Thoughts on things, peaked #2 in ladder before I got got.
:Dragonite::scizorite:
Mixed thoughts on this Pokemon. Breaking Swipe is actually a very fun move to click, in combination with its natural bulk, makes Dragonite a surprisingly effective trade to some physical attackers. Honestly I often rarely click Wing Attack as a move ever, as EQ and Breaking Swipe often do anything I actually need it to do. Even Dragon Dance somewhat less clicked, as sometimes you are often just not in a good sweeping position. But if you can pull it off it's pretty solid. But yes, Wing Attack as of right now is only clicked if I am at +2 versus a Scream Tail (+1 doesn't come close to killing and you WILL die as a result). I honestly think this should either get dedicated sweeping potential (drop Wing Attack for better coverage, Swipe for Scale Shot?) or lock in with its utility alot more with Roost and stuff, as potential feels like it's there.
:garganacl::scraftinite:
Another good Mon, a Mon that I actually often keep unmegaed due to the utility that Purifying Salt provides. Sometimes the mega is needed, as Intimidate is good to have and the bulk jump can often dodge kills it otherwise can't do. Very good pick to roll, I don't think you can go wrong here.
:Heatran::garchompite-z:
Broken Mon. The guy I am most afraid to load against, Heatran with this stone feels like high way robbery. Base Heatran is already a good Mon, and when ur finished milking its amazing defensive utility, you can Mega and suddenly become one of the fastest Pokemon in the entire tier especially when accounting for Levels. Seriously, the fact that you can Mega and revenge kill the likes of even Shaymin thanks to levels feels like cheating. A fast Will-O-Wisp is also very clutch. Imo it's definitely a Mon that should be looked into, very dreadful thing to face.
EDIT: It should be noted that we have next to no Water types and like 1 bulky Water specifically, so feelings on how easy it is to check this broken Mon may feel exaggerated based on the current shape of the metagame.
:ceruledge::eelektrossite:
Comfortable top tier threat thanks to Eelevate giving it a good snowball, and Levitate being especially clutch for it. However enough consistent counterplay is often seen so it can't be too crazy of a threat, especially as it needs to get a kill before it can snowball (good idea changing it around). Imo a very solid and healthy presence.
:magearna::metagrossite:
Thank god it was nerfed, and I'd argue it wasn't nerfed enough. Draining Kiss CM basically wins once you get rid of any faster Fire types, while being surprisingly fast for what it does, and being very bulky. Yes, if you let this guy get up 2 Calm Minds usually it's GGs at that point.
:Darkrai::hawluchanite:
A very solid mono Dark type, sometimes I will argue it misses the power as 135 is relatively weak in this metagame with no modifiers to back it (can't KO stuff I really think this Mon should , but it gets clutch hits off targets for SE that I appreciate). Maybe it can receive a buff down the line but it can be worked with for the time being.
:dragapult::red-orb:
This is Heatran but respectful imo. Stands out as glorious speed control in a tier that needs it. Does respectful damage without being nuts, and has decent existing counterplay as currently it's coverage isn't instantly amazing. This a Mon that I always appreciate loading as it's a powerful breaker that doesn't feel oppressivebto fight, but can run away with games if you aren't prepared.
:shaymin-sky::meganiumite:
Absolutely gets goobed by Heatran and Darkrai's levels giving it the jump and allowing both to swiftly KO it, severely impacting how good this Mon is in practice in my opinion. Never the less, it's still a decent pick to fire off strong Solar Beams and Dazzling Gleams versus the many scary threats that are running around, particularly the funny Ground types it can swap into and punish hard.
:Weavile::zygardite:
Its very happy that it is no longer mogged by Darkrai, but when using this guy it's really about launching a Hail Mary Focus Blast against the chipped bulky Steel (Regigigas) that's infront of me. Sweeps are never a thing with this guy in my experience due to it's fragility but it's still a menace when it can throw out it's strong STABs since it's SpA is naturally strong, but sometimes not strong enough.
:zamazenta::red-orb:
Another fun asf Red Orb user, and another good form of Speed Control. Zama especially is a threat the first time it switches in because it gets the Dauntless Shield buff. I often use it to snipe annoying offensive threats that roam the tier, but it often struggles hard against the true defensive walls that exist, so just ensuring it gets a good wallbreaker along side it and it gets a lot of good usage, but it's definitely the best anti-offense Pokemon we have so far.
:mandibuzz::mawilite:
Huge Power Foul Play is nuts. Basically allowing this guy to get the jump on most of not all physical attackers in the metagame right now, since most often lack the ability to hit it back. Things that aren't scared of Foul Play often have to be wary of Toxic instead, making it a Pokémon that more often than not be very hard to take advantage of. I've seen the plays, it might have to see balancing in the future, but more concerning things exist and the meta is still evolving.
:Skarmory::Starminite:
A very scary true wallbreaker that is held in check thanks to its slow speed and it's relatively low SpD giving it a lot of exploitable traits against many top tiers. However, pound for pound, you do not want to switch into this Pokémon's Brave Bird, it is a pain to swallow. Being a fantastic check to most of not all of the Ground types that are in the tier is most useful as well. Finally, if you manage to get off a Weak Armor boost in the late game? Well you probably getting nuked by RBolt but if not you are in for a world of pain.
:salazzle::beedrillite:
Being the second fastest guy and having a small but painfully hard to swap around kit, Salazzle serves as a solid offensive progress maker. A fast Will-O-Wisp is very useful utility for a Pokemon to have right now, and Adaptability Fire Lash has proven to be quite the hassle in regards to options to switch into. This makes Salazzle all the more potent, as it's speed tier + Encore makes it a good set up punish as well. All around it's a very formidable roll to get and earns it's keep in every match.
:drifblim::victreebelite:
Annoying little fucker, in a metagame where long term passive damage isn't very common, it basically guarantees at best, you will lose one Pokémon when you see it, and at worst, will take down / cripple a multitude of your finest wallbreakers in its lifetime. I presume as more status inflicting threats are ushered into the fold it will be easier to handle, but until then, hello trade demon.
:tinkaton::banettite:
Another great utility demon, Tink getting Prankster alongside it's movepool makes it very hard to get past, and with a 120+ Attack stat, Gigaton Hammer actually hits like a ton, so you can't dance around it either. Honestly it was one of the better additions so far as otherwise it's really hard to get around some of the sweepers we do have in the metagame rn.
:lugia::wellspring-mask:
Specifically addressing the severe lack of Water types currently present, Lugia sets the stage as an impressively bulky wall thanks to its utility with Psychic Noise, it's relatively fast speed and the ability to phase out targets, though that will be replaced soon by Calm Mind making it a threat on its own. I don't mind it with WW ATM however, as it's a great stopgap versus quite a few guys to face rn.
EDIT: The more I play, the better Whirlwind feels. I feel justified in my initial decision to give this Whirlwind over CM tbh. Forcing switches and stalling out turns has gotten me a lot of crucial wins that Calm Mind wouldn't necessarily have me, and it cannot be understated how that practically guaranteed Whirlwind can be a life saver in certain matches.
:kyurem-black::zap-plate:
Really strong wallbreaker, feels like if you don't roll something good it can run away with games. However offensive checks are somewhat easy to roll so Kyube often smacks holes in teams instead of sweeping them. It especially gets annoying when you rely on Icicle Spear for the myriad of Ground types running around. Still, a very fine wallbreaker imo.
:Regigigas::iron-plate:
Sometimes I feel the lack of 100 BP attacks very sharply on this guy, sometimes it rolls 3 flinches in a row so it doesn't matter. Regigigas is somewhat hit or miss for me, like as I said, it doesn't hit anything that resists Iron Head for great damage, and Substitute can often feel somewhat wasteful. But roll this guy with Vikavolt and a spinblocker (very unlikely) and you can get real mileage going, because as I said, Iron Head actually stings. But that's it tbh. Hates how good Electric and Fires are, particularly the latter.
:palossand::kangaskhanite:
Alot of times its bulk leaves a lot to be desired, but it shines best when it faces other fat mons, as not a lot likes to take consistent Night Shade chip, unless you have 100+ base HP. Still I often find myself sacking this Mon if I already rolled a SR setter, because there are honestly lots of better Grounds to get. I've never gotten nor received a Scorching Sands burn from this guy as well, just wanted to put that out there.
:revavroom::pinsirite:
The best set up sweeper in the tier, by far. Let this thing get off a Shift Gear uncontested and it's often lights out for you. My counterplay often consists of hard switching a Tink if I have one to Encore it into the inevitable Shift Gear, or forcing it to wear itself down with Double-Edges, which my luck has honestly allowed me plenty of means to get it done. My luck whenever I face this Pokemon notwithstanding, I think this guy will always earn it's stripes as a deadly wallbreaker that you must always respect whenever it gets onto the court.
:flutter-mane::cornerstone-mask:
This guy is very good, it honestly shocked me whenever I load it. With it's really good speed tier and access to the very useful Sturdy ability, I can get good revenge kills off this guy. Steels are also very rare, so I don't often have to worry about stuff knocking me out or swapping around my attacks too regular. Psyshock already feels like a dead moveslot though. I've rolled this guy many times and I have never ever been in a position where clicking Psyshock was seen as the right play. As better natural checks roll in I suspect that move will be swiftly dropped, as for right now, I enjoy running this guy versus a majority of threats.
:Flygon::altarianite:
I've actually rarely loaded this guy, and was hoping I would throughout my initial laddering to give it a full test. Still I have short thoughts. Boomburst is really good consistent damage, I am surprised Lysio said that. As long as I face something that isn't resistant to Boomburst or isn't a dedicated SpD wall, Boomburst is 2HKOing guys. I don't really get the Fire Blast cries either, that move only exists to hit the Steel Flyings of the tier that want to switch in on Boomburst. I will say though, Boomburst feels like you should be nuking everything, but that would be nuts. EQ is adequately powerful as well, since like as I said, it's main targets are things Boomburst doesn't nuke due to how powerful the move is. I think more testing is required, but so far I think is fine, if not a bit frailer/slower than the metagame would like, and that's not anything the stone can help it with.
:hariyama::scolipite:
Since the ladder's initial inception to now, this is the Pokemon I've seen the most. Verdict? Reliable. Bulk Up is nice, the bulk is surprisingly good, no SE move means you will be hard pressed to 2HKO this thing (Zapdos after Mega couldn't OHKO with Hurricane for example). And Drain Punch means it will at the very least be leaving with some health. The high HP makes Drain Punch be pretty unreliable in HP gain unless you are doing big initial hits, but that doesn't matter if you can Bulk Up enough tbh. A very solid Mon imo and the Steely Spirit buff is good too, also glad we did not give it Dark typing, the mono Fighting really helps it stand up long term and you 2HKO anything weak to Dark after a Bulk Up anyway.
:brute-bonnet::staraptite:
I stand corrected. This guy rocks. Leaf Storm hits the stuff that's weak to it hard even without STAB, and the SpA boost means it gets the following KO well. Close Combat means if you lack Fairy or a fast Fighting move you will feel the difficulty in killing this guy. However Sucker Punch being your only way to smack things weak to Dark can be played around, especially by Wisp Ghosts. I still think it's a solid Mon and performs better in the field than my initial suspicions.
:cryogonal::froslassite:
This guy really sucks. It's gonna be a better Pokémon when Haze is dropped for Rapid Spin, but for rn this guy SUCKKKSSS and Spin will only make it marginally better. It's problems stem from the fact that it can't guarantee getting good AVeil abusers, and that teams often always roll something that can switch in and force it out because mono Ice isn't that good here. I'd reckon at the bare minimum give it Freeze Dry so when Water types are actually added to the tier we can do something about them. Otherwise I will enjoy aura farming with Lugia Everytime this guy tries to do something.
:dialga::Griseous-orb:
Like I suspected, Levitate is a very good ability for this guy, letting it threaten / force out Pokémon it's friend Archaludon cannot (85 Speed also sucks assssss), like Landorus or Hippowdon. Draco Meteor is also like, REALLY strong, and basically always gets a chunk of health off stuff. However supremely bulky guys once again can give it trouble, as if you can eat a hit and retaliate or even heal off the damage you are in trouble. Honestly I'd rather get this guy over Arch most of the time, it hits hard right off the bat.
:hoopa-unbound::absolite:
It's worse than it looks. It's only job ever is just a stat stick that takes hits and hits back, not necessarily low damage on either side. I was right in my thinking that Dark Pulse is a useless move, there has never been an instance where I've wanted to click a Dark move in the game. The Ghosts are too infrequent and you almost never want to stay in base form because of how frail and slow you are. I click PsyNoise or Drain Punch 90% of the time, which honestly just makes the Mon feel like it's not living up to its potential since it doesn't actually wall anything. Thunder Punch is also bad, but I've clicked the move before. I don't think the changes do much for Hoopa fundamentally but you are correct that it is an objective improvement in how it stands as a Mon.
:Lucario::feraligite:
90 Speed really sucks. That's all I have so far, haven't seen or rolled it often but everytime I do 90 Speed has annoyed (but not necessarily failed) me to no end.
:politoed::swampertite:
Officially putting respect on Mr. Toed's name. If you cannot dispell it's weather, you will be having a very warm 4 or 3 turns of hell. And that can often decide a match. I honestly don't even think you have to wait til endgame while that is wise since you won't know what your opp has. If you have a safe Belly Drum you should take it, and do as much damage as you can.
:scream-tail::altarianite:
If Flygon had this thing's bulk, or Speed it would be a top tier threat. Scream Tail as it stands though is like a Tinkaton side grade, trading better defensive typing, SR and Prankster for better bulk, Wish and the superior mono nuke. Boomburst is strong man, and that is really helpful into alot of guys to make sure it's not passive.
Anything else I haven't rolled and/nor haven't developed enough fleshed out or standout thoughts.