Monotype Viability Rankings

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Woo nice writeup, just change what needs to be changed (Hydration set) and start writing that Mareep up. ;)

I would but I don't think the replay tags are working right now. I tried embedding it and it was unsuccessful.
The bulky Sandslash set is entirely outclassed by Donphan. In fact, any possible role Sandslash can play, either Donphan or Excadrill can play better.
Because of this, Sandslash should stay Unranked.

Wouldn't ranking it maybe D or E be appropriate then? Masquerain and another Sticky Webber that my mind is drawing a blank on at the moment are ranked D or E because they're outclassed by Galvantula.
 
queenofhax said:
The bulky Sandslash set is entirely outclassed by Donphan. In fact, any possible role Sandslash can play, either Donphan or Excadrill can play better.
Because of this, Sandslash should stay Unranked.

I disagree with it being completely unranked, however I do agree that the bulky set should be removed ASAP as it's outclassed by Donphan which in itself is fairly terrible on Ground. However I feel the reason it should stay despite being outclassed by Excadrill is because the pairing that they form together often puts a lot of pressure on the opponent. Teams in monotype often only have one counter / check to a rampaging Excadrill in Sand, and by utilising Sandslash as well as Excadrill, can often wear down those checks so the other can sweep. Such a strategy obviously leaves you weak to a lot of things, like surprise KOes on Hippo, opposing weather etc. but I still feel it deserves a rank thanks to this admittedly very small niche, so I'd keep it in C and only mention the Sand Rush set as a partner to Excadrill.
 
Electivire for A rank.

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Electivire @ Choice Scarf
Ability: Vital Spirit
EVs: 4 HP / 252 Atk / 252 Spe
Adamant/Jolly Nature
- Wild Charge/Thunder Punch
- Earthquake/Fire Punch
- Ice Punch
- Cross Chop/Brick Break/Fire Punch

This set improves electivire's slightly below-average speed, and transforms it into a great revenge killer, taking on the likes of Gliscor,Tyranitar,Ferrothorn,etc. The main moves on this set are ice punch, as it allows electivire to cover its main stab's ressistances, and is only resisted by 5 pokemon in total, but not too common and wild charge, thunder punch can be run if you dont like the recoil damage, and the rest is just for coverage, brick break can be run instead of cross chop if you dont like the accuracy and fire punch is to take care of magnzone and rotom-fridge, or stuff like ferrothorn. Also, you can alternatively run a mixed set with volt switch to gain momentum,flamethrower and/or thunderbolt, if done so, you would use a hasty/naive nature with 4 evs in special attack instead of HP.

Electivire @ Life Orb/Expert Belt
Ability: Vital Spirit
EVs: 252 Atk / 4 Sp.Atk / 252 Spe or 4 Atk / 252 Sp.Atk / 252 Spe depending on your set
Naive/Hasty/Adamant/Jolly Nature depending on your set
- Wild Charge/Thunder Punch/Thunderbolt
- Earthquake/Fire Punch/Flamethrower
- Ice Punch
- Cross Chop/Brick Break/Fire Punch/Volt Switch

This is Electivire's most threatening set, as it can switch moves, have some power and be allowed to run a more effective mixed set than scarf. Flamethrower is a good coverage option instead of fire punch, volt switch can serve as a filler move for momentum, thunderbolt can serve as reliable special stab and psychic is for breloom as vital spirit already makes electivire a check. This set can get past many walls such as skarmory, venusaur (with psychic),ferrothorn,wormadam, that gives alot of trouble to any monotype team,etc. Focus blast,signal beam,hidden power grass/ice and psychic are viable options, but arent very reliable.

Electivire @ Choice Specs/Life Orb
Ability: Vital Spirit
EVs: 4 HP / 252 SpA / 252 Spe
Modest/Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]/Signal Beam/Psychic/Focus Blast

I'd say this is Electivire's least used, least efficient and most gimmicky set,but thats why it shines, people always expect entirely or partially physical electivire because it has higher attack stat, and because of that, this can cause an early wall loss for the opponent's team,for example, they have skarmory out,they predict your scarf and then go out into ferrothorn, which then gets ohkoed by flamethrower, the opponent then thinks its an expert belt electivire, they send out something bulky like jirachi, but it would get 2ohkod.

Electivire @ Choice Band
Ability: Vital Spirit
EVs: 4 HP / 252 Atk / 252 Spe
Adamant/Jolly Nature
- Wild Charge/Thunder Punch
- Earthquake/Fire Punch
- Ice Punch
- Cross Chop/Brick Break/Fire Punch

This is Electivire's most powerful set, working as a great wallbreaker when brought in at the right time, there isnt much to say here, as the set is pretty self-explanatory,but this set is all about wallbreaking, and taking down pretty much anything slower than you, this set offers a shit ton of coverage and power, so that means you can take out alot of things.

Why does it deserve A rank? Well, despite its awful defense, single type, below-average speed and sort of predictable set, electivire really shines on electric mono, as electivire and eelektross are the only viable physical electric types in its type, luxray is viable but not good at all,zebstrika is trash and pikachu also in luxray's situation. It also has serves as a very nice sleep absorber, coming on on a predicted spore/sleep powder and striking back hard,a pretty diverse offensive movepool,usable sp.def, below-average but usable special attack, and a blazing attack stat. Thats the reason i think it should be A rank,but i would understand if it would be B rank instead.
 
Mawile-Mega S Rank (Steel)
Mawile-Mega @ Mawilite
Ability: Huge Power (make sure you make it Intimidate on reg mawile)
303-mega.gif

EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough/Iron Head
- Fire Fang/Ice Punch/Brick Break
Mawile-Mega @ Mawilite
303-mega.gif

Ability: Huge Power (make sure you make it Intimidate on reg mawile)
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Focus Punch
- Sucker Punch
- Play Rough/Iron Head
- Substitute
General Info
Good old Mega-Mawile it has the highest attack stat in the game period. With adamant 252 into attack Mega-Mawile reaches base 262 attack which is very high. Unlike Mega-Medicham it has bulk and more power but the one move that almost always a must Mega-Mawile is sucker punch because base 50 speed is pretty slow. Mega-Mawile usually runs 1 stab move since this is for steel you more than likely will be running play rough to give you coverage on dark, dragon and a very key type for steel to beat is fighting and play rough helps with that. Mega-Mawile on the SD wallbreaking set can run many good fillers to beat a certain counter (if person does not have counter of Wil-o-Wisp then they are screwed). For example fire fang is for Pokemon like Ferrothorn and Skarmory, Ice punch is for Pokemon like Gllscior and Lando-t (which can't take a plus 2 play rough) Brick break is for ferrothorns and Heatrans which can wall you. The sub punch set is very interesting it helps Mega-Mawile take on Heatran and kill it with ease. Also usually Mega-Mawile forces switches and sub is a good idea in general. Other things to mention is that it gets i Intimidate before it mega evolves similar to Gyarados and with it having the useful Intimidate ability before mega up it allows Mega-Mawile to set up an SD with ease. Other moves are Foul Play, Knock off, Thunder Punch, Power-Up Punch, Stone Edge, and Rock Slide. Also lets talk about Mega-Mawile bulk 50hp/125 (bdefense/ 95 special defense (which is pretty good bulk). The speed evs are in there to outspeed the standard Azumaril set and outspeed other Pokemon(Blissey Dnphan Diance etc. .
Why S Rank
The main reason is the big attack stat with the ability huge power which is base 262 (with 252 attack evs and adamant nature). It also has the decent bulk which allows Mega-Mawile to set up an SD with ease. It also has a move to beat the majority of its counters without an SD. The only problem with Mega-Mawile is the low speed which is fixed by Mega-Mawile having sucker punch which is a priority dark type physical dark type which is powerful with the high attack stat. Overall the good bulk the movepull (which is limited but has all it needs) and he highest attack stat in the game all contribute to me supporting Mega-Mawile for S rank for steel (also it helps a lot against fighting types with the ability Intimidate before mega evolution and a stab fairy move). Mega-Mawile has the defensive steel fairy typing only being weak to Fire and Ground (2 weakness). Overall Mega-Mawile can take hits and ditch out massive damage and beat out all of its counters with just a change of a move or set.
 
My Votes for changes in Ranks for week 2

(Ground) Garchomp
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i believe it should stay A Rank not be S rank even though Scarf chomp is a good sweeper and has good speed it has counters (listed later. Other sets it can run are rocky helmet stealth rock lead set which is not useful on ground since there are many good pokemon on ground to set up Stealth Rocks. Garchomp does not define meta because it gets walled by Skarmory and Mandibuzz.The only decent thing about chomp that i would even consider it S Rank is sand veil but that relies on luck and sand this gen is only up for 5 turns(without smooth rock) or 8 turns with smooth rock. Garchomp is a good late game sweeper and a good pokemon but it does not define the meta.
My Vote:Garchomp stays at A Rank (Ground)

Mega Garchomp
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I believe that Mega Garachomp should move up to A rank because of its ability to go mixed and beat certain counters. Sure Mega Garchomp losses speed but the ability to beat Skarmory and that high attack stat make it a solid A Rank pokemon. Sand Force also helps Mega Garchomp 2 hit KO many sturdy physical walls in sand. The high attack stat, decent special attack stat, and good natural bulk all contribute to it being a solid A rank Pokemon.
My Vote: Mega-Garchomp moves up to A Tier
Avalugg (Ice)
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Avalugg is useful ice type Pokemon having high physical defense, recovery, and rapid spin. The problem with it is all it does is rapid spin on ice that high physical defense is easily broken by Mega Medicham (252 Atk Pure Power Mega Medicham High Jump Kick vs. 248 HP / 252+ Def Avalugg: 326-386 (82.9 - 98.2%) -- guaranteed 2HKO after Leftovers recovery) Not to mention Avalugg's special defense is crap. Anything with a decent special attack stat can take it on easily and kill it quickly. Another reason why it should not be S tier Avalugg does not define meta it is like Chansey that has high hp and eviolite to cover frail defense. Avalugg is a very necessary on ice but ice is not too prevalent in a meta without Kyurem-W. Overall Avalugg's frail special defense tells me it is not an S Rank poke because it so predictable and so weak on the special defense side of defense.
My Vote: Avalugg Stays at A Tier
 
The OG Water type--

Mega-Blastoise for B rank

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Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Water Pulse / Scald / Hydro Pump
- Aura Sphere
- Dark Pulse

Most successful water teams require members that have utility and/or useful typings. While it has limited (albeit useful) utility in Rapid Spin and a typing that doesn't provide the team with any additional resistances/neutralities, Mega-Blastoise makes up for it through power and the ability to hold its own against common Monotype teams with its good coverage.

This set provides Mega-Blastoise with the most bulk and power possible. 20 EVs are allocated to Speed to allow it to outpace minimum-Speed base 80s. Scald can be used over Water Pulse for more utility. Aura Sphere allows Mega-Blastoise to take on Ferrothorn--a capability shared by few water types (i.e. Keldeo and HP Fire Greninja). Finally, Dark Pulse helps to defeat the Ghost types that block Rapid Spin. As Mega-Blastoise has no recovery, it shouldn't be switched directly into attacks. Furthermore, it is not advised to use Blastoise as a spinner on stall-based water teams, as it is outclassed by Tentacruel, who has much more utility and useful typing. Instead, Mega-Blastoise fits well on bulky offensive teams, provided it receives the proper support. Rotom-W is a great teammate; its slow Volt Switch allows Mega-Blastoise to enter the battle safely. Gyarados complements this duo nicely, as it is neutral to Grass and appreciates Mega-Blastoise's ability to remove Stealth Rock from the field.

Mega-Blastoise is actually a very decent Pokemon to have on Mono-Water--it's just the fact that it can be outclassed in its roles. As a hazard remover, Tentacruel and Empoleon provide greater utility and typing (not to mention Tentacruel can take on Mega-Venusaur). As a special attacker, Greninja and Keldeo provide much more power and speed. In Monotype, you need to cover your bases against your weaknesses, and it may be difficult to do that for Mono-Water if you choose to support Mega-Blastoise at the same time (Mono-Water has crazy 6-teamslot syndrome). However, Mega-Blastoise is awesome and has a giant cannon on its back. Plus Squirtle is my favorite Water type <3
 
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The OG Water type--

Mega-Blastoise for B rank

009-mega.gif


Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Water Pulse / Scald / Hydro Pump
- Aura Sphere
- Dark Pulse

Most successful water teams require members that have utility and/or useful typings. While it has limited (albeit useful) utility in Rapid Spin and a typing that doesn't provide the team with any additional resistances/neutralities, Mega-Blastoise makes up for it through power and the ability to hold its own against common Monotype teams with its good coverage.

This set provides Mega-Blastoise with the most bulk and power possible. 20 EVs are allocated to Speed to allow it to outpace minimum-Speed base 80s. Scald can be used over Water Pulse for more utility. Aura Sphere allows Mega-Blastoise to take on Ferrothorn--a capability shared by few water types (i.e. Keldeo and HP Fire Greninja). Finally, Dark Pulse helps to defeat the Ghost types that block Rapid Spin. As Mega-Blastoise has no recovery, it shouldn't be switched directly into attacks. Furthermore, it is not advised to use Blastoise as a spinner on stall-based water teams, as it is outclassed by Tentacruel, who has much more utility and useful typing. Instead, Mega-Blastoise fits well on bulky offensive teams, provided it receives the proper support. Rotom-W is a great teammate; its slow Volt Switch allows Mega-Blastoise to enter the battle safely. Gyarados complements this duo nicely, as it is neutral to Grass and appreciates Mega-Blastoise's ability to remove Stealth Rock from the field.

Mega-Blastoise is actually a very decent Pokemon to have on Mono-Water--it's just the fact that it can be outclassed in its roles. As a hazard remover, Tentacruel and Empoleon provide greater utility and typing (not to mention Tentacruel can take on Mega-Venusaur). As a special attacker, Greninja and Keldeo provide much more power and speed. In Monotype, you need to cover your bases against your weaknesses, and it may be difficult to do that for Mono-Water if you choose to support Mega-Blastoise at the same time (Mono-Water has crazy 6-teamslot syndrome). However, Mega-Blastoise is awesome and has a giant cannon on its back. Plus Squirtle is my favorite Water type <3

Part of me would slash hydro pump in there as just for the ability to start hitting Somme pure power but still as good as can be stated for the Mega Toise.

My opinions on the rankings of Garchomp I find both (for Ground this paragraph) is easily A for the utility the two perform. A scarf gar is a respectable beast, not always the strongest but one of the more versatile and powerful available to ground. He can even decide to go Gen 4 on everyone with a SD Yache set that can allow him to rip through a great deal of the Meta (with a slotted Fire.Fang/fire blast up to your preference of flinched and Burns or just pure power) if he so desires. He really is a versatile beast and even if he is yet another x4 ice weak Mon, his utility greatly overcomes that deficit.

Then it gets a damn Mega which helps alleviate one of Ground's largest issues, a very viable mixed attacker (or can go pure special if in sand or pure physical and rip people anew one behind a sub) who forms a great one to punch on the common forms of ground teams of being able to help rip through mew slowbro and chansey to allow the rest of the team to clear through the opponents with ease. While Mega Chomp may seem limiting in term of its decreased speed, the trade off is often worth it for the ability it gives ground teams.

Now sorry if that seems a bit scattered or whatever, I just took heavy medication (surgery requires that parently) so ill probably clean this post up better when I can think better. Jut so I can keep it straight tho: both variants of Garchomp (Mega and normal) to A rank!
 
Part of me would slash hydro pump in there as just for the ability to start hitting Somme pure power but still as good as can be stated for the Mega Toise.

My opinions on the rankings of Garchomp I find both (for Ground this paragraph) is easily A for the utility the two perform. A scarf gar is a respectable beast, not always the strongest but one of the more versatile and powerful available to ground. He can even decide to go Gen 4 on everyone with a SD Yache set that can allow him to rip through a great deal of the Meta (with a slotted Fire.Fang/fire blast up to your preference of flinched and Burns or just pure power) if he so desires. He really is a versatile beast and even if he is yet another x4 ice weak Mon, his utility greatly overcomes that deficit.

Then it gets a damn Mega which helps alleviate one of Ground's largest issues, a very viable mixed attacker (or can go pure special if in sand or pure physical and rip people anew one behind a sub) who forms a great one to punch on the common forms of ground teams of being able to help rip through mew slowbro and chansey to allow the rest of the team to clear through the opponents with ease. While Mega Chomp may seem limiting in term of its decreased speed, the trade off is often worth it for the ability it gives ground teams.

Now sorry if that seems a bit scattered or whatever, I just took heavy medication (surgery requires that parently) so ill probably clean this post up better when I can think better. Jut so I can keep it straight tho: both variants of Garchomp (Mega and normal) to A rank!

Hydro Pump is slashed in there, lel
 
Politoed for A Rank

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Yung Money (Politoed) @ Leftovers
Ability: Drizzle
EVs: 252 HP/252 Def/4 Sp. Atk
Bold Nature

- Scald
- Perish Song
- Encore
- Protect

Defensive Politoed provides a niche by forcing a switch should you predict well and come in on a move that will be overall useless given the situation and lock them into that via Encore. Perish Song presents you with a means to phase out set up sweepers. Finally, scald offers burn chance to support the overall bulkiness that most Water teams are sporting, and protect offers you a chance to scout if you know your opponent is choiced and gain 1/16 HP back.

Yung Money (Politoed) @ Choice Scarf
Ability: Drizzle
EVs: 252 Sp. Atk/4 SpDef/252 Speed

- Hydro Pump
- Ice Beam
- Focus Blast
- Psychic/HP Grass

Scarftoed serves a niche for outspeeding non scarfed Timid versions of Shaymin-Sky. Hydro Pump is used to compensate for the power of lacking Specs and since this is not a defensive set, we are forgoing Scald. I included Psychic and HP Grass in the last slot, although neither of them hits as hard as they would with a specs set.

Additional notes:
Modest max Sp. Atk 2HKOs ferrothorn with Focus Blast, so it would serve a role, but Keldeo carrying Sacred Sword may do the job better.
 
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Politoed for A Rank

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Yung Money (Politoed) @ Leftovers
Ability: Drizzle
EVs: 252 HP/252 Def/4 Sp. Atk
Bold Nature

- Scald
- Perish Song
- Encore
- Protect

Defensive Politoed provides a niche by forcing a switch should you predict well and come in on a move that will be overall useless given the situation and lock them into that via Encore. Perish Song presents you with a means to phase out set up sweepers. Finally, scald offers burn chance to support the overall bulkiness that most Water teams are sporting, and protect offers you a chance to scout if you know your opponent is choiced and gain 1/16 HP back.

Yung Money (Politoed) @ Leftovers
Ability: Drizzle
EVs: 252 Sp. Atk/4 SpDef/252 Speed

- Hydro Pump
- Ice Beam
- Focus Blast
- Psychic/HP Grass

Scarftoed serves a niche for outspeeding non scarfed Timid versions of Shaymin-Sky. Hydro Pump is used to compensate for the power of lacking Specs and since this is not a defensive set, we are forgoing Scald. I included Psychic and HP Grass in the last slot, although neither of them hits as hard as they would with a specs set.

Additional notes:
Modest max Sp. Atk 2HKOs ferrothorn with Focus Blast, so it would serve a role, but Keldeo carrying Sacred Sword may do the job better.
Woo we can start the Swift Swim Saga! I'll start by reserving based Kabutops
 
Kabutops for B Rank!

kabutops.gif


Kabutops @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick / Aqua Jet / Knock Off
- Rapid Spin / Low Kick / Aqua Jet / Knock Off

Life Orb is chosen over a Choice Band because an Orb gives it all the 1-2HKO it needs. Also, the ability to change moves is fabulous.
Waterfall for STAB, gets boosted by rain. This should be the only move you use since it's stronger than Stone Edge.
Stone Edge is for Dragons who resist Waterfall.
Low Kick is for dealing reasonable damage for Ferrothorn
Aqua Jet was best before the Talonflame ban since it actually goes before Brave Bird. Nowadays, it has less use since it lacks the power it needs.
Knock Off is for dealing resonable damage for Slowbro
Rapid Spin is for getting rid of hazards so a teammate could safely come in and clean up.

Explanation: Kabutops is made for B rank

B Rank: Reserved for Pokemon that are good but they need support (which may be hard to give) for them to function. These Pokemon are used to check your counters once or twice, meaning that it cannot switch in and out repeatedly. Pokemon in this rank can have a positive type match up sometimes, but they may be useless in others. These Pokemon are adaptable to the metagame.

Kabutops is good but it needs rain support which is given by Politoed. Before the Swift Swim nerf, it can easily be A rank but 5 turns of Swift Swim instead of 8 really hurt it. Kabutops is pretty frail, so it's extremely hard to bring in. 90% of the time you'd have to sack something in order to bring it in safely. Kabutops is also awesome against a variety of types (provided rain is up) since it resists some of the best priority moves (Extremespeed, Ice Shard) making it extremely hard to take down other than letting something tank a hit. However, Sticky Web completely neutralizes Kabutops (and other Swift Swimmers) since common scarves will outspeed it. Fighting teams have access to Mach Punch, which Kabutops can't take most of the time. Overall, it's a great Pokemon when given the support.
 
I disagree with it being completely unranked, however I do agree that the bulky set should be removed ASAP as it's outclassed by Donphan which in itself is fairly terrible on Ground. However I feel the reason it should stay despite being outclassed by Excadrill is because the pairing that they form together often puts a lot of pressure on the opponent. Teams in monotype often only have one counter / check to a rampaging Excadrill in Sand, and by utilising Sandslash as well as Excadrill, can often wear down those checks so the other can sweep. Such a strategy obviously leaves you weak to a lot of things, like surprise KOes on Hippo, opposing weather etc. but I still feel it deserves a rank thanks to this admittedly very small niche, so I'd keep it in C and only mention the Sand Rush set as a partner to Excadrill.
You bring up enough good points that I agree Sandslash has a niche, even though it's tiny. So unranked might not be the best spot for it, but I think C is a little too high. D would be a better ranking for Sandslash in my honest opinion.
 
Smeargle (Normal) for D Rank (EDIT: On second thought, it's more suited to C Rank.) credit to All Falls Down for changing my mind
smeargle.gif

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Magic Coat (if you predict a taunt or an opponent setting up hazards of their own)
- Spore / Dark Void
- Sticky Web / Stealth Rock / Spikes / Toxic Spikes
- Sticky Web / Stealth Rock / Spikes / Toxic Spikes

Smeargle @ Focus Sash / White Herb / Power Herb
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Spore / Dark Void
- Shell Smash / Geomancy
- Baton Pass
- Cosmic Power / Counter / Magic Coat / Tailwind

Smeargle has endless possibilities in terms of moves. It has access to nearly every move in the game and that's a huge deal. The main issue that prevents it from being overpowered is its miserable stats: 55 HP, 20 Atk, 35 Def, 20 SpA, 45 SpD, and 75 Spe. There are Pokemon that are bad in LC that have higher stats than Smeargle. Because of its stats, there is no way Smeargle can ever hope to do damage on its own. That's why the only role it will ever be able to pull off successfully is supporting its team, whether that be setting up entry hazards or passing stat boosts to a teammate. The sets I posted are only a few options that I've seen and used. If you know of a good Smeargle set that I haven't included, please mention it and I'll include it. Smeargle has so many options available that I didn't feel like taking the time to think of all of them.

Sticky Web is arguably the most useful move that Smeargle has that no other Normal type can use. And Normal teams can really take advantage of it. With plenty of powerful attackers with subpar speed, Normal doesn't need to worry about speed as much if it can set up Sticky Web.

The biggest issue Smeargle faces as a hazard setter is that it gets KO'd so easily. A Focus Sash is always recommended just so it survives at least one turn. Because of this, if the opponent has a defogger (as most opponents do nowadays) then Smeargle did nothing for your team beyond making your opponent waste a turn on Defog, a turn which you wasted earlier on by setting up those hazards anyway.

Long story short, Smeargle is great for Normal teams because it gives them access to literally any move that they might want to use. However, its stats hold it back from being truly useful, which is why Smeargle isn't commonly found on Normal teams. However, I use Smeargle and I will continue to use it because its utility is unparalleled. Unban Moody and make Smeargle OP imo.
 
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Acast said:
You bring up enough good points that I agree Sandslash has a niche, even though it's tiny. So unranked might not be the best spot for it, but I think C is a little too high. D would be a better ranking for Sandslash in my honest opinion.

Yeah on reflection D fits the bill much better, completely agree

Omega-xis14 said:
Politoed for A Rank
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Defensive Politoed (open)

Defensive Politoed provides a niche by forcing a switch should you predict well and come in on a move that will be overall useless given the situation and lock them into that via Encore. Perish Song presents you with a means to phase out set up sweepers. Finally, scald offers burn chance to support the overall bulkiness that most Water teams are sporting, and protect offers you a chance to scout if you know your opponent is choiced and gain 1/16 HP back.

Scarftoed (open)

Scarftoed serves a niche for outspeeding non scarfed Timid versions of Shaymin-Sky. Hydro Pump is used to compensate for the power of lacking Specs and since this is not a defensive set, we are forgoing Scald. I included Psychic and HP Grass in the last slot, although neither of them hits as hard as they would with a specs set.

Additional notes:
Modest max Sp. Atk 2HKOs ferrothorn with Focus Blast, so it would serve a role, but Keldeo carrying Sacred Sword may do the job better.
This gif man haha, nice write-up too

Reserving based fish alomomola
 
Politoed for A Rank

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Yung Money (Politoed) @ Leftovers
Ability: Drizzle
EVs: 252 HP/252 Def/4 Sp. Atk
Bold Nature

- Scald
- Perish Song
- Encore
- Protect

Defensive Politoed provides a niche by forcing a switch should you predict well and come in on a move that will be overall useless given the situation and lock them into that via Encore. Perish Song presents you with a means to phase out set up sweepers. Finally, scald offers burn chance to support the overall bulkiness that most Water teams are sporting, and protect offers you a chance to scout if you know your opponent is choiced and gain 1/16 HP back.

Yung Money (Politoed) @ Leftovers
Ability: Drizzle
EVs: 252 Sp. Atk/4 SpDef/252 Speed

- Hydro Pump
- Ice Beam
- Focus Blast
- Psychic/HP Grass

Scarftoed serves a niche for outspeeding non scarfed Timid versions of Shaymin-Sky. Hydro Pump is used to compensate for the power of lacking Specs and since this is not a defensive set, we are forgoing Scald. I included Psychic and HP Grass in the last slot, although neither of them hits as hard as they would with a specs set.

Additional notes:
Modest max Sp. Atk 2HKOs ferrothorn with Focus Blast, so it would serve a role, but Keldeo carrying Sacred Sword may do the job better.


your scarftoed set has lefties
 
Smeargle (Normal) for D Rank (but I wouldn't argue if someone thinks C rank is more appropriate)
smeargle.gif

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Magic Coat (if you predict a taunt or an opponent setting up hazards of their own)
- Spore / Dark Void
- Sticky Web / Stealth Rock / Spikes / Toxic Spikes
- Sticky Web / Stealth Rock / Spikes / Toxic Spikes

Smeargle @ Focus Sash / White Herb / Power Herb
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Spore / Dark Void
- Shell Smash / Geomancy
- Baton Pass
- Cosmic Power / Counter / Magic Coat / Tailwind

Smeargle has endless possibilities in terms of moves. It has access to nearly every move in the game and that's a huge deal. The main issue that prevents it from being overpowered is its miserable stats: 55 HP, 20 Atk, 35 Def, 20 SpA, 45 SpD, and 75 Spe. There are Pokemon that are bad in LC that have higher stats than Smeargle. Because of its stats, there is no way Smeargle can ever hope to do damage on its own. That's why the only role it will ever be able to pull off successfully is supporting its team, whether that be setting up entry hazards or passing stat boosts to a teammate. The sets I posted are only a few options that I've seen and used. If you know of a good Smeargle set that I haven't included, please mention it and I'll include it. Smeargle has so many options available that I didn't feel like taking the time to think of all of them.

Sticky Web is arguably the most useful move that Smeargle has that no other Normal type can use. And Normal teams can really take advantage of it. With plenty of powerful attackers with subpar speed, Normal doesn't need to worry about speed as much if it can set up Sticky Web.

The biggest issue Smeargle faces as a hazard setter is that it gets KO'd so easily. A Focus Sash is always recommended just so it survives at least one turn. Because of this, if the opponent has a defogger (as most opponents do nowadays) then Smeargle did nothing for your team beyond making your opponent waste a turn on Defog, a turn which you wasted earlier on by setting up those hazards anyway.

Long story short, Smeargle is great for Normal teams because it gives them access to literally any move that they might want to use. However, its stats hold it back from being truly useful, which is why Smeargle isn't commonly found on Normal teams. However, I use Smeargle and I will continue to use it because its utility is unparalleled. Unban Moody and make Smeargle OP imo.

Hmm D is too low for Smeargle imo

Smeargle holds a fairly large niche for normal teams, maybe a niche large enough for it to be in B rank. Hazards are extremely appreciated by normal, both sticky web and stealth rock. The only viable users of stealth rock are Chansey/Blissey and Miltank, along with Smeargle, where Chansey/Blissey really want 4 other moves, and Miltank is usually shoved aside for porygon 2. Smeargle's sashed spore can also be useful in emergencies like against scarfed Terrakion and Mega-Medicham (similar to Breloom's utility on grass with rock tomb). Smeargle is also the only user of sticky web on normal teams, and Pokemon like Diggersby and Porygon-Z are terrifying with sticky web support.

Smeargle's ability to Smash Pass or Geo Pass are just added benefits, although gimmicky, who wants to be on the opposing end of a shell-smash boosted Porygon-Z or Exploud? Normal has many great recipients of baton passes.

Smeargle for B Rank (I can be persuaded to C rank maybe)
 
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Hmm D is too low for Smeargle imo

Smeargle holds a fairly large niche for normal teams, maybe a niche large enough for it to be in B rank. Hazards are extremely appreciated by normal, both sticky web and stealth rock. The only viable users of stealth rock are Chansey/Blissey and Miltank, along with Smeargle, where Chansey/Blissey really want 4 other moves, and Miltank is usually shoved aside for porygon 2. Smeargle's sashed spore can also be useful in emergencies like against scarfed Terrakion and Mega-Medicham (similar to Breloom's utility on grass with rock tomb). Smeargle is also the only user of sticky web on normal teams, and Pokemon like Diggersby and Porygon-Z are terrifying with sticky web support.

Smeargle's ability to Smash Pass or Geo Pass are just added benefits, although gimmicky, who wants to be on the opposing end of a shell-smash boosted Porygon-Z or Exploud? Normal has many great recipients of baton passes.

Smeargle for B Rank (I can be persuaded to C rank maybe)
Yeah I thought about it a bit and Smeargle's niche is more important than I gave it credit for. I still think B rank is too high, but I agree that D is too low, so I changed my post to C rank
 
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NOIVERN (DRAGON) -> C RANK

Noivern @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Air Slash
- Switcheroo
- Flamethrower

Noivern @ Life Orb
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- Air Slash
- Roost

Noivern is very fast, and happens to be the fastest Dragon-type Pokemon in the game. Unfortunately, it is held back on Dragon teams due to crippling flaws.

One of these flaws is its typing. When teambuilding a Mono - Dragon team, one of the most important things to watch out for is the ice-type weakness. It is very easy to have a team of 3-4 Pokemon that are 4x weak to ice-typed moves, which puts a gaping hole in the team's core. Other Pokemon 4x weak to hold niches, like Dragonite, Garchomp, and Salamence.

Noivern is very weak. Noivern's base special attack is a mere 97, which means that even with a hard hitting move like Draco Meteor and a damage - boosting item, it will find itself stopped short by dedicated walls and fairies that are immune to Draco Meteor and will take little damage from a weak Air Slash.

Noivern is outclassed by Latios and Latias. It is slightly faster than Latios/Latias in enchange for a greatly reduced special attack stat. Latios/Latias also has a reliable, hard hitting STAB that allows them to clean teams easier in Psyshock. Noivern's most reliable stab is Air slash, which has a chance to miss and is very weak, making it more difficult to be a late game cleaner and thus serves as a hit-and-run attacker with Draco Meteor, being again outclassed by Latios/Latias, which have better bulk and better typing, access to Defog, reliable STABs, more coverage, and a sky high special attack stat.

Noivern's speed, however, does allow it to be a revenge killer and a late game sweeper/cleaner (altough admittedly overshadowed by Latios and Latias) Noivern for C rank
 
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MELOETTA (NORMAL) ->A RANK

First of all, take a look at scpinion's post on Meloetta(Psychic) as much of what I say here will just echo what he said.

Meloetta @ Choice Specs / Life Orb
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Thunderbolt / Shadow Ball / Trick
Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 Spe (can also go max HP max Spe or max HP max Def)
Calm Nature
- Substitute
- Calm Mind
- Psyshock
- Shadow Ball

Meloetta's main role on Normal teams is a hard-hitting Special attacker. Normal teams lack many special attackers, and thus will often find themselves being walled by Pokemon like Skarmory. Meloetta sports a very high Special Attack stat, and also has a useful sound-based stab in Hyper Voice that will hit through substitutes (Blissey/Chansey are often setup fodder). Meloetta does good with items like Choice Specs that can increase its damage output to compliment its wall-breaking ability. Meloetta can also run a substitute calm mind set, that can find many opportunities to set up with paralysis support from Chansey/Blissey and Porygon2.

Meloetta also has a unique typing in Psychic / Normal that provides a neat neutrality to fighting - type moves, however Meloetta's physical bulk is lacking and will generally not appreciate taking physical moves.
 
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