Monotype Viability Rankings

Status
Not open for further replies.
Mfw when people say chansey is not s rank.....................................

WHY IT IS S RANK
Any monotype team without strong physical attackers/wall breakers cannot break chansey period it is too bulky and the main reason people wanted to ban eviolite. Pair it with amazing walls like porygon2 (evilite core)
Just to rip of my original post about chansey

Explanation: Chansey is one of the bulkiest special walls across all tiers and with access to its favourite item, Eviolite, chansey becomes the premiere bulk mon for mono normal as it can take on and effectively beat almost all the special attackers in the entire monotype metagame apart from a few notable exceptions ( Specs Keldeo secret sword, taunt mega gardevoir, Knock Off + focus blast landorus i, 101hp sub cm psyshock users etc.) Alongside shutting down most special sweepers, Chansey provides a vast array of support for the team due to its expansive support movepool including moves such as heal bell, aromatherapy, wish, toxic, thunder wave, stealth rocks and even having soft boiled for immediate recovery ensures that chansey will not only be able to keep its team mates healthy, but it also will be able to switch in n number of times vs a wide portion of the monotype metagame whom are special attackers.
To boot it even gets its ability as natural cure to remove its own ailments upon switching out.


To add some more, with the influx of generic flying (no hate just a statement) chansey has become even more useful as it can spread paralysis set up SR really well recover health and roflstomp on any attempt of breaking its bulk (only options being knock off from lando t and trick from that cursed togekiss) Otherwise nothing can break chansey as long as it has softboiled up. and say if it runs toxic it is basically a matter of how many times you can switch in skarmory before it dies. Even without eviolite, chansey has tremendous bulk and it walls most special attackers no sweat and can even take physical attacks in a nutshell.


To show you what i mean, here is a replay of just a blissey literally sweeping a water mono despite me losing chansey and 2 other mons and portraying HOW OP THESE PINK MOTHERFUCKING BLOBS ARE http://replay.pokemonshowdown.com/monotype-176197983

Tl;Dr
Chansey is S rank cus nothign breaks it and sableye is susceptible to toxic and cant do shit vs sub users + not enuff blyk

Edit: Also can i reserve Blissey for normal
 
Nominating Gliscor for B rank for Ground
gliscor.gif


Generic Toxic Stall:

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Earthquake
- Toxic
- Substitute / Knock Off
- Protect / Roost / Taunt

What it does: Gliscor is a potent physical wall that patches up a fair amount of ground's weaknesses, mainly in the fighting monotype, which Ground usually suffers against. It can protect on a Breloom's spore to gain its Toxic Orb Poison, and then slowly pick it off with poison damage. It also helps against Mega Heracross, as it is somewhat able to take bullet seeds.
It is also able to effectively wall physical Aegislash on Ghost monotype, as well as (to some extent) 1v1 Sableye, as it won't get burned after its poison.
Furthermore, it will function somewhat well as a wall breaker, thanks to access to Taunt.

What it suffers against: Ice. This thing cannot stand ice type attacks. Water is also going to hurt Gliscor a lot, and water has enough of an advantage against Ground already.

Baton pass:
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 92 Def / 92 SpD / 72 Spe
Jolly Nature
- Agility
- Swords Dance
- Baton Pass
- Earthquake

The only baton passer in Ground. Thanks to Gliscor's large natural bulk, Gliscor should be able to baton pass safely to another member of your team. The EVs are fairly customizable. I decided to give it a large amount of bulk and some speed investment. Earthquake functions as an attacking move if this is your last Pokemon.

Specially defensive toxic stall:
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Taunt
- Roost
- Toxic
- Earthquake / Knock Off

Taunt functions as Gliscor's main move to check other walls and prevent it from getting taunted itself. Because it can afford to have a large amount of investment outside from defenses, it will outspeed any wall other than those with Prankster. Roost allows for a large amount of HP recovery. Toxic is Gliscor's main way of dealing damage, and Earthquake is a move that hits for a lot of damage. Knock Off can be run over Earthquake if you want to sacrifice a bit of damage for the ability to get rid of an opponent's item.
Specially defensive Gliscor can tank a lot of hits from Draco Meteor users, so it's a great help against Psychic and Dragon Monotype teams (psychic carries Latios and Latias). It can also beat Landorus-I and Togekiss, so it works against Flying monotypes.
 
Last edited:
Against most ice teams all 99 ground has a problem :/ also just because it is weak to one type doesn't mean it should be condemned to c rank. In my honest opinion it deserves b to a rank partially because it has so much variety a sin you haven't mentioned ant of the baton passing sets or the specially defensive set which is annoying as he'll to face due to roost and poison heal giving it like 63% recovery. Also it is the only thing on ground which can take on mega herrherracross reliably as everything else can only revenge kill or is set up bait due to skill link and it's good coverage . Also it breaks stall (mono normal ) with toxic and taunt ensuring it can fuck up those eviolite cores as it can use knock off as well. Hence I feel gliscor is at least b rank if not higher
 
Also Gliscor can beat Breloom 1v1 since toxic orb against spore, bullet seed doesn't rape you and it can Taunt SD variants, and it resists Mach Punch. Some people run Aerial Ace or Acrobatics (the latter as a late game knock off switch in after you get your poison). Definitely viable for ground so its not completely raped by some grass teams. Combine it with Mamoswine and it's lethal for some grass teams along with Mega Chomp Fire Bast for Ferrothorn.

Yeah still not strictly necessary for successful ground teams but I think B rank suits it well.

(Still on my retreat so can't argue efficiently so might not be able to argue back a response til like Sunday.)
 
Shuckle for A Rank

213.gif


Titanium(Shuckle)@Mental Herb
Ability: Sturdy
EVs: 252 HP, 252 Def, 4 SpDef OR 252 HP, 4 Def, 252 SpDef
Bold Nature if first EV set, Calm Nature if second EV set
-Sticky Web
-Stealth Rock
-Encore
-Infestation/Knock Off/Toxic

This is the standard set people use nowadays. Shuckle is really bulky and unlike all the other Stealth Rockers on Bug, it also gets access to Sticky Web making its utility usefulness better. Mental Herb is the real star of this set though. Mental Herb paired with Sturdy allows Shuckle to set up at least one hazard before Taunt or Encore or Torment gets to it. With Shuckle's bulk, this set is amazing.

You could also try this...

Titanium(Shuckle)@Mental Herb/Leftovers
Ability: Contrary
EVs: 252 HP, 252 Def, 4 SpDef OR 252 HP, 4 Def, 252 SpDef
Bold Nature if first EV set, Calm Nature if second EV set
-Shell Smash
-Rest
-Toxic
-Infestation

This seems to be a somewhat popular set as well. Contrary Shell Smash helps Shuckle a lot by lowering its already terrible offensive stats and buffs its defenses. Rest without Sleep Talk is because Shuckle can probably live a lot of attacks and can set up at least one Shell Smash due to its high defenses then Rest. Shuckle can probably live for two turns, then set up more Shell Smashes. Toxic and Infestation is Shuckle's way of beating an opponent. After getting +6 defenses, the only way to really beat Shuckle is through crits or PP stalling a master staller.

This is also a thing...

Titanium(Shuckle)@Leftovers
Ability: Sturdy
EVs: 252 HP, 252 Def, 4 SpDef OR 252 HP, 4 Def, 252 SpDef
Impish Nature if first EV set, Careful Nature if second EV set
-Power Split
-Rock Slide
-Bug Bite
-Earthquake

This is a very strange set. Switch in against a physical attacker and Power Split. This cuts their Attack stat a lot since Shuckle's is so bad. It's a very meh set to be honest, worth mentioning at least.

Overall, Shuckle is a very good hazard setter-upper, and amazing at being defensive. It's useless against Steel monos though because of their Toxic immunity. Rapid Spinners also beat Shuckle quite well because of Rapid Spin making you be freed from Infestation and because you could clear Rocks and Webs using Rapid Spin. A Rank's description fits Shuckle well, so that's what Shuckle gets.

P.S. I was thinking of giving Shuckle B Rank, but I found it works better as A Rank.

P.P.S. Sorry this was so late. I was swamped with homework. That coupled with being really stressed out doesn't really give me a lot of spare time. So once again, I apologize for the lateness.
 
Shuckle for A Rank

213.gif


Titanium(Shuckle)@Mental Herb
Ability: Sturdy
EVs: 252 HP, 252 Def, 4 SpDef OR 252 HP, 4 Def, 252 SpDef
Bold Nature if first EV set, Calm Nature if second EV set
-Sticky Web
-Stealth Rock
-Encore
-Infestation/Knock Off/Toxic

This is the standard set people use nowadays. Shuckle is really bulky and unlike all the other Stealth Rockers on Bug, it also gets access to Sticky Web making its utility usefulness better. Mental Herb is the real star of this set though. Mental Herb paired with Sturdy allows Shuckle to set up at least one hazard before Taunt or Encore or Torment gets to it. With Shuckle's bulk, this set is amazing.

You could also try this...

Titanium(Shuckle)@Mental Herb/Leftovers
Ability: Contrary
EVs: 252 HP, 252 Def, 4 SpDef OR 252 HP, 4 Def, 252 SpDef
Bold Nature if first EV set, Calm Nature if second EV set
-Shell Smash
-Rest
-Toxic
-Infestation

This seems to be a somewhat popular set as well. Contrary Shell Smash helps Shuckle a lot by lowering its already terrible offensive stats and buffs its defenses. Rest without Sleep Talk is because Shuckle can probably live a lot of attacks and can set up at least one Shell Smash due to its high defenses then Rest. Shuckle can probably live for two turns, then set up more Shell Smashes. Toxic and Infestation is Shuckle's way of beating an opponent. After getting +6 defenses, the only way to really beat Shuckle is through crits or PP stalling a master staller.

This is also a thing...

Titanium(Shuckle)@Leftovers
Ability: Sturdy
EVs: 252 HP, 252 Def, 4 SpDef OR 252 HP, 4 Def, 252 SpDef
Impish Nature if first EV set, Careful Nature if second EV set
-Power Split
-Rock Slide
-Bug Bite
-Earthquake

This is a very strange set. Switch in against a physical attacker and Power Split. This cuts their Attack stat a lot since Shuckle's is so bad. It's a very meh set to be honest, worth mentioning at least.

Overall, Shuckle is a very good hazard setter-upper, and amazing at being defensive. It's useless against Steel monos though because of their Toxic immunity. Rapid Spinners also beat Shuckle quite well because of Rapid Spin making you be freed from Infestation and because you could clear Rocks and Webs using Rapid Spin. A Rank's description fits Shuckle well, so that's what Shuckle gets.

P.S. I was thinking of giving Shuckle B Rank, but I found it works better as A Rank.

P.P.S. Sorry this was so late. I was swamped with homework. That coupled with being really stressed out doesn't really give me a lot of spare time. So once again, I apologize for the lateness.
Great writeup! Don't worry, there's nothing to be sorry about. Everyone has school, and I'm really grateful that you still found time to write this. If you're busy and stuff, feel free to prioirtize work first. We aren't in a rush to finish this ^^
 
Gallade (Psychic) for C rank!
475.png
475.gif

Gallade (M) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat/Drain Punch
- Psycho Cut/Zen Headbutt
- Swords Dance/Shadow Sneak
- Knock Off/Ice Punch

Gallade (M) @ Assault Vest/Lum Berry/Leftovers/Choice Band/Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat/Drain Punch
- Psycho Cut/Zen Headbutt
- Shadow Sneak/Bulk Up/Swords Dance
- Knock Off/Ice Punch/Swords Dance/Bulk Up

If you are running the AV set or any bulky set, EVs should be: EVs: 212 HP / 252 Atk / 44 Spe

Gallade is one of the viable physical attackers on Psychic mono teams, he has an amazing 115 base special defense, being able to tank special hits and absorbing Dark type attacks gaining an attack boost; good coverage, being able to run so many sets your opponents won't even know what hit them. The issue with Gallade is his defense and speed stats, kinda mediocre; as it is, Gallade has trouble dealing with pokemon like Spiritomb and Sableye, not being able to hit Fairies effectively, C rank would fit just fine.

Metagross (Psychic) for B rank!
376.png
376.gif

Metagross @ Life Orb
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch/Agility
- Earthquake
- Zen Headbutt

Metagross @ Life Orb/Choice Band/Leftovers/Choice Scarf
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch/Stealth Rock/Thunder Punch
- Earthquake/Trick
- Zen Headbutt

If you are running a bulky set, EVs should be: 252 HP / 252 Atk / 4 SpD or Def

Just like Gallade, Metagross is one of the few viable physical attackers on psyhic teams; Metagross is just so good, it has 9 resistances plus pretty good defenses, making it a possible and powerful tank, also let's not ignore the fact that it has a base 135 attack, letting it hit hard enough, also it gets priority STAB, letting it smash weakened pokemon; speed is really bad, but who cares when you can live stuff and hit back harder. The only issue with Metagross is its speed, not really good, faster special attackers are a problem when using it, other than that metagross is a pretty solid pokemon; in my opinion Metagross is damn good, but for some reason it's not really fit for A rank, that's why I'm giving it B rank.
 
Last edited:
250px-593Jellicent.png


I think Jellicent should be added to the list for Ghost. (I do not see it there so I will nominate it for at least C)

- It has pretty good Bulk for a Ghost type (100, 70, 105)
- Immunity to Water with Water Absorb.
- Reliable recovery with Recover.
- Access to many good defensive moves such as Will-O-Wisp, Scald, and Taunt.

It is helpful against Fire Type teams which Ghost teams tend to struggle with.

Defensive:

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 12 SpD / 44 Spe
Bold Nature
- Scald
- Recover
- Toxic / Will-O-Wisp
- Ice Beam / Shadow Ball / Taunt

It can also use a Choice Specs set:

Jellicent @ Choice Specs
Ability: Water Absorb
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Water Spout
- Shadow Ball
- Hydro Pump / Scald / Surf
- Energy Ball / Ice Beam
 
Last edited:
Shuckle

Titanium(Shuckle)@Leftovers
Ability: Sturdy
EVs: 252 HP, 252 Def, 4 SpDef OR 252 HP, 4 Def, 252 SpDef
Impish Nature if first EV set, Careful Nature if second EV set
-Power Split
-Rock Slide
-Bug Bite
-Earthquake

It is worth noting that any shuckle set aiming to be offensive is just never going to work. Not only is it outclassed by pretty much every other physically orientated bug and rock type, but say you come in on one of the most powerful physical attackers out there, Slaking, and use power split. You still only end up with 263 atk, which is pretty darn unimpressive. For comparison, that's one point ahead of a fully invested base 70. Instead, power split is a great way to cripple opposing attackers, averaging your garbage attacking stats with theirs. It is more of a filler move than anything else, as shuckle usually has better options.

Gallade

Gallade is one of the viable physical attackers on Psychic mono teams, he has an amazing 115 base special attack, being able to tank special hits

Metagross

Just like Gallade, Metagross is one of the few viable physical attackers on psyhic teams; Metagross is just so good, it has 9 resistances plus pretty good defenses, making it a possible and powerful wall

I think you mean Defense :P

Also, Metagross lacks the recovery and utility of a wall, and as such is much better off as a tank, utilising its' amazing attack stat and decent coverage.
 
It is worth noting that any shuckle set aiming to be offensive is just never going to work. Not only is it outclassed by pretty much every other physically orientated bug and rock type, but say you come in on one of the most powerful physical attackers out there, Slaking, and use power split. You still only end up with 263 atk, which is pretty darn unimpressive. For comparison, that's one point ahead of a fully invested base 70. Instead, power split is a great way to cripple opposing attackers, averaging your garbage attacking stats with theirs. It is more of a filler move than anything else, as shuckle usually has better options.



I think you mean Defense :P

Also, Metagross lacks the recovery and utility of a wall, and as such is much better off as a tank, utilising its' amazing attack stat and decent coverage.
Whoops thanks for noticing, I'm dumb >.<
 
Mega Medicham for S Rank (Fighting)
Taken over from some guy who had crucial mistakes but never changed them.

medicham-mega.gif

Medicham (F) @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Psycho Cut / Zen Headbutt
- Ice Punch / Bullet Punch / Thunder Punch

Explanation: As one of the best wallbreakers in the game, Mega Medicham deserves no rank lower than S. It has a passable 100 base speed, brilliant STABs (High Jump Kick, and Psycho Cut / Zen Headbutt), and good coverage moves depending on what you need to hit (Ice Punch, Fire Punch, Thunder Punch, Bullet Punch etc). Although it has sucky speed before Mega Evolving, Fake Out remedies that by giving you a free turn to Mega Evolve. Medicham is the only physical Fighting Pokemon who can 2HKO Skarmory w/o boosts. That's really important since Skarm can't safely switch in. Ice Punch can 1HKO Lando-T (after Intimidate) and physically defensive Gliscor who'd wall you otherwise. Thunder Punch lets you 2HKO Slowbro, and Bullet Punch is priority that hits Gardevoir / Fairies super effectively.

Calcs:

-1 252 Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 4 Def Landorus-T: 396-468 (103.6 - 122.5%) -- guaranteed OHKO
-1 252 Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 252+ Def Landorus-T: 280-332 (73.2 - 86.9%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 201-237 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery
-1 252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Staraptor: 211-250 (56.4 - 66.8%) -- guaranteed 2HKO
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Rotom-W: 243-286 (79.9 - 94%) -- guaranteed 2HKO after Leftovers recovery

Long story short, there are no switch ins other than Bulky Psychics / Aegislash
 
Mega Medicham for S Rank (Fighting)
Taken over from some guy who had crucial mistakes but never changed them.

medicham-mega.gif

Medicham (F) @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Psycho Cut / Zen Headbutt
- Ice Punch / Bullet Punch / Thunder Punch

Explanation: As one of the best wallbreakers in the game, Mega Medicham deserves no rank lower than S. It has a passable 100 base speed, brilliant STABs (High Jump Kick, and Psycho Cut / Zen Headbutt), and good coverage moves depending on what you need to hit (Ice Punch, Fire Punch, Thunder Punch, Bullet Punch etc). Although it has sucky speed before Mega Evolving, Fake Out remedies that by giving you a free turn to Mega Evolve. Medicham is the only physical Fighting Pokemon who can 2HKO Skarmory w/o boosts. That's really important since Skarm can't safely switch in. Ice Punch can 1HKO Lando-T (after Intimidate) and physically defensive Gliscor who'd wall you otherwise. Thunder Punch lets you 2HKO Slowbro, and Bullet Punch is priority that hits Gardevoir / Fairies super effectively.

Calcs:

-1 252 Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 4 Def Landorus-T: 396-468 (103.6 - 122.5%) -- guaranteed OHKO
-1 252 Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 252+ Def Landorus-T: 280-332 (73.2 - 86.9%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 201-237 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery
-1 252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Staraptor: 211-250 (56.4 - 66.8%) -- guaranteed 2HKO
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Rotom-W: 243-286 (79.9 - 94%) -- guaranteed 2HKO after Leftovers recovery

Long story short, there are no switch ins other than Bulky Psychics / Aegislash
Mega Medicham is one of the two fighting type megas, but out of the two, it's the one used the most, Pure Power is an overkill ability, given that Megacham has the powerful HJK STAB; Fake Out lets it break Sashes/Sturdy users dealing a considerable damage, I'm not really sure about it being S rank, but it is pretty good.
 
Mega Medicham is one of the two fighting type megas, but out of the two, it's the one used the most, Pure Power is an overkill ability, given that Megacham has the powerful HJK STAB; Fake Out lets it break Sashes/Sturdy users dealing a considerable damage, I'm not really sure about it being S rank, but it is pretty good.
The reason it's in S is because of its ability to wallbreak stuff so its teammates can sweep. Notably Landorus-T and Skarmory. You're right after Fake Out, but it can also stop some set up sweeps by spamming Fake Out then switching out etc. Medicham's purpose is to break walls and base 100 speed is more than enough for that. STAB Psychic moves set it muscle past Venusaur, which is pretty amazing since Venu walls Fighting pretty hard (if they don't carry Hawlucha). The only reason why someone would use Heracross is to beat Mew and Slowbro. Otherwise, it's too slow to leave a mark in your opponent's team.
 
I mean Medicham's only fault is being unable to break new reliably as it can beat slowbro with t-punch but it is more than deserving of s rank as it is silly good to abuse.

Also what time y'all think we will be able to do the rankings of the ORAS megas? When its officially released or what (curious cause wouldn't mind writing some soon)?
 
250px-593Jellicent.png


I think Jellicent should be added to the list for Ghost. (I do not see it there so I will nominate it for at least C)

- It has pretty good Bulk for a Ghost type (100, 70, 105)
- Immunity to Water with Water Absorb.
- Reliable recovery with Recover.
- Access to many good defensive moves such as Will-O-Wisp, Scald, and Taunt.

It is helpful against Fire Type teams which Ghost teams tend to struggle with.

Defensive:

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 12 SpD / 44 Spe
Bold Nature
- Scald
- Recover
- Toxic / Will-O-Wisp
- Ice Beam / Shadow Ball / Taunt

It can also use a Choice Specs set:

Jellicent @ Choice Specs
Ability: Water Absorb
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Water Spout
- Shadow Ball
- Hydro Pump / Scald / Surf
- Energy Ball / Ice Beam
Also I think jelly deserves a special mention as it shuts down keldeo and it helps a lit vs ground as it can taunt plus toxic to shut dow gastro. Also vs bulky stall it can abuse taunt to the fullest due to speed creep si maybe b munus rank
 
Anttyaz I'm kinda new to Monotype (on smogon, not monotype battling), but is the "Reserve" thing kinda like C&C? And what does the generation thing mean in the OP?
Reserve is there so you can have more time to write something. It's pretty much like a C&C but it's not as in-depth and more of an analysis. The generation thing is for people to know what's still available / haven't been written yet. If it isn't out there, then it's probs written or just plain bad.

I mean Medicham's only fault is being unable to break new reliably as it can beat slowbro with t-punch but it is more than deserving of s rank as it is silly good to abuse.

Also what time y'all think we will be able to do the rankings of the ORAS megas? When its officially released or what (curious cause wouldn't mind writing some soon)?
I'm waiting for them to be released so we'd see how they fare in the metagame. Some stuff may look good on paper, but they might be bad in the actual Monotype metagame. We could do a preliminary ranking if people want to. (since OU did it)
 
Reserve is there so you can have more time to write something. It's pretty much like a C&C but it's not as in-depth and more of an analysis. The generation thing is for people to know what's still available / haven't been written yet. If it isn't out there, then it's probs written or just plain bad.


I'm waiting for them to be released so we'd see how they fare in the metagame. Some stuff may look good on paper, but they might be bad in the actual Monotype metagame. We could do a preliminary ranking if people want to. (since OU did it)


Alright then just curious (even if there arent many IMO who have that good on paper but bad in practice look).
 
Uh one thing, I clicked on the Mega-Mawile (Fairy) link in the OP. And it directed me to page 5, but the Mega-Mawile analysis is not there. I'm not too sure where it is either.. Just wanted to point it out.
 
The reason it's in S is because of its ability to wallbreak stuff so its teammates can sweep. Notably Landorus-T and Skarmory. You're right after Fake Out, but it can also stop some set up sweeps by spamming Fake Out then switching out etc. Medicham's purpose is to break walls and base 100 speed is more than enough for that. STAB Psychic moves set it muscle past Venusaur, which is pretty amazing since Venu walls Fighting pretty hard (if they don't carry Hawlucha). The only reason why someone would use Heracross is to beat Mew and Slowbro. Otherwise, it's too slow to leave a mark in your opponent's team.
Right on point :]
 
cofagrigus.gif


I would like to nominate Cofagrigus for either D or C in Ghost.

A few nice things about it:
- Really impressive physical bulk. (58, 145, 105)
- A useful ability in Mummy. (Forces Pokemon like Azumarill and Mega-Mawile to lose their Huge Power if they make contact.)
- It can learn Trick Room to take advantage of its slow speed.
- Has a usable base 95 Special Attack and can learn Nasty Plot and Calm Mind.
- Only Ghost type with Toxic Spikes.

Flaws:
- Pain Split is not always reliable.
- Its low speed can be taken advantage to Taunt or inflict a Status Condition.
- Trick Room does not last very long or can effect faster Ghosts should they need to switch in.

Trick Room Sweeper:

Cofagrigus @ Leftovers
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power Fighting / Will-O-Wisp

Defensive:

Cofagrigus @ Leftovers
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Will-O-Wisp
- Shadow Ball
- Pain Split
- Haze / Knock Off
 
Last edited:
Dark T, just curious, but what makes you suggest Cofa for C or D rank? I'm not necessarily disagreeing with you here, but you only listed the positive things about Cofagrigus without mentioned any negatives. What would be your argument against it, say, being moved up to B rank? What are its main flaws and what can take advantage of them? Does it support its teammates well by providing roles that normally aren't provided on Ghost monos?
 
Status
Not open for further replies.
Back
Top