Monotype Viability Rankings

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Mega Venusaur (Poison) for S Rank



Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SpD
Relaxed / Bold Nature (+Def -Spe) & (+Def -Atk)
- Synthesis / Leech Seed
- Giga Drain
- Hidden Power Fire / Earthquake
- Sludge Bomb / Knock Off / Maybe both HP Fire and EQ

Synthesis is for instant recovery (25% in Sand + 8PP), Leech Seed is for continuous healing in small amounts.
EQ still 2HKOs Heatran with a negative nature.
Hidden Power Fire is slashed first because Nidoking can still be killed by Bullet Punch spam from Scizor whereas Nidoking can 1HKO Heatran with Earth Power.
Giga Drain is standard for Ground + Rock Monotyes
Sludge Bomb is for fairies, but you should have Poison STAB on at least 1 other Pokemon. Knock Off is for hitting Psychics on the switch, and having both would be the safest vs Steel Monotypes.

Explanation:
Venusaur is already a monster on its own with its scary 80/123/120 defensive stats. It takes neutral damage from Fire and Ground moves (Which Poison monos hate), and it has Skuntank and Drapion to take Phychic moves for it who can possibly Pursuit-trap some Psychic mons that would threaten it. This time, its Grass typing is helpful since it gets STAB Giga Drain for Ground + Rock Monotypes (they resist Poison STAB). Venusaur also gets a lot of options. It can choose from a Leech Seeder, All Out Attacker, Defensive, or even a Curse set making it extremely hard to predict what set it would be running.
 
Cobalion[Fighting] for A Rank



Vulcan(Cobalion)(M)@Leftovers
Ability: Justified
EVs: 248 HP, 8 Def, 252 Spe
Jolly Nature
-Stealth Rock
-Taunt
-Sacred Sword
-Volt Switch

Cobalion is probably the only viable Stealth Rocker on Fighting besides Infernape. Cobalion is a fast defensive Pokemon. That's not very common on Fighting. It can Taunt a lot of common leads and set up some Rocks. Common leads include Ferrothorn, Forretress, Mew, Torkoal, and Skarmory. Mew is one of the bigger threats to Fighting as it can Will-O-Wisp to cripple your physically offensive Pokemon and Defog blows the Rocks away so you can't sweep all that well. Cobalion's fast Taunting makes Mew have to switch. Cobalion also resists all of Fighting's weaknesses. Psychic, Flying, and Fairy. It can't really do much back to them however.
Despite Cobalion's high Speed, it also Speed ties with two other common leads. Galvantula and Infernape. If you lose the Speed tie, then Galvantula can set up a Sticky Web and it makes sweeping--which is the Fighting type's main objective as it's so offensive--much harder. Infernape usually also carries Taunt, so if lose that Speed tie, you don't get to set up Rocks or anything. This is also assuming the Galvantula and Infernape aren't Sahsed like they usually are. If you don't have a Spinner on your team, then you can't really take care of those entry hazards. Sticky Web being really bad. Also, Cobalion can't do a lot against Prankster leads like Sableye or Klefki. Sableye will Taunt before you can and Klefki will have already set up at least one screen.
Cobalion is quite an important member on Fighting teams as it makes sweeping easier. It faces competition from Infernape, but it all depends on more offense from Infernape or more defense from Cobalion. You choose.
 

z0mOG

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Nominating Medicham for S rank [Psychic]



Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Zen Headbutt / Bullet Punch
- Ice Punch / Fire Punch / Thunder Punch

Medicham is an AMAZING contribution to psychic mono-teams, as it is the only (viable) physical Psychic type, and the only viable user of priority, (Metagross a shit) which is a very important factor on any offensive team. Medicham also has the ability to get past Dark types with the strongest single hit attack in the game(HJK). It also has many viable moves, all of which can work on any set. Lastly, it can safely get past Heatran, Heracross, and Bisharp; three very common pokemon and huge threats to psychic monos.
 

Nani Man

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Ferrothorn (A rank) for Steel

Ferrothorn is a very helpful wall for Steel monotypes as its important primary typing, Grass, offers steel defensive coverage for electric and water attacks. These weaknesses Ferrothorn covers allow it to be used in conjunction with Skarmory and Heatran to form a very formidable core. Despite it's weakness for fighting, Iron Barbs offers some compensation for that and induces residual damage and can potentially break sashes or kill off already weak Pokemon. Rocky Helmet can be applied to the mix to maximise residual damage. Some sets include:
SpDefThorn
#######
Ferrothorn @ Leftovers / Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 SpD / 4 Def
Careful Nature
- Stealth Rock / Spikes
- Toxic / Leech Seed
- Power Whip / Gyro Ball
- Protect / Thunder Wave

DefThorn
#######
Ferrothorn @ Leftovers / Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock / Spikes
- Toxic / Leech Seed
- Power Whip / Gyro Ball
- Protect / Thunder Wave

CurseThorn
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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 SpD / 4 Atk
IVs: 0 Spe
Relaxed Nature
- Gyro Ball
- Rest / Leech Seed
- Power Whip
- Curse



The defensive styles of Ferrothorn as mentioned above can utilize Thunder Wave and cripple fast threats. This allows you to pave the way for Mega Mawile/Heatran/Excadrill to sweep the enemy despite them having low speed. The toxic style also proves to be extremely beneficial as defoggers/spinners have a hard time against Ferrothorn, due to its Protect+Toxic stall coupled with Iron Barbs. This usually forces the defogger/spinner to retreat and allow you to keep up your hazards as toxic and iron barb damage will eventually rack up and is a losing war for the opponent. Specially defensive Ferrothorns are ones that maximise the potential of the Heatran+Skarm core. As mentioned above, this is because Ferrothorn complements the weaknesses of Water and Electric and they are most often used by special attackers. Alternatively, physically defensive Ferrothorns offer the same though at a lesser level. However, physically defensive versions can allow survival of multiple super effective fighting hits and can open a chance to Thunder Wave or Toxic them, which can be game changing sometimes.

An alternate approach with Ferrothorn is to use its offensive set. This can come off as a surprise and catch the opponent off guard. CurseThorn is very troublesome for Water and sometimes Ground/Fairy assuming threats with fire coverage are gone. The defensive power of Ferrothorn is still present, though its utility as a wall is gone, and instead converted to an offensive threat. The curse set is of course viable, though Ferrothorn being used defensively is usually much better.
 

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Umbreon (Dark) for A Rank

Umbreon (M) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish / Moonlight
- Heal Bell
- Yawn / Toxic / Confuse Ray
- Foul Play / Protect / Confuse Ray

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Curse
- Payback
- Sucker Punch
- Last Resort / Baton Pass / Wish

Umbreon is easily one of the best support pokemon you can put on a dark team. With defenses of 95/110/130, it's overall bulk is just amazing. This bulk allows it to take quite a few hits while it supports its team with a variety of moves like Wish, Heal Bell, Yawn, Toxic, Confuse Ray, Taunt, and even Baton Pass. On top of all that, if the opponent tries to status Umbreon, let's say they use Toxic for example, then Umbreon's ability Synchronize will give the opponent that same status. And the beauty of it all is that Umbreon has Heal Bell, so it can heal itself of the status while the opponent is more than likely stuck with the very status they tried to inflict on Umbreon. Beyond Tyranitar, Umbreon has the highest effective special defense of any dark type, and Tyranitar can't compare to Umbreon when it comes to supporting its team unless you're running an unusual Dark team that relies on sandstorm.

Always use Synchronoise on Umbreon. ALWAYS.
Generally, I find that running max Special Defense and HP and pairing it with a max Defense Mandibuzz is the most effective way of running Umbreon. Those two together form an extremely good defensive core that is very hard to break through.
Another option for Umbreon is running a Curse set. Umbreon is so bulky that it can take enough hits to give it time to set up, then all it has to do is attack once it gets enough Curse boosts or it can Baton Pass the boosts to a pokemon that can utilize them more effectively (hint: Tyranitar or Scrafty). The Curse set isn't quite as effective as the support set, but it's an option.
 
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Typhlosion for D Rank (Fire)
Typhlosion @ Choice Scarf/Choice Specs
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Focus Blast
- Fire Blast
- Eruption
- Hidden Power [Grass]


Typhlosion generation two starter that has a niche all be it small would be D+ if that was an option. But Typhlsosion niche all be it an interesting one in the name of scarf Eruption. Its mainly for wall breaking but still there is better.
 
Avalugg(Ice) for A Rank


Wall-e (Avalugg) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Recover
- Avalanche/Stone Edge
- Earthquake

People say that Ice is a very fragile type...until they hit the wall that is Avalugg. Avalugg was an important addition to Ice monotype in the arrival of Gen 6. Avalugg provided Ice with a viable physical wall which has a solid movepool. Avalugg learns Stone edge and Earthquake, giving it good coverage versus Steel, Rock, and Fire, three of Ice's weaknesses. Avalanche provides Avalugg with needed stab to hit things not resistant to ice with considerable damage, considering the fact that most Avaluggs are not fully invested in attack. Avalugg also has Rapid Spin to get rid of those pesky rocks for Ice monotype. Finally, Recover provides a reliable recovery source for this very bulky Pokemon, giving it longevity on the battlefield. A few more useful moves that Avalugg learns are Toxic(helps whittle down a wall if in a tough situation), Gyro ball(Super effective versus rock; uses its slow speed to its advantage), Mirror Coat( gets rid of powerful special attackers in combination with sturdy), Roar( phases out Pokemon who are set up and ready to sweep), and Protect(useful in scouting incoming moves). To show how much of a wall it is, i have made some calculations:

+3 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 252+ Def Avalugg: 187-222 (47.4 - 56.3%) -- 30.5% chance to 2HKO after Leftovers recovery

252 Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Avalugg: 164-195 (41.6 - 49.4%) -- guaranteed 3HKO after Leftovers recovery

+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252+ Def Avalugg: 222-264 (56.3 - 67%) -- guaranteed 2HKO after Leftovers recovery

+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Avalugg: 229-270 (58.1 - 68.5%) -- guaranteed 2HKO after Leftovers recovery

To recap: Avalugg has a rich movepool, provides a great wall for Ice Monotype, and gets rid of hazards for ice. This proves how important Avalugg is to ice, and why it should be A rank.
 
Nidoking (Poison) for A Rank



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

Explanation:
Nidoking may be one of Poison's greatest sweepers. Like Landorus-I, it can easily sweep through slower Steel Monotypes with a combination of Sheer Force + LO Earth Power and Flamethrower. Although it's a little slow, its power and coverage makes it up. Earth Power is mandatory since it hits strong and STAB. Flamethrower is for Pokemon like Skarmory and Ferrothorn. Sludge Wave has STAB + a good Fairy Solution whereas Thunderbolt hits the likes of Gyarados / Suicune better. Ice Beam is for birds that might take little damage from Flamethrower + Sludge Wave.
 
Mamoswine(Ice) for A Rank



Mah Bimmer (Mamoswine) @ Life Orb
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake/Stone Edge
- Superpower
- Ice Shard/Icicle Crash

Or

Mamoswine (Mamoswine) @ Choice Scarf
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Stone Edge
-Superpower/Knock Off(Edited after Anttya's suggestion)
-Earthquake
-Icicle Crash

Mamoswine's place in an Ice monotype is set in stone, due to it having the only evolution line in OU Ice Monotype that learns Stealth Rock. Stealth Rock is a very important move in Ice monotype. It does a lot of damage to Fire monotypes, one of Ice's weaknesses, Bug monotypes, a surprisingly good type versus Ice due to its wide array of ice type counters(Offensive: Scizor, Volcarona, Heracross, Genesect, Scolipede ; Defensive: Forretress, Armaldo), and it is good for residual damage and to break sashes/sturdy. Mamoswine is also one of Ice's main answers to 3/4 of its weaknesses(Rock, Steel, Fire). For Rock, Superpower+Earthquake+Ice Stab provides perfect coverage for everything Rock has to offer. For Steel, Mamoswine provides a viable check to Heatran, using its Thick Fat to its advantage to bulk lava plume and answers back with Superpower/Earthquake, and hits most of the rest of Steel monotype with a nice, strong, STAB Earthquake. For Fire, Mamoswine provides Stealth Rocks(as mentioned before) and perfect Stone Edge+ Earthquake coverage. Mamoswine can also run Knock Off to get rid of an item that may be useful to the opponent(like Weakness Policy on Dragonite).The Mamoswine sets vary, but the two main ones are Life Orb and Choice Scarf Mamoswine. Life Orb Mamoswine is generally the one that runs rocks out of the two. Life Orb Mamoswine hits like a truck while giving it a choice on which moves to use. In addition, running max HP on the Life Orb Mamoswine gives it decent bulk:

252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 0 Def Mamoswine: 198-234 (46.9 - 55.4%) -- 74.2% chance to 2HKO

252+ Atk Life Orb Mamoswine Earthquake vs. 252 HP / 0 Def Mega Mawile: 385-455 (126.6 - 149.6%) -- guaranteed OHKO

252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 0 Def Mamoswine: 298-352 (70.6 - 83.4%) -- guaranteed 2HKO


Conversely, Scarf Mamoswine relies more on its speed to defeat Ice threats such as Mega Charizard Y, Volcarona(unboosted), Mega Houndoom, etc. It pairs up well with Eviolite Piloswine due to its lack of Stealth Rock. This is why Mamoswine is so important to Ice monotype and should be A Rank.
 
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Terrakion[Fighting] for S Rank



Geb(Terrakion)(M)@Choice Scarf
Ability: Justified
EVs: 4 HP, 252 Atk, 252 Spe
Jolly Nature
-Close Combat
-Stone Edge
-Iron Head
-X-Scissor

Terrakion is a staple in every Fighting team. It can be a great at late-game sweeping. The Choice Scarf allows it to do this. Terrakion has coverage on all three of Fighting's weaknesses. Stone Edge for those Flying types(after Skarmory is taken out, of course), Iron Head for Fairies, and X-Scissor for Psychic. With these moves, it can really wreck shop.
The thing about a lot of Scarfers is that if it doesn't kill, then you're kinda screwed. Terrakion is another example of that. If Terrakion doesn't kill its target, then its target kills it.

Example: 252 Atk Terrakion Stone Edge vs. 252 HP / 0 Def Azumarill: 196-232 (48.5 - 57.4%) -- 94.1% chance to 2HKO
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 4 HP / 0 Def Terrakion: 522-614 (161.1 - 189.5%) -- guaranteed OHKO
OR
252 Atk Terrakion Stone Edge vs. 0 HP / 0 Def Heracross: 207-244 (68.7 - 81%) -- guaranteed 2HKO
252 Atk Heracross Close Combat vs. 4 HP / 0 Def Terrakion: 416-492 (128.3 - 151.8%) -- guaranteed OHKO

Terrakion is great at hard-hitting. With the Choice Scarf, it can outspeed a lot of threats and then also KO them. It's got great coverage and can also be great with a Band. So, I say, S Rank for Terrakion.
 
Reserving aerodactyl (rock),mega aerodactyl (rock) and zapdos
Sure, just make sure Zapdos is for Electric not Flying.

Mamoswine(Ice) for A Rank



Mah Bimmer (Mamoswine) @ Life Orb
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake/Stone Edge
- Superpower
- Ice Shard/Icicle Crash

Or

Mamoswine (Mamoswine) @ Choice Scarf
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Stone Edge/Knock Off
-Superpower
-Earthquake
-Icicle Crash

Mamoswine's place in an Ice monotype is set in stone, due to it having the only evolution line in OU Ice Monotype that learns Stealth Rock. Stealth Rock is a very important move in Ice monotype. It does a lot of damage to Fire monotypes, one of Ice's weaknesses, Bug monotypes, a surprisingly good type versus Ice due to its wide array of ice type counters(Offensive: Scizor, Volcarona, Heracross, Genesect, Scolipede ; Defensive: Forretress, Armaldo), and it is good for residual damage and to break sashes/sturdy. Mamoswine is also one of Ice's main answers to 3/4 of its weaknesses(Rock, Steel, Fire). For Rock, Superpower+Earthquake+Ice Stab provides perfect coverage for everything Rock has to offer. For Steel, Mamoswine provides a viable check to Heatran, using its Thick Fat to its advantage to bulk lava plume and answers back with Superpower/Earthquake, and hits most of the rest of Steel monotype with a nice, strong, STAB Earthquake. For Fire, Mamoswine provides Stealth Rocks(as mentioned before) and perfect Stone Edge+ Earthquake coverage. The Mamoswine sets vary, but the two main ones are Life Orb and Choice Scarf Mamoswine. Life Orb Mamoswine is generally the one that runs rocks out of the two. Life Orb Mamoswine hits like a truck while giving it a choice on which moves to use. In addition, running max HP on the Life Orb Mamoswine gives it decent bulk:

252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 0 Def Mamoswine: 198-234 (46.9 - 55.4%) -- 74.2% chance to 2HKO

252+ Atk Life Orb Mamoswine Earthquake vs. 252 HP / 0 Def Mega Mawile: 385-455 (126.6 - 149.6%) -- guaranteed OHKO

252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 0 Def Mamoswine: 298-352 (70.6 - 83.4%) -- guaranteed 2HKO


Conversely, Scarf Mamoswine relies more on its speed to defeat Ice threats such as Mega Charizard Y, Volcarona(unboosted), Mega Houndoom, etc. It pairs up well with Eviolite Piloswine due to its lack of Stealth Rock. This is why Mamoswine is so important to Ice monotype and should be A Rank.
Nice writeup, but tbh I think Mamoswine should be S Rank for Ice. Its Scarf set singlehandedly 6-0s Fire Monotypes, and its LO set's just a pain to take down. Also, shouldn't Knock Off be slashed with Superpower, not Stone Edge? Stone Edge's mandatory for Fire Types like Charizard etc.
 
I agree that Mamoswine should be moved to S-rank for mono-ice, as it is its most reliable pokemon and a metagame-defining force.
I can't think of a single type that isn't threatened by Mamoswine's presence between its dual STAB and the chance of SR, Stone Edge, Superpower, Knock Off and Freeze-Dry.
Let me remind you that Ice+Ground has the best SE coverage in the game, with 9 types. If we add Freeze Dry to the equation, that becomes 10 types.
Since Mamoswine threatens every single type, it clearly deserves S-rank in my opinion.
 
Idk I might give Mega Manectric A rank, but I think S rank is kind of pushing it. Unlike Rotom-W, Mega Manectric is fairly limited in application. It does make a really nice pivot with Intimidate and unlike most electric types it gets a strong fire type move which helps against Grass types that electric teams might struggle with. However besides that, it doesn't do a lot that other Electric types can. Even with Intimidate, it's not the bulkiest mon out there, and it's not like Electric is going to be using any form of Wish passing so residual damage does a lot. I mean I'd make the argument that Raikou does better for Electric monos than Mega Manectric since the speed difference isn't as crucial since most types do not surpass base 115 speed that Raikou carries. Also unlike Manectric, Raikou can hold an item, learns Extransensory for Mega Venusaur and it can also boost with Calm Mind making for a bigger threat. As a scout, Raikou can just equip a Choice item (either scarf or specs) to deal damage and again, not much will outrun Raikou outside of priority or other scarfs. It's ability prior to Mega doesn't add any favors since Lightningrod does not help Electric mono so not even a small boost like Mawile's Intimidate into Huge Power is seen here.

Mega Manectric just doesn't stand out enough imo to make it S rank. Maybe I'm missing something, but I'd put Mega Mane at A rank. It just doesn't have that versatility to put it beyond the threshold that is S rank.
Actually I think that Mega Manectric can go even lower, down to B rank maybe. Mega Manectric gets walled/countered by many things(Lanturn, Gastrodon, Swampert, Heatran, Chansey, Tyranitar, Mega Venusaur, Rotom-H, etc.) and its movepool isn't very large(electric stab, fire moves, and signal beam). In addition, Mega-Ampharos outclasses it in most electric monotypes due to its extra bulk, Heal Bell, and extra power.
 
I agree that Mamoswine should be moved to S-rank for mono-ice, as it is its most reliable pokemon and a metagame-defining force.
I can't think of a single type that isn't threatened by Mamoswine's presence between its dual STAB and the chance of SR, Stone Edge, Superpower, Knock Off and Freeze-Dry.
Let me remind you that Ice+Ground has the best SE coverage in the game, with 9 types. If we add Freeze Dry to the equation, that becomes 10 types.
Since Mamoswine threatens every single type, it clearly deserves S-rank in my opinion.

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. They are easy to bring in and out, and often with little to no risk. They can fulfill a ton of roles depending on what you need. These Pokemon define the metagame.

By Definition, Mamoswine has to be easily switched in and should be able to set up rocks with ease. Mamoswine can't safely switch into a solarbeam, Iron Head, or Drain Punch from most viable Pokemon. Also, Stealth Rocks are a challenge to set up and keep on the field due to the numerous defoggers and spinners. However, I do agree with you and Anttya that it is very versatile, but Freeze-Dry is only run on Ground Monotype.
 
Crobat (poison) for S rank and (flying) C rank


Destroyer of Walls

Crobat (F) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 80 Atk / 4 SpD / 176 Spe
Jolly Nature
- Brave Bird
- Super Fang
- Taunt
- Roost

Crobat's flagship set from the last 3 generations of UU. Crobat's incredible speed allows it shut down opposing walls, and its bulk is just high enough to make non stab ice beams or skarmory/mandibuzz bravebirds not matter to him. It also boasts an immunity to toxic, and very useful resistances, utterly stopping fighting, bug, ground, grass, and most fairy attacks. Opting for superfang is generally superior to defog, as crobat will stop them putting their entry hazards up in the first place, and many flying types need your own entry hazards to remain in place to reach ceirtain OHKO thresholds. Bravebird itself can be used on any wall stubborn enough to stay in after taunt, and anything at or below 110 speed really. If he is at full health , he can even live stab thunderbolts and ice beams for a final fodder with brave bird. Roost is a neccesity that he can use more or less freely, although if they predict it, they may sneak in a scarfed ice beam pokemon, which can lead to mind games if your on a flying team. Sadly only one (fairy)of his many switch ins is unique for flying monos, although crobat's ability to stop hazards going up without fear of most stealth rock pokemon is huge. As his being able to chase out the likes of gengar and make the replacement be a non-wall. Sometimes he can save you against the rare sub+3 attack pokemon with his ability to ignore subs and reflect. He's even a decent switch in to most every user of fake out. If you want to kill tanks instead of true walls, he can run toxic over super fang, but elinating skarmory is massive if you lose your special attackers early or reach the end with a crobat+ a wall breaker that is just in KO percentage of brave bird.

Choice Band

Crobat @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Cross Poison
- Sleep Talk

I don't reccomend cross poison on choice bat, as few fairy types want to take a bravebird, especially the speedy "cleaner" pokemon you want to use crobat against. Additionally the rare electric monos that it would "benefit" you on.... crobat's BB is a 2HKO on over half of the viable electic types, especially with hazard support, and indeed, he can outright smash some of the frailest ones. He has plenty of attacks he can come in on, and hits fairly hard. He's best when your team is worried about LO latis, keldeo, and landorus-I, which are significant for any team, especially the psychic/ground weak poison. Cross poison should be used over pursuit if you also run sleep talk over defog, making crobat into a status absorber for your team without giving up his offensive options.

Seconds Please

Crobat @ White Herb
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird / Acrobatics
- U-turn / X-Scissor
- Cross Poison
- Curse

Hits as hard as a banded bat after curse, and can take on priority pokemon with its +1 defense, especially those that need setup turns. Brave bird and U-turn allow you to use its stil excellant switch in options before blowing the white herb, while acrobatics and x-scissor let it stay out longer or against a wider variety of threats.
 
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Crobat (poison) for S rank and (flying) A rank


Destroyer of Walls

Crobat (F) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 80 Atk / 4 SpD / 176 Spe
Jolly Nature
- Brave Bird
- Super Fang
- Taunt
- Roost

Crobat's flagship set from the last 3 generations of UU. Crobat's incredible speed allows it shut down opposing walls, and its bulk is just high enough to make non stab ice beams or skarmory/mandibuzz bravebirds not matter to him. It also boasts an immunity to toxic, and very useful resistances, utterly stopping fighting, bug, ground, grass, and most fairy attacks. Opting for superfang is generally superior to defog, as crobat will stop them putting their entry hazards up in the first place, and many flying types need your own entry hazards to remain in place to reach ceirtain OHKO thresholds. Bravebird itself can be used on any wall stubborn enough to stay in after taunt, and anything at or below 110 speed really. If he is at full health , he can even live stab thunderbolts and ice beams for a final fodder with brave bird. Roost is a neccesity that he can use more or less freely, although if they predict it, they may sneak in a scarfed ice beam pokemon, which can lead to mind games if your on a flying team. Sadly only one (fairy)of his many switch ins is unique for flying monos, although crobat's ability to stop hazards going up without fear of most stealth rock pokemon is huge. As his being able to chase out the likes of gengar and make the replacement be a non-wall. Sometimes he can save you against the rare sub+3 attack pokemon with his ability to ignore subs and reflect. He's even a decent switch in to most every user of fake out. If you want to kill tanks instead of true walls, he can run toxic over super fang, but elinating skarmory is massive if you lose your special attackers early or reach the end with a crobat+ a wall breaker that is just in KO percentage of brave bird.

Choice Band

Crobat @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Pursuit
- Defog

I don't reccomend cross poison on choice bat, as few fairy types want to take a bravebird, especially the speedy "cleaner" pokemon you want to use crobat against. Additionally the rare electric monos that it would "benefit" you on.... crobat's BB is a 2HKO on over half of the viable electic types, especially with hazard support, and indeed, he can outright smash some of the frailest ones. He has plenty of attacks he can come in on, and hits fairly hard. He's best when your team is worried about LO latis, keldeo, and landorus-I, which are significant for any team, especially the psychic/ground weak poison. Cross poison should be used over pursuit if you also run sleep talk over defog, making crobat into a status absorber for your team without giving up his offensive options.

Trollbat

Crobat @ Life Orb
Ability: Infiltrator
EVs: 252 SpA/ 4 SpD/ 252 Spe
Timid Nature
- Nasty Plot
- Sludge Bomb
- Heat Wave
- Giga Drain

For the sake of completeness only. Not only does this make crobat fail to shore up the weaknesses on either of the teams that he normally fills, he also has questionable coverage. I mean really. Use Thundurus-I if you want a fast NP pokemon. or togekiss for a bulky one, or venomoth to at least disable someone for free turns to set up. Only good for sniping the switch ins of normal crobat, which are generally vulnerable to core flying and poison mons(nidoking) anyway. This basically turns crobat into a D pokemon.
Nice write up, but Crobat isn't that good for flying to be honest, its over shadowed, but a lot better physical (Charizard X, Salamence, Landorus-T) and special (Landorus-I, Thundurous-I, Tornadous-T) sweepers so overall I feel it fits better on C Rank (Flying), It does have the unpredictability factor but you would be better off with something that can deal more damage, also I would mention it helps Flying vs Fairy which is kinda a wierd match up but thats it. And On poison it does give a nice Ground immunity, but Crobat does not define the meta game, Poison you main threats would be MegaSaur, Gengar, and Nidoking, just because they can deal with poisons weakness. (Sash or Scarf Gengar dents psychic, and flying, Nidoking life orb and scarf dents steel, flying, and ground.) But Overall I feel Crobat should be A Rank (Poison).

Also I would take off defog because if your gonna band the bat it likes having coverage so I would say Cross Poison > Defog, the higher crit ratio helps it out a ton helps dent unawaremons. Or Roost would help so you can recover from Bravebird
 
Crobat (poison) for S rank and (flying) A rank


Destroyer of Walls

Crobat (F) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 80 Atk / 4 SpD / 176 Spe
Jolly Nature
- Brave Bird
- Super Fang
- Taunt
- Roost

Crobat's flagship set from the last 3 generations of UU. Crobat's incredible speed allows it shut down opposing walls, and its bulk is just high enough to make non stab ice beams or skarmory/mandibuzz bravebirds not matter to him. It also boasts an immunity to toxic, and very useful resistances, utterly stopping fighting, bug, ground, grass, and most fairy attacks. Opting for superfang is generally superior to defog, as crobat will stop them putting their entry hazards up in the first place, and many flying types need your own entry hazards to remain in place to reach ceirtain OHKO thresholds. Bravebird itself can be used on any wall stubborn enough to stay in after taunt, and anything at or below 110 speed really. If he is at full health , he can even live stab thunderbolts and ice beams for a final fodder with brave bird. Roost is a neccesity that he can use more or less freely, although if they predict it, they may sneak in a scarfed ice beam pokemon, which can lead to mind games if your on a flying team. Sadly only one (fairy)of his many switch ins is unique for flying monos, although crobat's ability to stop hazards going up without fear of most stealth rock pokemon is huge. As his being able to chase out the likes of gengar and make the replacement be a non-wall. Sometimes he can save you against the rare sub+3 attack pokemon with his ability to ignore subs and reflect. He's even a decent switch in to most every user of fake out. If you want to kill tanks instead of true walls, he can run toxic over super fang, but elinating skarmory is massive if you lose your special attackers early or reach the end with a crobat+ a wall breaker that is just in KO percentage of brave bird.

Choice Band

Crobat @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Pursuit
- Defog

I don't reccomend cross poison on choice bat, as few fairy types want to take a bravebird, especially the speedy "cleaner" pokemon you want to use crobat against. Additionally the rare electric monos that it would "benefit" you on.... crobat's BB is a 2HKO on over half of the viable electic types, especially with hazard support, and indeed, he can outright smash some of the frailest ones. He has plenty of attacks he can come in on, and hits fairly hard. He's best when your team is worried about LO latis, keldeo, and landorus-I, which are significant for any team, especially the psychic/ground weak poison. Cross poison should be used over pursuit if you also run sleep talk over defog, making crobat into a status absorber for your team without giving up his offensive options.

Trollbat

Crobat @ Life Orb
Ability: Infiltrator
EVs: 252 SpA/ 4 SpD/ 252 Spe
Timid Nature
- Nasty Plot
- Sludge Bomb
- Heat Wave
- Giga Drain

For the sake of completeness only. Not only does this make crobat fail to shore up the weaknesses on either of the teams that he normally fills, he also has questionable coverage. I mean really. Use Thundurus-I if you want a fast NP pokemon. or togekiss for a bulky one, or venomoth to at least disable someone for free turns to set up. Only good for sniping the switch ins of normal crobat, which are generally vulnerable to core flying and poison mons(nidoking) anyway. This basically turns crobat into a D pokemon.
I've always found this set to be pretty fun ;]

Crobat @ White Herb
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird / Acrobatics
- U-turn / X-Scissor
- Cross Poison
- Curse

This set sacrifices a moveslot for the power of a Band + 1.5 Defense, and since Crobat's movepool kinda sucks it can live with it. It's hilarious for trolls as well
 
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