Resource ORAS OU Viability Ranking Thread V3 - Read Post 3451 Page 139

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The popularity of Tankchomp and Hippowdon is in my opinion not a valid reason to drop it to A. Actually, I think the popularity of these two pokemon (+ Clefable) is the reason why it is not S rank at the moment. PuP sets threaten so many balanced cores as even good checks like Hippo and Clef can't counter them because they fail to OHKO Lopunny in return and offensive teams lose to almost every set of Mega Lopunny. Even stall struggles against SubPuP, Baton Pass or Encore set and as long as you have one of these moves, you are a big threat to almost any team because of a nice speed tier, unresisted STAB moves and a great support movepool. Lopunny A+ ---> A+

Wait, you mean to tell me we're ranking 'mons by how good they are as Pokemon and not how the meta has common balance cores that can muscle through? This is news to me.

Those aren't the only Pokemon that can deal with Mega Lopunny by the way, there's a decent chunk of mons that can deal with it relatively well. Slowbro is still pretty common, Slowking being on the rise does too. Mew is still pretty common for whatever reason and mLop flat out can't break past that thing unless it's SubPuP, which I have never seen anyone but myself use lol. Celebi does decently if mLop doesn't have PuP as return/ice punch fail to 2HKO fat pass variants. There's a few others out there, and then there's checks galore.

With that said, I would only be for Lopunny dropping if we are considering MegaGross for dropping for the same reason. Otherwise, I would wholeheartedly agree mLop is an A+ 'mon for what it is capable of doing.
 
mega lopunny is not dropping guys. move on.

checks to this thing on offensive teams are so freakin' limited and even if you don't even throw in fake out, this thing still does huge work against offense because of its stabs and speed tier. fake out was just there as a free mega evo and getting free prior damage to ko things like latios.

idk why people say this thing is crap against bulkier builds because it can just run encore + sub/pup to combat these teams nicely while still retaining flexibility against offense. toxic lopunny is also a great option because it makes all of its checks (bar mega venu and other fat poisons) into liabilities. for example, hippowdon and slowbro can no longer switch in repeatedly.

doesn't terrorize offense? garchomp and landorus-t lose to ice punch lopunny and then this thing can just steamroll through the rest of your lopunny weak team. you complained about losing 58% and dying to priority, but you have teammates like raikou and garchomp for example to force them out and mega lopunny can come in later to grab another kill / do a ton of damage.

while you lose to certain builds based on what last move slots your using, it still doesn't ignore the fact you have space to combat different archetypes and leave the rest of your team to beat other things. ex. lopunny runs fake out / ice punch in last two slots and you run tail glow manaphy to crap on balance teams.

as long as there is a dominating presence of offensive teams in the metagame, mega lopunny isn't leaving a+.
 
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Really don't agree with the recent Bisharp and Lopunny noms to drop. I might be biased because I always end up having to disfigure my teams completely in order not to get destroyed by them, but that still showcases how scary these two can be, despite the presence of Garchomp and Hippowdon.

Just because Hippowdon is super popular doesn't mean we should drop 2 Pokemon which IMO have bordered on S-rank worthiness for a while and which are still amongst the best Pokemon in A+. This kinda ties into what I said about Hippowdon often serving as a blanket check to a large portion of the metagame, which may not be too relevant to Hippowdon's viability since you can just pair it up with another physical wall, but is absolutely relevant to the viability of things Hippo beats, since a lot of teams run Hippo as their sole answer to multiple threats, which tend to lose to cores like Lopunny+Talonflame or Bisharp+XZard or indeed, Bisharp+Lopunny. So being walled by Hippowdon usually isn't a big deal since it can be overpowered or lured without too much difficulty.

I know no-one is saying Hippowdon is the only thing that troubles these two, which it isn't, but it's a good representation of common answers to these Pokemon : much like Hippowdon, they are often relatively easy to switch into, overload, and wear down.

Let's look at Bisharp first. This Pokemon is checked by 2 very common offensive threats in Keldeo and Garchomp, however, neither of these are hard to play around : Keldeo hates losing its item and isn't too hard to switch into once it does, while Garchomp is often, much like Hippo, slapped on offensive teams to check a lot of things at once, and doesn't even have recovery so can be forced to go down pretty fast. Both are also screwed by TSpikes which happen to be amazing support for Bisharp. And so many offensive teams just fold to Bisharp once Keldeo or Garchomp are gone, especially since Pursuit and SD are getting more popular on Weavile at the detriment of Low Kick.
Against bukier teams it can use its solid bulk and typing to switch into various things and just launch powerful Knock Offs to wear down its checks so it's quite effective against those as well.
Bisharp is the perfect example of a Pokemon which can put in work in almost any matchup due to the combination of powerful priority, Knock Off crippling its switchins, acess to Pursuit, and sweeping capabilities via SD.

Then we've got Lopunny, who isn't as consistently strong against multiple playstyles as Bisharp, but makes up for it by completely destroying offense, the only things really stopping it being the obvious Garchomp which, once again, can be played around, MZam and MAero which aren't common enough to be that troublesome, and random Scarfers and Prio users which are usually quite easy to play around.
Personally, I don't find Lopunny to be weak against balance, after a PuP it can usually clean house once a few things have been weakened, and any good Lopunny team is going to employ ways to weaken all of these passive mons. Sets like Sub+Encore, PuP+Encore, and Sub+Toxic (really underrated imo) lets it screw over defensive teams to an extent without sacrificing much effectiveness vs offense.
Generally speaking, almost all of Lopunny's answers are pretty passive, this makes it almost impossible to steal momentum from and, as long as you build around it correctly, usually prevents it from being a liability, and from a Lopunny user losing the upper hand specifically because of it. It's also super easy to use, Return is spammable af since 90% of resists are smashed by HJK the next turn.

tldr; don't drop Bisharp and Lopunny, they are amazing mons and only need minimal team support to bypass their checks, and one or two unfavorable metagame trends aren't enough to throw them off A+ rank.


Quick comment on bludz's Azumarill to S nom : I don't really agree since, although it is true that Azumarill is very hard to wall, it's not hard to check.

BD is extremely threatening, but most offensive teams can prevent it from setting up, and even when it does set up, it's checked quite easily by most Water resists, which offense has plenty of (Tankchomp can also screw it over by forcing it to kill itself). This makes it only truly effective against balanced and defensive teams, and even then it has only one shot to put in work vs those kinds of teams.

Then you've got Band, which hits like a truck, but one it's locked in, is quite easy to take advantage of. Once again, no real counters bar Venusaur and I guess Amoonguss, but plenty of checks which makes it more manageable in practice than it may appear in theory.

I'm also not really convinced by Azumarill's splashability either, especially when compared to Clefable as well as other Water-types like Keldeo, Manaphy, Rotom-W, heck even Slowbro, all of which find themselves on teams very easily and and compete for a teamslot with Azumarill as a bulky Fairy or Water, sure you can run one of these alongside Azu but they stack weaknesses so that's not necessarily a great idea.
 
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Obviously defog is not as common on HO as it was when Bisharp was at its prime, which influences its viability. Yes, I will concede that it pressures starmie to spin, forcing 50/50s, or you could just switch out. As far as Exca goes, it wins the prediction argument a majority of the time, having access to SD and bisharp failing to OHKO unless it carries Low Kick.
Your personal opinion that Bisharp is the so-called "face of HO" is irrelevant in this case. While it is used commonly, its use in HO isn't all it is used for. Niche move options in order to help it sweep only hit a couple mons at best (except for low kick).

As far as metagame trends go, Garchomp is indeed a major threat to Bisharp. However you failed to mention the rise of Hippowdon as a counter as well. While Zard X and Bulky Scizor have technically existed at the same time period as Bisharp, I am talking about new metagame trends. Obviously Zard X is great in this meta, hence its rise to S rank. For Bulky Scizor, this thing is a surefire reason that Bisharp should drop. If people can ride its hype train enough to think that Mega Metagross should drop because of it, Bisharp should too.

The calcs you mentioned don't even take into account the difficulty that Bisharp has in setting up, and how it is countered by Keldeo (which is on its own push to S rank).

In bisharp's prime it was S rank because it was used alongside the best hazard setters in the tier, Deoxys S and D who centralized the meta toward their style of HO. Defog was just introduced into the game and it became popular because we really needed more hazard removal options and bisharp completely stopped that. Even now Defog is still used a lot because we are still strapped for good hazard removal and many teams are reliant on the latis in teambuilding, I'm not sure why you think otherwise. Sd excadrill doesn't carry rapid spin, so that has nothing to do with what I said. IF excadrill wants to clearsrocks + 3 layers of spikes on bisharp, its a 50/50. My "personal opinion" that it is the face of HO is deeply rooted in fact. I didnt fail to mention hippo as a counter ( which it isnt because grass knot bisharp exists although rare nowadays) because you already mentioned it, no need for me to repeat it. Again Bulky Zard x and scizor have existed since XY and them being more popular now I think doesnt mean all that much since they haven't affected bisharp's viability in the past to the point where it should actually drop. Also lets not change the purpose of the calcs. You said weavile and tornadoes lower its viability because they can ohko it while hiding the fact that neither can switch in nor can they deal with a +2 bisharp, which can be achieved by it SDing or coming in on a defog. Bisharp can setup an SD on a number of mons, most notably the lati twins. Then on balance it can easily set up on a ferrothorn and clefables. Setting up SD on bisharp isn't an issue since it forces many switches. Keldeo counters it... thats already known in its placement, we don't randomly drop a mon just because it has a counter. Thats like me asking to drop Charizard y to A - because i just discovered chansey walls it.
Ill address chomp in response to this post.


The popularity of Tankchomp and Hippowdon is in my opinion not a valid reason to drop it to A. Actually, I think the popularity of these two pokemon (+ Clefable) is the reason why it is not S rank at the moment. PuP sets threaten so many balanced cores as even good checks like Hippo and Clef can't counter them because they fail to OHKO Lopunny in return and offensive teams lose to almost every set of Mega Lopunny. Even stall struggles against SubPuP, Baton Pass or Encore set and as long as you have one of these moves, you are a big threat to almost any team because of a nice speed tier, unresisted STAB moves and a great support movepool. Lopunny A+ ---> A+


Ok we need to be consistent, this isn't addressed to you Sketchup just using your comment as a way to enter the discussion. I dont agree with dropping gross because of bulky chomp and hippo, and neither do i for lopunny considering that besides the chip damage from bulky chomp that literally affects every physical attacker in the tier right now (even the ones that can hit it super effectively because they are still taking ~30 percent damage), lopunny still has ways to lure both of them and weaken them, so i agree there. So by this logic since bulky chomp hippo and skarmory are popular, then if gross drops, then bisharp mega scizor and lopunny should drop down to A. And the latter 3 of those i just mentioned are all A+ worthy because they really are stars at the moment, so i highly doubt they will be dropped. Lopunny is superb against offensive teams and has some tools to mess up defensive teams with amazing high powered stab combo and a speed tier rivaled only by a handful of mons. Lopunny does struggle with common staples on balance but this has already been established.
 
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I'm also not really convinced by Azumarill's splashability either, especially when compared to Clefable as well as other Water-types like Keldeo, Manaphy, Rotom-W, heck even Slowbro, all of which find themselves on teams very easily and and compete for a teamslot with Azumarill as a bulky Fairy or Water, sure you can run one of these alongside Azu but they stack weaknesses so that's not necessarily a great idea.
I agree with the rest of your post but I just want to touch on this. I'm not going to argue regarding Clefable because I agree with you there as well.

Manaphy is not splashable in the sense that it is a good check to things; it's only splashable in the sense that "oh I'm weak to fat teams." Keldeo is far more splashable in the sense of checking things such as Bisharp etc while also doing a good job of wallbreaking or cleaning or whatever. Rotom fits onto a lot of teams I guess but Slowbro stacks a Dark weakness which is found on a ton of teams these days.

Azumarill compares to Keldeo moreso than these other pokemon because while it provides offensive pressure, it also is a check to a ton of things that are annoying to check: Weavile, Zard X, Diancie, Mega Gyarados, Sand Rush Excadrill, etc. It covers up a lot of holes for hyper offensive teams and I think it's more splashable on that playstyle than any of those other waters are on a specific playstyle besides Keldeo.
 
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Time to contribute:
Mega Metagross from S to A+: Honestly don't care, leaning on it dropping
Bisharp from A+ to A: Don't agree, Bisharp is still an awesome poke
Mega Lopunny from A+ to A: Dont agree, Mega Lop still wrecks offense and still does decent with balance. Toxic Mega Lop seems like an awesome lure.
Rotom-W from A to A-: Agree, Rotom-W may be splashable, but it's struggling
Ferrothorn from A to A+: Dont agree
Keldeo from A+ to S: Dont agree
Reuni and Dragalge I dont care about
Mega Gallade to B: agree with, it's pretty bad
Noivern to D: agree, this thing is horrible
Just my little 2 cents.
 
Im going to nom hawlucha up to a-.... This thing is REALLY scary right now against all types of teams, it can come in and set up on almost anything and is INSANELY powerful after a sd, it has great stabs (sky attack,acrobatics hi jump kick) and unburden is the perfect thing for sky attack and acrobatics its extremely splashable and can run sub for mons that try to status it. Hawlucha is one of the best non ddancing sweepers/late game cleaner in the tier right now and is not prepared for making it even more deadly, its best checks and counters are unaware clefable and zapdos(thundurus doesnt take a hi jump at plus 2 with rocks but can twave it if its not behind a sub)..... HIppo balanced is everywhere atm and if you give it one chance to set up its hard to switch in on it (two hit kos hippo after a sd)


Note; Ik its b rank rn but raising it 2 spots imo is warranted based on how deadly hawlucha is rn, and I think a page or two back someone else made a nom for hawlucha also
 
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doesn't terrorize offense? garchomp and landorus-t lose to ice punch lopunny and then this thing can just steamroll through the rest of your lopunny weak team. you complained about losing 58% and dying to priority, but you have teammates like raikou and garchomp for example to force them out and mega lopunny can come in later to grab another kill / do a ton of damage.

I am sorry but did you actually read properly or are you purposely distorting the actual things posted by other people prior. We never mentioned it doesn't terrorize offense that is a blatant distortion. The point is that yes even passive damage builds to punish things like MGross and MLop have made it to hyper offense. The other thing you fail to notice is that alright you can always switch out to other team mates but that misses the point.

Bear in mind one of the assets of MLop was to facilitate its own sweep precisely because as you said it can be very difficult to check once pertinent defensive barriers are removed. However, when MLop suddenly has no choice but to now be wary of hard hitting neutral priority she normally could stomach that suddenly means more team support than prior. How does that not put into question her effectiveness.

Raikou and Garchomp isn't going to magically change the fact that MLop was still punished regardless of her play, and if anything it is punishment to have your team wrack up more damage than it would like in the process of the trade off. That also means momentum on their side because MLop is a potential win con, whereas tank Chomp aint.

As for Lando-T I don't know what you ended up reading because my point was unlike Lando-T when it was popular that trend in the metagame wasn't as hostile because she didn't wrack up passive damage quite as badly, and could easily wear out Lando-T. And even possible to circumvent with her existing sets.

That aside I don't appreciate such a blatant distortion of writing when nobody claimed it doesn't terrorize offense however there is a difference in offense adapting with tools.

Really don't agree with the recent Bisharp and Lopunny noms to drop. I might be biased because I always end up having to disfigure my teams completely in order not to get destroyed by them, but that still showcases how scary these two can be, despite the presence of Garchomp and Hippowdon.

The point never was you didn't have to prepare for them rather... their checks are making its way into main stream team building to a degree that you not only check them but several others in the process, meaning you aren't as pressured to be as specific in that respect. They're still scary yes but given the presence of more blanket checks becoming more splashable to different team archetypes that in itself is the same adaptation that works against MGross. That said adaptation to a threat shouldn't always necessitate a drop I feel but it has to be an adaptation that can be credited to said threat. In this case, however, I don't feel that these trends are something specific to dealing with MLop as it is a blanket for many other threats, most relevant being MGross, or at the very least hard to give her the medal for such shifts.

They are still scary no doubt, I'm not asking them to fall down enough sub-ranks to be considered a non-threat, rather they've become more manageable provided that more tools are discovered and utilized that incidentally also blanket checks other relevant threats. Or put another way less restrictive.

Even more so when by your suggested sets they drop Fake Out, which means it becomes more manageable for offensive teams in so much that now she is more hard pressed to find an opportunity to MEVO. Again this is just adaptation at play here, that I feel after playing her as of late she's had to stretch her tools somewhat to now cover a bit more ground while in the process taking a significant trade off. Problem is even if you do adapt for most part as I said its difficult to circumvent the current trend, sure toxic but that isn't going to solve the problem immediately.

As for the whole "having to build around it more" this is my point... Suddenly, from a more self-sufficient sweeper who could pave her sweeps she necessitates more team building effort, or plays. More so in the context of prior metagames, is the caveat. It is not that she didn't need to be built around properly or played around rather it is just that in this environment you have to do so with even more effort, to a degree that I'm considering her a sub-rank lower. I assume if you've also been using her that noticeably it is much harder to be more care free in punching holes, since it is very easy to be punished.

That said they are still scary, but I'll focus on MLop obviously, however isn't the point of sub-ranks to more properly assess it? They are scary yes, but with a nuance or caveat. Which is why I'm not jumping into hyperbole's as others have distorted.
 
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Im going to nom hawlucha up to a-.... This thing is REALLY scary right now against all types of teams, it can come in and set up on almost anything and is INSANELY powerful after a sd, it has great stabs (sky attack,acrobatics hi jump kick) and unburden is the perfect thing for sky attack and acrobatics its extremely splashable and can run sub for mons that try to status it. Hawlucha is one of the best non ddancing sweepers/late game cleaner in the tier right now and is not prepared for making it even more deadly, its best checks and counters are unaware clefable and zapdos(thundurus doesnt take a hi jump at plus 2 with rocks but can twave it if its not behind a sub)..... HIppo balanced is everywhere atm and if you give it one chance to set up its hard to switch in on it (two hit kos hippo after a sd)


Note; Ik its b rank rn but raising it 2 spots imo is warranted based on how deadly hawlucha is rn, and I think a page or two back someone else made a nom for hawlucha also
The main problem with Hawlucha is that nothing in the meta has really not changed in such a way to make it any better than it was before. Sure, this thing is hard to deal with once it has set up blah blah blah we all know that already so I'm not going to say too much about that. The main problems with Hawlucha rather ironically lie within its niches. I mean, it has a good speed tier before Unburden, but it only reaches the point of being terrifying once unburden has activated... which can only occur once per match unless your opponent happens to trick a consumable item to Hawlucha and you switch out to use it later (lol that won't ever happen). In a game where the best move is one which removes your item, it suddenly finds that something it should be capable of switching in on becomes something that it desperately doesn't want to switch in on in order to preserve its Unburden. The biggest problem with Unburden mons is that Unburden is unreliable as f*ck - especially now that the gems are gone (barring Normal Gem, but it sucks in literally every scenario anyway 'cause even in RU Normal Gem Fake Out Hitmonlee (i.e. the only user) prefers to use SubLeichi to activate Unburden - but this isn't RU so I'll get back on track). I feel that Hawlucha is heavily unexplored as a Pokémon, but - in its currently explored role (i.e. SD sweeper) - having a sweeper that doesn't want to risk using a move that it resists to pivot earlier in the game fearing the loss of sweeping potential is not really a good sign. Beyond the unreliability Unburden comes issues within the structures of its sets. If it wants to use SubSitrus, it has an easier time setting up etc. but risks consuming its Sitrus Berry before it is able to sweep and, as a result, is either unable to set up an SD or needs more support from its team in order to clean. If it uses P-Herb+Sky Attack, it has a rather difficult time setting up, has the potential to miss when it wants to set up Unburden and risks being locked into Sky Attack v.s. fast Knock Off users such as Scarf Lando-T, Meloetta-P and even the rare Scarf Bisharp if it has to. Even once it has gotten the boost from Unburden, it is easily revenge killed by two very popular Pokémon in the meta (Talonflame and Weavile) and, while all those 2HKOs sound nice on paper, they aren't exactly helping its cause seeing how easy it is to keep Hippowdon healthy throughout the match (sack something off, take a hit, Whirlwind Hawlucha out). RockySkin Garchomp shreds it alive without even needing to attack it and, if Lucha comes out mid-game, can be used to prematurely activate its Sitrus Berry - completely f*cking with Lucha's chances of cleaning late-game. Thundurus can cripple it after you break Hawlucha's sub by simply sacking something off to Lucha and proceeding to T-Wave it. The list goes on.

Hawlucha kind of struggles when compared to all of the sweepers in the A ranks simply because it needs lots of support to reach a point where it can sweep and because it has a hard time sweeping v.s. a lot of the playstyles it is supposed to check. You are seriously exaggerating Hawlucha's abilities when you say that it is "really scary against all types of teams" because really Hawlucha only really excells v.s. non-Thundurus offense. It doesn't have the balance-breaking potential of SD Weavile or PuP M-Lopunny, it has a very difficult time v.s. fat teams... on the whole it is far from an A- rank threat in the current metagame. Unless we get some serious metagame shifts in Hawlucha's favor, it should not move up. ATM, I feel that Hawlucha is fine where it is.
 
Im going to nom hawlucha up to a-.... This thing is REALLY scary right now against all types of teams, it can come in and set up on almost anything and is INSANELY powerful after a sd, it has great stabs (sky attack,acrobatics hi jump kick) and unburden is the perfect thing for sky attack and acrobatics its extremely splashable and can run sub for mons that try to status it. Hawlucha is one of the best non ddancing sweepers/late game cleaner in the tier right now and is not prepared for making it even more deadly, its best checks and counters are unaware clefable and zapdos(thundurus doesnt take a hi jump at plus 2 with rocks but can twave it if its not behind a sub)..... HIppo balanced is everywhere atm and if you give it one chance to set up its hard to switch in on it (two hit kos hippo after a sd)


Note; Ik its b rank rn but raising it 2 spots imo is warranted based on how deadly hawlucha is rn, and I think a page or two back someone else made a nom for hawlucha also
I like Hawlucha, I also made a nom for it earlier, but only to B+. Why: Because while it is a very deadly sweeper, it can't setup on everything due to it's frailty, it hates TankChomp, weakness to Weavile's Ice type moves doesn't help it, it's not all too great overrall. While I would'nt mind a rise to B+, it's not A- material right now.
 
alright i realized this is long as fuck after i actually posted this, so i will just say that lopunny breaks past its check through its last two move slots and is very flexible in teambuilding and has good matchups against offense despite whatever last two move slots it has simply due to its speed tier and stabs.

e: read the last page and you are disagreeing with everyone lol. your not going to change your opinion since your going to continue theorymoning e.e

I am sorry but did you actually read properly or are you purposely distorting the actual things posted by other people prior. We never mentioned it doesn't terrorize offense that is a blatant distortion.
first of all, i posted because people like you were discussing a drop. my post was to inform, not to throw you down. i don't like arguing with you, but these first two lines honestly show that you are being ignorant, and your lack of reasoning and use of red herring honestly makes you look like a fool from my perspective.
The point is that yes even passive damage builds to punish things like MGross and MLop have made it to hyper offense. The other thing you fail to notice is that alright you can always switch out to other team mates but that misses the point.
how does switching out to teammates miss the point? you have shit like mega gardevoir which is checked by jirachi, mega metagross, and mega scizor. are you going to stay in and take an iron head? you go out to a check like defensive garchomp or heatran to check these 'mons and repeat to do more damage. the obvious comparison i am making is that mega gardevoir can break past its checks through specific moves because it has a free slot to deal with. will-o-wisp cripples all these 'mons and they will no longer be able to check mega gardevoir in the long. mega lopunny has two free move slots to work with which allows it to cripple its checks. an example is using toxic on garchomp. after some turns + stealth rock garchomp is finished off with high jump kick and you only take a net damage of 29%. now, i actually take time to read through your post and you assumed both that lopunny will take 60% damage and will be ko'ed by priority next turn which makes absolutely no sense because i just had to explain you the definition of the switch button the ps! system has because you somehow think switching "misses the point" rofl
Bear in mind one of the assets of MLop was to facilitate its own sweep precisely because as you said it can be very difficult to check once pertinent defensive barriers are removed. However, when MLop suddenly has no choice but to now be wary of hard hitting neutral priority she normally could stomach that suddenly means more team support than prior. How does that not put into question her effectiveness.
ok. first of all, you are assuming that defensive barriers and hard hitting priority are going to be on the same team to a point where lopunny can't do its job. first of all, defensive barriers are going to be put into balanced archtypes so strong hitting priority isn't really going to be seen. garchomp loses to ice punch after taking around 35% which isn't too hard to do. i already mentioned the signifigance of switching. in practice, you are going to switch off and bring lopunny in via double switch, volt switch/u-turn, or after a kill, so basically you are sacking a 'mon to bring in your priority? i don't see how that lowers lopunny's effectiveness (which you so happen to bold e.e), but only makes it look more terrifying. i already mentioned the lopunny has flexibility through fake out / ice punch, fake out / quick attack, sub / toxic, sub / encore, fake out / toxic, sub / baton pass, pup / encore, and even stuff like healing wish and heal bell, so different archetypes are not full stops to lopunny.
Raikou and Garchomp isn't going to magically change the fact that MLop was still punished regardless of her play, and if anything it is punishment to have your team wrack up more damage than it would like in the process of the trade off. That also means momentum on their side because MLop is a potential win con, whereas tank Chomp aint.
i think losing 58% (29% if played correctly) to kill your opponent's best check to lopunny is a good trade off lol. healign wish is a thing too, so its not the end of the world.
As for Lando-T I don't know what you ended up reading because my point was unlike Lando-T when it was popular that trend in the metagame wasn't as hostile because she didn't wrack up passive damage quite as badly, and could easily wear out Lando-T. And even possible to circumvent with her existing sets.
the funny thing is how personal your getting about your agruments. please put some more information because half of your post is you whining about how i didn't read your post carefully enough failing to acknowledge the fact mine was to inform, not saying your garbage. if you felt like that, then sorry. also, lando-t is common and people use it as a lopunny check. garchomp doesn't make landorus-t unviable and you are completely throwing it out of the picture in terms of what kind of offensive build my opponent is going to use.
That aside I don't appreciate such a blatant distortion of writing when nobody claimed it doesn't terrorize offense however there is a difference in offense adapting with tools.
alright, i just came to this point of the argument and i'd like to say that you are creating a hostile argument which i don't appreciate to read with all this bold and saying "such a blatant distortion". you already cried about me not reading your post. look at the rhetoric of people's post and put more evidence supporting your argument. i hate to see all this.
The point never was you didn't have to prepare for them rather... their checks are making its way into main stream team building to a degree that you not only check them but several others in the process, meaning you aren't as pressured to be as specific in that respect. They're still scary yes but given the presence of more blanket checks becoming more splashable to different team archetypes that in itself is the same adaptation that works against MGross.
you clearly don't understand the terminology of blanket check. you don't just adapt to mega lopunny when it has two free move slots to work with to counteract new trends of the metagame. i've explained this many times.
They are still scary no doubt, I'm asking them to fall down enough sub-ranks to be considered a non-threat, rather they've become more manageable provided that more tools are discovered and utilized that incidentally also blanket checks other relevant threats.
first you said lopunny is scary, then you say its supposed to be considered to be a non threat. lol
Even more so when by your suggested sets they drop Fake Out, which means it becomes more manageable for offensive teams in so much that now she is more hard pressed to find an opportunity to MEVO. Again this is just adaptation at play here, that I feel after playing her as of late she's had to stretch her tools somewhat to now cover a bit more ground while in the process taking a significant trade off. Problem is even if you do adapt for most part as I said its difficult to circumvent the current trend, sure toxic but that isn't going to solve the problem immediately.
even if you drop fake out, mega lopunny has high power stabs with high attack and speed to still perform just as well on offense. its other two move slots don't turn to waste either. an example is having pup and setting it up on weavile as it switches out to mega scizor for example and koing it with high jump kick the next turn.
As for the whole "having to build around it more" this is my point... Suddenly, from a more self-sufficient sweeper who could pave her sweeps she necessitates more team building effort, or plays. More so in the context of prior metagames, is the caveat. It is not that she didn't need to be built around properly or played around rather it is just that in this environment you have to do so with even more effort, to a degree that I'm considering her a sub-rank lower.
mega lopunny is so flexible in teambuilding so idk what your trying to say.
That said they are still scary, but I'll focus on MLop obviously, however isn't the point of sub-ranks to more properly assess it? They are scary yes, but with a nuance or caveat.
yea, just like you said it's still scary so it should be a+ rank
 
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first of all, i posted because people like you were discussing a drop. my post was to inform, not to throw you down. i don't like arguing with you, but these first two lines honestly show that you are being ignorant, and your lack of reasoning and use of red herring honestly makes you look like a fool from my perspective.

How is pointing the arguments as you did so in another direction not a red herring in itself? And trying to say "drop the discussion" as if you were the authority and then proceeding to respond to some imaginary post claiming what you said. That is a red herring right there.

Aside myself who nominated it nobody else tried to put the bold claim that it wasn't a threat to offense. That is ignorant right there. The problem soon becomes whether or not the adaptations in the metagame have not placed a burden on MLop, that she isn't any less excluded from it but has no form of recovery or the like to circumvent.

how does switching out to teammates miss the point?
That doesn't circumvent that you end up taking a heft of damage regardless is the point, that it is now part and parcel of the environment. Which is what I'm focusing on the environment. While you can try to lower the net damage or create damage control with your scenarios it doesn't change the fact that it has necessitated a burden on your end to more properly predict or thread with caution, far more than you did in prior metagames. That nuance is what I've been emphasizing on.

Yes you can adapt by becoming a more supportive mon in Encore/Toxic/Sub-Pass/ etc but these support moves in themselves didn't come across as being her most potent sets because they required more prediction to pull off that something like Fake out or PuP. Moreover, they aren't as immediately rewarding either.

i actually take time to read through your post and you assumed both that lopunny will take 60% damage and will be ko'ed by priority next turn which makes absolutely no sense because i just had to explain you the definition of the switch button the ps! system has because you somehow think switching "misses the point" rofl ok.

No the point is as a sweeper your sweep is much easier to cut short even for an offensive team provided the damage. Because we know she could live through an Aqua Jet/BP with not much qualms provided enough health but when that luxury is taken away or minimized it does become harder to pull off as consistently without necessitating more team support. The fact that you had to switch out means you're more easily threatened or revenged as a sweeper, which by definition would be a point against it.

first of all, you are assuming that defensive barriers and hard hitting priority are going to be on the same team to a point where lopunny can't do its job. first of all, defensive barriers are going to be put into balanced archtypes so strong hitting priority isn't really going to be seen.

By defensive barriers I think you've applied it too strictly as just being defensive cores for balance when I look into it as simply being whatever you need to whittle down enough to go to town, after all you can't just logically sweep a team without taking into account what needs to be weakened enough for your STAB to work against. Otherwise, you won't be successful in cleaning up as you would.

garchomp loses to ice punch after taking around 35% which isn't too hard to do. i already mentioned the signifigance of switching. in practice, you are going to switch off and bring lopunny in via double switch, volt switch/u-turn, or after a kill, so basically you are sacking a 'mon to bring in your priority? i don't see how that lowers lopunny's effectiveness (which you so happen to bold e.e), but only makes it look more terrifying.

I think when you start talking about double switches that is when you go past the fine line of what is often brought up as prediction. If double switches were as easy as pie then I wouldn't have qualms but it certainly takes more skill. It is simply put, easier said than done. As for saccing a mon for priority is just one of the examples of MLop now needing to be wary of hits that she could normally tank, meaning she becomes easier to revenge kill.

i already mentioned the lopunny has flexibility through fake out / ice punch, fake out / quick attack, sub / toxic, sub / encore, fake out / toxic, sub / baton pass, pup / encore, and even stuff like healing wish and heal bell, so different archetypes are not full stops to lopunny.

As I mentioned the offensive options are more or less penalized nowadays by passive damage, which is why I had qualms with them in the first place they don't circumvent it.

Leaving you with more supportive options in Encore/BP/Sub-Toxic/Healing wish is not exactly a flag ship set in so much that they aren't readily splashable or don't necessarily come with a cost, I'd argue they are more costly than the offensive options. Moreover, again if you did read what I said I never claimed her to be deadweight to any archeatypes just that she had difficulty, I think I already responded to this with Flyogional so you can stick to that. She doesn't become dead weight but does have more difficulty.

also, lando-t is common and people use it as a lopunny check. garchomp doesn't make landorus-t unviable and you are completely throwing it out of the picture in terms of what kind of offensive build my opponent is going to use.

I never claimed it wasn't a common check but my point is the number of tools to check her have increased.... It never made it unviable again this is a hyperbole. As I responded to Albacore there are more tools available unlike prior where Lando-T was the go to answer.

look at the rhetoric of people's post and put more evidence supporting your argument. i hate to see all this. you clearly don't understand the terminology of blanket check.

Again you put it out of context I have no qualms with blanket checks if not for the fact that were these adaptations credited to MLop I wouldn't see such an issue but they just happen to affect her in dealing with bigger threats. I don't think an adaptation by itself should necessitate a drop provided it can be credited to said mon but this just isn't the case. Only thing I am seeing is a lot of context taken out from the actual response.

you don't just adapt to mega lopunny when it has two free move slots to work with to counteract new trends of the metagame.
Yet by advocating the other sets doesn't that imply MLop actually has to adapt to the metagame trends as well? In which case, is this adaptation necessarily as effective as her previous iterations? You can toxic or what have you but that doesn't mean it is as immediately potent or rewarding or necessarily as effective, since it isn't a unique characteristic being utilized (a bunch of things can easily throw toxic as a lure).


lol even if you drop fake out, mega lopunny has high power stabs with high attack and speed to still perform just as well on offense. its other two move slots don't turn to waste either. an example is having pup and setting it up on weavile as it switches out to mega scizor for example and koing it with high jump kick the next turn.mega lopunny is so flexible in teambuilding so idk what your trying to say.yea, just like you said it's still scary so it should be a+ rank

Again your example is blatantly prediction reliant, which I don't think we can qualify or quantify correctly in a post which is why I'd rather avoid it in the same vein I avoid any mention of double switches -- again these are easier said than done.

My point about dropping Fake out is for instance the immediate trade off against offensive teams again these adaptations she does do have trade offs. The question is whether these adaptations are as effective as her prior flag ship? Do they utilize her in a unique manner? Of which I feel they don't quite, except maybe encore but I've always been a fan of that hence why I made that post before of advocating PuP + encore.
 
you are still acting garchomp, priority, and defensive checks are going to be on every team and to a quantity where lopunny ends up being ass. lopunny has two free move slots to work with, so any argument about "the metagame adapting" does not apply to this case. mega lopunny checks a huge portion of the metagame with its speed tier and has an excellent matchup against offense which is the most effective and common playstyle. its excellent movepool (when paired with its 2 free moveslots) contributes to its ability to get past its defensive checks such as garchomp with ice punch and hippowdon with toxic for example. it is also very flexible in teambuilding. these are the most broad points i can provide without going in-depth and which keep lopunny an a+ rank 'mon. all of the miscellaneous things you said honestly prevent lopunny from going to s tbh, not to warrant a drop.

sorry friend but i have better things to do than sit in front of a computer the whole day and argue, so i am just going to ignore any posts you direct at me or towards the topic because you clearly don't know what you are talking about.

also would like to apologize because i kind of derailed discussion a bit hahaha
 
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you are still acting garchomp, priority, and defensive checks are going to be on every team and to a quantity where lopunny ends up being ass. lopunny has two free move slots to work with, so any argument about "the metagame adapting" does not apply to this case.

Except you seem to be jumping the gun that any two moves you apply to that final move slot necessarily is as effective as any other. Yes she has two free slots but pretending as if they're all equally viable is another matter altogether. They'll have their situational use but at the end of the day you look towards sets that have a wider appeal and far less match up dependent, because there are sets which are match up dependent.

I mean take healing wish it is fine and dandy on paper but in practice it is harder to pull off because majority of the relevant sweepers or win cons are mega. Most of the non-megas are banned... I'd have a stronger case for it if Land-I or Greninja were around but no. Sure there are other options but generally when you build a team the centerpiece is the mega and finding something that comes close to second best is again easier said than done, especially in light of the recent ban.

sorry friend but i have better things to do than sit in front of a computer the whole day and argue, so i am just going to ignore any posts you direct at me or towards the topic because you clearly don't know what you are talking about.

also would like to apologize because i kind of derailed discussion a bit hahaha

It is your call if you want to act that way but you were called out because you act as if:
mega lopunny is not dropping guys. move on.

doesn't terrorize offense?

as long as there is a dominating presence of offensive teams in the metagame, mega lopunny isn't leaving a+.
alright i realized this is long as fuck after i actually posted this, so i will just say that lopunny breaks past its check through its last two move slots and is very flexible in teambuilding and has good matchups against offense despite whatever last two move slots it has simply due to its speed tier + stabs

first of all, i posted because people like you were discussing a drop. my post was to inform, not to throw you down. i don't like arguing with you, but these first two lines honestly show that you are being ignorant, and your lack of reasoning and use of red herring honestly makes you look like a fool from my perspective.

Are these necessarily the most intelligent or respectful way to enter a discussion? You say to inform but if you did bother reading other posters have already brought those points up without acting like the authority. As if your information is a fact, rather than opinion.

If you didn't bother reading as you had admitted to earlier and then come across trying to be some authority micromanaging the thread and derailing discussions then what a loss...

As far as I am concerned the other posters have responded in a more civil manner, and just because you use friend in a sentence doesn't make your condescension or lack of manners alright, and already brought the same points up.
 
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Gonna update the OP with any changes but here's the stuff we've decided on. This is technically one of those rank updates but considering it's gonna be a free discussion period with team even on a lot of the previous ones with nothing too focused you can continue talking about these or just bring up whatever legitimate. Disclaimer - Everything is obviously subject to change so need to cry about it if something didn't happen.
Code:
Mega Metagross: S
Ferrothorn: A
Rotom-W: A- (Change)
Celebi: A-
Reuniclus: B+
Feraligatr: B
Serperior: A-
Infernape: B-
Keldeo: A+
Dragalge: B+
Cobalion: C+
Magneton: B- (Change)
Tangrowth: B-
Mega Aggron: C-
Gengar: A+
Tentacruel: B
Mega Ampharos: C+ (Change)
Hippowdon: A
Mega Diancie: A+
Chesnaught: B-
M-Gallade: B+
Noivern: E (Change)

Mega Metagross: Stays S : Team is half and half on it, not going through with a change that isn't obvious on teams behalf. Still discussing basically.

Ferrothorn: Stays A : "its a great utility mon with useful resistances that isn't particularly passive with great dual stabs, but its presence in the tier makes every team well-equipped with dealing with it. wouldn't rank it above skarm" - ben gay

Rotom-W: Down to A- : Most of the cases have been put here team was leaning more towards A- to begin with.

Celebi: Stays A-. Checks are around and increase but it still possesses some useful traits that puts a notch above B+, albeit barely.

Reuniclus: Stays B+. Same deal with Mega Metagross.

Feraligatr: Stays B. Wasn't enough opinions to make a good judgement call for the time being.

Serperior: Stays A-. Powerful under the right circumstances, but these circumstances need to be met first before it can legitimately steamroll teams.

Infernape: Stays B-. Neutral position on team.

Keldeo: Stays A+ "id categorize the 3 offensive waters of ou to be pretty equal in viability which is azu keld and mana. i don't think any one of them is better than each other so id rather it stay a+. i have yet to see a good argument on why it should go s, just what ppl said long b4 in early oras when keld was a+ and rose to s. the cycle has started over fsr any idk why, prob ppl having diff interpretations, bias and not considering the whole story" - ben gay

Dragalge: Stays B+. Didn't get a whole lot of discussion, neutral on team discussion.

Cobalion: Stays C+. ben just wants more discussion on it pretty much.

Magneton: Goes to B- : Team was fine with this.

Tangrowth: Stays B- : Mostly a lot of indifferent opinions with some opposed to it so keeping this in B- for now.

Mega Aggron: Stays C- : "c ranks might need to be reworked, so id wait" - ben gay

Gengar: Stays A+ : "it's still near impossible to switch into unless you're running AV tornt or chople ttar lol, it's just less common than it was and annoyed by weavile which became common, either A or A+ is fine though" - TDK. Team was half and half, ben strongly opposed, some emphasized torn-t and weavile, wasn't enough distinction to make a final judgement call in the end.

Tentacruel: Stays B: "may be shit but it provides a lot of defensive utility by getting up tspikes, spinning, and dealing with bulky fairies, i'd be fine with it in B tbh" - TDK

Mega Ampharos: Goes to C+ : "agree holy yes" - trc

Hippowdon: Stays A : Neutral position amongst team.

Mega Diancie: Stays A+ : Neutral position amongst team.

Chesnaught: Stays B- : "chesnaught is okay in B- I think, it still is a bad mon tho" - TDK

M-Gallade: Stays B+: Neutral team position

Noivern: Goes to E: "no move it to e it's so bad" - trc

So that's it really. Carry on.
 
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That doesn't circumvent that you end up taking a heft of damage regardless is the point, that it is now part and parcel of the environment. Which is what I'm focusing on the environment. While you can try to lower the net damage or create damage control with your scenarios it doesn't change the fact that it has necessitated a burden on your end to more properly predict or thread with caution, far more than you did in prior metagames. That nuance is what I've been emphasizing on.

Yes you can adapt by becoming a more supportive mon in Encore/Toxic/Sub-Pass/ etc but these support moves in themselves didn't come across as being her most potent sets because they required more prediction to pull off that something like Fake out or PuP. Moreover, they aren't as immediately rewarding either.

Machi from what i can see this is your main point so i will focus on that, sry if i've overlooked something important, just couldn't bother to read through the whole "discussion" with Vertex.

You are right that all the passive damage especially from Tank Chomp is a pain for Lop, just like for any other contact attacker. And yeah you can't avoid it completely by just switching out, you will have to pull doubles all the time to avoid it because everytime you go for an attack you will have to pay for it, which is unfortunate.

But Lop has a number of effective ways to get around that.

1. The most obvious one, pair it with teammates that have similar counters and wear the counters down that way until you can break through. Triple Bunny with Digger and Azu for example. Good luck finding a defensive core that stops those 3.

2. Ice Punch. Doesn't avoid the damage, but minimizes it by ohkoing Chomp after a bit of prior damage.

3. Toxic. Imo not a good option for offensive teams where lop is used most of the time because they often lack the stayingpower to wait for toxic and hazards to wear something down until you can break through. But if you put lop on a balanced/bulky offense team this is a decent option.

4. Healing Wish either passiv or active. Use Ice Punch + Return to break Chomp and once Lop is to weakened to continue you can either grant it a wish from a teammate like Latias/Jirachi or Lopunny can sack itself to heal another mon on your team that can abuse the damage lopunny did to clean up. There are more than enough potent non mega Wallbreakers/Sweepers who appreciate that.

5. Baton pass. Probably the best way for offense. Hippo/Chomp/Ferro are a trouble for your Lop? Pair with Hp Fire kyub and just go for baton pass to punish the enemy for bringing them in to counter your bunny. That way you maintain momentum and can do severe damage to the opponent if he just plays save.

With all those options in mind, adding to the fact that return + hjk are enough to be a severe problem for any offensive team there is imo little reason to drop Lopunny to A. In fact I have to agree with Vertex here that, if it wasn't for those latest Metagame trends, Lop would probably be S and not A+. Lop has a range of options to deal with any problems it might encounter without much team support. Yes it can't have all these options at once but it has two slots to combine them however it sees fit depending on the team, giving it a level of flexibility most other mons can only dream of and allowing it to constantly keep the opponent guessing what those 2 moves are. That's a package that's way above your average A rank mon.
 
can we get some talk about azu to s? bd gets at least one kill every game and doesnt have super hard checks so its always a viable vincon when belly drum, offence has trouble switching into it. what do you guys think
ps. also its not like it has no defensive abilities, it can check feraligatr, keldeo and weavile
also id drop blissey to C- or D. its nice on stall over chansey was checking gengar and now sableye runs utility set with SpD so stall doesnt need another check. its also better vs hazards but now setters are bulky, most of the time handled by sab. on balance there is torn, hippo, weavile and tar beeing crazy popular so i dont think its that usefull(at least over chansey).
 
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can we get some talk about azu to s? bd gets at least one kill every game and doesnt have super hard checks so its always a viable vincon when belly drum, offence has trouble switching into it. what do you guys think
ps. also its not like it has no defensive abilities, it can check feraligatr, keldeo and weavile

Just wanted to mention that imo Belly Drum doesn't guarantee a kill every game. You'll have to manage to set up, which I guess isn't too hard, but Azu will most likely have to rely on Aqua Jet to attack, since most people can send in a fast mon like Latios, survive the Aqua Jet, and just KO with Psyshock. Also, tank garchomp can cause a double KO (Azu faints too) if it's able to switch in later and pull off an EQ. Unaware Clefable can also easily check this set and imo it's like a one shot trick. Either it works and you'll maybe get a kill, or it won't work, and you'll have to swap out and try again without the sitrus berry, leaving you with barely any HP and in a position to be revenge killed by Sucker Punch or even Ice Shard. Switching into it won't be easy, but not necessarily the hardest since it has to be faster than the current mon in if it wants to use an attack that isn't Aqua Jet. Even it can get 1 KO, it's really hard to get a 2nd one without being forced out or KO'd unless it's late game.

On a side note, I agree that Azu can check Feraligatr, but it won't appreciate the scald burn that cripples it, or Weavile knocking off that Sitrus Berry, which makes pulling Belly Drum off a whole lot harder.
 
Just wanted to mention that imo Belly Drum doesn't guarantee a kill every game. You'll have to manage to set up, which I guess isn't too hard, but Azu will most likely have to rely on Aqua Jet to attack, since most people can send in a fast mon like Latios, survive the Aqua Jet, and just KO with Psyshock. Also, tank garchomp can cause a double KO (Azu faints too) if it's able to switch in later and pull off an EQ. Unaware Clefable can also easily check this set and imo it's like a one shot trick. Either it works and you'll maybe get a kill, or it won't work, and you'll have to swap out and try again without the sitrus berry, leaving you with barely any HP and in a position to be revenge killed by Sucker Punch or even Ice Shard. Switching into it won't be easy, but not necessarily the hardest since it has to be faster than the current mon in if it wants to use an attack that isn't Aqua Jet. Even it can get 1 KO, it's really hard to get a 2nd one without being forced out or KO'd unless it's late game.

On a side note, I agree that Azu can check Feraligatr, but it won't appreciate the scald burn that cripples it, or Weavile knocking off that Sitrus Berry, which makes pulling Belly Drum off a whole lot harder.

Ok so I get like 2 sr switch-ins+life orb, or just force lati to eat a scald, and thats all you need. You can easily weaken bulky chomp too, it has zero recovery and you only need it down to 60%; that's just excadrill eq or bisharp knock off. Super easy to force it in. Sure, maybe unaware clefable and mvenu are hard checks, but you realize that between 4 mons that can hold a candle to this thing 2 of them lose with minor prior damage and 1 of them is mega?
then you have cb zor that can revenge, sharp beak talon can revenge, and that's pretty much where the list for even handling bd azu ends......

How isn't that ridiculous? a boosted and powerful priority move sweeping stall, offense, and everything in between is insanely difficult to stop. Not to mention any previous checks to bd azu, like empoleon, amoonguss, and ferrothorn are all ohko'd by knock off. If you run one of these and think its ok to leave the rest of your team azu weak then its 6-0d by BD, and that's obscene.

Bd azu is a little matchup based and it will be difficult to do too much when multiple checks on opposing team exist, but a vast majority of the time you won't see more than talon+lati from stopping bd azu (which is why tar is such a gud partner :OOOO). It's not gauranteed to get kills but 90% when set up it will.

That's not even going into where it can set up. Vs keld, weav, -2 lati, heatran, scarfers locked into resisted moves (lanT into u-turn, ttar into crunch, zone into hp fire), and countless, countless bulky mons like hippo and slowbro. For an HO staple it sets up in quite a few places.

Saying it barely gets 2 KOs per game even after setting up is a vast, vast, understatement of BD azu's capabilities.
 
Sharing my unpopular opinions on stuff.

376-m.png
Megagross is good, few stuff switch into it, it's bulky. But the meta hasn't been kind to it the last few months. With the rise of Tankchomp, Hippo, Char-X and even Volcarona and Weavile has hurt it. Sure it can get around it counters/checks, but in practice Megagross isn't as good anymore.
Drop to A+.

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A really nice counter to alot of stuff such as sand offense, Manaphy, Lopunny, Raikou, Manetric, Diancie, Latios, Garchomp and Lando-T. Even though it's total set-up fodder for M-Alt, it's totally worth a rise.
Rise to B+.

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While Ferro is good, but it isn't that good. The lack of reliable recovery outside of Lefties and Leech Seed really suck and as mentioned earlier, I can't see it above Skarmory.
Keep it A

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ORAS brought the combination of Knock Off+BellyJet. But that isn't enough for Azumarill raise. ORAS also brought Megagross, M-Alt and Serp (he's viable now). These check BellyJet hard. The Speed is really bad aswell, outrunned by most walls without immense Speed investments
Though nothing can switch into it (except M-Venus, and don't start talking about Double Edge Azu), especially the banded set. And the BellyJet cleans all archetypes like nothing. And it's amazing typing and bulk let it set up against Char-X, M-Dos, MG Clefable, Skarmory, Heatran, Keldeo, AV Torn, Hippo, Gliscor and Ferro most of the time, only fearing 30% burn and rare Power Whips and so on.
Keep it A+.

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Klefki: Rise > A
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Gengar: Keep A+
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Serp: Rise > A
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Manaphy: Keep A+
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Reuniclus: Drop > B
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M-Lop: Keep A+
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M-Gron: Rise > C
 
To the person that said "BD Azumarill gets at least one KO per game."

No, "BD Azumarill gets at least one KO if it can set up successfully and if the opponent doesn't have one of the limited albeit viable hard stops to it."
 
Hi

Can we put a description other than "A+: I agree" as your legitimate reasoning. Like do we really need to have a status update just so I end up reading basically nothing? I know monkey see monkey do is a strong mentality here but let's not all be monkeys n_n

Also guys before you suggest to blacklist, maybe it's a good idea to actually look at the OP and realize we don't have a blacklist anymore. It'll save us the pointless comment thats going to tell you anyways and inevitably the one I'll delete.

Thanks.
 
The team used discuss!
But nothing happened! Well two things not related to E rank but still...
And what changed with ampharos between when I made the nomination and now? :?

As for metagross please continue to keep it S. This thing is still the best mon in the metagame. IT is basically the mega evolution of lando-i. Don't believe me?
Forced to use an item (stone vs LO)
Ability that boosts most attacks (sheer force, doesnt boost knock off, tough claws, doesnt boost eq)
can go mixed (rock slide/knock off, gk)
Can bypass certain counters with cool moves (rock slide, thunder punch)
Learns rock polish
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 0 HP / 0 SpD Mew: 230-270 (67.4 - 79.1%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 0 HP / 0 Def Mew: 213-252 (62.4 - 73.9%) -- guaranteed 2HKO
Slightly weaker but bulkier, faster, and still very potent. So if Landorus was somehow banworthy, how is metagross not S? It is still amazing and should not be put below 2 fairies.
 
The team used discuss!
But nothing happened! Well two things not related to E rank but still...
And what changed with ampharos between when I made the nomination and now? :?

As for metagross please continue to keep it S. This thing is still the best mon in the metagame. IT is basically the mega evolution of lando-i. Don't believe me?
Forced to use an item (stone vs LO)
Ability that boosts most attacks (sheer force, doesnt boost knock off, tough claws, doesnt boost eq)
can go mixed (rock slide/knock off, gk)
Can bypass certain counters with cool moves (rock slide, thunder punch)
Learns rock polish
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 0 HP / 0 SpD Mew: 230-270 (67.4 - 79.1%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 0 HP / 0 Def Mew: 213-252 (62.4 - 73.9%) -- guaranteed 2HKO
Slightly weaker but bulkier, faster, and still very potent. So if Landorus was somehow banworthy, how is metagross not S? It is still amazing and should not be put below 2 fairies.

Ground is way more consistent for stab than steel and psychic are tho, making mmeta much more reliant on coverage. Lando was honestly fine with epower+knock+psychic alone.
 
Ground is way more consistent for stab than steel and psychic are tho, making mmeta much more reliant on coverage. Lando was honestly fine with epower+knock+psychic alone.
I'm not saying meta is banworthy (that's a different discussion), but it is on the same power level of things like Lando while being bulkier, and is stronger than things like Diancie, with the same speed tier and also a mixed mega.
 
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