Other XY OU Viability Ranking Thread (B- and C+ Pokemon discussion)

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I am curious, what our your guy's opinion on Mega Scizor? I feel like he is pretty good, obviously, but I'm not sure id he should move or not. I know I didn't say much, but I'm really not sure at the moment...
It's still Scizor, basically; just as threatening as ever. I'd be perfectly fine using up a Mega Slot on him because he is perhaps the most dangerous bulky setup sweeper in OU. Unlike other Megas he didn't gain a lot that made him different or DRASTICALLY better than his Non-Mega counterpart, but he's still f*cking Scizor. Whatever rank Scizor is, so should Mega Scizor be.
 
Niche. Barely better than regular Scizor, and even then that's debatable. He uses up a mega slot. He's more of a set-up sweeper who can pivot, and less of a straight pivot/revenge killer.

It's still Scizor, basically; just as threatening as ever. I'd be perfectly fine using up a Mega Slot on him because he is perhaps the most dangerous bulky setup sweeper in OU. Unlike other Megas he didn't gain a lot that made him different or DRASTICALLY better than his Non-Mega counterpart, but he's still f*cking Scizor. Whatever rank Scizor is, so should Mega Scizor be.

I think comparing scizor to mega-scizor is the wrong approach, and I think M-Scizor is much more viable that people give him credit for. The trick is that Scizor outclasses for the most part in terms of offensive prowess; instead, it's important to focus on Mega-Scizor's defensive utility.

Mega-Scizor is physically bulkier than Skarmory (70/140/100 as opposed to Skarm's 65/140/70), and carries one less weakness. He carries knock off, defog, reliable recovery in roost, and U-Turn allowing him to fill the slot of a bulky pivot and defogger while still fitting in on volt turn teams. The fact that he can also run a bulky swords dance set just makes him all the more threatening.

What's more, Scizor is usually assumed not to be mega, so often people will choose to set up and attempt to sweep (for instance, making Pinsir switch in and take rocks damage) only to find themselves stopped by Mega-Scizor. He's definitely viable, and, if you have the available mega slot, arguably the strongest defogger in the game.
 
I think Scolipede has the potential to move up into A- (and it should be at least B+).

Scolipede obviously has a great movepool, speed tier, ability and is a champ on Baton Pass Teams, but the reason it could/should move up is that it's also actually a very potent anti-lead because it's one of the only ways to reliably outspeed and OHKO Deoxys-D before it can lay hazards down on your side of the field, and thus is a very powerful tool against those degenerate Hyper-Offense hazard-core teams. Against such teams, there is barely a spare moment or even the ability to spin or defog the hazards away, so being able to prevent them from going down altogether while starting 6-5 has been excellent.

252+ Atk Life Orb Scolipede Megahorn vs. 252 HP / 4 Def Deoxys-D: 307-367 (100.9 - 120.7%) -- guaranteed OHKO

This gives Scoli a useful niche indeed, but it also goes beyond that; with a set of Mega Horn, Earthquake, Rock Slide and Protect, it's able to 1HKO a number of other leads such as Charizard-Y, Heatran, and the list goes on, and can also revenge such things as well. Scoli can also be pretty unpredictable, being able to run a good number of different moves which can all accomplish decent things, such as laying down Spikes or Baton Passing a speed boost after you've KO'd a target and they bring in a check/counter for it.

http://replay.pokemonshowdown.com/ou-92325562

http://replay.pokemonshowdown.com/ou-92295042
I would agree but we are not discussing scolipede at this time as he is not A or A- wait until the next phase in order to nominate Scolipede.
 
Thought we were discussing the A and A- sections in general as to what should/shouldn't be in them, damn.

In that case;

Bisharp for A+. There's no way it should be any lower than that. It's the best "fog blocker" in the game and does a ridiculous job at punishing or downright deterring you from clearing the hazards from your side of the field via defog, often putting you in "damned if you do, damned if you don't" situations. It also allows you to capitalize immensely on sticky web. Next, it has access to a STAB 80 BP priority move, which when at +2 (which is easily obtained via it's ability Defiant, Swords Dance or, god forbid, both) can tear through faster threats even when they are at full health.

Deoxys-D for A+. Deoxys-D is a far better hazard setter than its speed forme, and it can troll both stall and balanced teams alike with ease. There are extremely few things that can reliably take it down before it sets up 1 or more layers of hazards, and is basically an essential ingredient for the HO hazard core.

Greninja for A+. It's extremely fast, hits hard, gets STAB on anything it uses, has a wide movepool and can successfully go mixed.
 
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I think comparing scizor to mega-scizor is the wrong approach, and I think M-Scizor is much more viable that people give him credit for. The trick is that Scizor outclasses for the most part in terms of offensive prowess; instead, it's important to focus on Mega-Scizor's defensive utility.

Mega-Scizor is physically bulkier than Skarmory (70/140/100 as opposed to Skarm's 65/140/70), and carries one less weakness. He carries knock off, defog, reliable recovery in roost, and U-Turn allowing him to fill the slot of a bulky pivot and defogger while still fitting in on volt turn teams. The fact that he can also run a bulky swords dance set just makes him all the more threatening.

What's more, Scizor is usually assumed not to be mega, so often people will choose to set up and attempt to sweep (for instance, making Pinsir switch in and take rocks damage) only to find themselves stopped by Mega-Scizor. He's definitely viable, and, if you have the available mega slot, arguably the strongest defogger in the game.
I very much agree with that. I have just started using Mega Scizor, and I have been using him in a defensive role. He takes physical hits very well now, and while he can't take many special hits, the extra special bulk is extremely helpful to have at times. He also has great utility. I am consistently able to knock off two pokemon's items per battle, and with U-Turn he fits the role of bulky pivot. I personally use Roost and Bullet Punch as my last two moves (Stealth Rock doesn't bother my team so I don't need Defog), and it helps his survivability and tanking ability greatly, while the latter helps greatly with getting the finishing hits. And while I don't use Defog now, I did at one point and Mega Scizor was amazing at using it. It was reliably able to get in and Defog, and could get out if it needed to with U-Turn. I think people greatly underestimate the utility of Mega Scizor.
I know I kinda just repeated some of what SomeDrunkRockLee said, but that's because I agree. I'm not sure if it should move up to A+ or not, but it is definitely a good pokemon and should be utilized more.
 
So I'm not sure this kind of post is allowed, but can someone please explain to me Clefable's spot here? I'm not trying to be an ass or anything, I'm really curious, I checked out the Clefable thread but some posts there said that Clefable would be strong in RU and UU and niche in OU, with Togekiss/Sylveon being better options. And yet here is Clefable above both of them on the OU list. Is it a mistake, or can someone explain to me the values of Clefable please?
 
So I'm not sure this kind of post is allowed, but can someone please explain to me Clefable's spot here? I'm not trying to be an ass or anything, I'm really curious, I checked out the Clefable thread but some posts there said that Clefable would be strong in RU and UU and niche in OU, with Togekiss/Sylveon being better options. And yet here is Clefable above both of them on the OU list. Is it a mistake, or can someone explain to me the values of Clefable please?

Generally you shouldn't trust posts from last year, metagame predictions tend to be completely wrong. Anyway, Clefable is extremely versatile - it has a boundless movepool and two great abilities, so it can fulfill many roles depending on what your team needs with at least five viable sets to choose from (six if you count Cosmic Power). As a defensive fairy it doesn't have the same problems as Togekiss (SR and electric weakness) and Sylveon (much more limited in roles, problems with Steels). It has quite good matchups with many in the A and A+ ranks too - for example Rotom-W, Kyurem-B, the Latis and Conkeldurr, which are much shakier for Togekiss, either because they outright beat it or they carry super-effective coverage.
 
I think that Deoxys D should raise to A+, and Deoxys S should drop to A. Deoxys D is way more reliable hazard setter and almost always gets stealth rocks and 1 layer of spikes up unlike Deoxys S, which i rarely see getting more than stealth rock up because of all the priority in ou. The Life orb mixed set is nice, but its moves outside of psycho boost lack power So Deoxys S-> A and Deoxys D -> A+
 
I like bisharp, but i believe A+ is just too much. If player A switches in a defogger, and player B still has Bisharp on his team, player A can just predict the switch and either go for an attack or switch to a check/counter. Kind of reminds me of Espeon. Espeon can be vital at protecting your side of the field, but with a smart prediction, Espeon can be hard to safely switch in bc lack of bulk. Not the best comparison, but definitely some similarities. The lack of bulk of Bisharp makes him very hard to switch in bc he can ttake many non-resisted attacks on the special side. Also, Sucker punch is far from reliable as is base 70 speed. Also, some teams don't even use defoggers and instead opt for rapid spin/ magic bouncers. Bisharp is then turned into a mediocre SD sweeper that game without the threat of defiance being activated, outside of intimidate and secondary move effects. For these reasons, I don't feel Bisharp can consintently compete at an A+ level. A is perfect for Bisharp.
 
I like bisharp, but i believe A+ is just too much. If player A switches in a defogger, and player B still has Bisharp on his team, player A can just predict the switch and either go for an attack or switch to a check/counter. Kind of reminds me of Espeon. Espeon can be vital at protecting your side of the field, but with a smart prediction, Espeon can be hard to safely switch in bc lack of bulk. Not the best comparison, but definitely some similarities. The lack of bulk of Bisharp makes him very hard to switch in bc he can ttake many non-resisted attacks on the special side. Also, Sucker punch is far from reliable as is base 70 speed. Also, some teams don't even use defoggers and instead opt for rapid spin/ magic bouncers. Bisharp is then turned into a mediocre SD sweeper that game without the threat of defiance being activated, outside of intimidate and secondary move effects. For these reasons, I don't feel Bisharp can consintently compete at an A+ level. A is perfect for Bisharp.

Bisharp maybe be able to mess up defog, but that is far from its only role. You say Bisharp is a mediocre SD sweeper, but that is far from the case. Bisharp has a sky high attack stat, a great dual STAB, and amazing typing. Since steel + dark coverage hits everything it needs to, it can run both its amazing priority and the most spammable move in the game: knock off. On top of that, it is a great Aegislash check, is a hard stop to Latias, and turns checks to most physical attackers like Landorus-T, Clefable, and Slowbro into liabilities. Its great typing DOES switch in often, like the aforementioned Latias, Defog Latios, Deo-D, Skarm, Aegislash's shadow ball/sneak, Scizor's BP, and others. It can also force 50-50's for top tier 'mons like M-Pinsir and Talonflame. It is not at all difficult to get to +2, and once it does so, it destroys teams. AV Bisharp is a thing too, and lets it pursuit trap the Latis very easily while making it rather bulky on the special side. There is no comparison between it and Espeon, a gimmicky way to bounce back hazards, to Bisharp, a potent sweeper who can 2HKO the entire meta.

(Based) Bisharp for A+
 
Its great typing DOES switch in often, like the aforementioned Latias, Defog Latios, Deo-D, Skarm, Aegislash's shadow ball/sneak, Scizor's BP, and others.

And most of the mons u mention can outright ohko him when he tries to switch in with some prediction and skarmory will just phase him out anyway. You also forgot to mention that he takes ~50% from pretty much every special move that he doesnt resist. Beeing able to 2hko the entire meta at +2 isnt realy special, most sweepers can do that and are also much faster than Bisharp. His pathetic speed is his downfall anyway. 70 Basespeed is slow as hell for a sweeper and Sucker Punch cant offset that problem completely since its so unreliable. Since he is quite dangeorus at + 2 i guess A is fine but he doesnt deserve A+ imo.
 
Right, since we're on the subject of Bisharp, I'm going to say something really outrageous. Remember when I said, Deo-D approaches S? I don't think it does anymore. Deoxys-D for S-rank.
I have not gone mad.

deoxys-defense.gif


If you've ever played the higher ladder, you know what Deosharp is, and probably struggled with it too. That style of HO, that litters your field with caltrops and makes your checks to ridiculously powerful offensive threats non-checks because they're taking 18-25% damage switching in and probably paralysed too. It has been taking the metagame by storm in recent times with its terrifying efficacy, and with its biggest obstacles M-Lucario and Genesect gone, it is right now probably the most powerful influence on the meta.

If we're talking about Bisharp in context of this team-archetype, in which it most commonly features, I believe, it is a mistake to attribute the massive success of these teams to Bisharp himself. While Bisharp is a great offensive powerhouse, and it will devastate your team for clearing hazards at the wrong time, in the end is it just one component of Deosharp. Without multiple hazards Bisharp's strongest trait loses relevance, turning it into another slow, frail physical sweeper with an unreliable priority move. The real motor of Deosharp is not Bisharp, but Deoxys-D.

Let's take a look at the definitions of S-rank and A-rank, and see which one best describes Deoxys-D.

S Rank: Reserved for Pokemon who can sweep or wall significant portions of the metagame with little support, and Pokemon who can support other Pokemon with very little opportunity cost ("free turns"). Also the home of Pokemon who can easily perform multiple roles effectively, increasing their versatility and unpredictability. If the Pokemon in this rank have any flaws, those flaws are thoroughly mitigated by their substantial strengths.

A Rank: Reserved for Pokemon who can sweep or wall significant portions of the metagame, but require some support or have some flaws that prevents them from doing this consistently. Supporting Pokemon in this rank may give opponents free turns or cannot create free turns easily themselves, but can still do their job most of the time.

As a support Pokémon and a dedicated hazards lead, Deoxys-D, when it enters the field, controls the dynamic of the early-game; it almost never gives the opponent free turns. To analyse this in a "Guide to Making the Perfect Lead", I'll reiterate the most common moveset.

Deoxys-Defence @ Red Card
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
IVs: 0 Atk
Timid nature
- Stealth Rock
- Spikes
- Taunt
- Thunder Wave / Magic Coat
  • Stealth Rock and Spikes: Step one - shouldn't need explanation. Set up SR and stack Spikes.
  • Taunt and Magic Coat: Step two - work against opposing leads. Taunt will prevent slower leads from setting up hazards themselves, and in addition prevent their own Taunts and the hated Toxic poisoning. Deoxys-D's quite decent (for a lead) natural speed serves well to do this. Had it not been for Magic Coat, Prankster Taunt (by which I mean Thundurus - sorry Sableye :^( ) would have been a big thorn on Deo-D's side - and Deo-D possesses just the right move to prevent this.
  • Red Card: Step three - make the opponent pay for trying to kill you. Deoxys-D is probably one of the bulkiest things in this metagame; the list of things, that can OHKO 252/0 Deo-D are as follows:
    • M-Heracross' Pin Missile;
    • CB Heracross' Megahorn;
    • Crawdaunt's Knock Off;
    • LO Bisharp's Knock Off (81.3% chance of OHKO);
    • Escavalier's Megahorn (81.3% chance of OHKO);
    • CB Tyranitar's Crunch (75% chance of OHKO);
    • LO Aegislash's Shadow Ball (50% chance of OHKO);
    • Specs Hydreigon's Dark Pulse (50% chance of OHKO);
  • Only seven mons (not counting the mega), only three are particularly common, and only with specific sets - and basta. Nothing else can kill Deo-D before it sets up at least two layers hazards. CB Scizor can't do it. Gengar can't. And even the KO's from Bisharp, Tyranitar and Escavalier can be avoided by using an even bulkier spread with Bold nature and defence-EVs. With anything else than the list above, what do you get for trying to kill it as quick as possible? Instant phased, maybe to something without SE attacks or even a wall, allowing Deo-D to set up another layer for free. Combined with Step 2, the overall effect is "damned if you do, damned if you don't". Getting three layers of spikes is ridiculously easy this way.
  • Thunder Wave: Step four (optional) - additional support. Things in HO hate being revenge-killed, so what better way to fix this issue than crippling one of the revenge-killers, making a non-issue for them? Even the full paralysis chance, while not to be depended upon, helps out sweepers by potentially giving free turns.
Why S-rank for Deoxys-D? Because unlike the A-rank supporters, which could potentially give free turns to the opponent, Deoxys-D allows very little room for counterplay. You are guaranteed at the very least Stealth Rock and one Spikes layer, probably more; step 2 above shows, why fast Taunters, even Pranksters, don't cut it as counterplay. Because of this, it is extremely easy to use. Probably the only thing you have to worry about is that tiny list of things, that can OHKO you - and you can always predict a Pursuit from Bandtar and stay in, getting it Redcarded and allowing you more free hazards, or just lead with something else than Deo-D and double-switch. Magic Bouncers are a full stop to Deo-D, but then again, how oft do you see Espeon in a better match, let alone M-Absol? Aside from being niche mons at best, they are extremely frail, therefore hard to switch in with such offensive pressure in HO (Bisharp sure loves switching into Espeon lol)

But what about support? You can't just kamikaze your Deoxys, you'll get your hazards defogged away! But then again, don't already S-ranks Pinsir and Charizard require support in the form of hazard control? Deoxys is something like this, but of the opposite end in the spectrum. Deoxys-D is most commonly paired with something provoking a "chilling effect" against Defog, and probably a Spinblocker too. Bisharp is the most common one, but it's not the only Defiant user. There is also the less common Defiant Thundurus (another S-rank) which is, in my experience at least, even more effective against deterring Defoggers; Mandibuzz and Skarmory might try to tank a Bisharp, but they won't dare give something with SE STAB a free Swords Dance!

On the other hand, simply applying constant offensive pressure can be just enough to "prevent" a Defog or Rapid Spin. It's how a lot of HO operates; be relentless enough to not give any free turns to defoggers or spinners. Many teams don't carry the full monty of Deo-D/Sharp/Slash; they might carry just one of Slash or Sharp, and sometimes even neither. Things like Bisharp just makes it easier; after all, even if you've got the free +2, your hazards are gone. But you're applying a tremendous amount of offensive pressure in exchange for this. But they can't ever do this without Deoxys-D.
 
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Right, since we're on the subject of Bisharp, I'm going to say something really outrageous. Remember when I said, Deo-D approaches S? I don't think it does anymore. Deoxys-D for S-rank.
I have not gone mad.

deoxys-defense.gif


If you've ever played the higher ladder, you know what Deosharp is, and probably struggled with it too. That style of HO, that litters your field with caltrops and makes your checks to ridiculously powerful offensive threats non-checks because they're taking 18-25% damage switching in and probably paralysed too. It has been taking the metagame by storm in recent times with its terrifying efficacy, and with its biggest obstacles M-Lucario and Genesect gone, it is right now probably the most powerful influence on the meta.

If we're talking about Bisharp in context of this team-archetype, in which it most commonly features, I believe, it is a mistake to attribute the massive success of these teams to Bisharp himself. While Bisharp is a great offensive powerhouse, and it will devastate your team for clearing hazards at the wrong time, in the end is it just one component of Deosharp. Without multiple hazards Bisharp's strongest trait loses relevance, turning it into another slow, frail physical sweeper with an unreliable priority move. The real motor of Deosharp is not Bisharp, but Deoxys-D.

Let's take a look at the definitions of S-rank and A-rank, and see which one best describes Deoxys-D.



As a support Pokémon and a dedicated hazards lead, Deoxys-D, when it enters the field, controls the dynamic of the early-game; it almost never gives the opponent free turns. To analyse this in a "Guide to Making the Perfect Lead", I'll reiterate the most common moveset.

Deoxys-Defence @ Red Card
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
IVs: 0 Atk
Timid nature
- Stealth Rock
- Spikes
- Taunt
- Thunder Wave / Magic Coat
  • Stealth Rock and Spikes: Step one - shouldn't need explanation. Set up SR and stack Spikes.
  • Taunt and Magic Coat: Step two - work against opposing leads. Taunt will prevent slower leads from setting up hazards themselves, and in addition prevent their own Taunts and the hated Toxic poisoning. Deoxys-D's quite decent (for a lead) natural speed serves well to do this. Had it not been for Magic Coat, Prankster Taunt (by which I mean Thundurus - sorry Sableye :^( ) would have been a big thorn on Deo-D's side - and Deo-D possesses just the right move to prevent this.
  • Red Card: Step three - make the opponent pay for trying to kill you. Deoxys-D is probably one of the bulkiest things in this metagame; the list of things, that can OHKO 252/0 Deo-D are as follows:
    • M-Heracross' Pin Missile;
    • CB Heracross' Megahorn;
    • Crawdaunt's Knock Off;
    • LO Bisharp's Knock Off (81.3% chance of OHKO);
    • AV Escavalier's Megahorn (81.3% chance of OHKO);
    • CB Tyranitar's Crunch (75% chance of OHKO);
  • Only five mons (not counting the mega), and only Tyranitar and Bisharp particularly common - and basta. Nothing else can kill Deo-D before it sets up at least two layers hazards. CB Scizor can't do it. LO Aegislash can't. Gengar can't. And even the KO's from Bisharp, Tyranitar and Escavalier can be avoided by using an even bulkier spread with Bold nature and defence-EVs. With anything else than the list above, what do you get for trying to kill it as quick as possible? Instant phased, maybe to something without SE attacks or even a wall, allowing Deo-D to set up another layer for free. Combined with Step 2, the overall effect is "damned if you do, damned if you don't". Getting three layers of spikes is ridiculously easy this way.
  • Thunder Wave: Step four (optional) - additional support. Things in HO hate being revenge-killed, so what better way to fix this issue than crippling one of the revenge-killers, making a non-issue for them? Even the full paralysis chance, while not to be depended upon, helps out sweepers by potentially giving free turns.
Why S-rank for Deoxys-D? Because unlike the A-rank supporters, which could potentially give free turns to the opponent, Deoxys-D allows very little room for counterplay. You are guaranteed at the very least Stealth Rock and one Spikes layer, probably more; step 2 above shows, why fast Taunters, even Pranksters, don't cut it as counterplay. Because of this, it is extremely easy to use. Probably the only thing you have to worry about are those five things, that can OHKO you - and you can always predict a Pursuit from Bandtar and stay in, getting it Redcarded and allowing you more free hazards, or just lead with something else than Deo-D and double-switch.

But what about support? You can't just kamikaze your Deoxys, you'll get your hazards defogged away! But then again, don't already S-ranks Pinsir and Charizard require support in the form of hazard control? Deoxys is something like this, but of the opposite end in the spectrum. Deoxys-D is most commonly paired with something provoking a "chilling effect" against Defog, and probably a Spinblocker too. Bisharp is the most common one, but it's not the only Defiant user. There is also the less common Defiant Thundurus (another S-rank) which is, in my experience at least, even more effective against deterring Defoggers; Mandibuzz and Skarmory might try to tank a Bisharp, but they won't dare give something with SE STAB a free Swords Dance!

On the other hand, simply applying constant offensive pressure can be just enough to "prevent" a Defog or Rapid Spin. It's how a lot of HO operates; be relentless enough to not give any free turns to defoggers or spinners. Many teams don't carry the full monty of Deo-D/Sharp/Slash; they might carry just one of Slash or Sharp, and sometimes even neither. Things like Bisharp just makes it easier; after all, even if you've got the free +2, your hazards are gone. But you're applying a tremendous amount of offensive pressure in exchange for this. But they can't ever do this without Deoxys-D.
You make good points, but I'd like to nitpick (as always):

252+ SpA Life Orb Aegislash-Blade Shadow Ball vs. 252 HP / 4 SpD Deoxys-D: 276-328 (90.7 - 107.8%) -- 50% chance to OHKO

LO Aegislash has a 50% chance to OHKO 252/4 Deoxys-D, so you should probably add that to your list.
 
I think that Deoxys D should raise to A+, and Deoxys S should drop to A. Deoxys D is way more reliable hazard setter and almost always gets stealth rocks and 1 layer of spikes up unlike Deoxys S, which i rarely see getting more than stealth rock up because of all the priority in ou. The Life orb mixed set is nice, but its moves outside of psycho boost lack power So Deoxys S-> A and Deoxys D -> A+
First of all, I totally support Deoxys-D moving to A+, it's the best suicide hazard setter available. However, Deoxys-S should stay solid A+. You're discounting the life orb set too easily: while it doesn't have particularly impressive attacking stats, it makes up for them by essentially being a Choice Scarfer with a boosting item (that can also switch moves). If you compare its attacking power to that of other Choice Scarfers, it does a lot better (calcs using coverage moves because you already admitted that Psycho Boost is powerful):

252 SpA Genesect Ice Beam vs. 4 HP / 0 SpD Latias: 148-176 (49 - 58.2%)
252 SpA Life Orb Deoxys-S Ice Beam vs. 4 HP / 0 SpD Latias: 164-195 (54.3 - 64.5%)

252 Atk Garchomp Stone Edge vs. 0 HP / 0 Def Manaphy: 109-129 (31.9 - 37.8%) -- 0.3% chance to 3HKO after Leftovers recovery
16 Atk Life Orb Deoxys-S Superpower vs. 0 HP / 0 Def Manaphy: 110-130 (32.2 - 38.1%) -- 1.4% chance to 3HKO after Leftovers recovery

Again, it gets this power while outspeeding every common scarfer, but being able to switch moves as well. Deoxys-S is definitely solidly A+.

wait why am I even discussing this we're only on A and A- right now. Oh well.
 
Right, since we're on the subject of Bisharp, I'm going to say something really outrageous. Remember when I said, Deo-D approaches S? I don't think it does anymore. Deoxys-D for S-rank.
I have not gone mad.

deoxys-defense.gif


If you've ever played the higher ladder, you know what Deosharp is, and probably struggled with it too. That style of HO, that litters your field with caltrops and makes your checks to ridiculously powerful offensive threats non-checks because they're taking 18-25% damage switching in and probably paralysed too. It has been taking the metagame by storm in recent times with its terrifying efficacy, and with its biggest obstacles M-Lucario and Genesect gone, it is right now probably the most powerful influence on the meta.

If we're talking about Bisharp in context of this team-archetype, in which it most commonly features, I believe, it is a mistake to attribute the massive success of these teams to Bisharp himself. While Bisharp is a great offensive powerhouse, and it will devastate your team for clearing hazards at the wrong time, in the end is it just one component of Deosharp. Without multiple hazards Bisharp's strongest trait loses relevance, turning it into another slow, frail physical sweeper with an unreliable priority move. The real motor of Deosharp is not Bisharp, but Deoxys-D.

Let's take a look at the definitions of S-rank and A-rank, and see which one best describes Deoxys-D.



As a support Pokémon and a dedicated hazards lead, Deoxys-D, when it enters the field, controls the dynamic of the early-game; it almost never gives the opponent free turns. To analyse this in a "Guide to Making the Perfect Lead", I'll reiterate the most common moveset.

Deoxys-Defence @ Red Card
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
IVs: 0 Atk
Timid nature
- Stealth Rock
- Spikes
- Taunt
- Thunder Wave / Magic Coat
  • Stealth Rock and Spikes: Step one - shouldn't need explanation. Set up SR and stack Spikes.
  • Taunt and Magic Coat: Step two - work against opposing leads. Taunt will prevent slower leads from setting up hazards themselves, and in addition prevent their own Taunts and the hated Toxic poisoning. Deoxys-D's quite decent (for a lead) natural speed serves well to do this. Had it not been for Magic Coat, Prankster Taunt (by which I mean Thundurus - sorry Sableye :^( ) would have been a big thorn on Deo-D's side - and Deo-D possesses just the right move to prevent this.
  • Red Card: Step three - make the opponent pay for trying to kill you. Deoxys-D is probably one of the bulkiest things in this metagame; the list of things, that can OHKO 252/0 Deo-D are as follows:
    • M-Heracross' Pin Missile;
    • CB Heracross' Megahorn;
    • Crawdaunt's Knock Off;
    • LO Bisharp's Knock Off (81.3% chance of OHKO);
    • AV Escavalier's Megahorn (81.3% chance of OHKO);
    • CB Tyranitar's Crunch (75% chance of OHKO);
    • LO Aegislash's Shadow Ball (50% chance of OHKO);
  • Only six mons (not counting the mega), and only three are particularly common - and basta. Nothing else can kill Deo-D before it sets up at least two layers hazards. CB Scizor can't do it. Gengar can't. And even the KO's from Bisharp, Tyranitar and Escavalier can be avoided by using an even bulkier spread with Bold nature and defence-EVs. With anything else than the list above, what do you get for trying to kill it as quick as possible? Instant phased, maybe to something without SE attacks or even a wall, allowing Deo-D to set up another layer for free. Combined with Step 2, the overall effect is "damned if you do, damned if you don't". Getting three layers of spikes is ridiculously easy this way.
  • Thunder Wave: Step four (optional) - additional support. Things in HO hate being revenge-killed, so what better way to fix this issue than crippling one of the revenge-killers, making a non-issue for them? Even the full paralysis chance, while not to be depended upon, helps out sweepers by potentially giving free turns.
Why S-rank for Deoxys-D? Because unlike the A-rank supporters, which could potentially give free turns to the opponent, Deoxys-D allows very little room for counterplay. You are guaranteed at the very least Stealth Rock and one Spikes layer, probably more; step 2 above shows, why fast Taunters, even Pranksters, don't cut it as counterplay. Because of this, it is extremely easy to use. Probably the only thing you have to worry about are those six things, that can OHKO you - and you can always predict a Pursuit from Bandtar and stay in, getting it Redcarded and allowing you more free hazards, or just lead with something else than Deo-D and double-switch. Magic Bouncers are a full stop to Deo-D, but then again, how oft do you see Espeon in a better match, let alone M-Absol? Aside from being niche mons at best, they are extremely frail, therefore hard to switch in with such offensive pressure in HO (Bisharp sure loves switching into Espeon lol)

But what about support? You can't just kamikaze your Deoxys, you'll get your hazards defogged away! But then again, don't already S-ranks Pinsir and Charizard require support in the form of hazard control? Deoxys is something like this, but of the opposite end in the spectrum. Deoxys-D is most commonly paired with something provoking a "chilling effect" against Defog, and probably a Spinblocker too. Bisharp is the most common one, but it's not the only Defiant user. There is also the less common Defiant Thundurus (another S-rank) which is, in my experience at least, even more effective against deterring Defoggers; Mandibuzz and Skarmory might try to tank a Bisharp, but they won't dare give something with SE STAB a free Swords Dance!

On the other hand, simply applying constant offensive pressure can be just enough to "prevent" a Defog or Rapid Spin. It's how a lot of HO operates; be relentless enough to not give any free turns to defoggers or spinners. Many teams don't carry the full monty of Deo-D/Sharp/Slash; they might carry just one of Slash or Sharp, and sometimes even neither. Things like Bisharp just makes it easier; after all, even if you've got the free +2, your hazards are gone. But you're applying a tremendous amount of offensive pressure in exchange for this. But they can't ever do this without Deoxys-D.

I actually completely agree on all accounts (I've been saying for, oh, 3 months now that Deo-D is the single most underrated pokemon in the current meta) but I have a slightly nitpick with your evs.

Deoxys-D loves it's speed tier, but it doesn't actually need full speed investment to profit. All Deo-D really needs is the ability to outspeed 299 speed, or 100 base speeds with full investment but no boosting nature. Anything else is overkill, and doesn't get you any particularly notable outspeedings. This allows you to pay more attention to Deo-D's bulk, enabling it to run a spread of:

EVs: 248 HP / 16 Def / 16 SDef / 228 Spe
Timid Nature

Also, I have to put in a word for non-hazard Deo-D:

Deoxys-Defense @ Leftovers
Trait: Pressure
EVs: 248 HP / 16 Def / 16 SDef / 228 Spe
Timid Nature
- Taunt
- Toxic
- Night Shade/Knock Off
- Recover

This set essentially allows Deoxys-Defense to handle entire bulky offense teams (or more defensive teams) on its own, providing a valuable check to many pokemon and absorbing hits from most attackers. Against other teams, it still maintains the role of a valuable bulky pivot, while still managing to shut down almost every pokemon in the game that isn't invested in Attack/Special Attack. Examples: Skarmory gets taunted, brave bird is five hit KO; Gliscor running standard set is PP stalled with pressure on earthquake which is around a 4HKO I think. Any non trick/scarf Rotom-W is taunted to stop the burn and can deal pitiful damage with any of its attacks. Blissey, Chansey, and Clefable are all completely shut down by taunt + recovery, not allowing them to threaten Deo-D at all. Ferrothorn is easily pp stalled out of Gyro Balls (which does a suprising amount due to Deo's speed; it's a solid 3HKO, so be wary).

With intelligent play, Deo-D should almost never give your opponent free turns; as sidakarya noted, deo-d has few things that can OHKO it, and only a slightly longer list that can do decent enough damage and not get beaten 1v1 by taunt + toxic + recover + night shade. Thus, it's usually a fairly simple matter to know exactly when your opponent will switch out of Deo-D and exactly what is coming in, and respond accordingly, such as by double switching into a more favorable matchup. Obviously this can't be done with 100% regularity, but with a threatlist as small as Deo-D's, it can be done fairly often.

Eh, yup.

EDIT: Now if only they'd provided us with a decent competitive abuser (scarf milotic anyone? lol) we'd be all set :D
 
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To the people talking about Deo-S: Try SR / Psycho Boost / Ice Beam / HP Fire (Life Orb). This is a set that I've seen some individuals use on the ladder and has seen some usage in SPL. You'll see why Deoxys-S is an easy A+.

Honestly, I can see Deo-D in S. It is the best HO hazard stacker in the tier, and can set up hazards consistently whilst potentially paralyzing a key member or two of an opposing team's offense. It carries a whole playstyle (suicide hazards HO) literally on its back, which speaks for its effect on the tier. With a Red Card, it's highly likely that you'll get SR + 1 if not 2 layers of Spikes. The question is whether we can fit it under the S Rank definition:
S Rank: Reserved for Pokemon who can sweep or wall significant portions of the metagame with little support, and Pokemon who can support other Pokemon with very little opportunity cost ("free turns"). Also the home of Pokemon who can easily perform multiple roles effectively, increasing their versatility and unpredictability. If the Pokemon in this rank have any flaws, those flaws are thoroughly mitigated by their substantial strengths.
Deoxys-D fits the bolded portion to a 'T'. Does Deo-D give up free turns? Hell no. If you try to set up, you get para'd or Taunted. It supports its teammates very well, giving an instant offensive advantage and enabling hard-hitting teammates to put in serious work on opposing teams being battered by hazards. It also indirectly supports Defiant users Bisharp and Thundurus, which are given an immense boost in viability simply because of Deo-D's existence. Such Pokemon keep constant offensive pressure on teams looking to Defog away the hazards Deo-D brings. Particularly prominent is the infamous hazards core (Deo-D + Aegi + Bisharp), which is extraordinary at maintaining hazards and threatening opposing teams. The support Deo-D provides for sweepers such as Manaphy, Mega Pinsir, and more is ridiculous, adding to their potency immensely. You can argue that Defog is too big to keep it from S, but I think Pokemon like Bisharp and physical/mixed Thundurus that pressure Defoggers and can take advantage of one stray move make up for this. Deo-D fits the definition of S Rank exactly; I can definitely see it there.

Another thing: Why is normal Gyarados in A Rank with Megados? Megados is miles better and more viable in this metagame. The most obvious reason is that it can beat Rotom-W, but that's not it. Megados can take advantage of common things like Aegislash, Greninja, Bisharp, and non-CB Tyranitar to facilitate a much easier setup. Normal Gyarados is easier to wall (Rotom-W, Quagsire, Clefable immediately jump to mind as things Megados can beat that Normal Gyara can't) and more difficult to set up without the added benefit of its Mega form for easier setup due to different resistances that allow it to take on some top threats much better, as well as greatly increased bulk. I just don't see it anywhere near the same threat level of Megados. B+/B is where I think it belongs, tbh. It's really just not that good in this meta.

Oh, and a random aside: Competitive Milotic can actually be pretty fun. It's got high bulk, reliable recovery, and decent Special Attack with a high BP STAB. Its Modest LO Hydro Pumps, especially boosted by Competitive, hurt like a bitch. It has Ice Beam as supplemental coverage, and can carry moves such as HP Grass or Fire for whatever coverage. It's a neat Pokemon.
 
Another thing: Why is normal Gyarados in A Rank with Megados? Megados is miles better and more viable in this metagame. The most obvious reason is that it can beat Rotom-W, but that's not it. Megados can take advantage of common things like Aegislash, Greninja, Bisharp, and non-CB Tyranitar to facilitate a much easier setup. Normal Gyarados is easier to wall (Rotom-W, Quagsire, Clefable immediately jump to mind as things Megados can beat that Normal Gyara can't) and more difficult to set up without the added benefit of its Mega form for easier setup due to different resistances that allow it to take on some top threats much better, as well as greatly increased bulk. I just don't see it anywhere near the same threat level of Megados. B+/B is where I think it belongs, tbh. It's really just not that good in this meta.

Oh, and a random aside: Competitive Milotic can actually be pretty fun. It's got high bulk, reliable recovery, and decent Special Attack with a high BP STAB. Its Modest LO Hydro Pumps, especially boosted by Competitive, hurt like a bitch. It has Ice Beam as supplemental coverage, and can carry moves such as HP Grass or Fire for whatever coverage. It's a neat Pokemon.
I personally think it's more of an issue of Gyarados-M moving up and not Gyarados going down. Gyarados with intimidate is a great addition to a bulky offensive team. Gyarados-M does have more bulk, but it lacks an ability that can help the team in a pinch (Molt breaker EQ's are still very helpful though). While Gyarados does struggle with Rotom-W, Quagsire, and unaware Clefable, that is somewhat mitigated by it's ability to deal with Fighting types and bug types much more easily thank MegaDos. Intimidate Gyarados can set up on Scizor and Conkeldurr, while Megados is forced out.

Also, where would you put Milotic. Once we get to lower ranks I want to nominate it, but I'm not sure to where? Would you think B- would fit it. It serves as a defensive status absorber that can phase and burn physical attackers. Oh well, I'll save my arguments for later.
 
I just want to say. As far as the cosmic power Clefable goes. It has plenty of counters. The Hydration Vaporeon and Blissey wall it really easily. Basically anything that can heal status and recover hp walls it.If and when it runs out of rest,it's dead.

I don't really know about the calm mind set but I am willing to make a wild guess and assume Blissey walls it once again due to Blissey's chunky special defense.
 
I think Mega Mawile should go up to A+. The reason for this is if it gets a free switch or safe entry it can tear huge holes in the opposing team.

Like Kyurem B, it is almost impossible to safely switch into.

Focus Punch or Knock Off breaks Heatran.

Fire Fang can punch a hole in Skarmory and ruins Ferrothorn.

An intimidated Play Rough still severely dents lando-t.

Gliscor gets wrecked by Play Rough or is crippled by knock off if its not already poisoned.

Venusaur does not want to take an iron head or anything at +2.

Hippowdon with full defensive investment does not like switching into knock off. Later in the match Hippowdon can be 2hko'd after rocks if it has no lefties. Mawile can easily live an Eq.

Mawile is very slow, but it has great tools to help it get around this flaw. Intimidate, great resists and good bulk can help it live powerful attacks and 1hko. A powerful sucker punch can allow it to dish out pain to anything trying to finish it off lacking sub or priority.

Could somebody bring up the relevant calcs? I'm on my phone and I don't know how to use it well.
 
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Mega Scizor for A- : it's just nowhere near as threatening as regular Scizor, especially the Choice Band set. Regular Scizor's CB bullet punches and U-Turns put so much pressure on opposing teams. Mega Scizor can setup more easily in some cases with higher defenses, granted, but regular Scizor's are already decent enough to do the same job, especially considering that Mega S can't take special hits much better.

A defensive set can be used effectively, this is true, but I've found that the 4x fire weakness really hampers his capabilities.

Mega Scizor is still good but I don't really feel it deserves any higher than A-. Reg Scizor easily hits a solid A but his M just doesn't manage to make the same impact, especially at the cost of a mega slot.
 
Mega Scizor for A- : it's just nowhere near as threatening as regular Scizor, especially the Choice Band set. Regular Scizor's CB bullet punches and U-Turns put so much pressure on opposing teams. Mega Scizor can setup more easily in some cases with higher defenses, granted, but regular Scizor's are already decent enough to do the same job, especially considering that Mega S can't take special hits much better.

A defensive set can be used effectively, this is true, but I've found that the 4x fire weakness really hampers his capabilities.

Mega Scizor is still good but I don't really feel it deserves any higher than A-. Reg Scizor easily hits a solid A but his M just doesn't manage to make the same impact, especially at the cost of a mega slot.

I actually disagree completely. I nominate Mega Scizor for A+, and Scizor to stay in A/A-.

Mega scizor is one of the most dangerous late game sweepers in the meta. With 70/140/100 bulk, and one of the best defensive typings in the game, it's an absolute joke to set up 1 or 2 SDs. Between SD + 2/3 coverage moves (Bullet punch, Uturn/Bugbite, knock off, brickbreak/superpower + roost if you run 2 coverage moves) there are very few walls. Unlike pinsir, setting up is a joke, and SD scizor sweeps - while super popular and dangerous in gen 5 - are weirdly forgotten, even though it only got easier and better with the dark move buff (knock off). With 150 atk, +2 or +3 bullet punches will destroy.

Sets up like a champon lando-t, conk, gliscor, aegislash, venusaur, azumarill, ...... basically any non-fire physical attacker, and also a lot of special attackers (non-LO Thundy does only around 35% iirc).

Not only that, but its defensive set is one of the most versatile in the game. Has recovery (roost), has hazard removal (defog), has STAB priority attack off of high base stat (bullet punch), has momentum grabbing STAB attack (uturn), has the best move in the game (knock off). Not only that, it is the perfect switch in to knock off users like conk, which is only something venusaur can boast. It also has titanic defenses and special defenses, off of decent speed (75). Also is another counter to azumarill, again something few mons can boast besides venusaur. What more can you even ask for in a utility wall?

Of course, you don't have to have a purely offensive sweeper or defensive utility set, an amazing set is a mix of both with EVs into HP, Atk, and just enough to outspeed heatran/rotom-W safely.

That is to say, mega scizor gives you options. You can run roost for sustainability, or run an all out 3 attacks, or a mix of attacks and defog, HP and spdef EVs, attack and HP evs, HP and speed evs - every set can be modified to your team's needs.

Mega scizor for A+. If you use it, it plays very different from regular scizor, despite not much changing on the surface. With the increased stats, it can sweep and wall and offer utility, while regular scizor can only do one of them, and be much worse at it too.

It's the small things that make it soo much better than scizor. Having better bulk to take hits, having enough speed to safely outspeed heatran, being able to suddenly take on azumarill without much defensive investment, being able to switch into knock offs, and not taking LO recoil while hitting only slightly weaker. A+ lowest, I even see it bordering S with all the utility it gives, perhaps later in the meta though
 
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I actually disagree completely. I nominate Mega Scizor for A+, and Scizor to stay in A/A-.

Mega scizor is one of the most dangerous late game sweepers in the meta. With 70/140/100 bulk, and one of the best defensive typings in the game, it's an absolute joke to set up 1 or 2 SDs. Between SD + 2/3 coverage moves (Bullet punch, Uturn/Bugbite, knock off, brickbreak/superpower + roost if you run 2 coverage moves) there are very few walls. Unlike pinsir, setting up is a joke, and SD scizor sweeps - while super popular and dangerous in gen 5 - are weirdly forgotten, even though it only got easier and better with the dark move buff (knock off). With 150 atk, +2 or +3 bullet punches will destroy.

Sets up like a champon lando-t, conk, gliscor, aegislash, venusaur, azumarill, ...... basically any non-fire physical attacker, and also a lot of special attackers (non-LO Thundy does only around 35% iirc).

Not only that, but its defensive set is one of the most versatile in the game. Has recovery (roost), has hazard removal (defog), has STAB priority attack off of high base stat (bullet punch), has momentum grabbing STAB attack (uturn), has the best move in the game (knock off). Not only that, it is the perfect switch in to knock off users like conk, which is only something venusaur can boast. It also has titanic defenses and special defenses, off of decent speed (75). Also is another counter to azumarill, again something few mons can boast besides venusaur. What more can you even ask for in a utility wall?

Of course, you don't have to have a purely offensive sweeper or defensive utility set, an amazing set is a mix of both with EVs into HP, Atk, and just enough to outspeed heatran/rotom-W safely.

That is to say, mega scizor gives you options. You can run roost for sustainability, or run an all out 3 attacks, or a mix of attacks and defog, HP and spdef EVs, attack and HP evs, HP and speed evs - every set can be modified to your team's needs.

Mega scizor for A+. If you use it, it plays very different from regular scizor, despite not much changing on the surface. With the increased stats, it can sweep and wall and offer utility, while regular scizor can only do one of them, and be much worse at it too.

It's the small things that make it soo much better than scizor. Having better bulk to take hits, having enough speed to safely outspeed heatran, being able to suddenly take on azumarill without much defensive investment, being able to switch into knock offs, and not taking LO recoil while hitting only slightly weaker. A+ lowest, I even see it bordering S with all the utility it gives, perhaps later in the meta though
It's just that fire weakness that gets me. Every time. Not only is Heatran as common as ever but fire is such a common coverage move. I just don't see how Scizor can be comfortable in a role that involves him staying in or trying to set up. CB is far more dangerous IMO considering that gen VI often seems to favour momentum.
 
It's just that fire weakness that gets me. Every time. Not only is Heatran as common as ever but fire is such a common coverage move. I just don't see how Scizor can be comfortable in a role that involves him staying in or trying to set up. CB is far more dangerous IMO considering that gen VI often seems to favour momentum.

heatran: Knock off spam on the (predicted) switch + uturn + enough speed EVs to comfortably outspeed (not a lot needed), so heatran is no big problem. So I do 100% endorse uturn even on the SD set- I just think its superior to bug bite. Momentum is still kept.

Fire is not a common coverage move for physical attackers. M-Scizor can even survive non-stab Fire punches anyways (dragonite? not sure who else), and hp fire was nerfed anyways.
 
heatran: Knock off spam on the (predicted) switch + uturn + enough speed EVs to comfortably outspeed (not a lot needed), so heatran is no big problem. So I do 100% endorse uturn even on the SD set- I just think its superior to bug bite. Momentum is still kept.

Fire is not a common coverage move for physical attackers. M-Scizor can even survive non-stab Fire punches anyways (dragonite? not sure who else), and hp fire was nerfed anyways.
All good points but what about fire coverage on Special Attackers?
 
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