Gonna make the bi-annual post to spill my thoughts about every 'mon in the current metagame. I'll try to avoid spending time on the obvious and just focus on the personal feeling regarding them. If you're interested, I made my ranking on stream and talked about every Pokemon individually for... 4 hours.
The stream is available on YouTube.
The McRankings 2021 Pt.1
S Rank
Sand. Does it all. I like Double-Edge on DD because it works against every check. Big fan of Focus Punch/Rock Slide/Fire Blast/HP Grass as a standalone breaker, nothing really comes on this one beside Milotic. Pursuit is as consistent as ever and is a prime partner of Forretress but those teams gotta watch out on not putting too much reliance on Tyranitar's trapping job.
Big fan of Brick Break/Focus Punch coverage on special sets to avoid Blissey/Tyranitar abusing you, moreso than Roar (don't like Dug-weak phazers). Max HP Physical stays beastly because the bulk allows it to check a lot of special attackers and avoid delegating all the job to your Blissey/Jirachi to deal with them. Also makes Dugtrio work for its trap.
A+ Rank
Zapdos oils Offense together like nothing else. Slap this bad boy on any team with Baton Pass and there goes your free entry to all the nasty breakers you can think of. I love to make mine beefy. Having a lot of SpDef allows it to check a myriad of annoying threats for Offense on top of doing its job (Starmie, Moltres, Suicune, Swampert, etc). Not a big fan of TW anymore, I've grown to love Agility on the slot instead, TW on spikesless often does no progress vs Celebi/Blissey, whereas Agility will open a lot of doors offensively for yourself and your other 'mons. Roar Zapdos is one of the best spikes abuser in the tier too and is a good temporary solution to Celebi pass for bulky builds so you can get the chip that will let your back Aero finish the job for example. SubPass on lead has insane upswing potential, legit makes me avoid every team that has to play on the backfoot vs lead Zap as a result.
Jirachi is good mon TM. It's like, the opposite of one-dimensional. Metagross typing, solid bulk across the board, sand-immune Wish and great coverage allows it to be one of the best glue in the tier really, kinda like Pert with a different set of resistances/weaknesses. Spreading status means nothing really likes switching on it. It's a really good teammate for every resistances it brings to the team and yeah, Wish is great like I said before. As a sweeper, it's most importantly the only CMer that is immune to Sand, and as a result, it makes it the best one by far in my opinion. There is just not much room for error vs a CM Rachi or it just goes out of control immediately. Big fan of SubCM; BoltBeam is "optimal coverage" but with Magneton partner, you can go like PsyGrass which is a lot better vs two of its best checks Ttar & Pert. I'm also liking the BoltGrass coverage that ibidem introduced, especially because defensive Celebi barely runs CM nowadays. I liked Superachi a lot when every Bliss was Wish but TW is back to being popular so I prefer Sub. WishCM is less flexible imo, give it Cleric support imo because para'd Jirachi kinda stinks.
You legit cannot go wrong with Swampert. Sturdy, sand immune and not overly passive, access to a ton of great moves for every situation/build. The only downside is how spikes bait it is imo. There isnt one Pokemon that will make you feel as safe vs DDTar/Aero than Pert, simple as is, and those two will always be in the metagame's picture. Anyway, no HP Pert sucks (unless it's endeavor). If you wanna damage the spikers, feel free to invest in SpA but keep the HP. Roar Pert is amazing and underrated offensive pressure. I usually don't leave home without Protect because it Just Works to keep Swampert healthy, always. I also really dislike not having water coverage because I don't wanna be do 0 to Skarmory and being a free Moltres entry. To go back on Roar Pert, it's the only phazer that isn't Dug weak and sand immune, that makes it a lot more durable and harder to work around for any kind of setup/pass shenanigans, which is great.
CB Gross is the most mindless yet kinda good form of offense in the tier, and I still love it. I even drop coverage to fit Sleep Talk on it nowadays. Excellent breaker that will often catch Skarm/Forre/Water, which benefits every offense. I know a lot of people make it work, but I dislike Fire/Tpunch-less without Magneton, and tbh, Mag + Meta is rarely bad anyway. Mix is pretty sick as a non-support-required set for offense. Pursuit is ok but I don't like relying on it to kill Gengars because it's pretty weak, esp into spdef variants. I don't really like the defensive sets because I feel like it does literally nothing if you're not booming into a Water, and I dislike my rock resists being weak to EQ (at least as standalone Rock resists). Nowadays, I tend to prefer Jirachi status spreading and Wish support over Metagross / Snorlax power on balanced builds but Meta's boom is more appreciated for more offensive teams. Also it's annoying how Dug/Mag can trap it before it booms on the Pokemon you wanna discard.
A Rank
Super big fan of Celebi. Will start by saying though, that I don't like the defensive sets. Too passive, always missing a move too, be it Leech/HPFire/Psychic/Grass, you're always a free entry to something annoying basically or/and you're Dug prone. I still stand by offensive sets though. It's simple, Celebi is good by itself, and it makes a ton of shit/average mons good thanks to SD/CM Pass. Status not being a permanent sentence is amazing. BP is great for early momentum, especially when you can use it against Zapdos pretty freely. Celebi shares the Jirachi trait of hard punishing any mistake/free turn it can generate. It's not sand immune though so you're more limited in options, like its very possible you took some chip setting up then you opponent can stop you through something like Mence/Moltres/Aero and now its almost impossible to make use of it. My advice is to not wait too much with Celebi and seize the early game momentum as much as you can. By the way if you're tired of Fire/Grass limited coverage on BP set, consider Psy/Leech with Magneton partnership (also remove Meta with Sub once it's seeded). I have a hard time using fat builds without a Phazer because of this guy specifically by the way.
First time I rank Salamence this high, but yeah I'm a fan now. Speed + Coverage + Raw power allows it to immediately reverse the momentum on a lot of Pokemon by pivoting on them. Intimidate is rly good for a lot of situations, but especially to give you a real check to the fighters that are now part of the metagame. I will say already that I'm not a big fan of CB; lacks longetivity and kinda needs Mag support (I also prefer Aero speedtier to offensively check more Pokemons). Without Spikes, Pert is annoying to deal with in Sand too. Pursuit Ttar doesn't help. DDMence has its usual problems too. However, as you might have guessed with my first lines, the real deal is Mix. I especially love how Mence can use two of my favorite moves: Wish & Roar (DClaw/Fire/Brick Break is really all you need). Wish is crazy good on spikesless (Snorlax in particular loves it) and Roar is insane on spikes build. Ofc you can just use HP Grass... I like Naughty without Spikes so BB actively threatens Bliss and does that tiny bit more needed to kill those Ttars.
Best special wall, generates free turns for itself, not as pressured to recover, yadayada. Before the Beat Up Dug uprising, I felt like Counter Blissey was super splashable on every team. I mean I still love it but it doesn't really keep Dug in check anymore so it's worse. Counter also allows you to invest in speed, pretty sick vs some MixTar, Gross, Skarmory or Swampert. Anyway it's just good ol' Blissey but I feel like it's one of the most common point of entry for offensive 'mons because of how unthreatening it is so I ranked it a bit lower this time. I also feel like a lot of Pokemons, at least I do, tech moves specifically for Blissey nowadays (Focus Punch/BB/Roar+Spikes), it's really the one Pokemon with Skarm that you don't want to give free turns healing imo. Beat Up Dug just forces Blissey to be more cautious in the early game nowadays, and makes it even more wanting of spikes support.
A- Rank
Honestly feels like MixMence and Gengar often fights for the same slot on spikes build, and I prefer Mence reliability as a non-pursuitable Pokemon and also the fact it still checks what its supposed to check even if it took 30% chip. Obviously, I'm not selling Gengar this short, but Pursuittar being everywhere really doesnt help its case, even if it has the tools to combat it. It's still probably due for a resurgence with Forretress back to being very popular. Fastest Boom in OU makes it the best positional tool for endgames for a lot of teams, on top of all the disruption its causing before. Imo mandatory on spikes HO (think some Jolt/Starmie builds), where Dbond sets are great at always preventing Spin from happening, even vs Claydol. Recently explored back Gar with a Ttar-killing early setup (like Raikou/Jynx into Dug) and it's really good, give it a try; shout-out star.
Spikes is one of the most consistent playstyle in ADV. Skarmory is the least support-heavy spiker and most durable one so there it is. I'm personally not a fan of Skarm builds that try to play the long game because you just run into unwinnable matchups vs Mag+Spin. However, I like it alongside breakers because those will abuse the free turns Skarm generates to be dealt with (either itself or its spikes later). I also like it alongside Pokemons that are typically very good vs MagSpin teams so that you can abuse those (think CMBP Celebi). On those teams, it's also a nice meatshield early to preserve the important HPs on your offensive pieces. Skarmory, much like Blissey, has a lot of dangerous Pokemons that use it as a point of entry though because of its relative passiveness, and that's something I dislike about it, hence why I'm placing it this "low". Forretress back in the meta also gives it competition both as a spiker and in the games themselves.
Trapping is broken, that easy. Simplifies a lot of gameplans (or make them straight up viable). Beat Up Dug is amazing and really prevents early Bliss from running free. I'm a fan of lead + Dug strats, they're consistent and make a lot of underrated Pokemons viable. Not much to add it's the same as it's ever been really. I mean by now everyone knows that ZapDug kinda redefined the early-game plans vs special offense so won't comment further.
B+ Rank
The ultimate gatekeeper of pretty much everything. Kinda hot take but every Optimal team runs Aero, as it keeps you alive in pretty much every situation. I've finally learned to use Aero more than in the last 5 turns of the game, or where I have to click the obvious move otherwise I lose and now I see how great it is. Immediately reverse momentum, keep everything under control, further your lead, king of the sack-game. It really has a lot of strenghs, kinda balanced by the fact that it's very average if you play obvious with it, especially true if you face teams actually resilent to Rock Slide. I know some people think its ok without Spikes, but I hate clicking Rock Slide into Pert/Meta and doing a net average of 6% after two turns of Leftovers, so yeah just use Spikes with it. HP Fighting allows you to cheat vs DDTar in the builder. SubAero I like on super fast HO where I don't have the defensive backbone to switch after locking myself and like the flexibility on switch moves.
Lets not waste time: Curse Rest Lax kinda sucks. Even in optimal conditions (and that means a lot of support), there is straight up no avoiding hax in an ideal game. Rock slide flinch, crits, whatever you want, it will need to be risked. At least use EQ on it, even with its flaws it will actually be capable of pressuring stuff. Anyway, BoomLax, now we're talking about the good set. Don't use it for its defensive utility, I mean yes you do but only rely on it for the very early part of the game, it just wont last, so back it up with like SpDef Zap or w/e you want to deal with Special Attackers later. CurseBoom is where its at imo, and I've been a fan of EQ/SB as it doesnt need real support and will force Ttar/Meta's hand without Booming. Don't waste your time with Snorlax, it's a CBMetagross-like wallbreaker. The problem with Lax teams is they kinda leave a lot in the air for the end-game, as it often devolves into "I hope my back Pokemons will beat yours" due to the urgency of acting quickly with Lax before it becomes bad. Oh btw, Lax LOVES Wish support if you wanna make it more durable, Wish from Mence in Offense for example. Also if you're using CurseLax, you often run into situations where your Lax will want to kill something instead of Resting but it will be left at 15%, being effectually dead. That's when Wish also becomes amazing as it can revive it with a sack ala later gens Healing Wish, this shit wins games.
Spikes like Skarm but more support-heavy and harder to wield in my opinion. 4x Fire Weakness and reliance on it to Spin makes its teams vulnerable to MixSweepers, so consider pairing with stuff like SpDefZap, Milo or Jirachi. Really likes Wish support, possibly more than Skarm because grounded and slower. It will also allow you to get the true value you want of Forre, ideally all of Spin/Spikes/Boom. If your team is balanced and spikes centric, I really like Forre toolbox to deal with more situations than Skarm between HP Bug, Counter, EQ or Boom. Spin-less is pretty cool in this regard if you pair it with like Claydol because now you can try to cover every situation with it. Big flaw of Forre is it kinda telegraphes a lot of sets on a given team because of the support it requies but could be worse things to deal with. By the way if you're using Forre, be conservative with it. Do not get two spikes early only to be at 25% health because good luck getting any value out of it later now (that's why I said I think it's harder to wield). Forre teams need a solid defensive basis imo whereas Skarmory can get by with less.
B Rank
I have a lot of problems with many Suicune sets. Defensive Roar is constantly under pressure in common battle conditions, gets easily exploited/dealt with until the field is cleared so you're always giving the momentum to your opponent with it. Offensive Suicune isn't resilient and can be handled by a lot of things (Bliss, Zap, Cele, Aero/Dug after chip, etc). Sleep Talk is a lot more flexible but I hate relying on Sleep Talk rolls. I legit think the real deal is UDCune (Rain Dance). You need so much less support to work, and healing yourself as you setup Jirachi style is just too good. I will say that off Cune is a nice fit on some HO though, especially Spikes less. It has such good stats that it can offensively check a lot of Pokemons in one slot, while never truely being forced out thanks to its sheer defensive bulk.
Claydol is probably one of the easiest Pokemon to fit in a team thanks to all its unique traits compressed into one slot (Spin, Elec immune, Rock resist). However the problem is if you want it to do everything at once, if often sucks and so does the team it lands on. It's actually a bit hard to use it effectively imo. I'm also not as high on Skarm beatdown teams anymore because Wish is a common support for them nowadays, so I think it's better to just remove the Skarm from play through Mag or Boom. Ideally Boom because MagDol defensively is way too passive and offensively takes too much space on a team just to deal with Spikes. Not a big fan of offDol, it's really a terrible Rock resist, taking like 33 from Aero and only threatening 30% Psychic back or having to Boom. Refresh still sucks. The thing is, Claydol is pretty much never useless in a game just because Spin and Boom are That Good, so that's why it's up there. Also SkarmGar will never completely disappear from the meta, and Claydol will always be good in this matchup.
Most offensive and reliable sleeper in the tier, that's enough for me to be ranked this high. Thanks to Pokemon like Zapdos, it's not that hard to get frail Pokemons multiple time on the field per game so that's an easy flaw to get past. End-game Breloom is legit a checkmater because putting a Pokemon to sleep when its a 3 v 3 situation is a lot stronger than in the early-game, think about it when using it. It's just a bit annoying how it cant fit all the coverage it'd want sometimes, having to chose between Bug and Ghost without Pursuit support, but sleep more than makes up for it. I also like how it can damage / setup a Dug kill with Mach Punch before going down unlike Hera/Medi. Sub is underexplored on it, both Seed and non Seed as it allows you to not throw Spore nilly-willy when it gets on the field.
Magneton kinda blows by itself but I still like on some hardcore offense, it just makes some team work when you remove Skarmory the wall, rather than the spiker. Effectively allows a lot of Pokemons to cheat with coverage if they disregard Forre/Skarm to make them deadlier, which is another plus. I like Timid Magnet as a result, because it gets the most opportunities to do something outside of killing Skarm (and you're fine playing with two Spikes on those hardcore offense so no need to oneshot Skarm). Forre back in the meta is good and bad for it. I think Elec/Grass coverage is better on average but if you want to kill/limit Forre you need Fire, which kinda sucks because you're not doing anything to Pert/Clay/Flygon now. FatMag is worse than Timid on average but can trap Forre and will make better use of its resistances and leftovers to pivot vs Banders/check some Waters so keep that in mind.
It seems I'm a bit lower on Starm than the average. I think BulkyMie is pretty shit in general, it does negative amount of progress, dangerous setup baits for some Pokemons, and isn't even that good at spinning vs some Spikes core (Toxic Skarm + Pursuit, Bug Forre, Pursuit in general). Bold is legit bulky enough to tank Meta/Pert, but you get marginally worse vs other Pokemons such as Gengar or even Jirachi now Subbing on you. OffMie I just dislike how it cannot do anything to Bliss, unlike most of the other special attackers who can go Mixed or use Roar alongside Spikes. OffMie at least has the advantage of being a good offensive check to many Pokemons and gatekeep a lot of frail offense, altho it kinda sucks to be slower than Jolt/Aero because I feel like the HO are going back to Jolt/Aero style rather than Mence/Meta/Ttar/offZap style. That being said, it's the fastest Spinner, which can be quite clutch in some structure, and offensive 3 Atks alongside a spinner is pretty good because it actually finds opportunities to heal vs like Bliss/Milo/monoPert/Skarm/Claydol to some extent.
If it wasnt for the fact that Milotic straight up win games in the right conditions, I wouldn't have put it up this high. Im starting to think Milotic has to be built around like Suicune or Snorlax, almost. You need Spin, for starter, and I'm beginning to believe you need Spikes too. Milo just makes 0 progress otherwise, not to mention it's always pressed to Recover to avoid dying to crits so yeah, legit negative progress. Without Spikes, you're endlessly throwing useless Surf/Toxic against the like of Bliss/Starm/Celebi for 0 progress beside depleting your PPs. Wish + Steel types unironically wall it too. But yeah it's still a hard counter to many Pokemons and with a proper environnement, it can create checkmate situations. Obv this is all about the defensive sets. I think OffMilo kinda sucks but Hypnosis defensive is cool on some offense.
So there are two Heracross I'd say. The endgame 6-0 machine. I don't think it's good but it 6-0s some teams (esp in a no-sand games) and punish greedy teambuilding, which is a force. Needs support tho but I like the Rain Dance Cune partnership nowadays. Then there is Hera the breaker, used early/mid game like a fighting type. I kinda prefer Medicham/Breloom in this role but Hera's stab Bug means you don't get blanked by one of Gengar/Celebi like Breloom and you have a bit more defensive utility than Medi (only marginally so, that's one of Hera's flaws). I heavily dislike how even a properly setup last Hera will lose to Horn misses though.
C Rank
This is just a worse Aero honestly, but having Aero traits of being alive in a lot of games thanks to the sheer speed and power is a lot better than many Pokemons following Jolt. If you don't face spin Claydol, chance are Jolteon
can win the game, though as usual with Jolt, it will be predict-heavy. Jolt is also the fastest Wisher in the tier, I think this is a niche to explore for some Offense because you can revive dead mons with Wish sack or setup something on a hit and get 50% back to still be tanky afterwards. Anyway, the classic Jolt spikes can still work, as shown on the ladder. Wont mention the flaws because they didn't change.
Honestly not terrible for HO Spikes offense. I especially like how it doesnt allow Moltres to click a fire move for free and keep the offensive momentum in a lot of situations. In an era of Forre/Skarm both at the top, I'm sure many people will cheat their way in the builder with Magneton or just try to spin with Claydol, and both are good to face with Cloyster. I also think Rapid Spin is good again, not because it's reliable, but having that one time spin before dying against Skarm can go a long way to give your offense more playing room for the rest of the game. A bit underexplored, but I also like it with Wish Support on some TSS, notably from Jirachi. We've seen that from Triangles/Umbry this SPL and Asta in the past, I think those teams are pretty good especially vs Claydol control.
Im not high on Moltres myself, but I reckon its good based on the results its getting. I just think I pretty much always prefer having Mence or Zapdos in the slot. If i'm gonna need Roar to break through Bliss with Spikes, I prefer Zapdos or Mence better defensive typings. Moltres has the advantage of better assaulting some offense and taking advantage of Gross early game compared to Zapdos tho, and WoW can go uncontested vs Bliss-less so there is that. Doesn't really like the fact that many Gengar went back to BoltBeam coverage though, but may change with the upswing of ForreTtar tempting Gengar to use grass coverage again. I will say tho, Moltres is one of the biggest reason I always like to use Surf and 44 spdef on my Pert to trade in a pinch because how oppressive it can be.
Moltres without power but with a better speedtier (honestly clutch vs Zap/Cele) and better coverage options. Not much to add honestly, I think it's a really good momentum reverser, like Mence, especially with access to Dclaw/Focus Punch/Beat Up to legit threaten everything but Milo/Starmie, but its obviously very prediction reliant (though honestly, not so much more than Moltres with Fire/Grass coverage alone, but WoW is often a safer midground into Aero/Ttar).
Hariyama access to the whole fighter arsenal ON TOP of Knock Off is really unparalleled. It's a one-man army in some games, and can legit be entirely built around to break defensive cores long term, tho it will need both Wish and Spin support. It's really not that flexible as a result because it's quite slow on top of that. I've had troubles wielding those teams personally as a result.
D Rank
The primary goal of a fighter is to dish damage and break through teams. Medicham is just the best at it. It doesn't need offensive support because it's got SBall and Rock Slide, and it just hits like a truck. Slightly offset by the lack of defensive utility and it's still a bit prediction reliant as a result but worth the risk.
There is just always a problem with Gyarados. Adamant is outsped by Jolt/Aero at +1, Jolly lacks power, not to mention the coverage issue with the choice of Hidden Power. In many games, you feel like it's always one turn away from reaching the perfect conditions to sweep, yet it's never easy to meet them. Despite all that, it's a fearsome settupper because it just beats Pert/Cune. DD HPGhost has potential as it still beats Cele/Starm but now OHKOs Gengar at +1, pretty sick stuff, shout out Asta.
Milotic syndrome of checkmating many Pokemons but also being a sitting duck. At least this one has TWave, which is often more annoying for offenses to deal with. The problem is its often a free spikes, heal or spin for many Pokemons. I honestly only like it on CMSpam but some people namely Asta make it work on Fight spam, so the potential is there. Trapping Dug and walling Mence is just that good sometimes.
Nowadays I appreciate Flygon the most for being a Rock resist that also checks Celebi. Obviously it's good vs Electrics but I just hate bargaining in the builder that I won't run into some HP Ice variants. I dont like CB because EQ is rarely spammable and the set of resistances isnt as good when its not healing with leftovers.
Sets Rain in pretty much any conditions, which is all you want to do with it really. Not a big fan of Rain but I reckon it's a viable playstyle, and Kingdra is a good representation of it. I like the idea of pairing it with CMPass, it's really nasty at +1, different beast.
Jynx is honestly a really good HO lead. Sleep + stab IB and access to a plethora of good wallbreaking moves (Taunt, CM, Perish Song) gives some teams such a strong start. I always like to pair with Dug personally, because it just combos perfectly to trap stuff right off the bat like Ttar/Meta/Bliss. I like HP Fire for Forretress too and to put Meta in Dug range (Jirachi too). I don't like to risk LK Miss/Lum vs some leads so I kinda lose the benefit of Jynx in those situations, but well. Also if CB Jolly Mence becomes Meta, this will take a hit, it's just rly good right now because of its really good matchup spread in conjunction with Dug.
Despite all its flaws, Raikou is, put simply, the fastest CMer in the game. In some match-ups, this is enough to win straight up or just be a big threat. Now obviously we know how this doesnt quite happen in practice. Technically any Pokemons can be "good" with Agility/CM Pass, but I believe Raikou is one of the best receiver so there goes that. Lead Raikou is cool but Jynx kinda does it better AND has a sleep move.
Great offense enabler. SubPass is just rly good in offense and it has the stat and typing to abuse it the best. While Vaporeon soaks everything at 100, some chip will be enough to deal with it later, so I find it a bit hard to extract value out of it after the first usage personally (sand/spikes chip triggering Sailak is often the only other use you'll get out of it). I do like the SubRoar set to turn the table against phazers. Cool member of offensive chains but those teams usually have some big defensive flaws.
I don't get the Ludicolo hate. It's legit just a different Kingdra. Sure it doesn't setup on Flying coverage (and Megahorn I guess?) like Kingdra does but it's not even that common. Stab HP Grass actually matters too, I mean, even Kingdra likes it to not risk miss on Pert or just OHKO it, not to mention just killing the Waters. I also like mikmer take on it, to use it with Leech Seed AND Rain Dance.
Legit a good HO mon. Spikes + Spore + suicide spin block through Boom or Sub/Endeavor to weaken something is legit at creating a snowballing momentum that can carry 'till the endgame. Some nightmare scenarios can suck and it also doesnt have a perfect lead matchup vs everything, which sucks for an HO because they dont wanna find themselves switching out turn 1.
E Rank
If you want your fighting type to be fast AND bulky, this is the answer. Only specific teams want it imo but it's there as a backup Rock resist that doesn't die to every hit with breaking potential. AgilityPass is great support.
Venusaur is weird to me. I finally got around to test its classic set, and while I see the merits over Celebi because it's more offensive with Sleep Powder, it lives and dies by it and kinda does nothing without Spikes. Now I've tried GacuSaur, aka fat Roar, which is actually pretty sick with Spikes but there is this weird combo of Leech Seed and Roar being antisynergic. Honestly dont know how to feel about it.
Donphan only fits a very narrow range of team imo, but it's good where it does, because it has a legit bulk, good attacking power and spinning is great. I've tried it extensively without Spikes, and since it only fits teams with Pursuit and Mag, I felt like the team was soooo passive, just not doing anything really. So now I believe it needs all of Spikes/Pursuit/Mag. However it's a very strong fit there and is actually good at spinning vs Gengar-less Forretress (as long as they dont carry Counter).
MeanPass is legit not that good but it can win games. SpDef Umbreon is wayyyy too passive for my taste, and it's not a good Wish passer. But heh, it frees Ttar moveset in some teams and its the best Gengar remover, which Just Wins Games sometimes.
SpDef tank that resists Rock, kinda like Jirachi but with some cool tools like Counter or Boom. Kinda needs Spikes otherwise it's a sitting duck not doing anything, unless you're using Curse Boom, but that's a worse set overall. Ibidem's team is cool (Regi Milo Forre Ttar Gengar Celebi).
One of the best typing in the game, but it hits like a wetnoodle and needs a very strong anti-Skarm partnership. It's a bit like Registeel imo because without Spikes, it's not anything if not booming, but Registeel's Stoss is more well rounded than Steelix's EQ.
I'd just rather use Gengar honestly. I understand the point of Weezing, like it's a GSC Egg-style Boomer that picks its coverage moves to lure the right target, but I never really wanna build with it, even in Boom spam where I'd rather use more well rounded mons like Lax and Meta. One day I may see the extra merits, but not yet.
May be optimal to lead with it so you just do as much damages as you can before switching out. Def not bad in theory but very prediction heavy with a bad defensive typing. Sort of a worse Medicham.
Think that Pokemon is garbage but it's better at trapping Celebi than Tyranitar and Umbreon, some some Fighter team would appreciate it there. BeatUp Lum on some offense to avoid free Bliss is worth considering too.
SpeedPass, ParaSpam, nothing new. I like the idea of Focus Punch to kill WW Skarmory.
Weird hybrid of Snorlax and Jynx. Slow and weak physically, Boom does 0 to a lot of targets. Better hope you don't face Jirachi and Forre being back sucks for it because you kinda want HP Fire again but without TW you're really not threatening switchins enough.
Ban Risk in the future :^)
Lanturn / Alakazam / Armaldo / Dnite / Solrock / Scizor / Camerupt / Nidoking / Exeggutor / Gardevoir / Jumpluff are Pokemons I either think have a niche, are not awful, or I've seen being used well but don't really have something interesting to comment at this point. Alakazam has potential as a lead, Armaldo is good for long games, Dnite can be MixMence with Heal Bell or CB/DDMence with Focus Punch, CMBoom Solrock can bait some phazer or Bliss, Nidoking can abuses Elecs and Skarm to do some good mixwallbreaking.
Summary in picture: