Monotype Viability Rankings

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Ok, so I'm taking a break from fire, and i'm going to nominate Crawdaunt for A-rank on dark. I really love this thing, because of its incredible power. It is one of the reasons that my dark Core Challenge team peaked at 1556. Here is the set I ran.
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Aqua Jet
- Knock Off
I really love this set because you aren't confined into one move and aqua jet does an excellent job cleaning up. If you can manage to get off a swords dance this thing can completely shred everything. Here are some calcs to show its power.
252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Skarmory: 169-200 (50.5 - 59.8%) -- 85.9% chance to 2HKO after Leftovers recovery- Just wow.
252+ Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 0 HP / 0 Def Gardevoir: 169-200 (61 - 72.2%) -- guaranteed 2HKO Always handy to weaken this thing.
Your opponent will struggle to switch out because whatever comes in will take so much damage. Also you may get the occasional chance to set up a SD. Knock off is ridiculous and you can remove items everywhere and this is usually my move of choice. It is currently at B-rank
B Rank: Reserved for Pokemon that are good but they need support (which may be hard to give) for them to function. These Pokemon are used to check your counters once or twice, meaning that it cannot switch in and out repeatedly. Pokemon in this rank can have a positive type match up sometimes, but they may be useless in others. These Pokemon are adaptable to 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. 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.

Crawdaunt can play a role in most type matchups and is rarely hard walled due to its power. Although cradaunt is predictable it is a very dangerous mon. It has more raw power than bisharp and the two have nice synergy as they can provide back to back sweeps with strong priority and powerful wallbreaking abilities. Here are some replays.
http://replay.pokemonshowdown.com/monotype-204552034 - Crawdaunt cleaning up after a bisharp puts in work.
http://replay.pokemonshowdown.com/monotype-197235069 - Clearly putting in work against fire.

PS: Mega Mawile is still S-rank. Maybe you want to take that down lol.
PSS: There is also a good list of sets that were done earlier. I just think it should be moved up from B-> A
 
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Ok, so I'm taking a break from fire, and i'm going to nominate Crawdaunt for A-rank on dark.
PSS: There is also a good list of sets that were done earlier. I just think it should be moved up from B-> A
This thing works. I kinda wrote this off as a jack of all trade set, but easily equal (IE stronger) wall breaker to bisharp, and it's water type priority is very considerable against things like lando-T and diancie, who can often make anywhere from 3-4 of your teamates really costly to keep in on any given turn. It's so strong that it is even a gamechanger while BURNED, which helps deal with teams strong enough to outstall other dark pokemon with will o wisp, and even the odds of the very chance based dark vs dark matchup by not caring about mega sablye.. It's also impossible to setup on this thing ever, since if your willing to keep it out, it can put anything into critical range of an allied sucker punch or scarf user if it dosen't kill it outright.
 

InfernapeTropius11

get on my level
I agree that Crawdaunt can move up to A Rank. It can absolutely demolish physical walls:
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Slowbro: 385-458 (97.7 - 116.2%) -- 87.5% chance to OHKO

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Skarmory: 169-200 (50.5 - 59.8%) -- 85.9% chance to 2HKO after Leftovers recovery

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 248 HP / 252+ Def Mandibuzz: 205-244 (48.4 - 57.6%) -- 53.1% chance to 2HKO after Leftovers recovery

-1 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 248 HP / 252+ Def Arcanine: 328-390 (85.6 - 101.8%) -- 12.5% chance to OHKO

-1 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Landorus-T: 307-364 (80.3 - 95.2%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Cobalion: 177-211 (45.8 - 54.6%) -- 5.9% chance to 2HKO after Leftovers recovery

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 248 HP / 252 Def Forretress: 185-218 (52.4 - 61.7%) -- 98.4% chance to 2HKO after Leftovers recovery

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Chansey: 380-447 (53.9 - 63.4%) -- guaranteed 2HKO
252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Eviolite Chansey: 390-460 (55.3 - 65.3%) -- guaranteed 2HKO

RIP Chansey

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Porygon2: 148-177 (39.5 - 47.3%) -- guaranteed 3HKO
252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Porygon2: 229-270 (61.2 - 72.1%) -- guaranteed 2HKO

Can't switch in for fear of Knock Off. RIP

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Hippowdon: 380-447 (90.4 - 106.4%) -- 37.5% chance to OHKO

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Rotom-W: 198-234 (65.1 - 76.9%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Rotom-W: 101-120 (33.2 - 39.4%) -- 13.3% chance to 3HKO after Leftovers recovery

So, on 2 min rolls, it can just avoid the KO, but you kinda have to catch it on the switch or it will usually Scarf/Volt Switch you (which has a ~70% chance to OHKO you)

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Gliscor: 364-432 (102.8 - 122%) -- guaranteed OHKO

-1 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Granbull: 172-203 (44.7 - 52.8%) -- guaranteed 3HKO after Leftovers recovery

This is actually a decent wall, but is rare, and usually bad, and any prior damage means it can't switch in.

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Jellicent: 515-608 (127.4 - 150.4%) -- guaranteed OHKO

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Eviolite Piloswine: 328-390 (81.1 - 96.5%) -- guaranteed 2HKO

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 248 HP / 252+ Def Eviolite Golbat: 177-211 (50.1 - 59.7%) -- guaranteed 2HKO

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Shuckle: 229-270 (93.8 - 110.6%) -- 62.5% chance to OHKO

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Armaldo: 426-504 (120.3 - 142.3%) -- guaranteed OHKO

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Solid Rock Rhyperior: 530-632 (122.1 - 145.6%) -- guaranteed OHKO


None of these can switch in without taking around or over 50%^

252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Mega Venusaur: 120-143 (32.9 - 39.2%) -- 99.8% chance to 3HKO
This can wall it.

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 248 HP / 252+ Def Avalugg: 135-161 (34.3 - 40.9%) -- 58.3% chance to 3HKO after Leftovers recovery
This can wall it pretty well too, but can't do much too much back, unless it is a Curse set

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Cradily: 211-250 (56.1 - 66.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Cradily: 143-169 (38 - 44.9%) -- guaranteed 3HKO

This can sorta wall, but can still be 2HKOed

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Mega Aggron: 114-135 (33.1 - 39.2%) -- 99.8% chance to 3HKO
but, if it switches in without already mega evolving:
252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Aggron: 281-333 (81.6 - 96.8%) -- guaranteed 2HKO
so even Mega Aggron can't switch in unless it has already Mega Evolved

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Alomomola: 237-281 (44.3 - 52.6%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Alomomola: 123-146 (23 - 27.3%) -- 57% chance to 4HKO

Alomomola can wall it, but it is pretty rare.

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Ferrothorn: 172-203 (48.8 - 57.6%) -- 49.2% chance to 2HKO after Leftovers recovery
252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Ferrothorn: 88-104 (25 - 29.5%) -- guaranteed 4HKO

Ferrothorn can wall it too, but still takes around half from Knock Off.

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Klefki through Reflect: 113-134 (35.5 - 42.1%) -- guaranteed 3HKO
Klefki can't do much back though, as Foul Play doesn't do much (Crawdaunt resists it). If it has Draining Kiss/Play Rough, it could be an issue though
-1 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 0 Def Mawile through Reflect: 113-134 (37.1 - 44%) -- guaranteed 3HKO
Mawile can then switch in and lower its attack more and Play Rough it

All of these calcs simply show its power without SD. After SD, almost everything above can be OHKOed:
+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Ferrothorn: 229-270 (65 - 76.7%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Ferrothorn: 175-207 (49.7 - 58.8%) -- 99.6% chance to 2HKO

RIP Ferrothorn

+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Alomomola: 473-559 (88.5 - 104.6%) -- 31.3% chance to OHKO
Aqua Jet finishes (or its other moves), so it can't switch in. RIP Alomomola

+2 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Klefki through Reflect: 225-265 (70.7 - 83.3%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 0 Def Mawile through Reflect: 252-298 (82.8 - 98%) -- guaranteed 2HKO

RIP Klefki/Mawile

+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Cradily: 419-494 (111.4 - 131.3%) -- guaranteed OHKO
RIP Cradily

+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Mega Venusaur: 239-283 (65.6 - 77.7%) -- guaranteed 2HKO
Can't switch in

+2 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 248 HP / 252+ Def Avalugg: 270-320 (68.7 - 81.4%) -- guaranteed 2HKO after Leftovers recovery
Can't switch in

So, Crawdaunt can defeat pretty much every viable physical wall, and almost nothing is safe after a Swords Dance.
 
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InfernapeTropius11

get on my level
Here are a few alternate sets I wanna share ^_^

Skarmory @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 240 HP / 20 Atk / 248 Def
Impish Nature
- Iron Head
- Stealth Rock
- Roost
- Whirlwind

With the banning of Mega Mawile, Mega Diancie has increased in usage for Fairy. With Diamond Storm/Moonblast it can go mixed and threaten Flying. This Skarmory can counter that. It is basically the standard defensive Rocky Helmet Skarmory, but I run Iron Head over Brave Bird. Iron Head can OHKO Mega Diancie, even if it is at +1. It is great because it can take Diamond Storm all day (basically Stone Edge, but usually with not much Attack investment) and Moonblast does around 63% iirc (assuming it hasn't set up a Calm Mind), so as long as you are reasonably healthy, you can tank the hit and eliminate this threat. It also doesn't break Sturdy, making them have to attack you twice (the whole point of Sturdy/Focus Sash). Overall this is a cool set that can help Flying with this threat and is useful in a few other matchups (such as the disadvantageous Rock matchup). Also hits Terrakion for SE damage, as it walls Terrakion who is a threat to Flying. It really helps Flying vs. Rock and Ice, as well as Ground which my team struggles with.

Weavile @ King's Rock
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off/Icicle Crash
- Taunt
- Beat Up

This is a neat anti-lead Weavile set. Fake Out breaks Sturdy/Focus Sash. Second move is STAB: Icicle Crash is a strong Ice move or Knock Off has tremendous utility in removing items and also activates King's Rock (Icicle Crash already has a 30% flinch chance). Taunt wrecks non-Mental Herb/Oblivious hazard leads, as Weavile is insanely fast and outspeeds just about all of them (it even outspeeds Greninja). Finally, Beat Up. Beat Up hits 6 times when all of your Pokemon are alive. This means that King's Rock has 6 chances to flinch the opponent, or an approximately 47% chance to flinch the opponent. Which is really cool when combined with Weavile outspeeding just about every non-Scarfed Pokemon and the fact that it doesn't actually make contact, meaning Iron Barbs/Rough Skin/Rocky Helmet users don't screw it. Overall this is a cool anti-lead and haxy set, with all of the attacks having a flinch chance (Fake Out=100%, Icicle Crash=30%, Knock Off=10%, Beat Up=47%). Just beware of Justified users like Terrakion and Gallade cuz they will get to +6 and murder you o3o.

Tyranitar @ Assault Vest
Ability: Sand Stream
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Mild Nature/Modest Nature
- Ice Beam
- Thunderbolt
- Flamethrower
- Stone Edge/Dark Pulse

This is another variant of Assault Vest Tyranitar. BoltBeam is BoltBeam. Flamethrower offers perfect neutral coverage outside of Rotom-Heat. Stone Edge hits Rotom-Heat/Volcarona/Char X/Y hard even uninvested, or Dark Pulse is also a STAB to hit all of these Pokemon neutrally and go entirely special. If you use Dark Pulse, run Modest and 0 Atk IVs to minimize Foul Play dommage.

Armaldo @ Leftovers
Ability: Battle Armor
Shiny: Yes
EVs: 248 HP / 32 Atk / 228 Def
Impish Nature
- Rapid Spin
- Stealth Rock
- Stone Edge
- Knock Off

This set is mainly for Bug. 32 Attack let's it perform its role as an anti-Fire/Flying mon better (I'll put some calcs below to convince you o3o). Rapid Spin is hazard removal which Bug loves. Rocks are Rocks. Stone Edge threatens Fire and Flying types and is STAB. Also useful in the mirror match up. Knock Off is there for its utility in removing items, and punishes Ghost users for being immune to Rapid Spin. It also removes Eviolites, Leftovers, and Black Sludges for easier elimination of walls by Mega Pinsir/Scarfcross/Genesect/Volcarona, leading to easier sweeps.

32 Atk Armaldo Stone Edge vs. 248 HP / 0 Def Togekiss: 282-332 (75.6 - 89%) -- guaranteed OHKO after Stealth Rock

32 Atk Armaldo Stone Edge vs. 248 HP / 8 Def Zapdos: 306-360 (79.8 - 93.9%) -- guaranteed OHKO after Stealth Rock
So it guarantees the OHKO after rocks on specially defensive variants of Togekiss and Zapdos who come in to Defog. If they are already in, and you are in, they can't kill you, and you can kill them :>
-1 32 Atk Armaldo Stone Edge vs. 248 HP / 252+ Def Arcanine: 150-176 (39.1 - 45.9%) -- 84.4% chance to 2HKO after Stealth Rock and Leftovers recovery

32 Atk Armaldo Stone Edge vs. 248 HP / 252+ Def Torkoal: 152-182 (44.3 - 53%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
32 Atk Armaldo Stone Edge vs. 0 HP / 0 Def Infernape: 178-210 (60.7 - 71.6%) -- guaranteed 2HKO after Stealth Rock


It can 2HKO Torkoal and Infernape, and 2HKO defensive Arcanine 84.4% of the time. It has a guaranteed OHKO on pretty much everything else on Fire (Victini, Entei, Zard Y, Zard X if no Roost, Chandelure, Typhlosion, Mega Houndoom, Fletchinder, Darmanitan, Volcarona, and Ninetales). The only thing it can't 2HKO is Heatran, who can only switch in once as it is 3HKOed and is handled by HP Ground Volcarona, EQ/Superpower Mega Pinsir, or EQ/CC Scarfcross.
So, 32 Atk lets it be even more anti-fire and anti-flying, and usually land at least one KO in these matchups. It retains enough bulk to take a Scarftini V-Create, and a Jolly Band Entei Stone Edge after Rocks.


Also, I just went and looked, and on Aegislash there isn't a Weakness Policy set. Same with Metagross (Psychic). They are both bulky enough to take a SE hit, and then wreck shit with their STABs and coverage. They also both have STAB priority. Also, Dragonite has a cool WP set and it can tank a SE hit because of Multiscale, so if you D-Dance while WP is activated, then you get +3 attack and +1 speed and can sweep. I don't know the exact EVs for these sets, but I think they should be added.

Since nobody appears to have done it imma reserve regular Aggron since it does have a niche. It isn't totally outclassed by others/its Mega. Also, surprised Chimpy didn't do it o3o. If I missed it, of course correct me please, but I searched for it and it wasn't anywhere.
 
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Art Vandelay

Banned deucer.
I agree w/ D rank since people only use it as a Scizor / Volcarona check.

Also, this set is why people run it in the first place. (Might've stolen it from a very good ice user but w/e)

Walrein @ Assault Vest
Ability: Thick Fat
EVs: 248 HP / 4 Def / 252 SpA
Modest Nature
- Hidden Power Fire
- Hydro Pump
- Ice Beam
- Super Fang

Walrien is outclassed as an attacker, but its typing gives it a neutrality to Fire & Steel moves. This is extremely important since all of Ice's other attackers get 1KOed by a banded Bullet Punch from Scizor. Thick Fat also allows it to live & KO Quiver Dance Volcarona & a majority of other Fire Types if healthy. It also faces competition w/ Rotom as a Scizor check since Rotom gets Will-o-Wisp and a variety of other moves. (Lets it burn Mega Mawile, Volt Switch, etc)

Volc

252+ SpA Walrein Hydro Pump vs. 0 HP / 0 SpD Volcarona: 306-362 (98.3 - 116.3%) -- 93.8% chance to OHKO
252+ SpA Walrein Hydro Pump vs. +1 0 HP / 0 SpD Volcarona: 204-242 (65.5 - 77.8%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Walrein Hydro Pump vs. +2 0 HP / 0 SpD Volcarona: 152-182 (48.8 - 58.5%) -- 66% chance to 2HKO after Leftovers recovery
+2 252 SpA Volcarona Bug Buzz vs. 248 HP / 4 SpD Assault Vest Walrein: 220-259 (52 - 61.2%) -- guaranteed 2HKO

You cannot switch in, and you cannot set up on it w/o Roost

Scizor

+6 252+ Atk Scizor Bullet Punch vs. 248 HP / 0 Def Walrein: 313-370 (73.9 - 87.4%) -- guaranteed 2HKO
252+ SpA Walrein Hidden Power Fire vs. 252 HP / 0 SpD Scizor: 280-332 (81.3 - 96.5%) -- guaranteed 2HKO

Lacks the 1HKO, but prevents it from Roosting away the damage and forces it to kill it. By then, Ice Shard can deal with it.

Charizard-Y

252 SpA Mega Charizard Y Fire Blast vs. 248 HP / 4 SpD Assault Vest Thick Fat Walrein in Sun: 115-136 (27.1 - 32.1%) -- guaranteed 4HKO
252 SpA Mega Charizard Y Solar Beam vs. 248 HP / 4 SpD Assault Vest Walrein: 222-262 (52.4 - 61.9%) -- guaranteed 2HKO
252+ SpA Walrein Hydro Pump vs. 0 HP / 0 SpD Mega Charizard Y in Sun: 140-168 (47.1 - 56.5%) -- 78.5% chance to 2HKO

You can switch in, take a Fire Blast + Solarbeam while you strip off 50% of its health. By then, you can safely KO it w/ all of your other Pokes.

I can do other calcs, but I think you get the point.
Dunno about your calcs because Walrein doesn't learn Hydro Pump fyi
 
Tyranitar doesn't get sucker punch priority, and another viable spread to better tank special hits is 4 HP / 252 SpA/ 252 SpD. Tyranitar is a dark type so Foul Play isnt really an issue but less damage helps.
 

InfernapeTropius11

get on my level
Tyranitar doesn't get sucker punch priority, and another viable spread to better tank special hits is 4 HP / 252 SpA/ 252 SpD. Tyranitar is a dark type so Foul Play isnt really an issue but less damage helps.
Oops forgot it didn't get Sucker Punch, I've never used Sucker Punch on it, I just remember something saying it did. I'll take that out. Foul Play was intentionally misspelled a few other times, so it autocorrected to that lol. I can add the spread, but that was just the set I use.
 

InfernapeTropius11

get on my level
Aggron for B Rank on Rock and C Rank on Steel



Aggron @ Choice Band
Ability: Rock Head
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Head Smash
- Superpower
- Ice Punch
- Fire Punch/Aqua Tail/Iron Head/Earthquake

This is probably the only set Aggron can run that isn't outclassed by others, but it is amazing. A 150 BP STAB move coming off of a fully invested Adamant base 110 attack stat is gonna hurt, especially when you realize it has no recoil because of Rock Head. EVs are pretty basic, full Adamant attack to hit as hard as possible, 252 HP because you will be outsped by just about everything anyway, even if they don't invest in speed lol. 4 Speed to outspeed Chansey every time. Choice Band is the item for even more power and Banded Head Smash even hits RESISTS extremely hard. Superpower as coverage to hit Eviolite twins and Umbreon harder. Superpower only needs to hit 2x more SE than Head Smash to do more, but the following coverage moves need to hit 4x more SE. Ice Punch nails Gliscor/Landorus 4x more SE than Head Smash and Garchomp 8x more. The last option is more coverage. Fire Punch is probably the best move in this spot, as it hits Scizor/Forretress 4x more SE, and Ferrothorn 8x more. Aqua Tail hits Camerupt and Rhyperior if you want, or Iron Head hits Mega Diancie (but you will be bopped by Earth Power, so it isn't recommended). Earthquake for Magnezone and Heatran. Fire Punch is usually the best option in the last slot in my opinion. Aggron hits like a truck, and is a great wallbreaker, but 4x weaknesses to both Fighting and Ground as well as a weakness to Water brings it down to B Rank imo. It does have a lot of resistances, but nobody likes TWO 4x weaknesses. Because of this, it can't run bulky sets as effectively. If you want a bulkier set, you should use Mega Aggron. Thus, it is outclassed in a bulkier role, and it is slow, but it is a good wallbreaker with a 150 BP STAB move with no negative side effects. I believe it can fit in B Rank, as while you may want to use it in a bulky role it is outclassed by its Mega among others, but it does have a solid niche as a hard-hitter, it only has a couple of bad matchups, and it can check counters, by killing walls for easier sweeps by teammates such as Mega Diance, Tyranitar, Omastar, Mega Metagross, or Excadrill.
Here are some calcs:
252+ Atk Choice Band Aggron Head Smash vs. 252 HP / 252+ Def Skarmory: 204-241 (61 - 72.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Aggron Head Smash vs. 248 HP / 252+ Def Mandibuzz: 500-590 (118.2 - 139.4%) -- guaranteed OHKO
252+ Atk Choice Band Aggron Ice Punch vs. 252 HP / 252+ Def Gliscor: 296-352 (83.6 - 99.4%) -- 75% chance to OHKO after Stealth Rock
-1 252+ Atk Choice Band Aggron Ice Punch vs. 252 HP / 252+ Def Landorus-T: 248-292 (64.9 - 76.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Aggron Fire Punch vs. 248 HP / 252+ Def Forretress: 272-324 (77 - 91.7%) -- 25% chance to OHKO after Stealth Rock
252+ Atk Choice Band Aggron Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 288-340 (81.8 - 96.5%) -- 18.8% chance to OHKO after Stealth Rock
252+ Atk Choice Band Aggron Ice Punch vs. 252 HP / 252+ Def Garchomp: 360-424 (85.7 - 100.9%) -- 43.8% chance to OHKO after Stealth Rock
-1 252+ Atk Choice Band Aggron Head Smash vs. 248 HP / 252+ Def Arcanine: 396-468 (103.3 - 122.1%) -- guaranteed OHKO
252+ Atk Choice Band Aggron Head Smash vs. 252 HP / 252+ Def Torkoal: 408-482 (118.6 - 140.1%) -- guaranteed OHKO

252+ Atk Choice Band Aggron Superpower vs. 252 HP / 252+ Def Eviolite Chansey: 508-598 (72.1 - 84.9%) -- guaranteed 2HKO after Stealth Rock
(Head Smash is also a 2HKO)
252+ Atk Choice Band Aggron Superpower vs. 252 HP / 252+ Def Eviolite Porygon2: 198-234 (52.9 - 62.5%) -- guaranteed 2HKO after Stealth Rock
-1 252+ Atk Choice Band Aggron Head Smash vs. 248 HP / 252+ Def Staraptor: 428-506 (114.7 - 135.6%) -- guaranteed OHKO
-3 252+ Atk Choice Band Aggron Head Smash vs. 248 HP / 252+ Def Staraptor: 258-306 (69.1 - 82%) -- 50% chance to OHKO after Stealth Rock
(assuming you came in at the same time, and it Feather Danced you and Intimidated you. Still can get OHKOed after Rocks, which Rock/Steel keep up really easily)
252+ Atk Choice Band Aggron Head Smash vs. 252 HP / 252+ Def Eviolite Piloswine: 199-235 (49.2 - 58.1%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Choice Band Aggron Head Smash vs. 248 HP / 252+ Def Avalugg: 330-390 (83.9 - 99.2%) -- guaranteed OHKO after Stealth Rock
252+ Atk Choice Band Aggron Head Smash vs. 0 HP / 0- Def Delibird: 2988-3520 (1293.5 - 1523.8%) -- guaranteed OHKO
 
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all falls down

thanks ugly god
is a Tiering Contributor Alumnus
Chesnaught (Fighting) for B Rank!



Main Set:

(Chesnaught) @ Salac Berry
Ability: Overgrow
Shiny: Yes
EVs: 28 HP / 252 Atk / 5 Def / 224 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Seed Bomb

Other Set (Not as Viable IMO)
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD OR 252 HP /4 Def / 252 SpD
Impish Nature
- Spiky Shield
- Leech Seed
- Drain Punch
- Spikes


Huh? Chesnaught?
Chesnaught was always overshadowed on fighting teams due to a few reasons: one, fighting teams generally tend to go hyper offense, and using a bulky Chesnaught (as it was the only way to run it before ORAS) would just lose momentum; two, Breloom was generally a better Pokemon due to its ability to tear apart bulkier monotypes like Psychic and Water and using it alongside Chesnaught would be redundant typing; and three, it has seemingly mediocre stats apart from its defense.

But it got a new present in ORAS: Drain Punch. With Drain Punch, Chesnaught received a reliable STAB that not only did not cripple its speed (like Hammer Arm), but it also gave it decent recovery! This allows Chesnaught to use an effective offensive set without worrying about its speed dropping, and also boosts its defensive sets by having another means of recovery (with leftovers, Drain Punch, and Leech Seed, this thing becomes a pain to take down!)

How Does It Work?
The set is very unique; Chesnaught has Belly Drum. You might be thinking, What? A Belly Drum user that isn't Azumarill or Slurpuff? It may seem silly at first, but once you see it in action you will definitely change your mind. With Chesnaught's very reasonable bulk and solid typing, it has many opportunities to set up a Belly Drum, especially because people usually expect a defensive set (or don't know what to expect at all)! It can also set up a Substitute on slower Pokemon that might try to status it. At a magic 25%, Salac Berry activates, and Chesnaught becomes +1 speed, which is just enough to outspeed base 115 Pokemon like Raikou, Starmie, and Azelf when boosted. It can reach 25% easier than you may think, as Belly Drum takes out 50%, and the rest can be from taking a Pokemon's move or using substitute. After boosted, Chesnaught is free to spam Drain Punch to regain its health, or Seed Bomb if it needs to kill something. 224 Speed is all it needs to outspeed base 115s, so the rest goes in bulk, but make sure the HP is an even number, so Substitute and Belly Drum bring it to 25%. I recommend max Atk, but you can run a bulkier set as well. Overgrow is also generally more useful because you will be at a low HP often, and it makes the Seed Bomb insanely powerful.

I've seen this set on OU teams and the ORAS Creative Sets thread, and decided to try it in monotype (later I found out that Rumor had already tried it on a Grass team). It was very successful; it greatly boosted my matchup against many types like Flying, Steel, Psychic, and Fighting. The teams it really hit hard were the more bulkier ones. Also: it beats Mega Sableye!

Calcs:

+6 252+ Atk Overgrow Chesnaught Seed Bomb vs. 252 HP / 0 Def Zapdos: 429-506 (111.7 - 131.7%) -- guaranteed OHKO

+6 252+ Atk Overgrow Chesnaught Seed Bomb vs. 248 HP / 0 Def Togekiss: 391-461 (104.8 - 123.5%) -- guaranteed OHKO

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 252+ Def Skarmory: 267-315 (79.9 - 94.3%) -- 43.8% chance to OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 0 Def Zapdos: 268-316 (69.7 - 82.2%) -- guaranteed 2HKO after Leftovers recovery

+6 252+ Atk Overgrow Chesnaught Seed Bomb vs. 252 HP / 104+ Def Mew: 615-724 (152.2 - 179.2%) -- guaranteed OHKO

+6 252+ Atk Overgrow Chesnaught Seed Bomb vs. 224 HP / 252+ Def Tentacruel: 705-831 (197.4 - 232.7%) -- guaranteed OHKO

+6 252+ Atk Chesnaught Drain Punch vs. 0 HP / 4 Def Mega Charizard Y: 287-338 (96.6 - 113.8%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 248 HP / 136+ Def Mandibuzz: 360-424 (85.1 - 100.2%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 248 HP / 136+ Def Mandibuzz: 360-424 (85.1 - 100.2%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 252+ Def Torkoal: 267-315 (77.6 - 91.5%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 240+ Def Mega Venusaur: 147-174 (40.3 - 47.8%) -- 57% chance to 2HKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 240+ Def Mega Venusaur: 147-174 (40.3 - 47.8%) -- 57% chance to 2HKO after Stealth Rock

+5 252+ Atk Overgrow Chesnaught Seed Bomb vs. 252 HP / 240+ Def Landorus-T: 511-603 (133.7 - 157.8%) -- guaranteed OHKO

+6 252+ Atk Chesnaught Drain Punch vs. 0 HP / 0 Def Mega Metagross: 331-390 (109.9 - 129.5%) -- guaranteed OHKO


Replays:
http://replay.pokemonshowdown.com/monotype-209933876 (vs Bug)

http://replay.pokemonshowdown.com/monotype-209992344 (vs Flying)

http://replay.pokemonshowdown.com/monotype-209986864 (vs Flying, hax at end didn't matter)
all 3 of these people are v. good, and it's mid-high ladder

http://replay.pokemonshowdown.com/frost-monotype-1399825 (vs Ground [kills all 6])

http://replay.pokemonshowdown.com/monotype-210687769 (vs Flying, doesnt sweep, but puts up insane pressure after rocks, and kills Skarmory)


I'll be adding to this. Would be more but I always forget to save replays.

P.S. Is this happening to anyone else??? http://prntscr.com/63oosi

EDIT: Just realized all my calcs are Adamant. Should be jolly. It won't change most of them, but I'll work on fixing them eventually.
 
Last edited:

Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
Yeah I can attest to how fun that set is, also agree that Overgrow is by far the best ability if you want a pure sweeper, iirc +6 Overgrow boosted Seed Bomb straight up kills Lati@s which can give Keldeo certainly a lot more room to breathe.

+6 252 Atk Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 249-293 (78 - 91.8%) -- guaranteed 2HKO

+6 252 Atk Overgrow Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 373-439 (116.9 - 137.6%) -- guaranteed OHKO

That's quite a power difference O_O

Only issue is that you never really do much work vs Poison, cos Venu still takes you on quite reliably(it seems to beat every BD user lol ?_?) and seeing as this isn't an ideal matchup for Fighting in the first place, it's perhaps best paired with a Gallade.
 

InfernapeTropius11

get on my level
Chesnaught (Fighting) for B Rank!



Main Set:

(Chesnaught) @ Salac Berry
Ability: Overgrow
Shiny: Yes
EVs: 28 HP / 252 Atk / 5 Def / 224 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Seed Bomb

Other Set (Not as Viable IMO)
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD OR 252 HP /4 Def / 252 SpD
Impish Nature
- Spiky Shield
- Leech Seed
- Drain Punch
- Spikes


Huh? Chesnaught?
Chesnaught was always overshadowed on fighting teams due to a few reasons: one, fighting teams generally tend to go hyper offense, and using a bulky Chesnaught (as it was the only way to run it before ORAS) would just lose momentum; two, Breloom was generally a better Pokemon due to its ability to tear apart bulkier monotypes like Psychic and Water and using it alongside Chesnaught would be redundant typing; and three, it has seemingly mediocre stats apart from its defense.

But it got a new present in ORAS: Drain Punch. With Drain Punch, Chesnaught received a reliable STAB that not only did not cripple its speed (like Hammer Arm), but it also gave it decent recovery! This allows Chesnaught to use an effective offensive set without worrying about its speed dropping, and also boosts its defensive sets by having another means of recovery (with leftovers, Drain Punch, and Leech Seed, this thing becomes a pain to take down!)

How Does It Work?
The set is very unique; Chesnaught has Belly Drum. You might be thinking, What? A Belly Drum user that isn't Azumarill or Slurpuff? It may seem silly at first, but once you see it in action you will definitely change your mind. With Chesnaught's very reasonable bulk and solid typing, it has many opportunities to set up a Belly Drum, especially because people usually expect a defensive set (or don't know what to expect at all)! It can also set up a Substitute on slower Pokemon that might try to status it. At a magic 25%, Salac Berry activates, and Chesnaught becomes +1 speed, which is just enough to outspeed base 115 Pokemon like Raikou, Starmie, and Azelf when boosted. It can reach 25% easier than you may think, as Belly Drum takes out 50%, and the rest can be from taking a Pokemon's move or using substitute. After boosted, Chesnaught is free to spam Drain Punch to regain its health, or Seed Bomb if it needs to kill something. 224 Speed is all it needs to outspeed base 115s, so the rest goes in bulk, but make sure the HP is an even number, so Substitute and Belly Drum bring it to 25%. I recommend max Atk, but you can run a bulkier set as well. Overgrow is also generally more useful because you will be at a low HP often, and it makes the Seed Bomb insanely powerful.

I've seen this set on OU teams and the ORAS Creative Sets thread, and decided to try it in monotype (later I found out that Rumor had already tried it on a Grass team). It was very successful; it greatly boosted my matchup against many types like Flying, Steel, Psychic, and Fighting. The teams it really hit hard were the more bulkier ones. Also: it beats Mega Sableye!

Calcs:

+6 252+ Atk Overgrow Chesnaught Seed Bomb vs. 252 HP / 0 Def Zapdos: 429-506 (111.7 - 131.7%) -- guaranteed OHKO

+6 252+ Atk Overgrow Chesnaught Seed Bomb vs. 248 HP / 0 Def Togekiss: 391-461 (104.8 - 123.5%) -- guaranteed OHKO

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 252+ Def Skarmory: 267-315 (79.9 - 94.3%) -- 43.8% chance to OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 0 Def Zapdos: 268-316 (69.7 - 82.2%) -- guaranteed 2HKO after Leftovers recovery

+6 252+ Atk Overgrow Chesnaught Seed Bomb vs. 252 HP / 104+ Def Mew: 615-724 (152.2 - 179.2%) -- guaranteed OHKO

+6 252+ Atk Overgrow Chesnaught Seed Bomb vs. 224 HP / 252+ Def Tentacruel: 705-831 (197.4 - 232.7%) -- guaranteed OHKO

+6 252+ Atk Chesnaught Drain Punch vs. 0 HP / 4 Def Mega Charizard Y: 287-338 (96.6 - 113.8%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 248 HP / 136+ Def Mandibuzz: 360-424 (85.1 - 100.2%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 248 HP / 136+ Def Mandibuzz: 360-424 (85.1 - 100.2%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 252+ Def Torkoal: 267-315 (77.6 - 91.5%) -- guaranteed OHKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 240+ Def Mega Venusaur: 147-174 (40.3 - 47.8%) -- 57% chance to 2HKO after Stealth Rock

+6 252+ Atk Chesnaught Drain Punch vs. 252 HP / 240+ Def Mega Venusaur: 147-174 (40.3 - 47.8%) -- 57% chance to 2HKO after Stealth Rock

+5 252+ Atk Overgrow Chesnaught Seed Bomb vs. 252 HP / 240+ Def Landorus-T: 511-603 (133.7 - 157.8%) -- guaranteed OHKO

+6 252+ Atk Chesnaught Drain Punch vs. 0 HP / 0 Def Mega Metagross: 331-390 (109.9 - 129.5%) -- guaranteed OHKO


Replays:
http://replay.pokemonshowdown.com/monotype-209933876 (vs Bug)

http://replay.pokemonshowdown.com/monotype-209992344 (vs Flying)

http://replay.pokemonshowdown.com/monotype-209986864 (vs Flying, hax at end didn't matter)
all 3 of these people are v. good, and it's mid-high ladder


I'll be adding to this. Would be more but I always forget to save replays.

P.S. Is this happening to anyone else??? http://prntscr.com/63oosi
Nice write-up! About the PS at the bottom, yeah it was happening to me with Mega Venusaur, but it's not anymore.
 
Ok, this has to be done sooner or later.

Mega-Pidgeot for E C Rank



Pidgeot @ Pidgeotite
Ability: Tangled Feet
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
-Hurricane
-Heat Wave
-Hidden Power Ground
-U-turn / Roost / Substitute

Explanation: Mega Pidgeot may seem kinda useless on Flying monos simply because you can have a Mega Charizard-X, Altaria or Gyarados instead, it still has its niches. A nifty base 121 speed lets it outspeed every viable non boosted Fighting mon out there and KO it with Hurricane. A combination of Hidden Power Ground and Heat Wave lets it kill pesky Steel types who'd normally wall your teammates. Substitute lets you avoid status while taking advantage of the switches it forces. Roost lets you regain health, while U-turn lets you scout. Although you lose a good amount of power if you go with a Timid nature, it's mandatory since it doesn't outspeed Jolly + Timid base 110s otherwise. If you combine all of this, Pidgeot is more of an anti-meta Pokemon, and should be paired up with mons that appreciate Heatran / Ferrothorn gone, such as Dragonite. However, it's still lacking compared to Flying's other megas, and sometimes its bulk will let you done which is why I placed it in C Rank.
 

all falls down

thanks ugly god
is a Tiering Contributor Alumnus
Yeah I can attest to how fun that set is, also agree that Overgrow is by far the best ability if you want a pure sweeper, iirc +6 Overgrow boosted Seed Bomb straight up kills Lati@s which can give Keldeo certainly a lot more room to breathe.

+6 252 Atk Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 249-293 (78 - 91.8%) -- guaranteed 2HKO

+6 252 Atk Overgrow Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 373-439 (116.9 - 137.6%) -- guaranteed OHKO

That's quite a power difference O_O

Only issue is that you never really do much work vs Poison, cos Venu still takes you on quite reliably(it seems to beat every BD user lol ?_?) and seeing as this isn't an ideal matchup for Fighting in the first place, it's perhaps best paired with a Gallade.
Yeah Venusaur can be a problem, but it's a worth a mention that if using bulletproof, Venusaur can't touch you with Sludge Bomb, so Chesnaught would end up winnning 1v1.
 
Yeah I can attest to how fun that set is, also agree that Overgrow is by far the best ability if you want a pure sweeper, iirc +6 Overgrow boosted Seed Bomb straight up kills Lati@s which can give Keldeo certainly a lot more room to breathe.

+6 252 Atk Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 249-293 (78 - 91.8%) -- guaranteed 2HKO

+6 252 Atk Overgrow Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 373-439 (116.9 - 137.6%) -- guaranteed OHKO

That's quite a power difference O_O

Only issue is that you never really do much work vs Poison, cos Venu still takes you on quite reliably(it seems to beat every BD user lol ?_?) and seeing as this isn't an ideal matchup for Fighting in the first place, it's perhaps best paired with a Gallade.
It doesn't beat Belly Drum Hypno and Darm ;)

Also, All Falls Down I fixed the big sprites. Apparently the site it was on decided to make them 20x bigger.
 

all falls down

thanks ugly god
is a Tiering Contributor Alumnus
Gnief Fiar said:
Vulcan(Cobalion)(M)@Leftovers
Ability: Justified
EVs: 248 HP, 8 Def, 252 Spe
Jolly Nature
-Stealth Rock
-Taunt
-Sacred Sword
-Volt Switch
I would recommend this set, a tweaked version of the Smogon set:
Cobalion @ Leftovers
Ability: Justified
EVs: 140 HP / 112 Atk / 252 Spe
Jolly Nature
- Taunt
- Volt Switch
- Iron Head
- Stealth Rock

Has just enough attack to OHKO Mega-Gardevoir with Iron Head, which is an insanely massive problem for Fighting; speedy taunt to try to stop Sticky Web Galvantula and others, Volt Switch to pivot, and Stealth rock for obvious reasons.

Some rank changes that I think need to happen:

Mew S -> A
Azumarill (Fairy) A -> S
Quagsire (Water) A -> B
Cinccino B -> C
Machamp B -> C
Aggron (Steel) B -> C
Mega Latios (Dragon) B -> C
Drapion (Dark) B -> C
Kecleon C -> D
Scrafty (Fighting) C -> B
Murkrow (Flying) C -> D
Dusknoir C -> D
Jellicent (Ghost) C -> B
Froslass (Ice)) C- -> B
Meowstic C -> D

Feel free to challenge me on any of these and I will give you my reasoning.

Also: Gyarados (Flying) is under both B and C rank ?___?

Also Anttya found some typos: (sorry im just bored!)
"Diance" (Fairy) -> Diancie
"Mega-Alakazm" -> Mega- Alakazam
"Alakazm" -> Alakazam
"Klefiki" (Steel) -> Klefki
"Wobbafett" -> Wobbuffet
"Brozong" (Psychic) -> Bronzong
 
I would recommend this set, a tweaked version of the Smogon set:
Cobalion @ Leftovers
Ability: Justified
EVs: 140 HP / 112 Atk / 252 Spe
Jolly Nature
- Taunt
- Volt Switch
- Iron Head
- Stealth Rock

Has just enough attack to OHKO Mega-Gardevoir with Iron Head, which is an insanely massive problem for Fighting; speedy taunt to try to stop Sticky Web Galvantula and others, Volt Switch to pivot, and Stealth rock for obvious reasons.

Some rank changes that I think need to happen:

Mew S -> A
Azumarill (Fairy) A -> S
Quagsire (Water) A -> B
Cinccino B -> C
Machamp B -> C
Aggron (Steel) B -> C
Mega Latios (Dragon) B -> C
Drapion (Dark) B -> C
Kecleon C -> D
Scrafty (Fighting) C -> B
Murkrow (Flying) C -> D
Dusknoir C -> D
Jellicent (Ghost) C -> B
Froslass (Ice)) C- -> B
Meowstic C -> D

Feel free to challenge me on any of these and I will give you my reasoning.

Also: Gyarados (Flying) is under both B and C rank ?___?

Also Anttya found some typos: (sorry im just bored!)
"Diance" (Fairy) -> Diancie
"Mega-Alakazm" -> Mega- Alakazam
"Alakazm" -> Alakazam
"Klefiki" (Steel) -> Klefki
"Wobbafett" -> Wobbuffet
"Brozong" (Psychic) -> Bronzong
Thanks for helping me find these typos ^^

I agree with most of these, but I'm curious to see why Mew would be in A Rank. It's often a staple in Stall and Balanced Psychic monos, and it can function as a stallbreaker, defogger, hazard setter, baton passer etc, pretty much anything your team needs. It has solid stats, and it has only increased in viability since it can check new megas such as Metagross and Lopunny.

Everything else, I agree for the most part. Expect to see these changes in the next shift. (It should happen after the upcoming bans + suspect. ;)
 

all falls down

thanks ugly god
is a Tiering Contributor Alumnus
Thanks for helping me find these typos ^^

I agree with most of these, but I'm curious to see why Mew would be in A Rank. It's often a staple in Stall and Balanced Psychic monos, and it can function as a stallbreaker, defogger, hazard setter, baton passer etc, pretty much anything your team needs. It has solid stats, and it has only increased in viability since it can check new megas such as Metagross and Lopunny.

Everything else, I agree for the most part. Expect to see these changes in the next shift. (It should happen after the upcoming bans + suspect. ;)
Yeah I expected someone to ask about Mew. Well, my main reasoning is its reduced viability in ORAS. Many new threats make Mew absolutely useless with magic bounce, like Mega Sableye and Mega Diancie, both of which are two huge threats to Psychic and playing a 5 v 6 game against them will cripple the Psychic user. It still does a good job burning things and as a defogger, but I feel like it just isn't as good as it was in XY. There are also ORAS megas, like Mega Altaria, and Lati@s that can use Mew as setup fodder. As to what you said about it beating Lopunny and Megagross, Slowbro already handles these 2 Pokemon very nicely, Lopunny often runs Encore or Substitute, which destroys Mew, and Mew can't exactly switch in on Megagross anyways:

252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 104+ Def Mew: 175-207 (43.3 - 51.2%) -- 58.6% chance to 2HKO after Stealth Rock and Leftovers recovery

This is a physically defensive set too, as most of the Mews I find are specially defensive.
 

InfernapeTropius11

get on my level
I would recommend this set, a tweaked version of the Smogon set:
Cobalion @ Leftovers
Ability: Justified
EVs: 140 HP / 112 Atk / 252 Spe
Jolly Nature
- Taunt
- Volt Switch
- Iron Head
- Stealth Rock

Has just enough attack to OHKO Mega-Gardevoir with Iron Head, which is an insanely massive problem for Fighting; speedy taunt to try to stop Sticky Web Galvantula and others, Volt Switch to pivot, and Stealth rock for obvious reasons.

Some rank changes that I think need to happen:

Mew S -> A
Azumarill (Fairy) A -> S
Quagsire (Water) A -> B
Cinccino B -> C
Machamp B -> C
Aggron (Steel) B -> C
Mega Latios (Dragon) B -> C
Drapion (Dark) B -> C
Kecleon C -> D
Scrafty (Fighting) C -> B
Murkrow (Flying) C -> D
Dusknoir C -> D
Jellicent (Ghost) C -> B
Froslass (Ice)) C- -> B
Meowstic C -> D

Feel free to challenge me on any of these and I will give you my reasoning.

Also: Gyarados (Flying) is under both B and C rank ?___?

Also Anttya found some typos: (sorry im just bored!)
"Diance" (Fairy) -> Diancie
"Mega-Alakazm" -> Mega- Alakazam
"Alakazm" -> Alakazam
"Klefiki" (Steel) -> Klefki
"Wobbafett" -> Wobbuffet
"Brozong" (Psychic) -> Bronzong
I agree with most of what you said, but I have a couple of things to add/argue about.

First of all I would recommend slashing Thunder Wave on Cobalion, probably after Taunt, as this allows it to assist Mega Gallade sweeps by slowing down enemies, so it outspeeds them. Also lets Fighting kill Scarfers easier, as Cobalion can usually tank a hit and Paralyze back.

Mew I think can stay S Rank. It has SOOO many viable sets (Omega-Xis14 posted like 12 iirc rof) including Double Dance, Single set up move, passing these boosts, special, physical, mixed, bulky, cleric, etc. Name literally any role anything can do on a team and Mew can probably do it. It sets Rocks, spreads status, clears hazards, cures status, has reliable healing in Roost/Soft-Boiled, passes boosts, and it can even sweep if you want it to.

Azumarill I agree with, as the new most viable physical attacker for Fairy now that we've bid Mega-Mawile farewell, it is on almost every Fairy team and deserves S Rank.

Quagsire I'm not sure about. It does have a 4x weakness to Grass, but it has an immunity to Electric. Also, semi-bulky SubDD or just Sub/boosting move users can sometimes find room to set up on Pokemon such as Alomomola, Slowbro, and Lanturn, and Quagsire prevents them from going ham on your team. I personally think it can stay A Rank, although I can see why it could be B Rank, as it can still be broken through as it isn't the most bulky. Unaware is cool though, and when combined with Stockpile makes Quagsire very stally (barring crits).

Cincinno/Machamp I agree with, and come to think of it, Aggron probably does fit better in C Rank on Steel. It can't run bulky sets too well because of 4x Fighting/Ground weaknesses, and it is slow. It does nail stuff hard though. It can even 2HKO Skarmory with Head Smash. I agree with Mega Latios to C as well. Latios hits harder with Specs, Mega Latias does Calm Mind better with more bulk, and Mega Altaria does D-Dance better. Drapion/Kecleon/Murkrow/Dusknoir/Jellicent/Froslass I agree with as well.

Scrafty was just demoted to C Rank on Fighting I think. It does have an immunity to Psychic attacks, but is 4x weak to Fairy, and is also weak to Fighting (you will generally run Terrakion and Cobalion on Fighting who are also weak to Fighting). I think C Rank is better for it, as it is pretty bad in most scenarios :L Cobalion or Ass Vest Conk/Hitmontop can switch into Psychic attacks pretty well. Meowstic also fits in C pretty well. With Prankster and a wide support movepool, specifically double screens and Thunder Wave, it is like a wannabe Klefki. It isn't as good as Klefki, but it still does have a niche.
 

all falls down

thanks ugly god
is a Tiering Contributor Alumnus
I agree with most of what you said, but I have a couple of things to add/argue about.

First of all I would recommend slashing Thunder Wave on Cobalion, probably after Taunt, as this allows it to assist Mega Gallade sweeps by slowing down enemies, so it outspeeds them. Also lets Fighting kill Scarfers easier, as Cobalion can usually tank a hit and Paralyze back.

Mew I think can stay S Rank. It has SOOO many viable sets (Omega-Xis14 posted like 12 iirc rof) including Double Dance, Single set up move, passing these boosts, special, physical, mixed, bulky, cleric, etc. Name literally any role anything can do on a team and Mew can probably do it. It sets Rocks, spreads status, clears hazards, cures status, has reliable healing in Roost/Soft-Boiled, passes boosts, and it can even sweep if you want it to.

Azumarill I agree with, as the new most viable physical attacker for Fairy now that we've bid Mega-Mawile farewell, it is on almost every Fairy team and deserves S Rank.

Quagsire I'm not sure about. It does have a 4x weakness to Grass, but it has an immunity to Electric. Also, semi-bulky SubDD or just Sub/boosting move users can sometimes find room to set up on Pokemon such as Alomomola, Slowbro, and Lanturn, and Quagsire prevents them from going ham on your team. I personally think it can stay A Rank, although I can see why it could be B Rank, as it can still be broken through as it isn't the most bulky. Unaware is cool though, and when combined with Stockpile makes Quagsire very stally (barring crits).

Cincinno/Machamp I agree with, and come to think of it, Aggron probably does fit better in C Rank on Steel. It can't run bulky sets too well because of 4x Fighting/Ground weaknesses, and it is slow. It does nail stuff hard though. It can even 2HKO Skarmory with Head Smash. I agree with Mega Latios to C as well. Latios hits harder with Specs, Mega Latias does Calm Mind better with more bulk, and Mega Altaria does D-Dance better. Drapion/Kecleon/Murkrow/Dusknoir/Jellicent/Froslass I agree with as well.

Scrafty was just demoted to C Rank on Fighting I think. It does have an immunity to Psychic attacks, but is 4x weak to Fairy, and is also weak to Fighting (you will generally run Terrakion and Cobalion on Fighting who are also weak to Fighting). I think C Rank is better for it, as it is pretty bad in most scenarios :L Cobalion or Ass Vest Conk/Hitmontop can switch into Psychic attacks pretty well. Meowstic also fits in C pretty well. With Prankster and a wide support movepool, specifically double screens and Thunder Wave, it is like a wannabe Klefki. It isn't as good as Klefki, but it still does have a niche.
- Thunder Wave on Cobalion noted.

- See my above post on Mew - I just think that all the new Magic Bounce users and other ORAS threats reduce Mew's Viability, I also think its Will-o-Wisp defensive set is the most/only viable one in this meta, with a few different variations.

- As for Quagsire on Water - Generally, Water teams will want a Ground Pokemon for an Electric immunity. These same Water teams also need a stealth rock user. Swampert just ends up being better because of being able to do both. If using Quagsire, you will need another stealth rock user, putting a lot of strain on your Water team. If using both Quagsire and Swampert, a gaping Grass weakness is formed. Quagsire also fails to check many of the Pokemon that other physically defensive Pokemon like Slowbro can due to its mediocre stats, and if using it in combination your team gives up any hope of being balanced. Overall, Quagsire just can't find room on a balanced Water team anymore; if it ever sees use it is likely most viable on a stall team. For these reasons, I think it should be C Rank.

- As for Scrafty, it acts as a secondary counter to troublesome Pokemon to fighting monotypes, like Sableye, Slowbro, Jellicent, Mandibuzz, and more. It also acts as a solid status absorber, and with Fighting being so hyper offense it is very crippled by Thunder Wave and Will-o-Wisp, so I think Scrafty has a very big niche - enough to land it in B rank. Cobalion can most certainly not switch into any special Psychic moves as it is 2HKO'd by almost all of them, and at the end of the day if you're having a problem with Psychic moves it's going to be from something fast like Scarf Victini's Zen Headbutt, which Scrafty can prevent from being spammed.

- Psychic has way too many Hazard / Screen setters to count - Meowstic is obsolete. It has Deoxys (Speed and Defense), Mew, Lati@s, Azelf.. all who do it better while having other beneficial assets. Prankster Thunder Wave is nice, but at the end of the day Meowstic isn't worth using just because of that. You also can't compare it to Klefki in the slightest, because Klefki's typing is a million times better than Meowstic's, and Klefki has access to Hazards and a reliable way to stop setup Pokemon in Foul Play. Simply put, Meowstic is bad, and deserves D rank.
 
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