Monotype Viability Rankings

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Dugtrio (ground) for C rank



Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Memento

Even though it's base 80 Atk isn't the strongest thing out there, dugtrio is still over the top at stopping the things It gets SE coverage on. Memento is an overlooked option which can prove amazing if yo u are using landorus with cm or rockpolish, some kind of passing variant of gliscor, or a zygarde.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Reversal
- Earthquake
- Memento
- Stone Edge

The more common Sash version is problemic in monotype because of how rarely spinners and defog users smuggle their way onto a ground team. For all that though, simply having a sash is a trait that does not come up very often on ground teams... sometimes, you will mess up and let something like taunt dd gyarados come in on you or the like, and dugtrio can punish people for trying to setup before they put stealth rocks on your team's side of the field.

Dugtrio used to run suckerpunch as a staple move, but I find it underwhelming, as the pokemon you most want to use it on like victni and scarf latis, aren't even KOd, and it's better to just take it with a sash when v create lowers his speed or using your sash to hit them with nightslash twice. the UU 3 attacks+stealth rock on a focus sash set is redundant for ground monos, who should have no problem fitting the move somewhere else.. and uh... don't toy around with enemy priority users dugtrio is the frailest thing ever.
You didn't mention the only reason to use it, Arena Trap, even once. It can be an interesting suicide lead and trapper with memento, reversal and stealth rock, another thing you left out. I agree with your ranking, though.


Porygon-Z (Normal) for A rank

Porygon-Z @ Choice Scarf/Choice Specs
Ability: Adaptability/Download
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tri Attack
- Thunderbolt / Discharge
- Ice Beam
- Shadow Ball / Psyshock / Hidden Power Fire / Hidden Power Ground

Porygon-Z @ Focus Sash/Life Orb
Ability: Adaptability/Download
EVs: 4 HP / 252 SpA / 252 Spe
Modest/Timid Nature
- Agility / Nasty Plot
- Tri Attack
- Thunderbolt / Discharge / Shadow Ball
- Ice Beam / Hidden Power Fighting

Porygon-Z is probably one of Normal's best special sweepers, if not the best. Great abilities, good stats, awesome move pool; it has everything it needs to be a successful sweeper. The only Normal type that rivals it is Meloetta. They have the same speed stat (base 90), but Meloetta has far superior bulk and a better typing while Porygon-Z has a higher special attack stat. Because of these differences, it's perfectly acceptable to run both pokemon on the same team without them filling the same role, therefore, there is little reason to not run Porygon-Z if you want a special sweeper on your team. What's so nice about Pory-Z is that it has a fairly wide variety of sets that it can use, but all of the sets are very straightforward, simple, and effective. It never has to rely on a gimmick to be useful. There are only two things Porygon-Z really wishes it had access to: priority (Vacuum Wave would be amazing) and a higher speed stat. 90 base speed isn't awful. In fact it's actually quite good if you just want a wallbreaker, but it won't be outspeeding any of the most threatening offensive Pokemon out there such as Keldeo and Terrakion.

When deciding how to use Porygon-Z, you simply need to ask yourself two questions:
1. Do I want a sweeper or a wallbreaker?
2. Would I rather have a choice user or a setup attacker?

If your answers were...
-sweeper and choice user, go with Choice Scarf.
-sweeper and setup attacker, go with Agility.
-wallbreaker and choice user, go with Choice Specs.
-wallbreaker and setup attacker, go with Nasty Plot.
I agree completely with your ranking and explanations, but I think that your choiced set is missing out. Porygon gets trick, which is a huge benefit for Normal because it struggles with the many walls like Heatran, Ferrothorn, Blissey, and many more. I think that the set should be Tri Attack / Thunderbolt/Ice Beam / Dark Pulse / Trick/Hidden Power

Trick exemplifies its ability to break walls, and lets it cripple the walls that it cant get with its insanely powerful tri attack, so I believe it deserves a mention, if not a moveslot.
 
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n64lord I think you are critiquing these Pokemon too hard! Monotype is a somewhat restricted tier and while some Pokemon may not get the most usage, it does not necessarily mean that they rank as low as you put them as.


Frosslass (Ghost) For C rank



Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Taunt
- Destiny Bond
- Thunder Wave

I choose thunder wave over icy wind, because it is hard to fit clerics onto a team in monotype, and the types that are immune to it (ground, electric) are not among an ice team's hardest match ups. Additionally it Provides superior support should they be willing to lead with a priority pokemon. Frosslass will still be crippled, but they get the effectiveness of what could well be their MVP against ice shot way down. Icy wind is still very good if your opponet isn't prepared, has a lum lead, or happens to be a volt turn lead or a friggin galvantula.

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Spikes
- Destiny Bond
- Ice Beam

Notable for 1shotting garchomp and landorus, as well as 2 shotting most bulky defog pokemon, otherwise it leads similiar to before. Just lay down spikes as needed, taunt if they don't attack you, and then destiny bond to get free turns to lay more spikes.

Froslass @ Choice Scarf
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Shadow Ball
- Destiny Bond
- Ice Beam

While a scarfed Frosslass may seem to conflict with what chandelure and some gengar do, it has some advantages over them. Namely clicking destiny bond will instantly remove +1 Charizard X, scarf Terrakion, +1 dragons, gyarados mega, etc. Without the turn to knock you down to sash, it is far easier to surprise opponents. Trick in theory would cripple walls, but they have no business coming in if they expect the normal leadset, so in fact you could get away with running spikes/twave to bluff or fodder yourself when KOing a mon with frosslass's icebeam as opposed to gengar/chandelure would allow them to bring in a resistant setup sweeper like gyarados or most calm mind pokemon.

As mentioned in the good cores thread, leading against breloom is a nightmare, as if you taunt and they rock tomb, the breloom wins, and if you attack and they spore, the breloom wins as well, If you both attack, breloom wins unless you are running icywind. A smarter user of breloom might even go straight to an OHKO with bullet seed (3 hits needed), so you may even want to d bond first. A layer or two of spikes does wonders for reaching more KO thresholds with Aegislash, Gengar, and especially Chandelure. As an anti lead, frosslass can do a fine job against a rather wide range of pokemon.

You've went over the advantages of using Froslass nicely, I don't really understand why you put it in C Rank. It is a very good suicide lead, and spikes are very helpful on Ghost monotypes, with the only other hazards being toxic spikes from Cofagrigus or stealth rock from Golurk. It can often get down two layers of spikes quite easily, and it can be a good anti lead with taunt; taunt is very important here because Ghost has no viable way to get rid of stealth rock, and taunting and pressure from the likes of Froslass can help keep hazards off the Ghost user's side of the field, which are one of Ghost's biggest disadvantages. STAB ice beam is always nice too, with Flying monotypes beings so prominent and defensive walls like Zapdos and Togekiss being a pain to take out for Ghost. Overall, Froslass is unique in its kind, being an amazing suicide lead, hazard setter and fast taunter, so I think it belongs in B Rank.

Crawdaunt for (Dark) D rank, and (Water) C rank


Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Crunch

Crawdaunt obliterates any wall that dares commit the simple crime of being slower than him. Crunch packs extra punch on things that you've been obliged to knock off with your other pokemon or megas, but the star of the show is Usually Knock off. With Polietoed rain up his crabhammer reaches such ZOMG power that it 2HKOs skarmory through roost. Aqua jet is good on pokemon that have been weakened, which is easy for a water team to provide between its hazards and bulk. Anything cabable of living him will find itself hard pressed to outwall your own team without their items. ANY Azumarill is outsped, and while you don't get to use the 2HKO against competent opponents, clicking knock off means that they can never belly drum, since the sitrus will not activate to put them where they neeed to be. Most Clefable are outsped easily, and the fastest of them typically quit at neutral uninvested base 70s, so you even get insurance against cancer, who will be weakened to the point that you're almost guranteed to have something on your team to KO it with, even if it's mandibuzz. It can even go ham on mawile on certain occasions, although it's bulk is bad enough for the resitant sucker punch to kill with klefki's spikes up or after mawille is boosted.


Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Crunch

It JUST retains the power to prevent azumarill from getting a belly drum. IF clefable (65-75%) or mawile (75%-85%, still a 2HKO with intimidate) wuss out, then you get 75% on klefki, and because it never runs speed, you can aqua jet to KO before it sets up reflect or twave, meaning you will still get 1 of the other 3 trades, any of which would put them in kill range of many of your other pokemon even if they did get screens again .

It's almost entirely outclassed by the band set against other teams, as few other monos share resistances to this pair of stabs, although it means they cannot revenge you with weakened pokemon anymore due to being able to switch to priority at any time.

Crawdaunt @ Lum Berry
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Dragon Dance/ Swords Dance

Crawdaunt can set up with one of two moves.. While he dosen't outspeed much, (see below) it has it's uses. The SD set is usually better, as aqua jet is the most versatile attack, and at +2 it can break several frailer pokemon with just a touch of prior u-turn, sandstorm, or hazard damage.

Crawdaunt @ Choice Scarf
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Crabhammer
- Crunch
- Switcheroo

Crawdaunt falls short of base 60 so he only edges out base 105 (unevolved manetric anyone?)+natures rather than the all important base 108 + natures or the 110+ lati twins that a base 60 scarfer could get. However, in exchange for giving up sheer power, he can hit crippling threats like mew before they status him, trick people, or whittle down a pokemon that your team just needs to not exist in order to function. He's also wonderful because if he KOs something in a neutral match up, they are almost guaranteed to reveal which of their own pokemon is scarfed, which can be huge if it was something that you didn't expect, or at the least, allow you to bring out a brick wall and freely hazard/phase/status when it runs away again.

All in all, Crawdaunt is comparable to the crash novas you found in old arcade coin op games. He clears the screen and then his blaze of glory burns out just as suddenly. Water teams suit him extremely well because he can ward off habits of safe switching between important walls and get rid of the one things per team that typically threatens to have the ability to disable the defensive core for good. If your wondering, Life orb adamant knock off still JUST stops azumarill from using belly drum, for those of you afraid of letting in mawile, who is still 2HKO by crab hammer after an intimidate.

I think these ranks are far too low for Crawdaunt, for both Water and Dark. I feel as if Crawdaunt should be placed in B Rank for both Dark and Water. Again, you showed good points on why it's a good wall breaker and utility Pokemon with Knock Off, I don't know why you're ranking it so low. Crawdaunt has the strongest Knock Off in Monotype, and this is a huge asset, letting it demolish any wall that doesn't resist its stabs. I do think that its only viable set is the banded or life orb one, though, due to its poor typing and bulk.

Its wallbreaking set has so much potential, though, and I feel as if it is very underused in the tiers that it is allowed in. While Azumarill may seem like it does the same thing being a bulky strong attacker, it lacks the supreme utility of Knock Off and the sheer power that Crawdaunt has. Aqua jet allows it pressure offensive Pokemon with it still being a very powerful move. Crawdaunt has few switch ins; Knock Off, Crabhammer and Superpower are pretty much all it needs to demolish any wall in the tier. Crawdaunt can also be used effectively with u turn users like Hydreigon and volt switch users like Lanturn and Rotom wash, allowing it a good spot on both monotypes.


Haxorus (Dragon) for D rank



Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Taunt
- Poison Jab

With taunt, haxorus can prevent bulky stealth rock pokemon throwing rocks up, but given that it's extremely easy to fit defog, latias or latios onto teams this isn't especially powerful. He can also manhandle smearlge and breloom, but again, with lum berry, this can be done with better dragons. His dragon dance raises him above kyurem B and W's scarf tier however, and is still very threatening to most other pokemon. He can also be a tad ballsier with scald than his brethren.

Haxorus @ Haban Berry/ Yache Berry
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Poison Jab

Due to his trolly speed and uniquely high Atk Stat, Haxorus is one of the best users of these items available, as he can neutralize some lone Pokemon that provide the biggest offensive threat to a dragon mono, or just wail on some unfortunate bulky water.Opposing dragon monos are also unlikely to want to carry multiple scarf pokemon, so identifying them can maintain his armor or just prevent you from having no other response than tying with your own scarfer. Destroys charizard X and Hydregon, who will not feel the need to switch or status you because he presumes that he can KO you and that your biggest potential threat is a scarf which he can safely beat at +1.

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Dual Chop
- Low Kick
- Poison Jab

While the Air Ballon Heatran has been more or less abandoned in OU, it still thrives in monotype, which is where haxorus comes in with for low kick. Low kick's other claim to fame is sniping ferrothorn. Dual Chop Is used because it allows you to still lead with him if you see Breloom or smeargle in the team preview. This does leave you vulnerable to rotom W and further chip damage potential if faced with the unfortunate stall breaker mew.

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Dance
- Dragon Claw
- Earthquake

Dual dancer uses the appropriate move for the Pokemon he comes in on and their team. If he comes in on something like Lando-t/gliscor/Hippodon/mew(even sableye) or they still have a full health tank to fodder for him, he uses SD, while dragon dance is reserved for when he comes against a pivot or weak thing that can't threaten him, allowing him to outspeed his checks which haven't switched in yet. His earthquake is notable for breaking sturdy rock and steel types due to his ability.

Haxorus learns several moves that are unique for the dragon type. Low Kick, which snipes ferrothron and air balloon steels. He also learns endeavor, making a possible sashed anti lead a possibility. Furthering this train of thought, he is practically the only dragon with counter, as goodra is too valuable as a specially defensive tank to ever use it. I find his Choiced sets to be unworthy due to his unfortunate speed. His swords dancing is comparable to mega garchomp, but similarly, none of the super walls that this can edge out (compared to a tame salamence and dragonite) can run enough special bulk at the same time needed to manage goodra or a offensive lati. The lead sets he rocked last gen and in UU can be done as well by lum garchomp, who can also set up hazards of his own, while being less reliant on reading the enemy team previews and seeing what they want to spend. He does run poison jab which garchomp has no business with, so he can be a help if you feel azumarill and whimsicott have been getting off easy, although in turn, mix or standard kyurem targets them better between it's psuedo bolt beam coverage and a possible iron head for clefable.
Again, you went over all the positive points on Haxorus then randomly gave it a terrible D ranking! Haxorus can be an insanely powerful wallbreaker with a choice band, a decent revenge killer and good late game cleaner with choice scarf, and a tremendously dangerous boosting dancer. Once it sets up, there are not many Pokemon in monotype that can handle its onslaught. It does face competition from Dragonite as a dragon dancer and Kyurem-b as a choice band user, but it has some advantages over both of them. It can hit harder than dragonite, and dragon, ground, poison is very good coverage for dragons, hitting nearly every annoying fairy for dragon teams. Mold breaker earthquake also lets it get past some things like Rotom wash.

Dragon dance can be game over for offensive threats, and swords dance can demolish defensive threats; Haxorus has some variability in its movesets even with its lack of movepool. I think Haxorus belongs in B Rank.
 
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I think I reserved this forever ago and forgot about it, but I'll just go ahead and re-reserve Rhyperior (Rock), and hopefully get it done before the weekend.
 
Crawdaunt for (Dark) D rank, and (Water) C rank


Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Crunch

Crawdaunt obliterates any wall that dares commit the simple crime of being slower than him. Crunch packs extra punch on things that you've been obliged to knock off with your other pokemon or megas, but the star of the show is Usually Knock off. With Polietoed rain up his crabhammer reaches such ZOMG power that it 2HKOs skarmory through roost. Aqua jet is good on pokemon that have been weakened, which is easy for a water team to provide between its hazards and bulk. Anything cabable of living him will find itself hard pressed to outwall your own team without their items. ANY Azumarill is outsped, and while you don't get to use the 2HKO against competent opponents, clicking knock off means that they can never belly drum, since the sitrus will not activate to put them where they neeed to be. Most Clefable are outsped easily, and the fastest of them typically quit at neutral uninvested base 70s, so you even get insurance against cancer, who will be weakened to the point that you're almost guranteed to have something on your team to KO it with, even if it's mandibuzz. It can even go ham on mawile on certain occasions, although it's bulk is bad enough for the resitant sucker punch to kill with klefki's spikes up or after mawille is boosted.


Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Crunch

It JUST retains the power to prevent azumarill from getting a belly drum. IF clefable (65-75%) or mawile (75%-85%, still a 2HKO with intimidate) wuss out, then you get 75% on klefki, and because it never runs speed, you can aqua jet to KO before it sets up reflect or twave, meaning you will still get 1 of the other 3 trades, any of which would put them in kill range of many of your other pokemon even if they did get screens again .

It's almost entirely outclassed by the band set against other teams, as few other monos share resistances to this pair of stabs, although it means they cannot revenge you with weakened pokemon anymore due to being able to switch to priority at any time.

Crawdaunt @ Lum Berry
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Dragon Dance/ Swords Dance

Crawdaunt can set up with one of two moves.. While he dosen't outspeed much, (see below) it has it's uses. The SD set is usually better, as aqua jet is the most versatile attack, and at +2 it can break several frailer pokemon with just a touch of prior u-turn, sandstorm, or hazard damage.

Crawdaunt @ Choice Scarf
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Crabhammer
- Crunch
- Switcheroo

Crawdaunt falls short of base 60 so he only edges out base 105 (unevolved manetric anyone?)+natures rather than the all important base 108 + natures or the 110+ lati twins that a base 60 scarfer could get. However, in exchange for giving up sheer power, he can hit crippling threats like mew before they status him, trick people, or whittle down a pokemon that your team just needs to not exist in order to function. He's also wonderful because if he KOs something in a neutral match up, they are almost guaranteed to reveal which of their own pokemon is scarfed, which can be huge if it was something that you didn't expect, or at the least, allow you to bring out a brick wall and freely hazard/phase/status when it runs away again.

All in all, Crawdaunt is comparable to the crash novas you found in old arcade coin op games. He clears the screen and then his blaze of glory burns out just as suddenly. Water teams suit him extremely well because he can ward off habits of safe switching between important walls and get rid of the one things per team that typically threatens to have the ability to disable the defensive core for good. If your wondering, Life orb adamant knock off still JUST stops azumarill from using belly drum, for those of you afraid of letting in mawile, who is still 2HKO by crab hammer after an intimidate.
I disagree with Crawdaunt being D-rank for dark as it isn't exactly a one-trick pony. However i wouldn't put it as high as A or something as Cawdaunt does require support from its team. I'd nominate it for B-rank. You'll find more or less that if Crawdaunt is faster than the poke its attacking it will be able to dent or kill it most of the time and its use is only for wall breaking. You have already given the most prominent sets, though i am not too sure about the scarf one, life orb and choice band help dark beat many pokes.

Notable Calcs:

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 (most skarm sets run rocky helmet so this will be a 2HKO)

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 (another 2HKO on a defensive wall as long as rocks are up or if its not running lefites)

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 0 Def Azumarill: 172-203 (42.5 - 50.2%) -- 92.6% chance to 2HKO after Stealth Rock (after rocks this has a decent chance to 2HKO)

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 0 HP / 0 Def Keldeo: 156-185 (48.2 - 57.2%) -- guaranteed 2HKO after Stealth Rock (though you wont be able to follow up on it this is a huge chunk off of a resist)

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Clefable: 260-307 (65.9 - 77.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 0 Def Mega Mawile: 244-289 (80.2 - 95%) -- 6.3% chance to OHKO after Stealth Rock

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Slowbro: 385-458 (97.7 - 116.2%) -- guaranteed OHKO after Stealth Rock



The reason i would suggest it moving up is as you actually said. Crawdaunt is a very good wallbreaker for mono dark and even though it faces competition from Bisharp for knock off its a very decent poke. The only support it needs is something to be able to switch to if a poke is sent out that's faster than it and that shouldn't be too difficult with all the tanky mons dark has at its disposal. Most switch ins to it cant avoid being 2HKOd so id like to see more reason for it being D.
 

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In the midst of Orre
is a Tiering Contributor Alumnus
Dugtrio (ground) for C rank



Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Memento

Even though it's base 80 Atk isn't the strongest thing out there, dugtrio is still over the top at stopping the things It gets SE coverage on. Memento is an overlooked option which can prove amazing if yo u are using landorus with cm or rockpolish, some kind of passing variant of gliscor, or a zygarde.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Reversal
- Earthquake
- Memento
- Stone Edge

The more common Sash version is problemic in monotype because of how rarely spinners and defog users smuggle their way onto a ground team. For all that though, simply having a sash is a trait that does not come up very often on ground teams... sometimes, you will mess up and let something like taunt dd gyarados come in on you or the like, and dugtrio can punish people for trying to setup before they put stealth rocks on your team's side of the field.

Dugtrio used to run suckerpunch as a staple move, but I find it underwhelming, as the pokemon you most want to use it on like victni and scarf latis, aren't even KOd, and it's better to just take it with a sash when v create lowers his speed or using your sash to hit them with nightslash twice. the UU 3 attacks+stealth rock on a focus sash set is redundant for ground monos, who should have no problem fitting the move somewhere else.. and uh... don't toy around with enemy priority users dugtrio is the frailest thing ever.
Not really anything to note that should be fixed but I got a set that might be worth trying.

Hone Claws Dugtrio
Dugtrio @ Leftovers
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Hone Claws
- Earthquake
- Stone Edge/Sucker Punch

This is probably one of the most niche sets out there, but it does have some uses in Monotype (albeit rarely) and exactly why I love running it. Unlike in most metagames where you could use this set to trap a Choice Scarf/Specs Electric user with this and then setup it, well...no Electric move would ever be used against a Ground team. However, it does have a niche on being able to setup on some annoying stuff like Klefki. Most Klefki's in Monotype do not run any attacking move meaning you can freely go for Substitute and then Hone Claws up while timing the amount of turns the opposing Klefki will be using for Reflect. Time it right and you can kill Klefki and then Reflect ends the next turn. Against a steel team this can be really devastating being able to pick off one of the more annoying mons. Sure they'll just send in Skarmory, Ferrothorn, or something, but you can deal at least 50% to Skarm and almost OHKO Ferrothorn. On fairy teams, nothing really wants to switch into a Dugtrio with a Substitute up with +6. Scarf sets will have to break the sub but then they will die to the next hit. Azumarill dies to an EQ, so that would be forced to Aqua Jet. The only thing that really can come in is Unaware Clefable, but then the Dugtrio user can just switch into Nidoking/Landorus-I to start spamming Sludge Wave before it gets too far in its setup.

If you want some testimony of this strat working, I did it to Dirpz once on his Klefki and had an easy pivot switch to Landorus-I against his Cancerfable. If push comes to shove though, Hippowdon in the back with Whirlwind is always there.

Keeping it at C-rank cause again it's purely niche mon that doesn't add anything important, but it is fun to use and does its job well.

In regards to Crawdaunt,

Still leaning towards B-rank for both types. AFD and Clearly basically summed up my points for this. I could probably go a little bit more in depth cause it's a Water type and I've got arguments, but I don't really feel like it's necessary after what they posted.


Okay yeah I guess I was looking into Snow Warning too much :(. I kind of like hail a bit and I liked Wood Hammer so yeah. I guess B Rank or maybe A would be okay for it since Wood Hammer is still kinda useful. I guess I was hyping what it can bring but yeah lol.

I still stand by my stance on Togekiss, however.
In regards to Togekiss for Fairy and Mega Abomasnow for Ice:

Togekiss literally does the same thing for Fairies as it does for Flying. 'Nuff said- A-rank

Mega Abomsnow is B-rank imo. It's too slow and only Jynx can use TR on ice. It does setup Hail for Kyu-W spam though which is nice, and it does prevent Water types from constantly switching in (even though it just becomes Keldeo bait afterwards). Even Sap Sipper Azu while getting a boost gets annoyed by hail damage over time if you're using the more offensive one rather than the stall variant.
 
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-Added arena trap description.

Increased some rankings by a letter grade or two.
As for uncalled for harshness towards them.... I know these mons can be good, hence my long winded explanations. I also know that I have literally seen none of them the last 3 times I took a fresh account into the top 20 (well frosslass, but only on ice teams) with on and off tour participation all the while.
 
Hydreigon (Dragon) for A rank



Hydreigon @ Life Orb
Ability: Levitate
EVs: 56 Atk / 200 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Fire Blast /flash cannon / U-Turn

UU set minus Iron tail. The Clefable and Togekiss it faces in Monotype are a step up from Aromatisse and Florges, and Iron Tail will not prevent him from getting tanked and killed himself. As Dark Pulse is no longer resisted by steel, focus blast is almost never seen on Hydreigon anymore. Superpower is preferred for Suprising pink blobs and tyranitar, although it also gets fair damage on ferrothron and heatran, especially with the chip damage from a Draco Meteor they likely switched in to tank. Roost can be used fairly safely against several types, but isn't especially useful for changing the odds of a dragon mono's problem areas. Fire Blast alongside Superpower gives him perfect SE options on every member of a steel team, which is usually huge for a dragon mono.

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-Turn
- Fire Blast

He enjoys coming in on shadow balls and dark pulses aimed at a lati@s teamate, but won't get the chances to use his water/fire/electric resists as much as he does on a dark mono. Flash Cannon provides consistent damage to both fairies and ice teams, and in the absence of LO recoil, his 92/90/90 bulk allows him to tank hits, especially from icebeam/icepunch coverage coming off an uninvested bulky water. U-turn is a great scouting move as always, and it can train an opponent into switching away from him next time if they thought their base 100+nature was safe the first time. Sadly it does not revenge the fastest +1 Charizard X, but the popularity of bulky sets on flying teams indirectly helps hydreigon. He ' resists mawile's sucker punch, but it probbly won't bother boosting versus a dragon team when it can simply play rough. If Push comes to shove. Earthpower and FireBlast are his only moves effective on mawile and klefki, although it leaves your team without u-turn.

I find the choice Specs set to be rare.. the Life orb gives you practically all of the KOs you want with your STAB moves, specs is primarily for reaching new kill targets with your off attacks, flash cannon being most important, but fire blast, and earthpower getting new victims as well. He can also rick roll the enemy team with Tailwind. His other support options have a okay variety, but are outclassed by simply Killing the opponent. The 105 Atk backing his impressive physical movepool isn't worth exploring over his viscous special attacks.
 
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Hitmonlee for C Rank



Bruce(Hitmonlee)@Normal Gem
Ability: Unburden
EVs: 252 Atk, 4 SpDef, 252 Spe (you could also go with 4 Def, but it really doesn't matter)
Adamant Nature
-Fake Out
-Close Combat/High Jump Kick
-Stone Edge
-Knock Off

This is Hitmonlee's common set. Fake Out to activate the Normal Gem which activates Unburden, Stone Edge for Flying types, Knock Off for Ghost types and Psychic types that really get in the way. The STAB move comes down to preference. Personally, I prefer Close Combat because it's safer and Hitmonlee is so frail, that the defensive drops don't really matter. High Jump Kick is for a little bit more power. Like a lot of Unburden Pokemon, priority is the bane of their lives. So watch out for that. You can't really switch out either because then you lose the Unburden boost.

Here's another set...

Bruce(Hitmonlee)@Liechi Berry
Ability: Unburden
EVs: 252 Atk, 4 SpDef, 252 Spe (you could also go with 4 Def, but it doesn't really matter)
Adamant Nature
-Endure
-Reversal
-Knock Off
-Mach Punch

This set can be good. Endure combined with Reversal allows maximum damage while Liechi Berry activates which also activates Unburden. Knock Off for Psychic and Ghost types, Mach Punch to take care of Hitmonlee's priority problem. That's pretty much it.

Here's another set...

Bruce(Hitmonlee)@Life Orb
Ability: Reckless
EVs: 252 Atk, 4 SpDef, 252 Spe (you could also go with 4 Def, but it doesn't really matter)
Jolly Nature
-High Jump Kick
-Knock Off
-Stone Edge
-Mach Punch/Rapid Spin

High Jump Kick counts as a recoil move which means Reckless gives it an extra boost. It can hit very hard. Knock Off and Stone Edge are standard coverage moves. Mach Punch for priority or Rapid Spin if you REALLY don't like hazards.

Hitmonlee's claim to fame really is Unburden. However, it's helplessly outclassed by Hawlucha. Really, Hitmonlee's just outclassed. Its Unburden set is outclassed by Hawlucha, and its Reckless set is outclassed by Mega Medicham who can hit harder. Something to note, Hitmonlee has a nice 110 SpDef, but it just doesn't really have the moves to be a wall and Fighting already has Cobalion to be defensive. To conclude, because Hitmonlee's just so outclassed, it gets a C Rank.

EDIT: I'm just gonna reserve Cresselia for now.
 
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Illusio

Bold and Brash
Chatot for D Rank in Flying and Normal


I would be lying if I said that Chatot didn't serve just one purpose on a team. However, with a great moveset, this Pokemon could possibly serve as a sweeper with some good support.

Chatot @ Leftovers
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Nasty Plot
- Boomburst
- Chatter

I find this moveset to be the best for the purpose of Chatot. If it can set up a Sub and a Nasty Plot, it could easily sweep with Boomburst/Chatter.

Another set that could work on Chatot is...

Chatot @ Choice Scarf
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Boomburst
- Chatter
- U-turn
- Hidden Power Ground

This set turns Chatot's around-average Speed into something that can outspeed most of it's Flying brethren. By outspeeding its opponents with a Chatter, it can cause true hax terror on it's opponents.

All in all, however, this Pokemon deserves to be in the D rank. With a reliance on hax to work, a horrible BST, and 3 terrible abilities, this Pokemon relies on others in order to become useful in Monotype.
 
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Cresselia for C Rank



Artemis(Cresselia)(F)@Light Clay
Ability: Levitate
EVs: 252 HP, 4 Def, 252 Spe OR 252 HP, 4 Def, 252 SpDef OR 252 HP, 252 Def, 4 SpDef
Timid Nature if first EV set, Calm Nature if second EV set, and Bold Nature if third EV set.
-Reflect
-Light Screen
-Lunar Dance
-Psyshock/Thunder Wave

Cresselia can be a great screen setter. With awesome bulk, Cresselia could probably live at least one hit and set up a screen. Lunar Dance could be a great supporting move so you could bring a Pokemon in without worry AND have everything healed. Thunder Wave is to cripple sweepers that try to come in on Cresselia. The problem is that Cresselia is easily set up upon. Lunar Dance helps a little with that, but it's still a major problem.

You could try this as well...

Artemis(Cresselia)(F)@Leftovers
Ability: Levitate
EVs: 252 HP, 4 Def, 252 SpDef OR 252 HP, 252 Def, 4 SpDef
Calm Nature if first EV set, Bold Nature if second EV set.
-Moonlight
-Toxic/Thunder Wave
-Psyshock/Psychic
-Moonlight

Cresselia is very bulky. It can be a nice wall if you're looking for one. Toxic or Thunder Wave is Cresselia's extent to support. Toxic allows Cresselia to beat a few walls and Thunder Wave cripples sweepers. Psyshock and Moonblast for a bit of offense and that's all.

This should be a different set...

Artemis(Cresselia)(F)@Expert Belt
Ability: Levitate
EVs: 252 HP, 252 SpAtk, 4 SpDef (you could also put in 4 Def, but whatever)
Modest Nature
-Psyshock
-Moonblast
-Hidden Power Ground
-Icy Wind

Cresselia can be a bulky attacker. Although it's kinda meh at it. 75 SpAtk is sort of sub-par, but nonetheless, it can pull it off a little. Psyshock is STAB, Moonblast and HP Ground for coverage, and Icy Wind for Speed control. The thing is, Cresselia just isn't meant to attack. P.S I was thinking about putting Gravity on Cresselia for Skarmory, but it doesn't really help with anything else.

Here comes another one...

Artemis(Cresselia)(F)@Leftovers
Ability: Levitate
EVs: 252 HP, 136 Def, 120 Spe
Bold Nature
-Substitute
-Calm Mind
-Moonblast
-Moonlight/Psyshock

Cresselia's very good at being a Sub Calm Minder. Thanks to its enormous bulk, Cresselia can set up Calm Minds like mad. Substitute can help with status ailments that hinder many setup sweepers. Moonblast is a must because it's not immunized by anything. Psyshock IS however, which is why I put it as another option besides Moonlight.

This is the last one, I swear...

Artemis(Cresselia)(F)@Light Clay
Ability: Levitate
EVs: 252 HP, 4 Def, 252 SpDef OR 252 HP, 252 Def, 4 SpDef
Calm Nature if first EV set, Bold Nature if second EV set.
-Trick Room
-Moonblast
-Reflect
-Light Screen

Trick Room is an oddity. Cresselia can be a nice Trick Room setter, while also getting screens up so teammates can switch in easier.


Cresselia is quite good at a few of her sets. However, I find that a lot of other Psychic Pokemon outclass her. Cresselia's wall is incredibly outclassed by the Mew+Slowbro combination; its bulky attacker set is outclassed by AV Metagross, AV Gallade, and Meloetta; and its Trick Room set is outclassed by Reuniclus(which is a must for Trick Room Psychic). The only sets that I find aren't outclassed that much are the dual screens set and the Sub Calm Mind set. The dual screen set faces competition from Espeon who can set screens faster and has a better ability; and the Sub Calm Mind set faces fierce competition from Meloetta and, again, Espeon. Due to Cresselia being really outclassed, I say it should get a C Rank.

Ah, if only this were AAA. Then Cresselia would be so good.
 
Latias A Rank (Psychic)
overview

Latias is a bulky tank with a decent movepull access to defog and a decent special attack stat. Overall it has 1 interesting yet amazing move known as healing wish which it sacrifices itself to fully heal another member of team to full and clear its status. Overall latias is very good filler/ defogger on Psychic because it has better bulk than latios and deals more damage than mew (also mew commonly wants another move over defog for it to do other things such as taunt wil-o, heal bell, sr, or recover hp, Psychic, knock off, s-toss). Latias is also a decent cm sweeper, but if you want to run sub you will get walled by every fairy type with best coverage move you can put. Overall on Latias offensive defog is way to go with healing wish to help another crippled team member sweep. Also a very good mention is that Latias can set up screens very fast and is immune to ground moves with its ability.
Sets
Latias (F) @ Life Orb

Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Healing Wish/roost
- Defog
- Psyshock/ thunderbolt/ hidden power (fire) note ivs will need to be changed and you lose speed)

Latias(F) @ Leftovers

Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Psyshock/sub/ hidden power (fire)/ thunderbolt
- Roost
- Calm Mind

Latias (F) @ Light Clay

Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Light Screen
- Reflect
- Healing Wish/roost/ defog/ psyshock

The sets in depth + Why A Rank
Latias' main purpose on psychic is to defog and or healing wish. Healing wish is very useful because say for example on your psy you have Mega Medi your Mega Medi is burn and you do not have room for heal bell on mew. So you defog or take out a threat first then once your are low you healing wish up your mega medi making a threat your opponents thought was dealt with back in action. Another thing to note unlike mew it only takes Stealth Rock damage making it that much more better as a defogger. Overall Latias also packs a punch with its base 110 special attack which is not bad at all in monotype meta. Latias also having access to a multitude of moves makes the possibility of your set endless in which attacking move you choose on your set. Overall Latias' two main attacking moves are Draco and Psyshock. Also evs on first set give it decent bulk and still make it pack a decent punch and is used to switch into specs keldeo even after sr. The reason why it should be A is because Latias brings a big support role that only one other psychic type can do which is Mew as I mentioned, but mew wants to do with other things like checking threat with wil-o taunting things roosting up setting up Stealth Rocks heal bell, and not being set up bait with an attacking move. Another poke that comes to mind is cres but cres is bad and can't defog and has low attacking stats. Other sets i found to be useless and outclassed are choiced Latias sets which are outclassed by choiced Latios sets which hit harder. Overall Latias like its brother Latios is a very good addition to a Psychic with Mega Gard or Mega Medi with support of defog and healing wish. Overall Latias is a member of the team that will always contribute by killing a poke getting rid of hazards or by sacrificing itself for another member on team to do wallbreaking or sweeping your opponents' team. Overall Latias has a lot of good support moves and packs a good punch with its good special attack stat which is enough for me to say that Latias deserves A Rank.
 

all falls down

thanks ugly god
is a Tiering Contributor Alumnus
Hydreigon (Dragon) for B rank



Hydreigon @ Life Orb
Ability: Levitate
EVs: 56 Atk / 200 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Roost /flash cannon / U-Turn

UU set minus Iron tail. The Clefable and Togekiss it faces in Monotype are a step up from Aromatisse and Florges, and Iron Tail will not prevent him from getting tanked and killed himself. As Dark Pulse is no longer resisted by steel, focus blast is almost never seen on Hydreigon anymore. Superpower is preferred for Suprising pink blobs and tyranitar, although it also gets fair damage on ferrothron and heatran, especially with the chip damage from a Draco Meteor they likely switched in to tank. Roost can be used fairly safely against several types, but isn't especially useful for changing the odds of a dragon mono's problem areas.

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-Turn
- Flash Cannon

He enjoys coming in on shadow balls and dark pulses aimed at a lati@s teamate, but won't get the chances to use his water/fire/electric resists as much as he does on a dark mono. Flash Cannon provides consistent damage to both fairies and ice teams, and in the absence of LO recoil, his 92/90/90 bulk allows him to tank hits, especially from icebeam/icepunch coverage coming off an uninvested bulky water. U-turn is a great scouting move as always, and it can train an opponent into switching away from him next time if they thought their base 100+nature was safe the first time. Sadly it does not revenge the fastest +1 Charizard X, but the popularity of bulky sets on flying teams indirectly helps hydreigon. He ' resists mawile's sucker punch, but it probbly won't bother boosting versus a dragon team when it can simply play rough. If Push comes to shove. Earthpower and FireBlast are his only moves effective on mawile and klefki, although it leaves your team without u-turn.

I find the choice Specs set to be rare.. the Life orb gives you practically all of the KOs you want with your STAB moves, specs is primarily for reaching new kill targets with your off attacks, flash cannon being most important, but fire blast, and earthpower getting new victims as well. He can also rick roll the enemy team with Tailwind. His other support options have a okay variety, but are outclassed by simply Killing the opponent. The 105 Atk backing his impressive physical movepool isn't worth exploring over his viscous special attacks.
I think that Hydreigon could be moved up to A rank for Dragon as it is one of the best special attackers that it has. Without Hydreigon, Dragon has an extremely rough time getting past Mew, Skarmory, Ferrothorn, Scizor, and to an extent Slowbro. Hydreigon's perfectly unresisted coverage is a huge asset to Dragon teams that makes it unique and well worthy of A rank. I am a frequent dragon monotype user and I an attest to how useful Hydreigon's powerful special coverage is, and I've even been almost swept by a Mew when I tested a team without Hydreigon; Mew can pretty much survive/outspeed and burn any physical attacker, and can easily eat up Dragon's special attackers' moves because Draco Meteor is predictable and easy to roost on.

With this, I argue that Hydreigon is almost vital to Dragon monotypes because of its coverage, typing, and power, so I think it belongs in A Rank.

-Added arena trap description.

Increased some rankings by a letter grade or two.
As for uncalled for harshness towards them.... I know these mons can be good, hence my long winded explanations. I also know that I have literally seen none of them the last 3 times I took a fresh account into the top 20 (well frosslass, but only on ice teams) with on and off tour participation all the while.
Like I said to you before in one of my posts, usage of the Pokemon should not be a deciding factor to the rank that it receives. While many types are known to have "generic" teams and people only use a pool of about 10 Pokemon for each type, most types have a huge variety of Pokemon to choose from. If we just based these rankings on usage, we would see types like Flying and Ground with 6 S Ranked Pokemon with a huge gap into lower ranked Pokemon, when it's obviously clear that these types have a large number of Pokemon to choose from.

The point of viability ranking threads isn't to list the most popular Pokemon; there are usage stats for that. Try to focus on the Pokemon more objectively rather than basing your arguments on whether you've personally seen the Pokemon on the ladder often or not.
 
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Hydreigon (Dragon) for B rank



Hydreigon @ Life Orb
Ability: Levitate
EVs: 56 Atk / 200 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Roost /flash cannon / U-Turn

UU set minus Iron tail. The Clefable and Togekiss it faces in Monotype are a step up from Aromatisse and Florges, and Iron Tail will not prevent him from getting tanked and killed himself. As Dark Pulse is no longer resisted by steel, focus blast is almost never seen on Hydreigon anymore. Superpower is preferred for Suprising pink blobs and tyranitar, although it also gets fair damage on ferrothron and heatran, especially with the chip damage from a Draco Meteor they likely switched in to tank. Roost can be used fairly safely against several types, but isn't especially useful for changing the odds of a dragon mono's problem areas.

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-Turn
- Flash Cannon

He enjoys coming in on shadow balls and dark pulses aimed at a lati@s teamate, but won't get the chances to use his water/fire/electric resists as much as he does on a dark mono. Flash Cannon provides consistent damage to both fairies and ice teams, and in the absence of LO recoil, his 92/90/90 bulk allows him to tank hits, especially from icebeam/icepunch coverage coming off an uninvested bulky water. U-turn is a great scouting move as always, and it can train an opponent into switching away from him next time if they thought their base 100+nature was safe the first time. Sadly it does not revenge the fastest +1 Charizard X, but the popularity of bulky sets on flying teams indirectly helps hydreigon. He ' resists mawile's sucker punch, but it probbly won't bother boosting versus a dragon team when it can simply play rough. If Push comes to shove. Earthpower and FireBlast are his only moves effective on mawile and klefki, although it leaves your team without u-turn.

I find the choice Specs set to be rare.. the Life orb gives you practically all of the KOs you want with your STAB moves, specs is primarily for reaching new kill targets with your off attacks, flash cannon being most important, but fire blast, and earthpower getting new victims as well. He can also rick roll the enemy team with Tailwind. His other support options have a okay variety, but are outclassed by simply Killing the opponent. The 105 Atk backing his impressive physical movepool isn't worth exploring over his viscous special attacks.
I agree with falls on this Hydregion should be A also why don't you have fire blast on these sets hydregions main goal is to get past steel types that dragon otherwise struggles with. Although flash cannon may help you with fairy types fire blast is just too good to pass because it breaks the steel core with fire blast+ super power. Hydregions main goal is to get rid of annoying physical walls and break steel core. I find it odd you did not mention that it can use Surf although not commonly seen still viable option. you mentioned focus blast which was good, but you failed to mention earth power. Other options you fail to mention are outrage on hydregion although fairy types are around its not commonly seen still very viable option to go mixed. Hydregion has so many option you should at least mention them not skip over them in my humble opinion. You only mention couple viable options when Hydregions movepull is no where near a kitty pull and its bulk and offensive power and ability to help dragon beats what it strugles with. Also wouldn't Iron Tail be better on Hydregion than flash cannon because most fairy types have sky high special defense not physical defense and the pokemon that do are klefiki and Mega Mawy which get bopped by fire blast. also for clefable this calc right here does not lie iron tail does the same thing flash cannon does most of the time
4 Atk Life Orb Hydreigon Iron Tail vs. 252 HP / 252+ Def Clefable: 174-205 (44.1 - 52%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Hydreigon Flash Cannon vs. 252 HP / 0 SpD Clefable: 242-286 (61.4 - 72.5%) -- guaranteed 2HKO after Leftovers recovery
although 1 is a 3 hit ko it still kills clefable and 2 hit kos it always with damage before hand.
overall i feel that flash cannon is outclassed by iron tail because most fairies have weak physical defense and that is main reason why you would run a steel move on hydregion anyway.
Overall i would consider Hydregion for A Rank on Dragon because of its ability to break physical walls, steel types (superpower+fire blast) and fairies with its mixed potential with iron tail.

Also what All Falls Down said is correct and i completely agree with him about what he said what viability rankings are and clearing that up for future rates in this thread. It does not matter about usage it matters what the pokemon can do in the metagame not just saying this pokemon is used a lot then it should be s rank is not a viable way to rate. If the pokemon can do a job for a type very well but it is not seen in many teams for this mono then it deserves the rank for the roles it can do for that type just to sum it up in short way
 
Rhyperior (Rock) for B Rank.
(although C Rank could be argued)

115/140/130/55/55/40
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 212 HP / 40 Atk / 252 Def / 4 Spe
Adamant Nature
- Earthquake
- Stone Edge / Rock Blast
- Fire Punch
- Ice Punch / Roar / Megahorn
This set makes Rhyperior probably the closest thing you could get to a physical tank, combining awesome power with... erm... tankyness. Earthquake is your general reliable STAB, smashing Klefki and Mawile. Stone Edge completes the EdgeQuake coverage, although Rock Blast may be used to break substitutes, although the varying power and poor accuracy leaves much to be desired :I Fire Punch nails Scizor, Genesect, and Ferrothorn harder than its other options. For the last slot, Ice Punch lets you nail dangerous Dragon and Ground types, like Garchomp or Landorus-T. Megahorn is an unexpected move to say the least, but it can dent problematic psychic types, such as Slowbro, Celebi, and Malamar. Finally, Roar may be used to rack up hazard entry damage and stop dangerous set up sweepers.

Choice Band Scizor:
252+ Atk Choice Band Scizor Superpower vs. 212 HP / 252 Def Solid Rock Rhyperior: 211-250 (49.7 - 58.9%) -- 74.6% chance to 2HKO after Leftovers recovery
44+ Atk Rhyperior Fire Punch vs. 248 HP / 0 Def Scizor: 328-388 (95.6 - 113.1%) -- 75% chance to OHKO
Choice Band Terrakion:
252 Atk Choice Band Terrakion Close Combat vs. 212 HP / 252 Def Solid Rock Rhyperior: 289-342 (68.1 - 80.6%) -- guaranteed 2HKO after Leftovers recovery
44+ Atk Rhyperior Earthquake vs. 0 HP / 0 Def Terrakion: 356-422 (110.2 - 130.6%) -- guaranteed OHKO
MoxieScarf Heracross (after nabbing a Moxie boost):
+1 252 Atk Heracross Close Combat vs. 212 HP / 252 Def Solid Rock Rhyperior: 280-333 (66 - 78.5%) -- guaranteed 2HKO after Leftovers recovery
44+ Atk Rhyperior Fire Punch vs. -1 40 HP / 0 Def Heracross: 312-368 (100.3 - 118.3%) -- guaranteed OHKO
Mega Garchomp with Sand Force:
252 Atk Sand Force Mega Garchomp Earthquake vs. 212 HP / 252 Def Solid Rock Rhyperior in Sand: 256-303 (60.3 - 71.4%) -- guaranteed 2HKO after Leftovers recovery
44+ Atk Rhyperior Avalanche vs. 4 HP / 0 Def Mega Garchomp: 468-552 (130.7 - 154.1%) -- guaranteed OHKO
Landorus-Therian (252/252+):
252 Atk Landorus-T Earthquake vs. 212 HP / 252 Def Solid Rock Rhyperior: 177-208 (41.7 - 49%) -- guaranteed 3HKO after Leftovers recovery
-1 44+ Atk Rhyperior Avalanche vs. 252 HP / 252+ Def Landorus-T: 272-320 (71.2 - 83.7%) -- guaranteed 2HKO after Leftovers recovery
Adamant LO Excadrill:
252+ Atk Life Orb Excadrill Iron Head vs. 212 HP / 252 Def Solid Rock Rhyperior: 189-224 (44.5 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
44+ Atk Rhyperior Earthquake vs. 0 HP / 4 Def Excadrill: 492-582 (136.2 - 161.2%) -- guaranteed OHKO
Pure Power Mega Medicham:
252 Atk Pure Power Mega Medicham High Jump Kick vs. 212 HP / 252 Def Solid Rock Rhyperior: 348-411 (82 - 96.9%) -- guaranteed 2HKO after Leftovers recovery
44+ Atk Rhyperior Earthquake vs. 0 HP / 4 Def Mega Medicham: 186-220 (71.2 - 84.2%) -- guaranteed 2HKO after sandstorm damage (Terrakion can finish it off at this point)

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Polish
- Earthquake
- Stone Edge
- Fire Punch/Ice Punch/Megahorn
This set takes a more offensive approach. Complimented by Solid Rock, Rhyperior can easily tank a super effective move and activate its weakness policy. On the turn that something goes for that move, it is best to set up a rock polish and go for a sweep. Most of the set is fairly self-explanatory, but Megahorn is one of my favorite parts of the set; with stealth rock up, +2 Megahorn OHKOs 252/252+ Slowbro @-@. Since Rhyperior can still be outsped at +2, sticky web support is greatly appreciated, so shuckle is a preferred partner. Although this set trades away some bulk, Rhyperior can usually do much more in a match against type disadvantages. In fact, it may excel against type disadvantages since its weakness policy will most likely get activated and it can't be easily revenged at +2, unlike the defensive set.

Rhyperior @ Choice Band
Ability: Solid Rock
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Fire Punch
- Stone Edge
- Avalanche
This set aims to capitalize on Rhyperior's impressive STABs and underestimated base 140 attack. With adamant band, Rhyperior can 2HKO Skarmory, an impressive feat for a physical mon. It doesn't need to rely on a weakness policy boost either, at the cost of being locked into a move. However, being locked into Stone Edge or Earthquake when its backed by a 140 attack stat isn't too bad.

Rhyperior @ Assault Vest
Ability: Solid Rock
EVs: 160 HP / 252 Atk /96 SpD
Adamant Nature
-Earthquake
-Stone Edge
-Fire Punch
-Avalanche/Megahorn/Dragon Tail
Although this set has some competition with AV Tyranitar and Cradily as a special tank, it helps you abuse the fact that Rhyperior has Solid Rock, better natural physical bulk, arguably more offensive presence, and better STABs than either mon. All dressed up in his snazzy assault vest, Rhyperior can take on Tentacruel (I hate this thing, walling cradily ._.), Nidoking, Landorus, Specs Heatran, Specs Magnezone, and +2 Lucario. I should stress that Rhyperior can easily be revenged after it takes a hit from these mons, and it must be at full health for some. Lastly, outside of rare special fighting types, Tyranitar still takes on special attackers much more easily because of its better natural special defense and amazing ability in sand stream. This set has merit because you don't need to rely on TTar to handle these threats once Terrakion or your faster mons that usually threaten the aforesaid threats are knocked out.

Rhyperior@Leftovers
Ability: Solid Rock
EVs: 248 HP / 16 Atk / 244 SpDef
Adamant Nature or Careful Nature
-Stealth Rock
-Earthquake
-Stone Edge/Rock Blast
-Dragon Tail/Roar
Outside of sturdy mons, this is one of the more reliable stealth rockers. Not much can OHKO this thing physically, and, well, it has the power to bop defoggers that try to... defog. Rock Blast is slashed here to help deal with frail sashed leads that carry taunt or hazards for themselves, or just try to set up quickly. Dragon Tail and Roar rack up the stealth rock damage, particularly nice for frustrating teams that rely on a sole spinner, such as Bug or Fire.

Thanks to Gnief Fiar for the Assault Vest and Stealth Rock set!

Explanation: Rhyperior still fills a valuable niche on Rock and can be a viable alternative for Mega-Aggron, should you want to use Aerodactyl, Diancie (in ORAS), or Tyranitar for your mega slot. Although it lacks many of the valuable resistances that Mega-Aggron has, Rhyperior can abuse Solid Rock similar to Aggron's Filter and can still deal with several physical Fighting, Ground, or Steel threats, including Terrakion, Infernape, Scarf Heracross, Garchomp, Landorus-T, Diggersby, Scizor, Excadrill (lacking a balloon), and Bisharp, using the moveset above.

However, although Rhyperior can handle these Pokemon 1v1, it can be worn down easily unless you have hazard removal, so preserving Rhyperior throughout the match is key. Also, the Rock/Ground typing is a double-edged sword; having STAB with the EdgeQuake combo is amazing, but it leaves Rhyperior with the x4 weakness to Water and Grass and a x2 weakness to Ice. This may be patched up by partnering up Rhyperior with Cradily, but it ends up being deadweight against a Water Monotype where everything packs something to OHKO or severely cripple Rhyperior. (The Rock Polish WP set may work still with Sand support though o3o) Lastly, Rhyperior is still an admittedly shakier check than Aggron-Mega to the aforesaid Pokemon. Aggron-Mega can run a much more reliable RestTalk set since its weaknesses are harder to exploit, while Rhyperior needs to maintain its health carefully, especially since there are no wish passers available.
 
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Just asking, Diancie is Rank B because of its Stats/Movepool or because of the typing?
Diancie is B Rank for both its movepool and typing. Rock + Fairy gives it a neutrality to Fighting, and it has screens, rocks, and Trick Room. The reason why it isn't S/A Rank is because it gets no recovery and it has a shitty attacking movepool
 

DoW

formally Death on Wings
Diancie is B Rank for both its movepool and typing. Rock + Fairy gives it a neutrality to Fighting, and it has screens, rocks, and Trick Room. The reason why it isn't S/A Rank is because it gets no recovery and it has a shitty attacking movepool
Not to mention the steel weakness.
 
Rhyperior (Rock) for B Rank.
(although C Rank could be argued)

115/140/130/55/55/40
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 212 HP / 40 Atk / 252 Def / 4 Spe
Adamant Nature
- Earthquake
- Stone Edge/Rock Blast
- Fire Punch
- Avalanche/Swords Dance/Dragon tail/Roar/Megahorn
This set makes Rhyperior probably the closest thing you could get to a physical tank, combining awesome power with... erm... tankyness. Earthquake is your general reliable STAB, smashing Klefki and Mawile. Stone Edge completes the EdgeQuake coverage, although Rock Blast may be used to break substitutes, although the varying power and poor accuracy leaves much to be desired :I Fire Punch nails Scizor, Genesect, and Ferrothorn harder than its other options. For the last slot, Avalanche lets you nail dangerous Dragon and Ground types, like Garchomp or Landorus-T. Swords dance lets Rhyperior turn Klefki and other steels into setup bait, and prevents Clefable from setting up without fear. Megahorn is an unexpected move to say the least, but it can dent problematic psychic types, such as Slowbro, Celebi, and Malamar. Finally, Dragon Tail and Roar may be used to rack up hazard entry damage and stop dangerous set up sweepers.

Choice Band Scizor:
252+ Atk Choice Band Scizor Superpower vs. 212 HP / 252 Def Solid Rock Rhyperior: 211-250 (49.7 - 58.9%) -- 74.6% chance to 2HKO after Leftovers recovery
44+ Atk Rhyperior Fire Punch vs. 248 HP / 0 Def Scizor: 328-388 (95.6 - 113.1%) -- 75% chance to OHKO
Choice Band Terrakion:
252 Atk Choice Band Terrakion Close Combat vs. 212 HP / 252 Def Solid Rock Rhyperior: 289-342 (68.1 - 80.6%) -- guaranteed 2HKO after Leftovers recovery
44+ Atk Rhyperior Earthquake vs. 0 HP / 0 Def Terrakion: 356-422 (110.2 - 130.6%) -- guaranteed OHKO
MoxieScarf Heracross (after nabbing a Moxie boost):
+1 252 Atk Heracross Close Combat vs. 212 HP / 252 Def Solid Rock Rhyperior: 280-333 (66 - 78.5%) -- guaranteed 2HKO after Leftovers recovery
44+ Atk Rhyperior Fire Punch vs. -1 40 HP / 0 Def Heracross: 312-368 (100.3 - 118.3%) -- guaranteed OHKO
Mega Garchomp with Sand Force:
252 Atk Sand Force Mega Garchomp Earthquake vs. 212 HP / 252 Def Solid Rock Rhyperior in Sand: 256-303 (60.3 - 71.4%) -- guaranteed 2HKO after Leftovers recovery
44+ Atk Rhyperior Avalanche vs. 4 HP / 0 Def Mega Garchomp: 468-552 (130.7 - 154.1%) -- guaranteed OHKO
Landorus-Therian (252/252+):
252 Atk Landorus-T Earthquake vs. 212 HP / 252 Def Solid Rock Rhyperior: 177-208 (41.7 - 49%) -- guaranteed 3HKO after Leftovers recovery
-1 44+ Atk Rhyperior Avalanche vs. 252 HP / 252+ Def Landorus-T: 272-320 (71.2 - 83.7%) -- guaranteed 2HKO after Leftovers recovery
Adamant LO Excadrill:
252+ Atk Life Orb Excadrill Iron Head vs. 212 HP / 252 Def Solid Rock Rhyperior: 189-224 (44.5 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
44+ Atk Rhyperior Earthquake vs. 0 HP / 4 Def Excadrill: 492-582 (136.2 - 161.2%) -- guaranteed OHKO
Pure Power Mega Medicham:
252 Atk Pure Power Mega Medicham High Jump Kick vs. 212 HP / 252 Def Solid Rock Rhyperior: 348-411 (82 - 96.9%) -- guaranteed 2HKO after Leftovers recovery
44+ Atk Rhyperior Earthquake vs. 0 HP / 4 Def Mega Medicham: 186-220 (71.2 - 84.2%) -- guaranteed 2HKO after sandstorm damage (Terrakion can finish it off at this point)
You're Still reading this? :I
+6 252+ Atk Mold Breaker Mega Chimplup Waterfall vs. 212 HP / 252 Def Rhyperior: 1720-2028 (405.6 - 478.3%) -- guaranteed OHKO RAWR!
44+ Atk Rhyperior Earthquake vs. 0 HP / 4 Def Mega Chimplup: 153-180 (46.2 - 54.3%) -- 96.1% chance to 2HKO after sandstorm damage


Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Polish
- Earthquake
- Stone Edge
- Fire Punch/Ice Punch/Megahorn
This set takes a more offensive approach. Complimented by Solid Rock, Rhyperior can easily tank a super effective move and activate its weakness policy. On the turn that something goes for that move, it is best to set up a rock polish and go for a sweep. Most of the set is fairly self-explanatory, but Megahorn is one of my favorite parts of the set; with stealth rock up, +2 Megahorn OHKOs 252/252+ Slowbro @-@. Since Rhyperior can still be outsped at +2, sticky web support is greatly appreciated, so shuckle is a preferred partner. Although this set trades away some bulk, Rhyperior can usually do much more in a match against type disadvantages. In fact, it may excel against type disadvantages since its weakness policy will most likely get activated and it can't be easily revenged at +2, unlike the defensive set.

Rhyperior @ Choice Band
Ability: Solid Rock
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Fire Punch
- Stone Edge
- Avalanche
This set aims to capitalize on Rhyperior's impressive STABs and underestimated base 140 attack. With adamant band, Rhyperior can 2HKO Skarmory, an impressive feat for a physical mon. It doesn't need to rely on a weakness policy boost either, at the cost of being locked into a move. However, being locked into Stone Edge or Earthquake backed by a 140 attack stat? Where is your physical wall now?!?! (ded)

Explanation: Rhyperior still fills a valuable niche on Rock and can be a viable alternative for Mega-Aggron, should you want to use Aerodactyl, Diancie (in ORAS), or Tyranitar for your mega slot. Although it lacks many of the valuable resistances that Mega-Aggron has, Rhyperior can abuse Solid Rock similar to Aggron's Filter and can still deal with several physical Fighting, Ground, or Steel threats, including Terrakion, Infernape, Scarf Heracross, Garchomp, Landorus-T, Diggersby, Scizor, Excadrill (lacking a balloon), and Bisharp, using the moveset above.

However, although Rhyperior can handle these Pokemon 1v1, it can be worn down easily unless you have hazard removal, so preserving Rhyperior throughout the match is key. Also, the Rock/Ground typing is a double-edged sword; having STAB with the EdgeQuake combo is amazing, but it leaves Rhyperior with the x4 weakness to Water and Grass and a x2 weakness to Ice. This may be patched up by partnering up Rhyperior with Cradily, but it ends up being deadweight against a Water Monotype where everything packs something to OHKO or severely cripple Rhyperior. (The Rock Polish WP set may work still with Sand support though o3o) Lastly, Rhyperior is still an admittedly shakier check than Aggron-Mega to the aforesaid Pokemon. Aggron-Mega can run a much more reliable RestTalk set since its weaknesses are harder to exploit, while Rhyperior needs to maintain its health carefully, especially since there are no wish passers available.
I believe there's also an Assault Vest set that's worth mentioning. It goes something like this:

Rhyperior@Assault Vest
Ability: Solid Rock
EVs: 160 HP, 252 Atk, 96 SpDef
Adamant Nature
-Earthquake
-Stone Edge
-Fire Punch
-Avalanche/Megahorn/Dragon Tail


This set helps Rhyperior with special attacks a bit. You could play around with the EVs since I'm not sure of them exactly.

Not to mention this Stealth Rock set...

Rhyperior@Leftovers
Ability: Solid Rock
EVs: 248 HP, 16 Atk, 244 SpDef
Adamant Nature or Careful Nature
-Stealth Rock
-Earthquake
-Stone Edge
-Dragon Tail/Roar

This set might be a little worthless because there are some Rock-types that may do this better, but it's pretty good. Solid Rock helps a bit. Dragon Tail is slashed with Roar because Fairies.

But I agree with your giving Rhyperior a B Rank.
 
I believe there's also an Assault Vest set that's worth mentioning. It goes something like this:

Rhyperior@Assault Vest
Ability: Solid Rock
EVs: 160 HP, 252 Atk, 96 SpDef
Adamant Nature
-Earthquake
-Stone Edge
-Fire Punch
-Avalanche/Megahorn/Dragon Tail


This set helps Rhyperior with special attacks a bit. You could play around with the EVs since I'm not sure of them exactly.

Not to mention this Stealth Rock set...

Rhyperior@Leftovers
Ability: Solid Rock
EVs: 248 HP, 16 Atk, 244 SpDef
Adamant Nature or Careful Nature
-Stealth Rock
-Earthquake
-Stone Edge
-Dragon Tail/Roar

This set might be a little worthless because there are some Rock-types that may do this better, but it's pretty good. Solid Rock helps a bit. Dragon Tail is slashed with Roar because Fairies.

But I agree with your giving Rhyperior a B Rank.
Thanks, I'll be sure to input those when I get the chance!
 
There are a multitude of AV sets Rhy can use but on rock I would find it outclassed due to both Ttar and Cradily existing. The EV set I used for my ground team back before the Gene ban was 252 HP / 108+ Atk /148 Sp Def which makes Genesect 3HKO with ice beam out of sand. Its a set I adore since Rhy is my favorite rock but idk if it is as beneficial to rock as much as it's standard tank set is (or even double dance).
 
I guess the main advantage AV Rhyperior has over those two as a special tank would be Solid Rock, better physical defense, more power + better STABs? It still has the x4 weakness to water and grass though, some common special types aimed at the team. I'll do some calcs later, but I think it deserves a mention somewhere at the least.

Also, I'd like to reserve Probopass for Rock.
 
Fair nough just I didn't quite knowwhat it offered rock cause I always used it as a surprise pivot and just general glue for my team that excelled cause it did the opposite of what was always expected (so many people raging at an Energy Ball from Latios only being a 3HKO) so it does deserve a mention just it was me thinking a bit much.
 
I totally forgot about the Scizor / Mega Scizor / Torkoal stuff so I'll end it now.

Results:

Scizor (Bug) stays S Rank

S = 5 people (Dirpz, AFD, Anttya, Hutyro, Cido)
A = 2 people (DM, Swedish)

Mega Scizor (Bug) moves down to A Rank

S = 3 People (Dirpz, Hutyro, AFD)
A = 4 People (DM, Anttya, Hutyro, Cido)

Torkoal stays A Rank

S = 3 People (DM, AFD, Anttya)
A = 2 People (Hutyro, Dirpz)

Also, from now on we won't do ranking changes + writeup since nobody likes to type for 5 hours so just suggest whatever you want to move and add a brief explanation why.
 
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