And so the DLC cascade has made its way down to NU. It would seem that, during this stage of the phenomenon, a considerable amount of pre-DLC mons have gotten swept down here, including a few mons that were previously forced to migrate up the tiering rungs. So, the big question: how well do these new additions fit into the meta? That is precisely what I seek to answer, as I offer a brief rundown of each mon's strengths and weaknesses and examine a hypothetical role for each of them. I know I'm probably off the mark on at least a few of these, but I hope you appreciate these proto-analyses regardless. With that said, let's just jump into it:
Aromatisse: I admit that I have mixed thoughts about how Aromatisse will perform in NU. On paper, it packs two solid sets as a either a Nasty Plot sweeper or as a cleric with Wish and Aromatherapy. However, it does face some stiff competition from the two pre-existing fairies; offensively, it has to compete with Alcremie, who has overall better coverage, instant recovery and packs Acid Armor for a bulky mono-attacker set. Defensively, it has to compete with Clefairy, who has all of Tisse's cleric tricks and the ability to pivot via Teleport. Tisse definitely has all the makings of a good NU mon, but it struggles to stand out against its competition.
Cinccino: Cinccino is a fairly simple offensive mon- use Skill Link to access guaranteed 125 BP STAB in Tail Slap (assuming you hit), round it out with good coverage in Knock Off and SL Bullet Seed (and possibly Rock Blast), and equip U-turn for scouting for a simple but effective user of either Band or Life Orb. The main thing poised to hold the chinchilla back is the abundance of Scarfers, mainly the quite solid picks of Toxicroak, Sawk, Decidueye and Basculin, the latter two of whom can also function as fast pivots.
Clawitzer: While everyone else might be blown away by the other powerful special attackers dropping this shift, I feel that Clawitzer is lowkey one of the most dangerous new additions. Between solid 120 SpA and Specs, Claw hits like a truck, able to blow through many common mons with its ability-boosted Water Pulse, Aura Sphere and Dark Pulse, alongside U-turn to serve as a nice slow pivot. You can also slot in Ice Beam or Dragon Pulse to better hit Grass and Dragon types, although the two core coverage moves can usually do the job just fine. Solid so far, right? However, where this thing really gets insane is through a partnership with either Pincurchin or Thwackey, which allows it to drop one of its normal moves for the devastation of: Terrain Pulse!
For those of you who missed my post about this back on the RU thread, a brief rundown: between the Mega Launcher boost and the natural boost of terrain, Claw's TPulse gets jacked up to a shocking 195 BP. The two terrains in NU sweeten this deal further as both give TPulse a super-effective hit on opposing Water types, which Claw can struggle with on occasion. GrassPulse allows you to still clean up against Quagsire, Lanturn and fellow drop Gastrodon, while ElecPulse carries less resists and grants an easy OHKO against tier titan Toxicroak. But that's not all: Specs boosted TPulse can also 2HKO Alcremie and AV Hitmontop and 2HKO offensive Decidueye and DragVally through the resist and does a minimum 98.7% to Cofagrigus. Simply put, the power of these two sets basically makes Claw into NU's Kyurem (thanks to that shift for screwing up my metaphor), a nuclear Special Attacker who can be revenge-killed with low difficulty, but its sheer power can potentially decide games against opponents who fail to utilize proper caution.
G. Corsola: Gorsola, thanks to Eviolite boosted bulk, comes to attention as quite possibly the best answer to physical sweepers. Strength Sap allows it to recover while weakening any physical threats, it can cripple with burn thanks to Will-o-wisp or Scald and can even Haze in case of emergency, which also allows it some use against Special attackers. Of course, Gorsola can also eschew hazing duties to be a reliable Rock setter thanks to its bulk (plus many opposing Rockers are physical). Night Shade serves as a way to consistently damage foes. However, Gorsola is not without its flaws- its sole physical fear is Knock Off handicapping its bulk, it has no way to deal with status and it is highly vulnerable to Taunt. Also, NU forces it to coexist with Hattrem, who can bounce back anything bar Shade and Scald. Still, Gorsola looks primed to served as a key defensive mon, although its presence is not particularly great for its evolution.
Drampa: And here we have our first potentially banworthy mon. Drampa is certainly no slouch on the offensive front, packing a brutal 135 SpA stat and coverage for days. By far its scariest set is the Specs breaker, its STABs and Fire Blast being more than enough to put the hurt on every mon in the tier, especially once it gets a Berserk boost. Its fourth slot can basically be anything your team needs, be it Hydro Pump, Thunderbolt, Focus Miss or status via Glare or Toxic. While Specs alone makes this thing a serious threat, it can use its recovery in Roost to take the role of a bulky CM sweeper, powering up Dragon STAB and either Hyper Voice or fire coverage to clean house later in the game; Roost also allows Dramps to repeatedly rack up Berserk boosts. It also has the utility to potentially utilize a more defensive spread, with Roost, Glare to spread status, Draco Meteor for offensive pressure and your choice of Hyper Voice/Flamethrower/Defog; any bulkier set might want to use Sap Sipper to allow more switch in opportunities. Sure, Dramps is easily outsped by 95% of the tier, and its bulk isn't impenetrable, but that power and ability to throw out virtually anything it could need means you can never be sure your switch in is safe. Between its Specs or CM power and its high level of versatility, I can easily see Drampa potentially being a bit too much for NU to handle.
Duraludon: Duraladon is another mon that NU might need to look out for. Its solid Defense and ok speed tier allow it to set up Rocks without too much difficulty, while its SpA is no joke either. Its best use is probably that of an offensive rocker, firing off hefty STABs and either Thunderbolt for coverage or Thunder Wave to further its support capabilities. It can also potentially utilize a powerful Specs set to just go ham, but its lackluster movepool means that it's not quite as scary as other Specs users (say Drampa). However, its biggest hurtle is its shockingly bad special bulk, as even resisted hits can easily 2HKO, which is especially bad given how specially oriented the tier is right now. Until things start getting banned, its probably best to stick to the Rocker set with this guy.
A. Exeggutor: Alolan Eggy is certainly nothing to take lightly; with just its two STABs and terrific anti-Steel coverage in Flamethrower, Eggy is quite possibly the second scariest Special attacker in the tier (can you tell what I think of Drampa yet?) . This gen actually gave it a boost thanks to the Teleport buff, meaning that Eggy can also provide utility for its team now, making use of it either on its Specs set (as I said, it really only needs three attacking moves) or as a Trick Room setter (less common but can still be nightmarish). Honestly, Eggy is one of the few mons of this group that might be banworthy through its sheer power and ability to pivot.
Frosmoth: Thanks to its Ice Scales Frosmoth can make many offensive mons think twice before going special, lest it allow Moth to set up Quiver Dance and become a devastating sweeper. However, Moth has several key issues that may keep it from stardom; it has serious coverage issues against Fire (only having Hurricane) and Steel (having- nothing) types, it is very squishy physically, and it hates Knock Off since loosing Boots mean that Rocks can be an instant death sentence. As such, hazard support is still recommended even with Boots and I'd advise you to save Moth for late game and deal with any priority users before hand.
Gallade: This man is aiming to destroy Toxicroak's whole career. I kid, but Gallade's return is probably not good for Croak, both in terms of that super-effective hit and because it now has serious competition as a Fighting type (although it's still pretty great). While Gall doesn't have the ability to go special, it does possess a higher attacking stat and can also go for LO Swords Dance and Scarf quite effectively. Aside from its solid STAB combo and Knock Off, it has several options in SD, Trick, Destiny Bond and possibly even Shadow Sneak for some priority. I feel this gent is probably one of the unbans who's more likely to be rebanned, but at the very least he's more than worthy of being a top tier in NU.
Galvantula: With its Web setting abilities no longer required in NU (although they might actually be again after this shift), Galvantula spins its Web down in NU. While it has to compete with Vikavolt and (unexpectedly) Ribombee, Galvantula sets itself apart by virtue of its Speed and power thanks to 91% accurate STAB Thunder. It also has its Bug Buzz to breeze through Hattrem, Energy Ball for Ground types and Volt Switch to quickly pivot out. It also has the option to ditch Webs and go for an all-out attacker set, backed by either Life Orb or Specs, which helps give it some breathing room with the other two setters.
Gastrodon: Gastrodon is a pretty basic mon at its core, doing what it always does: dual STAB in Scald and EP/EQ, Toxic to cripple Grass types on the switch in and Recover to maintain health. It'll probably be good, but I don't have much to say about it.
Haunter: Haunter got a bunch of new pros and cons with this shift: it now has a lot more Ghost types to compete with, although those Ghosts can also be victims for it. It is still very threatening with NP + 3 attacks, but it now has to look out for more Scarfers, Dark types (namely A. Persian) and priority users. It's still not to be underestimated, but Haunter may need to innovate a bit in order to recapture its pre-ban glory.
Jellicent: Jellicent drops in to remind NU what it truly means to be a bulky Water. In Jelli's case, that solid bulk is backed by Scald/Will-o-Wisp burns and great recovery in either Recover or Strength Sap. Those burns also boost its offensive capabilities by letting it fire of 110 BP Hexes. However, Jelli also has the capability to perform offensively with either Specs or Scarf, especially thanks to the those scary ass Water Spouts, although defensive is generally better.
Kingler: Sure, NU now has more water immunities and resists, but Kingler still has the potential to be terrifying with its Swords Dance, LO Sheer Force antics. I don't think the bulky Waters are as well equipped to handle this guy as with other offensive waters thanks to its access to Knock Off, which especially scares out Jellicent. While it really only has Rock Slide for SF moves, it gets some great coverage in X Scissor, High Horsepower and Superpower; and that's not to diminish how scary SF Liquidation can be, because it certainly is. Another mon that may very well need to be rebanned.
Mudsdale: Mudsdale serves as a pretty effective Rocker thanks to Stamina, while firing back with a great 125 Attack stat. Its coverage isn't anything to write home about, but Stone Edge and Body Press/Close Combat still smack hard against a lot of the tier, while Toxic cripples the rest. This power also allows it to be an effective Bander, with that set also potentially making use of Heavy Slam thanks to Muds' natural weight.
Ninetales: Cut off from its precious Drought, Ninetales still serves as an good offensive Fire type. With Boots, Ninetales mainly uses NP alongside Fire Blast, Energy Ball for the abundant Water types and either Psychic/Psyshock for the resident Fighting types, Dark Pulse for Gorsola and Cofagrigus or Scorching Sands if you want to watch things burn *evil laughter*. That last slot is fairly flexible and can be suited for whatever you need most. Still, Ninetales isn't too impressive in terms of physical bulk, making it vulnerable to common Scarfers and priority users; it especially hates Basculin, who can fit either role and whose Adaptability STAB tears right through it (although it can't really switch in). Still, Tales ain't half bad in terms of giving Nu more Fire type options.
Pincurchin: While I personally feel that Pincurchin has been a bit undersold in the higher tiers, the lower power level of NU may finally be enough for Pin to become a consistent meta presence. In terms of its tools, Pin packs a lot of valuable support, setting Spikes and spreading status through either Scald or boosted Discharge while keeping itself healthy with Recover; even with only 4 SpA EVs, ET Discharge can hit surprisingly hard. However, its most valuable source of support is of course setting that Terrain, which enables Rising Voltage users like Jolteon and Lanturn, the aforementioned Terrain Pulse Clawitzer, and E. Seed Unburden sweeps from either Liepard or Thievul. The strategy does get screwed by Defog (namely from Silvallies who don't mind Electric), but ET teams and their setter can produce rewards well worth the effort to any skilled trainer.
Poliwrath: Poliwrath is another drop you wouldn't expect to be anything spectacular, but looking at its tools, I will claim that Poliwrath may be one of the most versatile new threats in NU, even just running Water Absorb. Firstly, it can function as either a Bulk Up or Belly Drum sweeper, utilizing its STABs alongside Darkest Lariat for those pesky Ghost types; Bulk Up variants also have the option of using Sub to protect against status (especially valuable with Sableye in the mix). Wrath's bulk also allows it to potentially run an effective AV set, utilizing Liquidation and Lariat alongside Drain Punch for recovery and either CC or Circle Throw, depending on if you need power or utility. Speaking of Circle Throw, though, this move can be especially effective on a fully defensive variant- namely, the return of Wrath's RestTalk set with Throw and Scald to spread ze burns. Finally, if you're willing to go for manual rain, Wrath can actually serve as a a Swift Swim cleaner, potentially even going special with STABs and Ice Beam; I can't say if this is actually good, but I think manual weather in NU could be possible given the potential a certain other weather has post-drop (more on that later). All in all, Wrath is a jack of all trades in NU, offering plenty of viable variety.
Rhydon: Thanks to Eviolite, Rhydon becomes one of the bulkiest mons in NU. Its naturally great physical bulk allows it Rock fairly reliably. After SR, Rhydon can function as a powerful Swords Dance user with STABs, go 3 attacks with STABs and Ice Punch, or potentially double down on its defenses while spreading damage via EQ, Rock Blast and Toxic. As great as Eviolite is, though, it can only do so much to patch Rhy's less than stellar SpD, especially with how many weaknesses it has to deal with. This thing also mandates Wish support due to its lack of recovery. That said, Rhydon is good at getting rocks up and trading blows on the physical side, and that's all it really needs to do.
Ribombee: Wait, what? Why the hell are you of all mons down here? So anyways, *ahem* Ribombee has three possible roles that I see. 1). A suicide Webs lead, guaranteed to get Webs with its blazing Speed. With static seeds (Stun Spore) or pivoting, depending on your needs, it can even screw Hattrem who try to impede it using a buzzy cacophony (Bug Buzz). 2). Yet another user of Specs, oh yes, but one who can exchange Specs onto its checks. That's when it's not using STABs or Psychics, or also U-turning away from its threats. 3). Finally, Quiver Dance comes to deliver a speedy sweeper who can make those lacking special bulk shiver. It's STABs again, plus Psychic or Roost, as Bee can be a bit bulky after some boosts. Of course, things aren't perfect for Bee, as it has a great check in Steel Silvally. It also has nothing to hurt Fire types, whose embers give it plenty of gripes. A versatile threat it, it must be spoken, although I can't say if the Bee is broken. Either way, it probably won't last, since RU still wants Webs and Araquanid just left class. And now this entry, I must move past, because thinking of more rhymes is becoming a pain. ... (No, I don't know why I started doing this either.)
Runerigus: As weird as this probably sounds, Runerigus is both interesting and uninteresting as a SR setter. It is uninteresting as it is yet another Ground type with high Defense but no recovery, while its Ghost typing is a double-edged sword given the Knock Off weakness, while lacking some key utility that fellow Ghost rocker Gorsola has; at first glance, it kind of gets overshadowed as a Rocker by Mudsdale, Rhydon and Sandaconda. Where it gets interesting is in three particular moves- Will-o-wisp allows it to fortify its bulk and spread passive damage, while Toxic Spikes allows it to be a somewhat rare dual setter and makes up fors its lack of Toxic. Its third trick is the recent addition of Poltergeist, which finally gives it good Ghost STAB and allows it to scout items for its team. I still think the other four Rockers I mentioned in this blurb are overall better, but this particular grab bag does grant some reason to use Rune over the competition so long as you lean into that. It could also be used as a Bander with STABs and Body Press now that Golurk is gone, but that option is admittedly more niche.
Sableye: Sableye is a straight forward Prankster user: Taunt or Encore to shut down walls and sweepers, Will-o-wisp to cripple physical attackers (with a lot of Defense investment, this thing can be surprisingly bulky), Recover to- recover health, and Knock Off to remove pesky items. While it hates Dark types for stopping its Prankster antics, its main gripe is the fact that the current NU meta is very Specially oriented (and a few drops that we've discussed may make that even more so), meaning that its Wisps aren't as valuable as in the higher tiers. I also feel that Whimsicott is the overall better Prankster user right now, mainly because it's fast and can actually hurt Dark types. This is not to diminish Sable's usefulness, just to say that it may prefer NU after a few bans.
Alolandslash: Wow, that nickname sounded better in my head. You probably wouldn't expect an Ice/Steel type to possess defensive utility, but Slash can do just that thanks to good Defense and solid support moves in SR, Spikes, Rapid Spin and Knock Off. That said, we all know that offensive power is the true draw of this thing- with either a Swords Dance LO set, a Scarf set or occasional Band set, A. Slash can slash the tier thanks to a decent STAB combo and Earthquake to handle Fires and Steels; Choiced sets round this out with either Spin, Toxic or Knock. However, where Slash really gets crazy is, of course, when hail is in play, provided by either Abomasnow or recent unban Vanilluxe, as Slush Rush allows it to handily outspeed any non-Scarf mon bar Ninjask, who doesn't really like the 1v1. That previously mentioned Defense really shines when backed by Aurora Veil, allowing A. Slash to tank some important neutral hits. All in all, A. Slash under Hail is terrifying; I wouldn't quite say its banworthy, but I do think it might be a big enough deal that some players try to experiment with manual weather to counteract Hail (or maybe use Hippopotas).
SteelVally: While it must compete for a spot with the other Vallys, SteelVally is certainly helpful for providing NU with another great Steel type. Its physical Swords Dance set packs a powerful Steel STAB to shred Fairies with Multi-Attack, also packing Flame Charge to dent Steels and boost further and Rock Slide for anti-Fire coverage. However, the presence of Magneton and its otherwise unhelpful physical coverage mean that Special/mixed is definitely the better option, as Flamethrower eases the 1v1 with Mag and Thunderbolt allows it to cleave through Waters. SteelVally can also be a solid Defogger thanks to resisting Rocks, and I do think a lesser but still decent defensive set could work since only Gunfisk really fills the defensive Steel role right now. At least on paper, SteelVally is a certified threat, although I'm not sure how it will compete will Vally's other forms.
Sneasel: I'd normally say that Sneasel will probably be okay in NU now; after all, it would have some new defensive answers and hates the rise of Scarfers. However, then I remembered that obscure new move named Triple Axel, which is probably going to be very scary despite its accuracy issues, especially after Swords Dance. Really, the only true defensive measures Sneasel has (at least as far as I can tell) are Silvally forms that resist Ice since Vally denies Knock Off and have quite a few options to threaten it back. Much like its evolution, Sneasel is a very all-or-nothing mon, though I'm not sure what the ratio for all vs nothing is.
Tauros: Tauros is a speedy, no nonsense user of Sheer Force, firing off STAB Body Slams, Rock Slides and Headbutts of various types, while also loving its new additions of Close Combat and Throat Chop. It outspeeds most of the tier, allowing it to clean house against any teams lacking an effective revenge killer. I wouldn't quite say this is broken, but it's definitely one of the best revenge killers and cleaners of NU.
Vanilluxe: The ice cream serves itself as the new best hail setter. Vanilluxe has plenty of useful STAB, between Blizzard/Weather Ball, Freeze Dry for waters and Ice Shard for some back up priority. It also sets Aurora Veil more reliably than Abomasnow and can even spring a surprise Explosion on the opponent, which isn't a big deal since Hail is naturally inclined for HO anyways. And crucially, this thing enables A. Slash, and I already explained how scary that can be under Hail. Abomasnow does still have some advantages, mainly because it actually has coverage, but the cone is just better in what little it can do thanks to superior power and speed.
Vikavolt: While it inherently needs to compete for a team slot with Galvantula, Vikavolt does have some wholly unique traits for an NU Webs setter; its Defense stat, Levitate and Roost allow it to actually have defensive utility, its low Speed allows its Volt Switch to more safely get teammates in, and of course its monstrous Special Attack more than makes up for the weaker Electric STAB compared to Galv. However, that low Speed is also its greatest weakness, as it makes Volt much more vulnerable to Taunt than its competitors. Alternatively, you could also run an Agility + 3 Attacks set if you don't need Webs, although that is another option best saved for late game.
Whimsicott: Ever the Prankster, Whimsicott is quite a disruptive support, packing options like Defog, Tailwind, Memento, Encore, Taunt and Leech Seed, alongside U-turn pivoting and STAB Moonblast to actually threaten the Dark types who would try to shut it down. Cott can also eschew the Prankster role for a Specs set, packing dual STAB with Psychic and either U-turn to scout or Switcheroo to continue its disruptive capabilities. While limited to two general roles, Cott is another drop with a rather large amount of versatility, and can be very annoying if you don't prepare for it.
So, that was my exhaustive list of preliminary analyses. They're definitely not perfect, but I look forward to seeing how many predictions don't blow up in my face.