I personally think that it should stay at C or move up to B at most. You're right, it's a beast at the hands of an experienced player, but it's way too hard to use for beginners. It does a great job walling special Ice types, but it has trouble against Dark + Greninja (which is its main niche). As you go higher up the ladder, Dark's Stealth Rocker is generally a Tyranitar that has Stone Edge + Fire Blast. This prevents you from Defogging until it's off the field / dead. You
can Defog, but chances are, your Defogger's dead while T-tar can switch out and come back later. Once you have rocks up on Articuno's side, the Dark user can pressure you w/ a mixture of Greninja, and T-tar. Sure, you can switch in Articuno (and lose 50% of your health) and roost, this leaves you at at 100 while Tyranitar comes right back out to pressure you with Stone Edge. If you try and attack Greninja, then Articuno's dead the next time it switches in once you factor in Sandstorm damage. Basically, you're forced to Roost every time you come in making it extremely hard for Articuno to do its job while the Dark user can whittle away its health (esp if T-tar has Pursuit). It does do a great job against Ice, but so do SpDef Charizard & Rest Talk Mega Dos. Because of that, I feel like it's outclassed in some ways, and it's extremely hard to use in others, making it great where it is.
I feel like Rotom-W should be C rank for Water since it offers nothing special outside of Will-o-Wisp, Trick & a Lando-I check. Earthquake immunity isn't important at all unless if you struggle with Sand Rush Excadrill. (if so, try defensive Swampert :P) Electric neutrality is nice, but it faces competition with Lanturn who is better in almost every single way. As for your sets, I feel like only the first and fourth sets are somewhat viable. The other two are flat out outclassed.
Maybe change the Word Doc into a .txt so you can easily edit?
I'm not targeting you or anything, so don't feel offended, but your sets need some help if they're going to be helpful.
First set:
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick
- Will-o-Wisp
- Volt Switch
- Hydro Pump
Rotom-W makes a pretty good Grass Knot absorber, and Volt Switch pressures fast and frail mons such as Greninja. Trick cripples any wall that might switch in. Will-o-Wisp is great in general, and scarf Willo is pretty good against stuff such as +1 Mega Altaria & Dragonite.
There is absolutely no reason to run Hex on Rotom-W since it gains so STAB from it. (Volt Switch + Hydro Pump are stronger if you factor in STAB. They hit Psychic & Ghost neutrally so no point running that.)
Last set:
Rotom-Wash @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Reflect
- Light Screen
- Will-o-Wisp / Pain Split
- Volt Switch / Pain Split
This is probs my favorite Rotom-W set on Water. Light Clay is obvious, since it makes your screens last longer. Screens are screens. Will-o-Wisp prevents physical sweepers from setting up on you, and Volt Switch lets you keep your momentum up while getting your sweepers in safely. Pain Split is there if you want to last longer, but I personally feel like Will-o + Volt Switch are better.
If you really want, you can keep the third set, but it's meh in Water Monotypes (Outclassed by Lanturn + Swampert)
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-o-Wisp
- Pain Split
- Hydro Pump
- Volt Switch
Standard Rotom-W. There's no need to speed creep Azu since a majority of water types can tank a Aqua Jet and deal with it. Pain Split is great on this set since it can recover some lost HP. I chose 252 Def instead of SpDef is because Lanturn's going to be your SpDef wall anyways. (They make a decent core now that I think of it .3.)
I can live with your ranking (although D rank would be more appropriate since Damp Rock's dead)
Ludicolo @ Leftovers
Ability: Rain Dish
Shiny: Yes
EVs:
248 HP / 252 Def / 8 SpA 248 HP / 252 SpD / 8 SpA
Bold Nature Calm Nature
IVs: 0 Atk
- Rain Dance
-
Giga Drain Scald
- Leech Seed
- Substitute
Ludicolo is good on Water because of its Grass neutrality. Its Phy Defense sucks anyways, so why waste it there? Also, I chose Scald over Giga because there's no point wasting the extra power Rain gives. A chance to burn is nice as well. Sub is great against passive mons such as P2 & Chansey.
0 SpA Porygon2 Ice Beam vs. 252 HP / 252+ SpD Ludicolo: 49-58 (13.4 - 15.9%) -- possible 7HKO
252 SpA Life Orb Protean Greninja Grass Knot (80 BP) vs. 252 HP / 252+ SpD Ludicolo: 105-125 (28.8 - 34.3%) -- 0% chance to 4HKO after Rain Dish recovery and Leftovers recovery
nothing else really
SS Set:
Ludicolo @ Life Orb
Ability: Swift Swim
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
-
Rain Dance Focus Blast
-
Scald Hydro Pump
- Giga Drain / Surf
- Ice Beam
Ludicolo is so frail that it can't really set up a Rain Dance safely. Since Damp Rock's banned, no one expects Swift Swim anymore so you can run a Modest Nature. Focus Blast is mandatory on Ludicolo because it's the only reason why you'd run it. Focus Blast lets it hit Ferrothorn hard who'd otherwise wall Kingdra & Kabutops. Also, Ludi is kinda weak so you have to run Hydro Pump if you're running Life Orb. Giga Drain was used to hit other Ludicolos / Swift Swimmers but no one uses it anymore so you can use Surf if you want something safer. Ice Beam is mandatory for Dragons, who'd otherwise wall you pretty hard.
And
Inscribe I'd finish Chomp first before writing Gallade since other people might want to write it. Also, Dark and Water would run different sets since Water doesn't have to worry about Fairies.
For Dark:
LONGJAWG8R (Sharpedo) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature (Naughty if running Hydro)
- Poison Fang / Hydro Pump
- Waterfall
- Crunch
- Protect
0 SpA Sharpedo Hydro Pump vs. 252 HP / 4 SpD Skarmory: 171-202 (51.1 - 60.4%) -- 92.6% chance to 2HKO after Leftovers recovery No switch ins for you :]
0 SpA Sharpedo Hydro Pump vs. 252 HP / 0 SpD Landorus-T: 308-366 (80.6 - 95.8%) -- 56.3% chance to OHKO after Stealth Rock No switch in for you either
Honestly, it depends on what your team needs.
For Water:
Tbh, Mega Pedo is pretty useless on Water. It's only niche is this I guess
252+ Atk Strong Jaw Sharpedo Crunch vs. 252 HP / 252+ Def Mega Venusaur: 142-168 (39 - 46.1%) -- 21.5% chance to 2HKO after Stealth Rock
It's weak to Breloom's Mach Punch, Ferrothorn walls it, and so does Phy Def Cradily. Water destroys Electric so no need to prepare for that.
LONGJAWG8R (Sharpedo) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Fang
- Waterfall
- Crunch
- Protect
I guess you can get some nice Ice coverage in. It can't 1HKO Mega Altaria, but it forces it to kill you if you're at +1. You'll kill everything else tho
252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Sharpedo: 131-155 (46.6 - 55.1%) -- 69.5% chance to 2HKO < Be careful of that
Ik you aren't finished, but I felt like helping you :]
Edit: Maybe B Rank on Dark, C Rank on Water? Mega Bro outclasses it anyway, and Water has a hard time getting Pedo in safely.