Post DNUPL Personal VR and Meta Analysis
With the team I was on getting eliminated, I no longer have to hide the dark and twisted truth(!) about DNU. This will mainly be my personal thoughts on the meta along plenty of hot takes, a few example sets and a horrifically long rant about rat-a.
Before I begin though, I want to say my team on DNUPL was fucking awesome. Even though we didn't win the whole thing, we preformed extremely well in the swiss bracket, and the general morale and vibe in the team server was amazing. I'm not planning to do a full glaze post
(shrey already did that for me), but it was genuinely incredibly fun the whole way through.
This tournament had a lot of innovation throughout, drastically changing my opinion on the metagame. This is my updated personal VR.
I will not be going over every pokemon here. I'm sure I don't need to explain why

Taillow is so good or why

Pichu is bad. I'll just be talking about the ones I find interesting/have had drastic shifts in position.

- Without a doubt, this is the best pokemon in the tier, and its not even close. Hatenna provides incredible support in the builder with a lot of the most threatening offensive pokemon and is also probably the only reason the hazard game is even manageable in the tier in the first place - since defoggers can't hold boots for the most part - it can switch in to the most common stealth rock setters such as

Nacli,

Rogg. or

Swimub. Additionally, Hatenna has incredible set variety - from calm mind to nuzzle to resttalk or even future sight (innovated by r8), you can mix and match this pokemon to do almost anything you want it to do. It is also one of the very few pokemon that can tank 2 hits from life orb swinub (assuming defensive investment). Not to be entirely relied on for bulkier teams, but is certainly a nice property and it can serve as the sole swinub switchin if need be, especially so with pursuit support. I fully believe this pokemon is nearly mandatory on the large majority of non-HO teams, and would have ranked it in S+ if not for HO. Incredible mon.

- The "second best pokemon"... sure doesn't feel like it. Litwick is only ranked #2 because there is nothing else to be #2. As a wise a lot of people once said, "this tier has 1 top 5 mon and 30 top 10 mons". Of course, though, litwick would not rank this high if it wasn't excellent in it's own right. This is perhaps the single most threatening pokemon to switch into in the whole tier, as nothing can consistently beat all of its sets. There are 2 main litwick sets: taunt and trick room. Other niche options exist (overheat, calm mind, pain split, resttalk....) but I won't get into them here. Both of these sets, as well as most other sets, consist of shadow ball, a fire move, energy ball, and the final slot. I personally believe taunt is the best move in that slot - it has incredible breaking potential. Barring

Marill and

Happiny (both of which are rest reliant), every pokemon in the tier is 3HKO'd by fire blast with very minimial chip. Thanks to litwick's bulk, this means it can beat just about anything in a 1-on-1, living hits from offensive pokemon and OHKOing back. Most teams will not have a short-term defensive answers to this, and the ones who do will be overwhelmed with a bit of support. The second main set, as mentioned before, is Trick Room. This essentially serves as a super powerful cleaner. With litwick's absurd OHKO potential Vs. Offensive mons, if your opponent does not have a defensive answer to this in the lategame, they will almost certainly be put on the backfoot, at least until trick room is over. Unfortunately though, this set is quite easy to answer defensively -

pwoop,

jigg,

swablu and

cleffa can all take it on pretty easily. Additionally, if your opponent has a pokemon with a base speed lower than litwick's (:roggenrola rogg,

/

either wooper, etc'), they may have intentionally lowered their pokemon's speed to outspeed litwick under trick room, a tech I implemented on my teams throughout DNUPL. That being said, trick room's cleaning potential and ferocity into offensive teams who may lack these pokemon is not to be undermined.

- This pokemon, is, infamously, "fucking broken". Swinub is probably the single most broken pokemon in the tier, only facing competition for that title from

Pikipek. While Swinub's offensive stats are not particularly insane, it has an absurd STAB combo. With the exception of

Surskit (an offensive pokemon with no recovery) and

Snom (lol), there is not a single pokemon in the tier that resists Swinub's stab combo. I will mainly be talking about the set most people consider broken - Life Orb 3a + rocks. With ice shard and a half-decent speed tier, swinub has plenty of opportunities to come in and try to revenge offenive pokemon -

,

,

/

, the birds, etc'. Considering how many pokemon this thing revenge kills and threatens out... it puts on an extreme amount of pressure. Only

Marill,

physically defensive Cleffa,

Jwoop and

the gunker consistently switch in throughout a game, and half of those are forced to click a recovery move. And then it sets up rocks, getting value for the whole game. Physically invested

Hatenna
can switch in to deny rocks, but only once. This leads to swinub being one of, if not the single most consistent progressmaker in the tier, with the only competition being, once again,

Pikipek (we'll get to this one a bit later...), all while having extremely useful defensive utility. Please ban this stupid pig which I hate.

- The Nacli falloff is insane. And I'm probably its biggest supporter. It has dropped almost 2 tiers since the last VR, and most people probably rank it even lower than me. So, what happened? Basically, Nacli is weak. Rather,
rock slide is weak. If you have been spectating DNUPL, you've probably seen stone edge Nacli pop up (due to my propaganda). In the current DNU enviorment, rock slide, uninvested Nacli is simply too weak and abusable. It is food for pokemon like

Hatnna,

Bramblin,

Budew, and etc'. This circumstance all but forces nacli to switch to stone edge, and run attack investment. This comes with multiple issues. Perhaps the least important one is PP. Stone edge has a mere 8PP, which means throughout long balance mirrors (the teams Nacli is most often found on), it is not unrealistic for Nacli to run out of attacking PP and be far less threatening. The other 2 issues, however, are far more pressing. Firstly, Stone Edge is simply less consistent than rock slide. 80% accuracy really sucks and Nacli will miss quite often, missing out on a lot of potential damage. That being said, this is not completely backbreaking - Nacli's sheer bulk and access to recover means it can afford to miss once or twice, as long as it doesn't get abused. Still, you don't want to see it happen - which it very likely will in longer games. The other main problem is that having to run attack investment means you are far less bulky - especially with eviolite making EVs more potent. In the current enviorment, I believe Nacli simply cannot run special investment if it doesn't want to be abusable and still wants to check key pokemon like the birds. This means Nacli now has a far worse matchup into pokemon like

or specially-based

Nidoran. Despite this though, Nacli's fundementals still hold up. The rock typing is as incredible as ever, and so are rocks. I find it hard to imagine a metagame where Nacli is truly bad.

- Another insane falloff, and not the last one coming. Unlike

Nacli though, I am one of the bigger budew "haters". The biggest thing making budew rank lower on the VR is simply other pokemon shifting.

Nacli and

puff both fell off massively, and a lot of its biggest checks like

Beldum,

and

pwoop have rosen. Budew simply does not fare as well into the current metagame as it used to. That being said, it still has great fundementals and is rather unexplored with options like stun spore and especially sleep powder which is actually kind of stupid (hashtag ban sleep). I think it's rather unfortunate how little innovation this mon recieved in DNUPL considering how much it was brought, especially compared to the other top tiers.

- Broken mon ban now, electric boogaloo. Pikipek is absurd. To start off, its stats are simply ridiculous. 75/65 is better than just about anything in the tier in raw stats, with the only thing better being

, which does not get to hold an item, and arguably just as importantly... does not get knock off. This will be a recurring theme from here on out - any pokemon that gets knock off is made significantly better because of it. Due to almost all defensive pokemon being reliant on eviolite, knock off is stronger than ever and cripples just about any pokemon who takes it. Combine that with pikipek's 75 base attack and high speed, and you get an absolute monster. Very few pokemon can switch into stab brave bird from pikipek, and the ones who do get heavily crippled by knock off, getting 2hkod later in the game by pikipek itself (

/

,

), are weak to it (

) or take massive damage from skill-link bullet seed, amplified even further, by, of course, knock off (

,

,

,

,

). This creates a fast and nearly unstoppable breaker with just its base kit. The main thing holding pikipek back previously was the difficulty to get it in the game. It is very frail, and while fast, many offensive pokemon can outspeed it and OHKO it. A lot of the ones that couldn't simply had a priority move anyway, and pikipek cant exactly switch in on seismic toss or a stone edge. This has been ripped apart by the recent innovation of choice scarf (by yours truly). Scarf lets pikipek outspeed, quite literally, every relevant offensive pokemon in the metagame, except scarf jolly

rat-a, which was a response to scarf piki in the first place. This means piki gets plenty of opprotunities to get in the game and either kill an offensive threat or heavily cripple a wall. Of course, the scarf makes it easier to play around, but it still isn't a prediction game you want to play. Personally, I believe this to be more broken than

Swinub, though most people would disagree.

- The single biggest falloff in this entire VR. I used to regard this as the best pokemon in the tier a little over a year ago. I'll get straight to the point.
Wish is dogshit. This is the single worst 50% recovery move in the game and it's not even close. It's good when paired with other recovery (wish + soft boiled such as ADV Blissey for example), but it is ass by itself. This mainly stems from wish being extremely reliant on protect and leading to jigglypuff being extremely abusable. And unlike in

Nacli's case, there is no workaround. Clicking wish (when you actually need to heal and are not passing it) results in one of two things: you either click protect, the opponent switches, and they get free momentum, or you use an attack, risking your puff dying every time you do this. Both are equally unappealing. Luckily for puff, however, every other part of the mon is insane. Stoss and knock off are the 2 best attacks in the tier, and jigglypuff can spam both to its heart's content. The reliance on wishtect, however, means you can't actually switch in to an attacker and click one, heavily weighing down their value. Its bulk, while great at first glance, ends up being undesirable. If you fully invest into one spectrum, the other ends up pitifully bad. If you go mixed, both are just kind of ok, especially considering how prone this mon is to chip damage. Puff does however have the somewhat absurd quality of locking down games if the puff answer goes down. Teams that are overreliant on something like

Budew to beat puff may end up having puff killing all 5 of their other pokemon without switching once. Though this isn't very hard to account for considering how status weak wishtect is....
While I do believe puff has room for innovation, such as Nasty Plot (which was brought a few times in DNUPL) or full utility sets without recovery, in it's current state I can't bring myself to rank it any higher than this.

- One of the best glue pokemon for offense teams in the tier. Beldum has the absurdly broken typing in DNU of steel - steel resists are incredibly rare and most teams will straight up not have one. This leads to beldums Iron Head being a very threatening move that can end up making a surprising amount of progress. However, well built teams will be able to handle it, at least in the short term, with pokemon like

Litwick or

jwoop. The main reason you put beldum on a team is for its incredible defensive profile. Beldum is one of the very few offense-viable pokemon (alongside

rogg and

roly) that can actually comfortably switch into

Taillow, possibly the best attacker in the tier. This, already, gives it an incredible niche, but the defensive qualities far from end there. Beldum also acts as a consistent check for

Budews not carrying sball (which is the large majority of them),

Hatenna, and as an emergency switchin to

, piki

, maku,

, puff,

/

/

the rocks and many, many more. This makes it invaluable on offense teams as it can ward off almost every offensive pokemon at least once, letting it and the other attackers start to break. Unfortunately this pokemon literally doesnt have room for innovation, as it only gets 9 moves (most of which are useless), but it really only needs its STABs anyway.

- Hot take #1. There's 3 total on this VR, and this is the "coldest" one. Pidove has one of the most unique toolkits in DNU and most of its viability is carried by one move - and its not knock off this time. Pidove's main selling point is its bulk and typing paired with
u-turn, andto a degree wish as well. Pidove's defensive profile is incredible. Notably, it is the single best

Bramblin switchin in the tier, bar none. It also switches into

Beldum,

gzig,

/

the woopers,

rat-a, and many more. However, unlike the pokemon with similar defensive profiles, pidove has access to u-turn, as mentioned previously. Instead of being easy to switch into and being used as food for the rocks, it baits them in and clicks u-turn, generating free momentum and dealing chip damage that is not unnoticable thanks to pidoves relatively high 55 base attack for its role. Due to it being so bulky, it can easily shrug off hits and come back in again, taking only 20% from pokemon like

Bramble. The high base attack also means offensive pokemon can't boldly switch into it - a dual wingbeat (it unfortunately does not learn brave bird) can heavily punish an offensive pokemon trying to predict a u-turn:
8 Atk Pidove Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Pikipek: 134-158 (63.5 - 74.8%) -- guaranteed 2HKO
This means Pidove has unnaturally high bulk considering it can fit on offense teams and has access to reliable recovery. It is also an incredible wish passer, so it has that going for it as well. Perhaps there is room for innovation with defog, taunt or toxic as well. Overall, great mon.

- Hot take #2. I believe this is the single most underrated pokemon in the entire tier. The main sets impidimp has been used for before have been as a screens setter and as a nasty plot breaker. While I don't think these sets are bad, they are very flawed and need a lot of support, or don't fit on great archetypes in the case of screens imp. The main reason imp recieved this ranking is due to the specially defensive utility set, starring prankster parting shot. This combination of move and ability is completely vile. Prankster parting shot means, that as long as impidimp's team is alive, nothing truly "beats" it. The offensive drop from these 2 moves let impdimp's teammates take on just about any hit very comfortably, with pokemon like

/

the woopers being able to take 2 adamant guts facades from

Taillow, without even needing full investment. This is paired with both thunder wave and a surprisingly good defensive profile. Thunder wave is a broken move - it steals turns and disables offensive pokemon, and is even more potent coming off prankster. It also ensures

puff, the most prominent stosser (which is unaffected by the offensive drop of parting shot) has to think twice about trying to switch in. The defensive profile is actually incredible and pleasently surprised me in testing. Impidimp shrugs off hits from

hat,

Litwick,

disc,

Kirlia and

Surskit while gaining back momentum and threatening a paralysis. Hatenna cannot set up with calm mind as it gets forced out by parting shot. This pokemon has incredible utility and can function as a great glue on both offense and bulky offense, especially considering some more niche options such as taunt or sucker punch.

- Hot take #3. They're all lined up, how nice of them. Anyway, yap is incoming. Let me preface that as much as I am going to go down on rat-a here, I fully believe it is a good pokemon and a lot of the things I will say can be half-dismissed by "it has the strongest and fastest pursuit in the tier". With that being said...
Rat-a is the single most overrated pokemon in DNU. I will mainly be talking about choice scarf rat-a, as that is by far the most common and most respected set.
Issue #1: Power 
56 Attack, for an offensive scarfer meant to act a
s your main revenge killer, is very,
very undesirable, and the base power of its moves does not make up for this. The rat's main click is crunch, a move with only 80 base power. Considering it wants all of switcheroo, u-turn, and pursuit, this often leads to it not being able to run a normal stab, which has higher base power. Even if it does choose to drop switcheroo or u-turn though, locking into normal is extremely dangerous as it lets in the very ghosts rat is supposed to beat. Crunch example calcs:
252+ Atk Rattata-Alola Crunch vs. 0 HP / 0 Def Eviolite Rockruff: 115-136 (49.7 - 58.8%) -- 99.6% chance to 2HKO
252+ Atk Rattata-Alola Crunch vs. 0 HP / 0 Def Swinub: 172-204 (71.3 - 84.6%) -- guaranteed 2HKO (is prone to chip to life orb, so this calc isn't too bad. Still, you flop into eviolite)
252+ Atk Rattata-Alola Crunch vs. 248 HP / 0 Def Eviolite Hatenna: 212-252 (73.8 - 87.8%) -- guaranteed 2HKO
252+ Atk Rattata-Alola Crunch vs. 248 HP / 164+ Def Eviolite Hatenna: 146-174 (50.8 - 60.6%) -- guaranteed 2HKO (defensive)
252+ Atk Rattata-Alola Crunch vs. 0 HP / 0 Def Eviolite Surskit: 133-157 (60.1 - 71%) -- guaranteed 2HKO
252+ Atk Rattata-Alola Crunch vs. 0 HP / 0 Def Luvdisc: 136-162 (59.9 - 71.3%) -- guaranteed 2HKO
252+ Atk Rattata-Alola Crunch vs. 248 HP / 0 Def Eviolite Litwick: 186-218 (61.3 - 71.9%) -- guaranteed 2HKO
I think you get the point by now. Rat-a has a very hard time revenge killing just about anything without pretty significant chip damage. Double-edge, if you do decide to run it, is able to kill things like surskit, but still doesnt do a lot into things like

dog or

hat.
Rat-a is only able to revenge the frailest of the frail, and even then...
252+ Atk Rattata-Alola Crunch vs. 0 HP / 0 Def Pikipek: 208-246 (98.5 - 116.5%) -- 93.8% chance to OHKO
It's not even guaranteed. Against one of the frailest offensive pokemon in the tier, not holding an eviolite. The only relevant offensive pokemon rat consistently revenge kills are

bramble and

guts bird.
Issue #2: Trapping Problems 
In practice, rat-a has a very hard time trapping a large majority of the offensive metagame due to the absurd amount of chip it needs to do so. Pursuit trapping is the main quality of the pokemon, yet it can't do it against most of the tier without risking a stay in.
252+ Atk Rattata-Alola Pursuit (40 BP) vs. 0 HP / 0 Def Luvdisc: 69-82 (30.3 - 36.1%) -- 46.9% chance to 3HKO
Getting this much chip on pokemon like

disc,

sursk,

kirlia and etc' is unrealistic and means you can only really expect rat-a to trap

/

the birds (which chip themselves with brave bird, meaning you need to sacrifice a lot of HP on your other mons......) and

Bramblin. Maybe offensive

Hatenna and CB

fish as well.
Even against those pokemon, you need pretty considerable chip damage:
252+ Atk Rattata-Alola Pursuit (40 BP) vs. 0 HP / 0 Def Taillow: 105-124 (47.5 - 56.1%) -- 81.6% chance to 2HKO
252+ Atk Rattata-Alola Pursuit (40 BP) vs. 0 HP / 0 Def Arrokuda: 87-103 (39 - 46.1%) -- guaranteed 3HKO
Issue #3: Bulk&Priority
Rat-a has a pretty unimpressive defensive profile of 30/35/35. This means that if it isn't killing the pokemon it is trying to attack, it's likely dying itself:
252 Atk Rockruff Stone Edge vs. 0 HP / 0 Def Rattata-Alola: 232-274 (115.4 - 136.3%) -- guaranteed OHKO
96+ SpA Hatenna Dazzling Gleam vs. 0 HP / 4 SpD Rattata-Alola: 204-240 (101.4 - 119.4%) -- guaranteed OHKO
This, on its own, already poses a problem when combined with the rat's unimpressive power - it means it can't revenge a full hp pokemon even a single time. However, this becomes a far bigger problem when you take into consideration how strong priority is in DNU - rat-a can often find itself taking a lot of damage from a priority move, leaving it vulnerable to combinations of pokemon that carry them:
252+ Atk Guts Taillow Quick Attack vs. 0 HP / 0 Def Rattata-Alola: 139-165 (69.1 - 82%) -- guaranteed 2HKO
252+ Atk Guts Rattata Quick Attack vs. 0 HP / 0 Def Rattata-Alola: 142-168 (70.6 - 83.5%) -- guaranteed 2HKO
+2 252 Atk Rockruff Sucker Punch vs. 0 HP / 0 Def Rattata-Alola: 108-128 (53.7 - 63.6%) -- guaranteed 2HKO
252+ Atk Guts Makuhita Bullet Punch vs. 0 HP / 0 Def Rattata-Alola: 98-116 (48.7 - 57.7%) -- 95.7% chance to 2HKO (you don't exactly deal good damage to this mon anyway....)
252 Atk Choice Band Arrokuda Aqua Jet vs. 0 HP / 0 Def Rattata-Alola: 136-162 (67.6 - 80.5%) -- guaranteed 2HKO
252+ Atk Life Orb Swinub Ice Shard vs. 0 HP / 0 Def Thick Fat Rattata-Alola: 58-70 (28.8 - 34.8%) -- 4.6% chance to 3HKO
On their own, some of these already pose an issue. It is not unrealistic for rat-a to come in enough times on hazards and get in range of something like k-rat quick attack. When combined, rat-a can only revenge kill at most 1 pokemon, dropping to the next used priority move. This makes it very inconsistent at revenge killing more than 1 pokemon against a lot of offense teams. Of course, this isn't exclusive to rat-a, scarf
Piki shares this issue, but it is a problem nontheless.
It also can't revenge kill
medi (vacuum wave) or
skitty (sucker punch OHKOs) so there's that I guess. Both of these aren't exactly easy to beat with defensive pokemon, especially considering rat-a teams often drop the rock in skitty's case, but there are definitely worse mons to be unable to revenge kill.
Issue #4: Hatenna
Hatenna, of course, is not exactly a problem pokemon in the sense that it switches into rat-a and abuses it. Rather, Magic Bounce is the problem here.
Hazards are the easiest and most consistent way to get chip damage onto most offensive pokemon. Hatenna denies almost all common hazard setters in the tier. This proves to be a massive issue for rat-a's gameplan.
The #1 reason to run rat-a is that it has both the fastest and strongest pursuit. However, said pursuit still needs major chip to trap even the frailest pokemon -
/
even the birds require around 50%.
Hatenna denying rocks is extremely problematic for it and essentially denies consistent trapping in the early game, letting frail attackers come in more than you'd like them to, with a team that is somewhat less well-equipped at handling them due to containing rat-a and relying on it to some degree in the first place.
Issue #5: Specs Taillow
Rat-a teams very often drop the normal resist as rat-a can usually trap most offensive normal types in the mid-game. Specs Taillow proves to be a huge problem to rat teams for this reason, as it is not worn down by brave bird recoil or by it's flame orb, being a massively threatening attacker on a speed tier pokemon except rat itself are unlikely to pass.
Issue #6: Scarf Pikipek
Scarf Pikipek, similarly to Hatenna, is not a direct problem to rat-a, rather a roundabout one. Choice scarf piki outspeeds adamant max speed rat, and due to rat teams being extra weak to birds without the trap, this often forces rat-a to run jolly in the modern metagame. This is a massive problem. Jolly makes chipping things both into crunch and especially pursuit even harder than it already is. Moreover....
252 Atk Rattata-Alola Crunch vs. 0 HP / 0 Def Taillow: 189-223 (85.5 - 100.9%) -- 6.3% chance to OHKO
Jolly is exceedingly unlikely to revenge kill a specs
Taillow. This is, of course, really bad.
I do believe Pikipek is likely to get banned in the near future, allowing rat-a to comfortably run adamant again. However, all of the other issues I listed above are still very prominent and hold the mon back from being a true top-tier.
good mon tho
---------------------------------------------------------------------------------------------------------------------------------------------------------------
- Knock off user spotted. Kirlia has 3 main sets: Specs, Scarf, and Eviolite utility (in order of prominence). The main reason I ranked it in A- was due to the utility set, so that will be the main one I go over. However specs is an incredible breaker and scarf has a strong combination of power and speed with knock off. Both are not to be undermined.
The utility Kirlia set is knock, and then some combination of psychic stab, will-o-wisp, teleport, fairy stab, wish, thunder wave, and encore. In particular, the combination of knock-wisp-psychic is something almost no pokemon in the tier wants to switch into, with thief shed skin
Gunker being the only one that can take all 3 comfortably. WIth teleport, kirlia becomes one of the best punishes to
hat in the tier, knocking it off and then teleporting into a breaker while taking pretty minimal damage from all of its attacks and warding off nuzzle with synchronize. However, its relative lack of defensive utility into a lot of non-hatenna common threats is minimal and holds it back from recieving a higher tier.
- With the fall of budew, comes the rise of the cloud. The biggest thing that used to hold this pokemon back was itemless budew - an incredibly common set at the time that used its lack of item to switch into
bramble (to avoid polter) and used hatenna as free entry into the game. In the modern meta though, not only has budew gotten less prevelant, itemless has all but disappeared from most teams. This means cottonee is finally able to unleash its absurd utility movepool paired with prankster - defog, encore, thunder wave, knock off, etc'. Due to knock off, most pokemon automatically do not like switching into it, and its grass typing means
disc, our only mon which is not completely cripped from losing its item, has a hard time switching in. When paired with cottonees decent defensive typing and absurd bulk, you get a pretty good utility pokemon on offense teams, though it inviting in
/
the birds holds it back.
- This is one of the single best attackers in the tier. Why is it so low then? It is almost entirely outclassed by guts
Taillow. It is only barely stronger, but it is significantly slower than guts taillow and lacks that valuable secondary STAB. Lacking the rocks weakness is nice, and extra coverage in the form of iron tail and utility in super fang and taunt are nice as well, but they still make it worse than Taillow on the large majority of teams. Its main niche is to act as a secondary Taillow - which is luckily probably the best pokemon to be a slightly worse version of, considering it is the best attacker in the tier. Great mon, unfortunate circumstance.
- A very recent DNUPL innovation (by me :3), the gunker has a unique defensive profile and toolkit that give it a very special niche. This pokemons defensive stats are kind of absurd - 41/60/58 is only matched by gossifleur, famous for its passivity. These amazing stats along with shed skin allow gunker to be the single best hatenna answer in the tier, shutting down every set incredibly consistently. It is also one of the most consistent swinub switchins, shrugging off hits and recovering back to full with ease. Additionally, access to thief means you can run itemless and heavily cripple a pokemon trying to switch in, like a
/
/
rock,
/
, a defensive bird or even
a Litwick. This pokemon is not without its pitfalls, though. Firstly, reliance on thief to make progress means it won't be very bulky at the start of the game, so it needs careful managing. Additionally, while bug is surprisingly nice in DNU, it also has the problem of being weak to rocks and
/
the birds, meaning it needs extensive support, especially considering that swinub will likely set up rocks on gunker itself. Reliance on gunk shot accuracy to beat pokemon like
puff can also prove problematic, due to accuracy. It gets compound eyes to circumvent this, but that requires giving up shed skin - whether this is a good trade or not depends on the team.
- haha balls. This mon is, in a lot of ways, a worse
Litwick. However, it has 2 things giving it a valuable niche: access to rocks and recover. Slugma is almost certainly the single most consistent pokemon at setting up rocks. Unlike other setters, Slugma consistently 2HKOs
hat, and scares away
bramblin. It also deals extremely big damage to defog pokemon with Fire Blast. The other main thing is recovery - this lets Slugma function as a defensive answer to the pokemon it switches into throughout the game. Unfortunately, due to having a worse typing and worse stats than Litwick, the only really relevant one is
Beldum, though being able to consistently abuse one of the least abusable pokemon in the tier certainly has its merit. Recovery also has the side benefit of allowing you to play slugma more aggressively as a wallbreaker - its special attack is even higher than Litwicks, and with access to earth power, it is not a far cry to say Slugma is one of the most potent wallbreakers in the tier. However, it has a very, very large amount of defensive liabilities (rock weakness, water weakness,
Taillow.....) which significantly hold it back, as well as of course the competition from the overall better fire type.
- I LOVE DREEPY!!!!!!!