Monotype Viability Rankings

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Seismitoad (Ground) for Ubers A Rank
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Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Earth Power
- Grass Knot
- Scald
- Sludge Wave

The main set you're going to be using. Earth Power and Scald are Dual STAB. Grass Knot handles opposing Water Types which gives Ground Monos hell. Sludge Wave is there to hit Grass types on the switch. EVs are relatively obvious for a typical AV user, max SpA to hit as hard as possible while the HP investment lets it take hits. Pretty straightforward set.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 216 HP / 200 Def / 92 Spe
Bold Nature
- Stealth Rock
- Scald
- Earth Power / Earthquake
- Toxic / Knock Off

Support Seismitoad. Kinda good if you want to try being ungeneric. Kinda not because its outclassed by fellow Grounds at setting up SR. Knock Off is cool though.

Why A Rank?: Seismitoad is one of the few Ground types to possess a Water Immunity in the form of its Ability. This is very helpful considering that Water is one of the best Monos. The only other Ground Type immune to Water is Gastrodon. While Gastrodon has recovery, Seismitoad sets itself apart as it conserves momentum since it has better coverage in the form of Grass Knot and Sludge Wave. His water typing lets him also take on Ice types which Landorus and Hippo appreciate the removal of. While he doesn't help much against Grass even with Sludge Wave, Sludge Wave Landorus easily covers that. If you want something to take Water type moves but don't want to sacrifice your momentum which can lead into your Ground Mono getting rekt, this awesome frog is definitely an option to consider.

Shoutouts to PK-Kaiser for posting the AV Set on the Mono Weebly! :]
 
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So I missed out on the tier changes right before my 50th post :(. Since it'll be a while before I reach 100 anyways, and since most of my recent posts are in the monotype threads, I'm going to make a cute 50th post with a massive dump anyways.

Mega-Pinsir from A Rank to S Rank (Bug)
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Pinsir @ Pinsirite
Ability: Hyper Cutter/Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration/Thrash
- Quick Attack/Feint
- Close Combat/Earthquake

Set Details: Base 155 attack coupled with Aerilate and Frustration make Pinsir a terrifying sweeper. Swords Dance can let him abuse a switch or his incredible natural bulk to augment his Attack to to insane levels, and the combination of Frustration and Close Combat or Earthquake give perfect nuetral coverage. Hyper Cutter is the preferred ability, as it gives Pinsir no remorse when switching in to Sticky Web, or when some thing like a Landorus-T or Gyarados switches in to him as he Swords Dances. Mold Breaker in conjunction with Earthquake can be used to hit Levitate users, most notably Rotom and Eelektross, and Quick Attack is powerful priority that lets Pinsir polish any thing off that it can't outspeed.

Why S Rank? Pinsir has worked its way to become the most used mega on Bug with a usage of 66%. Pinsir is both a powerful wall breaker and sweeper with incredible coverage and powerful priority. Furthermore, Bug supports Pinsir very well with both Sticky Webs and Stealth Rock, pivot users, and hard hitting attackers in general such as Scizor and Genesect, and a wonderful partner in Heracross who can take care of electric resists with his wonderful EdgeQuake coverage. Under webs, there is not much that can stop a Pinsir sweep outside of fast scarf users or priority spam.


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Meloetta From A Rank to S Rank (Psychic)
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Meloetta @ Assault Vest/Choice Specs
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Ability: Serene Grace
EVs: 192 HP / 248 SpA / 68 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice/Thunderbolt/Trick
- Psyshock
- Shadow Ball
- Focus Blast


Set Details: Meloetta's typing and sheer special bulk allows it to becomes a very powerful special tank. On Psychic teams, an Assault Vest set is generally preferred, but Meloetta can definitely make use of Choice Specs as well. Hyper Voice is a powerful STAB move with decent enough coverage that allows Meloetta to attack users behind a Substitute. Psyshock is another STAB that turns Meloetta in to a powerful mixed attacker. Shadow Ball lets Meloetta hit the things that it is supposed to check/counter, such as Gengar and Alakazam, harder than any other move. Focus Blast allows Meloetta to dispose of Dark types, most noteably Hydreigon and Tyranitar while rounding off its coverage. 68 Speed EVs allow it to speed creep anything with speed investment targeted towards neutral natured base 70s.

Why S Rank? Meloetta has spectacular special bulk, a typing that gives it a Ghost immunity, and an incredibly move pool that allows Meloetta to hit everything for super effective coverage. Meloetta alone can stop a Gengar, Alakazam, or Aegislash sweep, and there is no special wall in the type that can come close to doing what Meloetta does bar Assault Vest Gallade, who isn't as valuable to a Psychic team as Meloetta is due to him taking super effective damage against Ghost. The very special trait about Meloetta isn't just its wonderful bulk and typing, but its offensive power as well. For a wall, Meloetta can hit pretty hard, as near maximum Special Attack investment is generally used, and can often times make holes in many teams. While it is very weak on the psychical defense side, it has wonderful partners in Mew and Slowbro to switch out of, as well as the best support that any other type can offer, such as Heal Bell, Healing Wish, Wish, Dual Screens, Hazards, and Baton Pass.

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Wobbuffet from D Rank to B Rank on Psychic
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Wobbuffet @ Custap Berry
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Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
- Encore
- Counter
- Mirror Coat

- Destiny Bond

Set Details: The provided Hp and Defense EVs allow Wobbuffet to live one Knock Off from a Life Orb Bisharp. Encore locks an opponent in to a boosting move if they fear a Counter or Mirror Coat, or to scout an offensive move from mixed attackers.

Why B Rank? Wobbuffet comes in on a threat and prevents it from switching out, period. It has incredibly physical and special bulk thanks to its insane Hp stat, which normally allows it to put heavy dents in teams, especially against choice locked mons. Thanks to a Custap berry, Wobbuffet has access to a Prankster Encore or Destiny Bond, which can, theoretically, guarantee a minimum of two kills with Wobbuffet. Wobbuffet also beats most Knock Off users 1 v 1, such as Azumarill and Bisharp, which the type greatly appreciates.

P.S. Wobbuffet is misspelled in the current viability rankings.
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Gothitelle From Unranked to B Rank on Psychic

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Gothitelle @ Choice Specs
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Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic/Energy Ball
- Thunderbolt/Energy Ball
- Hidden Power [Fire]/Energy Ball
- Trick


Set Details: Gothitelle utilizes Shadow Tag, which is one of the most balanced abilities in the game, to tear apart defensive cores. Energy Ball is used to target bulky Waters and Grounds, such as Hippowdon, Rotom, Slowbro, Gastrodon, and Swampert. Thunderbolt allows Gothitelle to OHKO Skarmory, which is fairly significant, as this prevents Skarmory from resetting rocks or from Defogging hazards, while also landing the OHKO on Azumarill after Stealth Rock. Hidden Power Fire allows Gothitelle to trap and eliminate Ferrothorn, whose utility provides incredible annoyance. Trick allows Gothitelle to cripple anything that it cannot beat 1v1 with the given spread, such as Chansey, or to cripple clerics, utility mons, and CM sweepers, such as Togekiss, Torkoal, and Clefable.

Gothitelle @ Choice Scarf
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Ability: Shadow Tag
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Calm Mind/Mirror Coat
- Rest
- Psychic/Dark Pulse

Set Details: The goal of this set is to either lock a support mon in to a support move via Trick and begin to set up Calm Minds only to Trick the Scarf back on the last turn of the struggle to make holes in teams, or to trap support mons/clerics and PP stall them. Mirror Coat allows it to win against powerful special attackers 1v1, such as Specs Sylveon, Landorus-I, and Mega Gardevoir. 80 Hp EVs give Gothitelle 301 Hp, which means that Gothitelle will always win against Seismic Toss users 1v1, such as Chansey and Registeel. Max speed is used to take advantage of the scarf, and the rest is dumped in to its offense.

Why B Rank? Gothitelle uses its balanced ability to tear apart defensive cores and to eliminate support and utility mons. What exactly is the impact of this? This means that Birds instantly lose their Defog user. This means that Ground instantly loses their weather setter and water immunity, which cripples Excadrill AND allows Slowbro to put in work. This means that Grass and Steel lose their hazard setters. This also means that Normal is put in imminent danger, as Gothitelle can win 1v1 versus its main defensive core. Overall, Gothitelle is an incredibly versatile, useful, and generally underrated threat.
 
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Jellicent to B/A (Water)

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Scald
- Will-O-Wisp/Toxic
- Recover
- Taunt/Shadow Ball


Jellicent is actually a very good Water-type pokemon in Monotype. Not only can it spinblock so you can keep your hazards on their field but it can also provide good power with moves like Scald and Shadow Ball.

Here come the calcs:

0 SpA Jellicent Scald vs. 0 HP / 0 SpD Mega Aerodactyl: 158-188 (52.4 - 62.4%) -- guaranteed 2HKO
0 SpA Jellicent Shadow Ball vs. 0 HP / 4 SpD Gengar: 192-228 (74.1 - 88%) -- guaranteed 2HKO
0 SpA Jellicent Shadow Ball vs. 4 HP / 0 SpD Starmie: 174-206 (66.4 - 78.6%) -- guaranteed 2HKO


These may not look like an amazing offense but Jellicents power comes mostly from it's defensive stats. Here are some more calcs:

252 Atk Mega Tyranitar Stone Edge vs. 252 HP / 0 Def Jellicent: 261-307 (64.6 - 75.9%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 212+ SpD Jellicent: 244-291 (60.3 - 72%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Starmie Psyshock vs. 252 HP / 0 Def Jellicent: 191-226 (47.2 - 55.9%) -- 21.5% chance to 2HKO after Leftovers recovery


Common threats to Jellicent are sometimes okay for it to take the damage. You can also run Toxic/Will-O-Wisp and Recover to turn Jellicent into a Specially Defensive Wall.

Jellicent may come as a bit of a threat in the water-type mono, as it can take down Ghost-, Psychic-, Ground- and Rock-type monos quite quickly due to it's sheer defensive stats and recovery.

Usually I would stick my mind into what Viability it should go in. However it's kind of balanced between B or A so either of these will do.
 
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Seismitoad (Ground) for Ubers A Rank
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Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Earth Power
- Grass Knot
- Scald
- Sludge Wave

The main set you're going to be using. Earth Power and Scald are Dual STAB. Grass Knot handles opposing Water Types which gives Ground Monos hell. Sludge Wave is there to hit Grass types on the switch. EVs are relatively obvious for a typical AV user, max SpA to hit as hard as possible while the HP investment lets it take hits. Pretty straightforward set.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 216 HP / 200 Def / 92 Spe
Bold Nature
- Stealth Rock
- Scald
- Earth Power / Earthquake
- Toxic / Knock Off

Support Seismitoad. Kinda good if you want to try being ungeneric. Kinda not because its outclassed by fellow Grounds at setting up SR. Knock Off is cool though.

Why A Rank?: Seismitoad is one of the few Ground types to possess a Water Immunity in the form of its Ability. This is very helpful considering that Water is one of the best Monos. The only other Ground Type immune to Water is Gastrodon. While Gastrodon has recovery, Seismitoad sets itself apart as it conserves momentum since it has better coverage in the form of Grass Knot and Sludge Wave. His water typing lets him also take on Ice types which Landorus and Hippo appreciate the removal of. While he doesn't help much against Grass even with Sludge Wave, Sludge Wave Landorus easily covers that. If you want something to take Water type moves but don't want to sacrifice your momentum which can lead into your Ground Mono getting rekt, this awesome frog is definitely an option to consider.

Shoutouts to PK-Kaiser for posting the AV Set on the Mono Weebly! :]
First off, Gastrodon also gets Sludge Wave. Second off, Sludge Wave isn't good coverage against grass types. There are only a handful of grass types used outside of grass type monos, and of the grass types used in grass monos the majority of them are neutral to poison attacks.

Grass Knot hits water types alright I suppose, but IMO what seperates Seismetoad from Gastrodon is probably it's physical coverage moves and utility i.e. drain punch, knock off as well as the Toad's access to Stealth Rock.

But even then lack of reliable recovery really hurts seismetoad and I struggle to think of any reason to use it over Gastrodon or even Swagsire.

I'd say B rank.
 
First off, Gastrodon also gets Sludge Wave. Second off, Sludge Wave isn't good coverage against grass types. There are only a handful of grass types used outside of grass type monos, and of the grass types used in grass monos the majority of them are neutral to poison attacks.

Grass Knot hits water types alright I suppose, but IMO what seperates Seismetoad from Gastrodon is probably it's physical coverage moves and utility i.e. drain punch, knock off as well as the Toad's access to Stealth Rock.

But even then lack of reliable recovery really hurts seismetoad and I struggle to think of any reason to use it over Gastrodon or even Swagsire.

I'd say B rank.
Sludge Wave is used for killing Azumarill. Seis's job is to be an offensive check to Water Spammers because Gastro gets outsped and killed by a Play Rough. Also, using Seis instead of Gastro or Quag keeps momentum which is pretty important for Ground users. (You could use Unaware Quag to beat Azumarill but you end up getting bopped by Water Monos in general and Ground doesn't have the room to run both. A Rank is perfect for Seis because it has enough niches and pros to make it that rank.
 
Sludge Wave is used for killing Azumarill. Seis's job is to be an offensive check to Water Spammers because Gastro gets outsped and killed by a Play Rough. Also, using Seis instead of Gastro or Quag keeps momentum which is pretty important for Ground users. (You could use Unaware Quag to beat Azumarill but you end up getting bopped by Water Monos in general and Ground doesn't have the room to run both. A Rank is perfect for Seis because it has enough niches and pros to make it that rank.
I don't know that I agree completely, i feel like gastrodon gets worn down quickly by neutral attacks and can't switch into Keldeo as comfortably.

But maybe I've just grown comfortable to Gastrodon's pink blobbiness on my ground teams. I'll give Seismetoad another go on my mega-rupt team.
 
I don't know that I agree completely, i feel like gastrodon gets worn down quickly by neutral attacks and can't switch into Keldeo as comfortably.

But maybe I've just grown comfortable to Gastrodon's pink blobbiness on my ground teams. I'll give Seismetoad another go on my mega-rupt team.
HO Ground users generally sack something then revenge Keld with Banded Exca (Bro gets 2HKOed after rocks iirc) Granted it isn't much but it's effective at forcing the water user to sack something
 
Nominating Rotom-Heat from B to A rank on Fire.
It has an amazingly useful ability in Levitate. Its electric typing gives it the ability to cover Charizard-Y's electric weakness without stacking any other weaknesses (except gravity I guess). Furthermore it has a viable dual screens set (which is great for the hyper-offense playstyle Fire usually embodies) as well as a Scarf/Specs set which can provide important momentum for the team with Volt Switch, as well as hit water types for good damage and cripple annoying walls with Trick. S rank might be stretching it a bit, but imo it's definitely better than B-rank.

Nominating Infernape from A to S rank on Fire.
A high base speed stat of 108 complements Fire very well since not many pokes on the type are this fast. It can be a physical attacker, special attacker and go mixed as well. It can run a plethora of items well (Focus Sash, Life Orb, Choice Band, Expert Belt). It has a very nice movepool with powerful STAB options from both sides of the spectrum in Flare Blitz, Close Combat, Fire Blast and Focus Blast, (STAB) priority moves in Fake out, Mach Punch and Vacuum Wave and plenty of coverage moves including Thunder Punch, Grass Knot, Earthquake and Stone Edge (no Ice Punch sadly). With a Focus Sash equipped it can function well as a Stealth Rock lead with Endeavor as a pseudo Destiny Bond. Similarly it can function as emergency stop to a sweep from threats such as Terrakion and Azumarill. Overall its huge versatility allow it to perform many, often crucial roles for the team which imo makes it a S rank mon. There is a reason this poke is on more than 70% of the fire teams.

Also, the viability rankings say that Empoleon is S rank on water, while its analysis nominates it as B rank, which is much more suitable in my eyes. Probably an unfortunate mistake.
 
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Also, the viability rankings say that Empoleon is S rank on water, while its analysis nominates it as B rank, which is much more suitable in my eyes. Probably an unfortunate mistake.

Empoleon has been raised to S-Rank, as it is the most viable defogger, and is much more effective because Zapdos does not plague it on Flying anymore. Furthermore, Empoleon has many great resistances, and can effectively use them to beat many Pokemon defensively. So, access to Stealth Rock, Defogger, and a plethora of resistances makes Empoleon S-Rank, I could elaborate further, but I am sure that you get the gist.
 
Nominating Rotom-Heat from B to A rank on Fire.
It has an amazingly useful ability in Levitate. Its electric typing gives it the ability to cover Charizard-Y's electric weakness without stacking any other weaknesses (except gravity I guess). Furthermore it has a viable dual screens set (which is great for the hyper-offense playstyle Fire usually embodies) as well as a Scarf/Specs set which can provide important momentum for the team with Volt Switch, as well as hit water types for good damage and cripple annoying walls with Trick. S rank might be stretching it a bit, but imo it's definitely better than B-rank.

Nominating Infernape from A to S rank on Fire.
A high base speed stat of 108 complements Fire very well since not many pokes on the type are this fast. It can be a physical attacker, special attacker and go mixed as well. It can run a plethora of items well (Focus Sash, Life Orb, Choice Band, Expert Belt). It has a very nice movepool with powerful STAB options from both sides of the spectrum in Flare Blitz, Close Combat, Fire Blast and Focus Blast, (STAB) priority moves in Fake out, Mach Punch and Vacuum Wave and plenty of coverage moves including Thunder Punch, Grass Knot, Earthquake and Stone Edge (no Ice Punch sadly). With a Focus Sash equipped it can function well as a Stealth Rock lead with Endeavor as a pseudo Destiny Bond. Similarly it can function as emergency stop to a sweep from threats such as Terrakion and Azumarill. Overall its huge versatility allow it to perform many, often crucial roles for the team which imo makes it a S rank mon. There is a reason this poke is on more than 70% of the fire teams.

Also, the viability rankings say that Empoleon is S rank on water, while its analysis nominates it as B rank, which is much more suitable in my eyes. Probably an unfortunate mistake.
Rotom to a rank is a bit of a stretch, although, it is a useful ground immunity, and setting up screens is extremely useful. Nonetheless, A rank may be a bit much. Infernape to S rank, no. As as hazards setter, usually its a suicude, and as an attacker, as it is nice, it is not perfect, and does not define the metagame by any means.
 
Seismitoad (Ground) for Ubers A Rank
seismitoad.gif

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Earth Power
- Grass Knot
- Scald
- Sludge Wave

The main set you're going to be using. Earth Power and Scald are Dual STAB. Grass Knot handles opposing Water Types which gives Ground Monos hell. Sludge Wave is there to hit Grass types on the switch. EVs are relatively obvious for a typical AV user, max SpA to hit as hard as possible while the HP investment lets it take hits. Pretty straightforward set.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 216 HP / 200 Def / 92 Spe
Bold Nature
- Stealth Rock
- Scald
- Earth Power / Earthquake
- Toxic / Knock Off

Support Seismitoad. Kinda good if you want to try being ungeneric. Kinda not because its outclassed by fellow Grounds at setting up SR. Knock Off is cool though.

Why A Rank?: Seismitoad is one of the few Ground types to possess a Water Immunity in the form of its Ability. This is very helpful considering that Water is one of the best Monos. The only other Ground Type immune to Water is Gastrodon. While Gastrodon has recovery, Seismitoad sets itself apart as it conserves momentum since it has better coverage in the form of Grass Knot and Sludge Wave. His water typing lets him also take on Ice types which Landorus and Hippo appreciate the removal of. While he doesn't help much against Grass even with Sludge Wave, Sludge Wave Landorus easily covers that. If you want something to take Water type moves but don't want to sacrifice your momentum which can lead into your Ground Mono getting rekt, this awesome frog is definitely an option to consider.

Shoutouts to PK-Kaiser for posting the AV Set on the Mono Weebly! :]

I wrote a brief one not too long ago.
 
Rotom to a rank is a bit of a stretch, although, it is a useful ground immunity, and setting up screens is extremely useful. Nonetheless, A rank may be a bit much. Infernape to S rank, no. As as hazards setter, usually its a suicude, and as an attacker, as it is nice, it is not perfect, and does not define the metagame by any means.
I'm gonna agree with you on Infernape not moving to S rank. As you said it isn't really Metagame defining.
On Rotom-Heat however I don't really understand why you think it shouldn't be A rank.

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.

It doesn't need too much support other than hazard removal and something that can take rock and water type attacks, which is less support than some other fire types need that are currently in A or S rank as most of them are weak to ground while Volcarona and Mega-Charizard-Y is 4x weak to Stealth Rock. Overall it provides about as much support as it needs to function well. As for being hard walled by certain types, the only matchup were i can see it being useless is Rock and Ground if they have Gravity, since pivoting into the omnipresent Earthquake and setting screens/ Volt Switching for momentum to me seems useful in just about any other matchup. It has 2 viable sets and although the offensive set is kinda outclassed by faster, stronger pokes such as Victini and Darmanitan, it's by no means bad. Its dual-screens set is outclassed by nothing else. Both sets are rather different so it isn't too predictable.
You mentioned its useful ground immunity and its viable dual screens set but no negative traits that hold it off A rank, so I ask you kindly to explain why you think this.

Empoleon has been raised to S-Rank, as it is the most viable defogger, and is much more effective because Zapdos does not plague it on Flying anymore. Furthermore, Empoleon has many great resistances, and can effectively use them to beat many Pokemon defensively. So, access to Stealth Rock, Defogger, and a plethora of resistances makes Empoleon S-Rank, I could elaborate further, but I am sure that you get the gist.
Seems legit, thanks for explaining.
 
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Nominating Rotom-Heat from B to A rank on Fire.
It has an amazingly useful ability in Levitate. Its electric typing gives it the ability to cover Charizard-Y's electric weakness without stacking any other weaknesses (except gravity I guess). Furthermore it has a viable dual screens set (which is great for the hyper-offense playstyle Fire usually embodies) as well as a Scarf/Specs set which can provide important momentum for the team with Volt Switch, as well as hit water types for good damage and cripple annoying walls with Trick. S rank might be stretching it a bit, but imo it's definitely better than B-rank.

Nominating Infernape from A to S rank on Fire.
A high base speed stat of 108 complements Fire very well since not many pokes on the type are this fast. It can be a physical attacker, special attacker and go mixed as well. It can run a plethora of items well (Focus Sash, Life Orb, Choice Band, Expert Belt). It has a very nice movepool with powerful STAB options from both sides of the spectrum in Flare Blitz, Close Combat, Fire Blast and Focus Blast, (STAB) priority moves in Fake out, Mach Punch and Vacuum Wave and plenty of coverage moves including Thunder Punch, Grass Knot, Earthquake and Stone Edge (no Ice Punch sadly). With a Focus Sash equipped it can function well as a Stealth Rock lead with Endeavor as a pseudo Destiny Bond. Similarly it can function as emergency stop to a sweep from threats such as Terrakion and Azumarill. Overall its huge versatility allow it to perform many, often crucial roles for the team which imo makes it a S rank mon. There is a reason this poke is on more than 70% of the fire teams.

Also, the viability rankings say that Empoleon is S rank on water, while its analysis nominates it as B rank, which is much more suitable in my eyes. Probably an unfortunate mistake.
I'll put Rotom in A for now, but no to Infernape. As Stun said, it's not Metagame defining :(

A lot of these analysis's don't have their rank updated because people cba to edit their post everytime something moves. The sets are still correct tho (for the most part)

Jellicent to B/A (Water)

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Scald
- Will-O-Wisp/Toxic
- Recover
- Taunt/Shadow Ball


Jellicent is actually a very good Water-type pokemon in Monotype. Not only can it spinblock so you can keep your hazards on their field but it can also provide good power with moves like Scald and Shadow Ball.

Here come the calcs:

0 SpA Jellicent Scald vs. 0 HP / 0 SpD Mega Aerodactyl: 158-188 (52.4 - 62.4%) -- guaranteed 2HKO
0 SpA Jellicent Shadow Ball vs. 0 HP / 4 SpD Gengar: 192-228 (74.1 - 88%) -- guaranteed 2HKO
0 SpA Jellicent Shadow Ball vs. 4 HP / 0 SpD Starmie: 174-206 (66.4 - 78.6%) -- guaranteed 2HKO


These may not look like an amazing offense but Jellicents power comes mostly from it's defensive stats. Here are some more calcs:

252 Atk Mega Tyranitar Stone Edge vs. 252 HP / 0 Def Jellicent: 261-307 (64.6 - 75.9%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 212+ SpD Jellicent: 244-291 (60.3 - 72%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Starmie Psyshock vs. 252 HP / 0 Def Jellicent: 191-226 (47.2 - 55.9%) -- 21.5% chance to 2HKO after Leftovers recovery


Common threats to Jellicent are sometimes okay for it to take the damage. You can also run Toxic/Will-O-Wisp and Recover to turn Jellicent into a Specially Defensive Wall.

Jellicent may come as a bit of a threat in the water-type mono, as it can take down Ghost-, Psychic-, Ground- and Rock-type monos quite quickly due to it's sheer defensive stats and recovery.

Usually I would stick my mind into what Viability it should go in. However it's kind of balanced between B or A so either of these will do.
B looks great, since it does have its niches. Its biggest niche is to outstall Charizard-Y's Solarbeams which are kinda annoying if you don't run Politoed.
 
Starmie From D Rank to A Rank on Psychic

starmie.gif

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psyshock/Psychic
- Ice Beam/Thunderbolt/Grass Knot
- Rapid Spin

Set Details: Offensive Rapid Spin Starmie not only functions as valuable utility, but as an incredible offensive presence. Its incredible speed tier, move pool, and ability helps it threaten a majority of teams. With access to BoltBeam and Grass Knot, its coverage is absurd, and it can act as a great revenge killer. Furthermore, Analytic works on the switch, so the opponent has to think twice about switching something out, as the switch in will most likely be 2HKOd(after a Knock Off, a full HP Chansey is actually 2HKOd by an Analytic boosted Psyshock).

starmie.gif

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 244 Def / 16 SpD
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Recover
- Rapid Spin

Set Details: This set takes advantage of Starmie's decent bulk and great speed and turns in into a defensive spinner that can often times be difficult to break. Scald is the preferred move for the chance to cripple foes and rack up residual damage. Reflect type allows it to change its defensive typing, allowing Starmie to defeat bulky behemoths such as Ferrothorn and Mega-Venusaur 1 v 1 while overall utilizing the move to change its defensive typing. Recover is there for longevity. Furthermore, with Reflect Type, Starmie is able to defeat great threats to the type, such as Bisharp, while allowing it to become a dedicated status absorber.

Why A Rank? Starmie has a great speed tier and incredible, powerful coverage that threatens a majority of teams. An Analytic boosted move has the potential to even 2HKO special walls, and the bulky utility set can be used to wear teams and walls down with status, allowing a partner such as Victini or Jirachi to clean up.
 
I would like to reserve Vileplume for mono-poison.

Also Koffing because extreme physical bulk and far better at pain split than Weezing.

I'm pretty sure they were already done.

Edit: Didn't notice the koffing sorry, I wouldn't bother bc tbh, I don't see it being viable, its special attack is significantly lower, so it can't deal a ton of damage with flamethrower/sludge bomb/whatever. Although, I does have a higher defense stat thanks to eviolite, its base special defense and hp don't make up for it much.
 
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Vileplume's only niche is being a cleric for mono-poison with mixed defenses (the only other options are roselia and rosearade which have terrible physical defense), and it does have terrible type synergy with several better pokemon (especially mVenu) on mono-poison, but I feel it could have viable uses. I'm not saying it's great or anything, but I'd argue that it's viable on certain teams that would like a cleric. Mono-poiosn may be immune to toxic, but it has a bit of a lack of status absorbers, and burn and paralysis are always annoying.

The stuff about Koffing is true though, although I'd compare it more to something like golbat than crobat since it's a defensive pokemon. And the low attack stats are bad, it would have to run something like pain split, wisp, clear smog, filler (dbond, toxic, tspikes). I might try replacing the Weezing on my team with a Koffing and seeing what happens though.

So, I won't do a write-up for Koffing, but I think Vileplume has an adequate niche to be worthy of at least D rank (also it would be cool if mono-poison actually had a C-rank pokemon).

And Vileplume does meet the D-rank defninition condition. It's ONLY being used because of aromatherapy, and I won't deny that it is very largely outclassed by mega venusaur, amoonguss, rosearade, roselia, and even regular venusaur. Also it could conceivably be brought in more than once or twice considering that it has decent bulk+recovery. And Grass/poison is at least neutral to ground, so it's not like it's typing is terrible for mono-poison as a second ground neutrality (the sort of team where it would be worth running Mega-Beedrill doesn't really want a cleric, and mega venusuar is almost mandatory on mono-poison).

Anyway, Vileplume set follows:

Spr_3e_045.gif

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Aromatherapy
- Moonlight
- Giga Drain
- Sleep Powder/leech seed/sludge bomb

Nominating vileplume for D-rank.

Explanation: It's a bulky cleric with mixed defenses and what passes for reliable recovery on mono-poision. Aromatherapy is mandatory to not be completely outclassed by amoonguss, moonlight is recovery, giga drain is more recovery and STAB, although you could also use energy ball or grass knot if you prefer. Last slot is basically filler. Sleep powder lets you remove one threat, leech seed is an incentive to switch and good general utitlity, sludge bomb is secondary STAB. Effect Spore was chosen, due to being marginally more useful than chlorophyll, because Vileplume is going to be near-wholly ineffective against any team that would realistically use sun. Evs are chosen to give maximum physical bulk and solid mixed bulk, because Rosearade is a far better cleric if you're looking for special bulk.

Use it only on very bulky balance/bulky offense teams (I'd say Stall, but mono-poison just can't quite do Stall), because Vileplume is not good for momentum, and it's cleric abilities are not typically required on more offensive teams.

Partners well with most bulky pokemon on mono-poison that don't have decent recovery, notably tentacruel and drapion (or skuntank I guess).
 
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Please hell no to koffing. I mean it is Smogon's namesake but like.. Its not viable. Lemme explain why. Weezing has limited recovery as is, with Pain Split/Rest being its only form of really terrible recovery. So Weezing relies on its item for some recovery, which is Black Sludge usually. So using Koffing puts you further at losing your item to Knock Off, it doesn't just remove your item, it takes your bulk away. So yeah, no write-up is necessary for Koffing. And Knock Off is one of the most used moves in the history of Gen 6, along with Scald. Nearly every team has a mon utilizing Knock Off.
 
Vileplume's only niche is being a cleric for mono-poison with mixed defenses (the only other options are roselia and rosearade which have terrible physical defense), and it does have terrible type synergy with several better pokemon (especially mVenu) on mono-poison, but I feel it could have viable uses. I'm not saying it's great or anything, but I'd argue that it's viable on certain teams that would like a cleric. Mono-poiosn may be immune to toxic, but it has a bit of a lack of status absorbers, and burn and paralysis are always annoying.

The stuff about Koffing is true though, although I'd compare it more to something like golbat than crobat since it's a defensive pokemon. And the low attack stats are bad, it would have to run something like pain split, wisp, clear smog, filler (dbond, toxic, tspikes). I might try replacing the Weezing on my team with a Koffing and seeing what happens though.

So, I won't do a write-up for Koffing, but I think Vileplume has an adequate niche to be worthy of at least D rank (also it would be cool if mono-poison actually had a C-rank pokemon).

And Vileplume does meet the D-rank defninition condition. It's ONLY being used because of aromatherapy, and I won't deny that it is very largely outclassed by mega venusaur, amoonguss, rosearade, roselia, and even regular venusaur. Also it could conceivably be brought in more than once or twice considering that it has decent bulk+recovery. And Grass/poison is at least neutral to ground, so it's not like it's typing is terrible for mono-poison as a second ground neutrality (the sort of team where it would be worth running Mega-Beedrill doesn't really want a cleric, and mega venusuar is almost mandatory on mono-poison).

Anyway, Vileplume set follows:

Spr_3e_045.gif

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Aromatherapy
- Moonlight
- Giga Drain
- Sleep Powder/leech seed/sludge bomb

Nominating vileplume for D-rank.

Explanation: It's a bulky cleric with mixed defenses and what passes for reliable recovery on mono-poision. Aromatherapy is mandatory to not be completely outclassed by amoonguss, moonlight is recovery, giga drain is more recovery and STAB, although you could also use energy ball or grass knot if you prefer. Last slot is basically filler. Sleep powder lets you remove one threat, leech seed is an incentive to switch and good general utitlity, sludge bomb is secondary STAB. Effect Spore was chosen, due to being marginally more useful than chlorophyll, because Vileplume is going to be near-wholly ineffective against any team that would realistically use sun. Evs are chosen to give maximum physical bulk and solid mixed bulk, because Rosearade is a far better cleric if you're looking for special bulk.

Use it only on very bulky balance/bulky offense teams (I'd say Stall, but mono-poison just can't quite do Stall), because Vileplume is not good for momentum, and it's cleric abilities are not typically required on more offensive teams.

Partners well with most bulky pokemon on mono-poison that don't have decent recovery, notably tentacruel and drapion (or skuntank I guess).

Tbh Idk why you did this huge right up when a few people have said they're not competitively viable.

Please hell no to koffing. I mean it is Smogon's namesake but like.. Its not viable. Lemme explain why. Weezing has limited recovery as is, with Pain Split/Rest being its only form of really terrible recovery. So Weezing relies on its item for some recovery, which is Black Sludge usually. So using Koffing puts you further at losing your item to Knock Off, it doesn't just remove your item, it takes your bulk away. So yeah, no write-up is necessary for Koffing. And Knock Off is one of the most used moves in the history of Gen 6, along with Scald. Nearly every team has a mon utilizing Knock Off.

Very well said. I couldn't agree more.
 
ok ok ok Dragalge, I remember writing up my old write up for it, and dismissing the Toxic Spikes set as the inferior of the two sets. I later made a team that sat in my teambuilder for awhile before beginning to use it, the highlight of this dragon team being its strong defensive core, which has insane synergy when paired with the amazing Poison/Dragon type.
Dragalge for A-Rank.
spoopy_dragalge_by_theamazingputuk-d6plu7p.png

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Sludge Wave
- Draco Meteor
- Toxic Spikes
- Hidden Power [Fire]

Advantages of Dragalge
  • Provides Toxic Spikes to teams that would give Dragon immense trouble such as Stall Normal and other HO teams.
  • Packs a punch and can damage defoggers with appropriate coverage moves
  • Can run speed creep to creep on slower fairies, able to get a layer up before dying or sludge waving a mon
  • Boosts a great resist to Fighting type moves
It provides toxic spikes to teams that would give Dragon trouble such as Stall Normal and other HO teams. It also packs a punch and can absolutely hit hard as hell when it needs to. Another thing Dragalge does is come in on slower fairies and set up a layer of Toxic Spikes, making the type itself easier to wear out and consequently beat with another mon. Dragalge also is no slacker, being able to switch in on Azumarill most of the time and get a layer of spikes up.

Cons of Dragalge
  • Is worn out easily, lack of recovery can pain it
  • Slow, meddling speed can be an issue
The cons can easily be fixed by teambuilding well, and Healing Wish + screens Tias is an excellent partner, helping this pokemon to set toxic spikes multiple times.

http://replay.pokemonshowdown.com/monotype-249475568
http://replay.pokemonshowdown.com/monotype-249468953
http://replay.pokemonshowdown.com/monotype-249483571
While one of those is a lost, it shows the fantastic bulk of Dragalge at the end. Will add more later.

In conclusion, Dragalge is a great Monotype Dragon Mon, giving its team little support with its pros of using it far outweighing the cons. You can also tailor it to your liking, for the fourth move can range from Dragon Tail, to Scald, to Thunderbolt, though HP Fire is probably the best option.
 
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ok ok ok Dragalge, I remember writing up my old write up for it, and dismissing the Toxic Spikes set as the inferior of the two sets. I later made a team that sat in my teambuilder for awhile before beginning to use it, the highlight of this dragon team being its strong defensive core, which has insane synergy when paired with the amazing Poison/Dragon type.
Dragalge for A-Rank.
spoopy_dragalge_by_theamazingputuk-d6plu7p.png

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Sludge Wave
- Draco Meteor
- Toxic Spikes
- Hidden Power [Fire]

Advantages of Dragalge
  • Provides Toxic Spikes to teams that would give Dragon immense trouble such as Stall Normal and other HO teams.
  • Packs a punch and can damage defoggers with appropriate coverage moves
  • Can run speed creep to creep on slower fairies, able to get a layer up before dying or sludge waving a mon
  • Boosts a great resist to Fighting type moves
It provides toxic spikes to teams that would give Dragon trouble such as Stall Normal and other HO teams. It also packs a punch and can absolutely hit hard as hell when it needs to. Another thing Dragalge does is come in on slower fairies and set up a layer of Toxic Spikes, making the type itself easier to wear out and consequently beat with another mon. Dragalge also is no slacker, being able to switch in on Azumarill most of the time and get a layer of spikes up.

Cons of Dragalge
  • Is worn out easily, lack of recovery can pain it
  • Slow, meddling speed can be an issue
The cons can easily be fixed by teambuilding well, and Healing Wish + screens Tias is an excellent partner, helping this pokemon to set toxic spikes multiple times.

http://replay.pokemonshowdown.com/monotype-249475568
http://replay.pokemonshowdown.com/monotype-249468953
http://replay.pokemonshowdown.com/monotype-249483571
http://replay.pokemonshowdown.com/monotype-249483571

While one of those is a lost, it shows the fantastic bulk of Dragalge at the end. Will add more later.

In conclusion, Dragalge is a great Monotype Dragon Mon, giving its team little support with its pros of using it far outweighing the cons. You can also tailor it to your liking, for the fourth move can range from Dragon Tail, to Scald, to Thunderbolt, though HP Fire is probably the best option.
Your last two replays are the exact same replay :o
 
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