a new one. Skarmory is the most important base 70, although it is possible to encore a ballsy scizor. mandibuzz and heatran* are the most important base 80s

Machamp is a dangerous pokemon that can force the opponent into a bad situation, even if they have a resistant wall to switch in. Sadly running him with an attack boosting item or guts is basically outclassed by many other fighting types, forcing him to rely on his rare toys in dynamic punch and encore.

Speed info (adamants= 58 for base 60s 124 for base 70s 204 for base 80s) (jolly base 60s automatic, 80 for base 70s, 136 for base 80s) In case of speed creep take 218 (taunt skarm, etc, will only want to beat base 90s by 1 point, so you beat them by 2, no important base 90 targets )
 
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Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
Both of your Machamp sets are missing 4 EVs, also Dirpz literally just reserved Machamp a few hours ago
 
Machamp (fighting) for B rank



Machamp @ Lum Berry
Ability: No Guard
EVs: 128 HP/ 252 atk / 124 Spe
Adamant Nature
-Dynamic Punch
-Bullet Punch
-Ice Punch
-Stone Edge

The classic machamp is a lead set that can immediately decide force people to have a 50% of ever getting hazards up, and since it can take a hit it can often outright wreck it's opponent. It must run at least 58 spe, or else when you return a weakened machamp to the battle to force out a porygon 2 or swampert, they will embarrass you and make your last 20-30% of life go to waste. Bullet punch is primarily for sash/sturdy pokemon and prevents runaways like BP scolipede/smeargle from beating you after the confusion coinflip.

Machamp @ Leftovers
Ability: No Guard
EVs: 48 HP / 252 atk / 204 Spe
Adamant Nature
-Dynamic Punch
-Substitute
-Encore
-Knock off

An anti lead champ can be even more abusive in the right sitaution, especially against it's premier victims (skarmory, mandibuzz, and swampert. It usually aims to encore pokemon onto their reliable healing move, defog, or stealh rock, before throwing up a sub and ripping their team a new one. Skarmory is the most important base 70, although it is possible to encore a ballsy scizor. mandibuzz and heatran* are the most important base 80s

Machamp is a dangerous pokemon that can force the opponent into a bad situation, even if they have a resistant wall to switch in. Sadly running him with an attack boosting item or guts is basically outclassed by many other fighting types, forcing him to rely on his rare toys in dynamic punch and encore.

Speed info (adamants= 58 for base 60s 124 for base 70s 204 for base 80s) (jolly base 60s automatic, 80 for base 70s, 136 for base 80s) In case of speed creep take 218 (taunt skarm, etc, will only want to beat base 90s by 1 point, so you beat them by 2, no important base 90 targets )
Lol Dm Its fine dawg, but he forgot a set

Machamp @ Choice Specs
Ability: No Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Focus Blast
- Fire Blast
- Vacuum Wave
- Hidden Power [Ice]

Its a Scary set if you want prove I can try to find replays

n64lord after 5 days they are free game plus I didnt even know you reserved it lol
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
I reserved it first.......

I'll assume my other reservation on jolteon and bronzong was forgotten too..........
Considering you reserved these pokemon over 2 weeks ago, yes they were forgotten. As Dirpz said, after a few days any reservations are essentially null and void and are open for anyone to reserve again.
 

Pikachuun

the entire waruda machine
Lol Dm Its fine dawg, but he forgot a set

Machamp @ Choice Specs
Ability: No Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Focus Blast
- Fire Blast
- Vacuum Wave
- Hidden Power [Ice]

Its a Scary set if you want prove I can try to find replays

n64lord after 5 days they are free game plus I didnt even know you reserved it lol
Where is hyper beam and foresight on this set

Actually serious: I'm pretty sure this might be more of a gimmick than anything since, well, that special attack is pretty horrid. I suppose if you're desperate though No Guard Focus Blast has its uses.
 

Feliburn

is a Community Leaderis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
RU Leader
Lol Dm Its fine dawg, but he forgot a set

Machamp @ Choice Specs
Ability: No Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Focus Blast
- Fire Blast
- Vacuum Wave
- Hidden Power [Ice]

Its a Scary set if you want prove I can try to find replays

n64lord after 5 days they are free game plus I didnt even know you reserved it lol
Not missing Focus Miss sure sounds delicious lol, I enjoy this set
 
Lol Dm Its fine dawg, but he forgot a set

Machamp @ Choice Specs
Ability: No Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Focus Blast
- Fire Blast
- Vacuum Wave
- Hidden Power [Ice]

Its a Scary set if you want prove I can try to find replays

n64lord after 5 days they are free game plus I didnt even know you reserved it lol
Needs more Attract and Rolling Kick, I mean, why waste those muscles?

Anyways n64lord since it did pass the 5 day rule people could take it. I blame school ;(
I renewed your reservations for Bronzong and Jolteon so they're all yours for another 5 days if you still want to do it.

Also, thx Dirpz for being a great sport and posting that swag set <3
 
Bronzong for (Psychic) D rank and (Steel) B rank


Bronzong @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Light Screen
- Reflect
- Stealth Rock
- Explosion

Bronzong's old flagship set is hampered by the common defog, which can split screens and take his screens down. However, by exploding, he can allow a teamate to safely use the screens for the longest amount of time possible, however, bulky attackers may not require the support. Only magnezone, ampharos, and forretres are legitametly slow pokemon able to switch out with an attack and set screens, other screen+voltswitch pokemon are so fast that they tend to fail to take the first hit before bringing in your offensive prescence, which is especially bad if they intend not to hit you, but status you.

Bronzong @ Choice Band
Ability: Levitate
EVs: 252 HP / 86 Atk / 80 Def / 92 SpD
Sassy Nature
- Trick
- Gyro Ball
- Earthquake
- Explosion

This bronzong can cripple tanks with trick like more common abusers like jirachi and lati@s, and gyro ball does reach 80-120 BP on most targets. It shouldn't live long enough for the lack of PP to matter, but sadly many ground types that it would see the most use against are among the few that gyro ball dosen't get much power on. Explosion's 250 is comparable to STAB dracometeor's 210, so it is effective not only for getting a teammate in safely, but also causing severe damage, often a worthy trade.

Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Gyro Ball
- Stealth Rock
- Toxic
- Earthquake

Specially defensive bronzong can set up stealh rocks against fire teams that would other wise continue to pressure you, and it's toxic and earthquake can wear down switch in before he runs away. Especially since these are often wall breakers that only want to take hazard and chip damage a few times before collapsing.

Bronzong @ Mental Herb
Ability: Heatproof
EVs: 252 HP / 104 Atk / 152 Def
Relaxed Nature
- Trick Room
- Stealth Rock
- Explosion
- Earthquake

Mental herb is for people who live in mortal terror of taunt, but with trick room, psychic and steel can deal with some physical glass cannons that can cause major troubles for bronzongs team

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Block
- Calm Mind
- Rest
- Flash Cannon

There are some decisions I will never get along with. Hazard stackers with no attacking moves are one of them. This applies to certain keychains and dual screeners as wells. Punish the infidels. ALL OF THEM!

Bronzong is a support mon who is plagued by his lack of reliable healing, while psychic teams could run a cleric and allow bronzong to utilize rest, this is counterproductive, as he should be the one giving support, not the other way around. He also loses offesive pressure against bulky offense teams, which his attacks do little against. However he shares the distinction with skarmory and heatran of being able to handle one of steel teams most troublesome weaknesses, ground or fire. He does not want to take fighting attacks repeatedly and has an obnoxious knock off weakness to boot. His resistance to fairy is hampered by neutrailty (at best) to the common azumarill,mawille, and clefable's coverage attack.
 
Gyarados @ Gyaradosite
Ability – Intimidate; Mold Breaker when Mega
EVs: 240 Attack/124 Sp. Defense/144 Speed
Adamant Nature

Moves:
- Substitute
- Dragon Dance
- Ice Fang/Bounce
- Earthquake
Only one problem I have with this. Waterfall isn't even slashed. It's easily it's best STAB move, and while coverage is great, it isn't everything. Without it, Gyarados is hard pressed to beat things it can't hit super effectively. A set without Substitute has merit, it's not mandatory. For instance, Skarmory has little to nothing to fear from this. Speaking of Skarmory, I'd like to show off a set which can easily deal with it and other walls which usually just phase Gyara out.

Gyarados @ Gyaradosite
Ability: Intimidate -> Mold Breaker
EVs: 112 HP/252 Attack/144 Speed
Adamant Nature
- Taunt
- Dragon Dance
- Waterfall
- Earthquake/Ice Fang

Stops things that would like to cripple or phase Gyarados out cold, and enabling Gyarados to set up in their face. Limits Gyarados checks to offensive ones and walls with super effective coverage or scald.
 
Rotom-Mow (Grass) for A/B Rank (Convince me pls)

Vroom vroom




Weird asf (Rotom-Mow) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice] / Hidden Power [Fire]
- Trick / Leaf Storm
- Volt Switch

This is the set that I run and I'm proud to say that it's been extremely successful.
- Thunderbolt is for a stronger STAB that doesn't force you out. The power increase is important because you lose some important 2HKOs without it.

252 SpA Rotom-C Volt Switch vs. 248 HP / 252+ SpD Togekiss: 132-156 (35.3 - 41.8%) -- 3.1% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Rotom-C Thunderbolt vs. 248 HP / 252+ SpD Togekiss: 168-198 (45 - 53%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

- The choice between HP Ice and Fire is entirely up to you. HP Ice + Thunderbolt creates BoltBeam while HP Fire hits Scizor and Ferrothorn. (For those who don't know, Roost + Swords Dance Mega Scizor is Grass's biggest bitch along with Heatran and Scarfed Kyurem-W.)
- Volt Switch is for keeping momentum and to force stuff like Skarmory / Gyarados out.
Trick is good for crippling troublesome walls while Leaf Storm hurts Water / Ground types much more than Thunderbolt / HP Ice.
EVs are standard etc



Weird asf (Rotom-Mow) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hidden Power [Ice]
- Will-o-Wisp
- Pain Split

Unlike Ferrothorn, Rotom-M is neutral to Fighting moves so they're a great duo. (Ferrothorn can take Ice / Poison / Bug moves for Ferrothorn. Mega Venusaur can take Fire moves.)
- Will-o-Wisp lets it burn Physical attackers that may want to switch in.
- Volt Switch lets you scout and to maintain momentum.
- Hidden Power Ice is for Landorus-I switch ins. (Lando-I can 1-2HKO the Mega Venusaur and Ferrothorn core :[ )
- Pain Split lets you regain lost HP. Extremely helpful against stuff like Chansey
- EVs make it as bulky as possible in the Physical side.

This is the (somewhat) standard defensive Rotom-M set. Unlike Ferrothorn, Rotom-M is neutral to Fighting and has access to Will-o-Wisp. Volt Switch lets you burn your opponent and Volt Switch into the perfect partner. EVs make Rotom as bulky as possible in the physical spectrum.

252 Atk Terrakion Close Combat vs. 252 HP / 252+ Def Rotom-C: 135-159 (44.4 - 52.3%) -- 14.8% chance to 2HKO
252 Atk Terrakion Close Combat vs. 252 HP / 252+ Def Ferrothorn: 234-276 (66.4 - 78.4%) -- guaranteed 2HKO after Leftovers recovery :[

(One may argue that they could switch into Keldeo to take the burn, but then what? Venusaur 100% walls Keldeo or they can just Volt Switch to break the Sub. Sacred Sword doesn't do much anyways.
252 SpA Keldeo Secret Sword vs. 252 HP / 252+ Def Ferrothorn: 168-198 (47.7 - 56.2%) -- 24.6% chance to 2HKO after Leftovers recovery. Assuming it's Sub CM.)


Introduction: Rotom-M offers Grass almost everything it needs. Equip it with a scarf and it sweeps weakened Flying / Dragon teams while maintaing offensive pressure with Volt Switch. If walls such as Blissey or Chansey bother you, just Trick a Scarf onto it. It also gets Will-o-Wisp, Pain Split etc if you want to go for a more bulkier route. Overall, I think that Rotom's a solid choice for every team- both offensive and defensive.

Yeee I haven't done one of these in a while. Also, there might be a mass move soon so we'd get a preliminary list for ORAS :]]]]]]]]
 
upload_2014-10-23_10-3-18.png
Mienshao for B Rank (Fighting)

Stab is in Bold

- Acrobatics
- Bounce
- Brick Break
- Drain Punch
- Fake Out
- High Jump Kick
- Knock Off
- Low Kick
- Poison Jab
- RockSlide
- Stone Edge
- U-Turn


- Aura Sphere
- Focus Blast
- Grass Knot
- Hidden Power


- Attract
- Baton Pass
- Bulk Up
- Calm Mind
- Detect
- Endure
- Quick Guard
- Wide Guard
- Protect
- Substitute
- Swords Dance
- Taunt
- Toxic
- Work Up


Sets

Mienshao @ Life Orb/Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out/Rock Slide
- High Jump Kick/Drain Punch
- Knock Off/Bounce/Poison Jab
- U-turn

This set is really nice because you can fake out, the either u turn out or attack, but thanks to its amazing ability Regenerator it can do damage, then take life orb damage then regain lost health. Another option is choice Scarf which is just about the same minus the u-turn momentum, and fakeout, its still a great revenge killer.


Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Aura Sphere
- Grass Knot
- Hidden Power [Ice]

Work surprisingly well its unpredictable, use this set if you feel your fighting is lacking a special attacker


Reasons For B: Defenses are not that good cant use a bulky regen set
 
Concerning the currently discussed three Pokémon, I'll drop my opinion on them too. n_n

Scizor
(Bug) (Currently S-rank)

As primarily a Monotype Bug player, I can look more in-depth from this perspective. Scizor is one of the primary revenge killers that Bug has to offer, well, that and Mega Pinsir. How does Scizor stand out? It offers neutrality to two of it's weaknesses, Flying and Rock, whilst gaining a 4x weakness to Fire. Although, if you're a decent player of Monotype, you should see a Fire move coming a long way ago. Primarily the items run on Scizor are Choice Band and Leftovers, both due to their respective uses.

Example Sets:

Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit / Aerial Ace


Scizor @ Leftovers / Life Orb (Plausible)
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance / Defog / Roost (Pick one of these.)
- Swords Dance / Defog / Roost (Pick one of these.)

Both sets having their niches, the first set, the banded one, is the more feared one due to it's Revenge Killing potential, as Scizor is rarely seen as an efficient sweeper. Bulky variants are seen, but not as efficient as it's just wasted offensive potential on a generally offensive monotype type. If you really want defense, just use Shuckle, Armaldo, Forretress, or Mega Scizor. Speaking of which. . .

Mega Scizor (bug) (Currently S-rank)

Mega Scizor is one of the worse megas that Bug has to offer. It's more of a defensive / pivot / support (via Defog or Baton Pass) addition to the team which is outclassed by the other Megas that Bug Monotype has to offer. Mega Pinsir, Mega Heracross are both greater additions to the team, as Mega Pinsir is the best RKer that you can get, Aerilate Return hits like a truck already, you can boost it with a Swords Dance. A very potent sweeper that if others outspeed to RK, you can just Quick Attack, whilst it still has bulk to survive neutral moves. While Mega Heracross is just as good of a wallbreaker it gets, and with Sticky Web Support it can anhaliate teams. Mega Scizor is just outshadowed by these megas, and I don't see Mega Scizor defining the metagame for Bug.

Scizor Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Bullet Punch
- Swords Dance
- Bug Bite
- Roost

This is your typical set-up sweeper Scizor. Although it's not the best Mega Scizor set as it is outclassed, it works.

Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Bullet Punch
- Defog
- Swords Dance / Roost
- Baton Pass / U-turn (if you don't go for Swords Dance)

A likely Support Set, and the more viable one of the Mega Scizors, this one is centered about RKing weaker threats, removing rocks from your side, Baton Passing SD boosts or just U-turning out as a scouting maneuver. The better one for Mega Scizor imo.

I will not be speaking of Torkoal as I do not have sufficient knowledge of Fire Monotype to weigh a constructive opinion on the Pokémon.

To sum it up, I would say Scizor stays S-rank, while Mega Scizor goes A-rank. The Non-mega form is more threatening than the Mega form itself, it can perform an offensive role much better without taking up a Mega Slot, whilst Mega Scizor is more useful if it's used as a more defensive Pokémon. I don't see Mega Scizor defining the Bug Metagame at all, it's just there, and outclassed by both it's non mega form, and the other megas in the meta.

In Conclusion: Scizor stays S-Rank ; Mega Scizor goes down to A-rank.
 
Concerning the currently discussed three Pokémon, I'll drop my opinion on them too. n_n

Scizor
(Bug) (Currently S-rank)

As primarily a Monotype Bug player, I can look more in-depth from this perspective. Scizor is one of the primary revenge killers that Bug has to offer, well, that and Mega Pinsir. How does Scizor stand out? It offers neutrality to two of it's weaknesses, Flying and Rock, whilst gaining a 4x weakness to Fire. Although, if you're a decent player of Monotype, you should see a Fire move coming a long way ago. Primarily the items run on Scizor are Choice Band and Leftovers, both due to their respective uses.

Example Sets:

Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit / Aerial Ace


Scizor @ Leftovers / Life Orb (Plausible)
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance / Defog / Roost (Pick one of these.)
- Swords Dance / Defog / Roost (Pick one of these.)

Both sets having their niches, the first set, the banded one, is the more feared one due to it's Revenge Killing potential, as Scizor is rarely seen as an efficient sweeper. Bulky variants are seen, but not as efficient as it's just wasted offensive potential on a generally offensive monotype type. If you really want defense, just use Shuckle, Armaldo, Forretress, or Mega Scizor. Speaking of which. . .

Mega Scizor (bug) (Currently S-rank)

Mega Scizor is one of the worse megas that Bug has to offer. It's more of a defensive / pivot / support (via Defog or Baton Pass) addition to the team which is outclassed by the other Megas that Bug Monotype has to offer. Mega Pinsir, Mega Heracross are both greater additions to the team, as Mega Pinsir is the best RKer that you can get, Aerilate Return hits like a truck already, you can boost it with a Swords Dance. A very potent sweeper that if others outspeed to RK, you can just Quick Attack, whilst it still has bulk to survive neutral moves. While Mega Heracross is just as good of a wallbreaker it gets, and with Sticky Web Support it can anhaliate teams. Mega Scizor is just outshadowed by these megas, and I don't see Mega Scizor defining the metagame for Bug.

Scizor Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Bullet Punch
- Swords Dance
- Bug Bite
- Roost

This is your typical set-up sweeper Scizor. Although it's not the best Mega Scizor set as it is outclassed, it works.

Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Bullet Punch
- Defog
- Swords Dance / Roost
- Baton Pass / U-turn (if you don't go for Swords Dance)

A likely Support Set, and the more viable one of the Mega Scizors, this one is centered about RKing weaker threats, removing rocks from your side, Baton Passing SD boosts or just U-turning out as a scouting maneuver. The better one for Mega Scizor imo.

I will not be speaking of Torkoal as I do not have sufficient knowledge of Fire Monotype to weigh a constructive opinion on the Pokémon.

To sum it up, I would say Scizor stays S-rank, while Mega Scizor goes A-rank. The Non-mega form is more threatening than the Mega form itself, it can perform an offensive role much better without taking up a Mega Slot, whilst Mega Scizor is more useful if it's used as a more defensive Pokémon. I don't see Mega Scizor defining the Bug Metagame at all, it's just there, and outclassed by both it's non mega form, and the other megas in the meta.

In Conclusion: Scizor stays S-Rank ; Mega Scizor goes down to A-rank.
Yeah, I 100% agree with you. Mega Scizor takes up your mega slot and Armaldo + Forretress are arguablably just as good as Mega Scizor as a hazard remover. It's still 4x weak to fire so that's not helping :[

Edit:
Scizor for S Rank (Check Feliburn's post)
Mega-Scizor for A Rank (Check Feliburn's post)
Torkoal for A Rank (Only "good" hazard remover. Has access to Yawn and Lava Plume and reasonably good defenses.)
 
Nominating Whiscash (Ground) for D rank


Offensive Dragon Dance

Whiscash @ Lum Berry / Expert Belt
Ability: Oblivious
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Stone Edge

Well, access to Dragon Dance may seem cool, sure, but that doesn't make it a good Pokemon. Having only a base Attack stat of 78 and base Speed of 60, it will have trouble getting off a lot of damage with only one Dragon Dance, which is just about as much as any player will allow you to set up. Furthermore, even at +1, Pokemon with 100 base Speed or higher with a Speed boosting nature will still be faster than Whiscash. To sum it up, Whiscash cannot pull off a sweep, unless you're very lucky.
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
Articuno (Ice) for B Rank

Articuno @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Roost
- Tailwind/Toxic
- Freeze Dry/Hurricane

The above set is by far the most common and viable one. The following two sets are almost never seen.

Articuno @ Choice Specs
Ability: Pressure
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hurricane
- Freeze-Dry
- Hidden Power [Ground]
- Ominous Wind/Ancient Power

Articuno @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Freeze-Dry
- Hidden Power [Ground]
- Ominous Wind/Ancient Power

Articuno is a fairly valuable asset to an Ice team. Other than Glaceon, which you will almost never find on an Ice team, it's the only Ice type able to learn Heal Bell, which can really come in handy when your Mamoswine or Weavile is burned or your Kyurem-W is paralyzed, among other things. As well as Heal Bell, it's one of the few Ice types blessed with Freeze Dry. This move makes battles vs Water much easier, since Water types resist typical Ice moves. Articuno also has great special bulk and decent physical bulk. Due to this bulk, I find that it forms a potent defensive core with Avalugg. Its offenses aren't awful, but it won't be hitting anything very hard, so more often than not Articuno will be used as a specially defensive support Pokémon. The problem with this role is that Articuno has arguably one of the worst possible typings for a wall/tank. Ice on its own is a very bad defensive typing, but adding the flying type just compounds Articuno's troubles.

Fire, Rock, and Steel moves are all fairly common in this metagame and Electric moves aren't uncommon either. The biggest issue Articuno faces is that nasty 4x weakness to Rock. It'll lose half of its HP to Stealth Rock on the switch-in and it'll die if you so much as flick a pebble at it. Considering almost all Ice types are weak to Fire, Rock, and Steel moves as it is, Articuno's typing honestly hurts its team more than it helps.

In short, Articuno is the only usable Ice type with access to Heal Bell, which is one of the primary reasons to use it. It also has Freeze Dry, which greatly helps its team in a battle vs Water. On top of those moves, it also has great bulk so it's far from dead weight if Heal Bell or Freeze Dry happen to be unnecessary in the battle at hand. However, its typing severely limits its usability and understandably prevents it from being a member on many Ice teams.
 
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Gallade(Fighting) for B Rank.



Philip(Gallade)(M)@Leftovers
Ability: Steadfast/Justified
EVs: 252 HP, 4 Atk(or you could have 4 Def for a very small amount more livability), 252 SpDef
Careful Nature
-Bulk Up
-Drain Punch
-Psycho Cut
-Knock Off/Night Slash/Rock Slide

Basic gist of this set is like a slightly worse Bulk Up Scrafty set. The reason it's worse is because of the less immediate physical Defense. This, however should be no problem if you switch-in on a Special Attacker at the right time. Another problem is the lack of reliable recovery that Gallade needs to use this set well. However, Gallade's amazing SpDef is amazing, and again, if you switch in correctly, Gallade can do quite well. Rock Slide is for those annoying Flying types that get in the way

OR you could try this set...

Philip(Gallade)(M)@Assault Vest
Ability: Steadfast/Justified
EVs: 252 HP, 252 Atk, 4 Def(you could also stick it into SpDef or Spe if you want)
Adamant Nature
-Drain Punch
-Psycho Cut
-Rock Slide
-Knock Off/Night Slash

Assault Vest makes Gallade's already super SpDef go even higher. Again, switch-in on a special attacker, force a switch, and attack. It does have the same problems as the above set, but it can still do well. Rock Slide and Knock Off/Night Slash is good coverage. There's not much to say about this one...

You could also try this one...

Philip(Gallade)(M)@Leftovers
Ability:Steadfast/Justified
EVs: 252 HP, 4 Atk(or Def), 252 SpDef
Careful Nature
-Wish
-Protect
-Will-O-Wisp
-Drain Punch

This actually isn't a bad set. Could be like a Mew set, but for Fighting. Wish support can help a bit, I guess. If you're going for Hyper Offensive Fighting, then you obviously won't be using this set. Wish support won't help if all your Pokemon faint in one hit. Will-O-Wisp is generally a good move. Except for the miss chance, it also cripples physical attackers and makes up for the lower Def. Ghost does a pretty good job of handling this set.

All in all, Gallade is alright for Fighting. Fighting lacks defensive Pokemon. The ones that I could think up of off the top of my head are Cobalion, Virizion, Hitmontop, and Gallade. That's it. Anyways, Gallade has a good type. It's also quite the special tank. And really, Fighting needs some defensive Pokemon. However, Gallade's con is its lack of physical Def and no reliable recovery. People can use this to their advantage. But Gallade is still an amazing specially defensive Pokemon and can be great at taking hits and dealing damage too. Its support set is welcomed quite well into Fighting because of the Wish-passing, and the Will-O-Wisp helping to sweep and cripple physical attackers which is always nice. However, its Bulk Up set is outclassed by Scrafty. So I say B Rank for Gallade.
 
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