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over time, snowshrew can find more opportunities to come in and spin or do damage. that’s the main argument, not that quaxly/snowshrew can win more 1v1s in a vacuum. even if quaxly comes in safely and threatens an rko, it doesn’t do enough damage to punish switches.
I'm not arguing that quaxly can come in more, I'm saying quaxly is irreplaceable on offense structures built around it and that those structures are viable. I think overall shrew and toed are better on more teams which is why i'm not arguing quaxly is better overall or that it should be higher than either of them
poison type strongly prefers grass type in a meta with 2 great ground types
spore is extremely good, game warping status. best sleep user
access to regen for synergy with foo, let's foongus be more active throughout the entire game
:snubbull:/:mareanie: B
:snubbull:
fairy type. walls foo, baits in poisons, threatens vull
intimidate, twave, thief cover utility needs in builder
great physical coverage in the elemental punches, eq, fairy stab
:Mareanie:
fallen titan, lost access to knock off, scald
water type is excellent defensive coverage
relatively fast for its class
:Koffing:/:ekans:/:vullaby: C
:koffing:
Decent utility options in wisp, pain split, thief
Excellent phys bulk
2 good abilities in Neutralising Gas and levitate. N Gas allows koffing to deny mienfoo regen
:ekans:
Glare + knock off + 16 speed
Offensive, temporary fight resist
:vullaby:
Doesn't actually resist fight.
Most threatening mon in the tier. Better suited for other roles.
Weak armor allows vull to outspeed and threaten anything, uturn sponge
Offensive Pivot VR :vullaby:S :vullaby:
threatens physical and special damage, stab knock off, heat wave
weak armor provides elite speed tier 26-32
extremely bulky, 23 15 13 with minimal invest
air slash 30% flinch emulates rock slide in ADV
:mienfoo:/:chinchou:A :mienfoo:
Huge HJK base power threatens most, makes fight resist almost mandatory
Regenerator + Uturn synergy
Top tier knock off user
:chinchou:
best electric immune. Invalidates most electrics
Threatens entire tier neutrally
:elekid:/:wingull:/:stunky:B :elekid:
fastest native speed.
Gen 2 coverage, fire ice punch, psychic, knock
Baits in grounds + chou
:wingull:
Hurricane deals massive damage, access to knock uturn
Very frail. Hard to position without other pivots
:stunky:
no Pivot move
Comes in on common poison or dark move and threatens big dmg
Defensive Pivot VR :mienfoo:S :foongus:/:mudbray: A :tinkatink:/:mareanie:/:shellos:/:vullaby:B :tentacool:/:chinchou:C Special Wallbreaker VR :torchic: S :vullaby:/:elekid:/:gothita: A :wingull:/:poliwag:/:glimmet:B :houndour:C Physical Wallbreaker VR :mienfoo:/:vullaby: S :diglett-alola:/:stunky:A :shellder:/:sandshrew-alola: B :axew:/:cetoddle:/:quaxly:C Stealth Rock Setter VR :mudbray:/:glimmet:S :tinkatink:/:shellos: A :Diglett-alola:/:sandshrew-alola:B :pawniard:C Hazard Removal VR :toedscool: S :sandshrew-alola: A :minccino:/:vullaby:B :quaxly:C
Screens + Turtwig is underrated. I realize that most of these posts are fairly old, but it's even better now than it was a year ago.
It gets value nearly every game. Can't crit through screens means at least one free Shell Smash most games.
It's bulky enough to live most hits and can even set up on tier king Mienfoo.
+2 Giga Drain, Earth Power, Tera Blast Fire sweeps most teams that already have damage on Mienfoo and Vullaby.
Can even get +4 sometimes if you have teammates that can lower the enemies offensive stats while you already have reflect up (teammate's intimidate, parting shot)
Please, someone explain me why you all think this Pokemon is top 2. I just cant get it. Im not saying is a bad Pokemon but im sure is overrated.
Vullaby invites every rocker in the metagame (mudbray, tink, glimmet, sandshrew alola) to come in and set up rocks. This is really really bad considering vullaby its weak to rocks.
It just kills itself. Weak to rocks + brave bird recoil and your vullaby is gone
It isnt really fast without triggering its ability which sucks because if you switch to take a physical attack you will probably take rocks damage and your vullaby will be at low health. Then you are forced to roost while exposed to a physical attack at -1 defense or attack and die to recoil.
With torchic ban, i found myself running more tera steels that vullaby doesnt want to face.
It is checked by A LOT of things in the meta game. Tink, glimmet, mudbray, sandshrew, Elekid, chinchou, shellos, any tera steel, shellder can set up on it, mareanie is not bad vs it, mienfoo doesnt die at full, pawniard (fakemon), snubull (underrated)
I dont think nasty plot sets are bad. They can sweep easily if the opponent didnt expect it. But even at +2 it fails to 1hko things and relies on flinches to win or a very good position at late game where everything is low. (Pretty mid, there are better late game sweepers anyways)
Guys i really really think you are all brainwashed into thinking vullaby is top 2 pokemon in the tier. Learn to build please.
:gothita:Gothita:gothita:
Amazing Pokemon right now in my opinion. Torchic was a Pokemon that gothita couldnt trap, and now its gone! Your team suffers vs diglett alola or elekid? Trap them (tera blast ground helps). You want to trap foongus and mareanie for mienfoo? Easy trap. You need help with [redacted], TRAP!
:mareanie:Mareanie:mareanie:
I think its good. Use the offensive set please. This pokemon has less switch ins than vullaby lmao and its actually decent defensively.
:grookey:Grookey:grookey:
I think this mon is underexplored right now. Its good vs diglett alola that might cause problems in the builder. Also smokes shellder, fuck it.
:snubbull:Snubbull:snubbull:
Another underrated mon in my opinion. Its good vs mienfoo and vullaby. Can absorb knock offs and its really good vs offensive teams. I think it NEEDS a hazard control teammate like toed since it lacks an efficient recovery move. Toed and snubull sinergize pretty well. This is a team with this core that felt solid during tests. https://pokepast.es/31984870e4afcde3
Anything unlisted is because i do not have sufficient experience to rank them. S :mienfoo:
Talking about why this mon is good feels like beating a dead horse. Regen, Good kit, Good stats. 95+% usage rate. Fighting type is an incredible defensive type for neutral hits.
A+ :vullaby:
Less important with torchic gone. Still pretty good with its set variety and raw offensive aura. Defensive sets are underexplored.
:Mudbray:
The best vull answer. Decent rocks mon. Roar is under utilised. One of the hardest mons to OHKO.
:foongus:
Sleep is really good. Best foo check.
A :diglett-alola:
Life orb is extremely hard to switch into. Only downside is frailty.
:elekid:
Fastest native mon. Force opp switches: volt switch. Access to knock + good mixed coverage
:glimmet:
Decent vull check ignoring tera blast ground. Best hazard setter; toxic spikes are pretty good right now.
A- :gothita:
Trapping will always be strong. Held back by its speed stat and its also kinda weak.
:stunky:
Threatens everything. Trades 1 for 1.5 usually. Weak to dig-a
:Shellder:
The best win condition besides Regen. The bag of tricks makes for guesswork, but its well developed so many techs arent very surprising.
:chinchou:
Best Elekid answer. Pivots well against some teams.
:sandshrew-alola:
Very compelling sweeper, lost its utility options.
B+ :mareanie:
Offensive is pretty cool.
:tinkatink:
Decent utility but invites in ground types, specifically dig-a which is hard to switch into.
:grookey:
Shellder check + pressures foon and vull. Good ground answer.
:growlithe-hisui:
Very strong but limited to scarf 5050s for the most part
:snubbull:
Another underrated mon in my opinion. Its good vs mienfoo and vullaby. Can absorb knock offs and its really good vs offensive teams. I think it NEEDS a hazard control teammate like toed since it lacks an efficient recovery move. Toed and snubull sinergize pretty well.
B :toedscool:
Matchup fish for hazard stack.
:wingull:
Threatens much of the meta. Accuracy is a pita.
:trapinch:
Not as versatile at trapping as goth, plus its slower.
:zorua-hisui:
The best ghost. Illusion mindgames are annoying and can cause imperfect play.
:chespin:
Matchup fish for foongus.
B- :Shellos:
Lost its torchic matchup.
:drifloon:
Severely underexplored.
:timburr:
Can sometimes steal games. Good prio.
:impidimp:
Enables so much BS.
:poliwag:
Still threatens most of the meta with a 2HKO.
:gimmighoul-roaming:
Enables BS but worse.
:axew:
Still potent under the right conditions
:minccino:
underexplored
After some thinking i rearranged things. :Foongus:3(+1)
With the reinvention of Grookey: Foongus finds another way to enter the game.
Hey LC!
New VR time. These are in order by how viable they are. S :mienfoo::vullaby::foongus:
A+ :elekid::mudbray::glimmet::diglett-alola:
A :shellder::gothita::stunky::chinchou::sandshrew-alola:
A- :mareanie::tinkatink::toedscool:
B+ :trapinch::grookey::wingull::growlithe-hisui::shellos:
B :chespin::timburr::snover::salandit::nymble:
B- :drifloon::axew::numel::pawniard::zorua-hisui::impidimp::munchlax::koffing::gimmighoul-roaming::doduo::larvesta:
C+ :meowth::minccino::ekans::shroodle::greavard::crabrawler::cranidos::houndour::wattrel::corphish:
C :snubbull::tentacool::drilbur::cottonee::poliwag::bramblin::dewpider::cetoddle::grimer-alola::buizel:
C- :magnemite::finizen::deerling::slowpoke::jangmo-o::pineco::oddish::quaxly: D+ :squirtle::wiglett::meowth-alola::sandshrew::joltik::meowth-galar::riolu::bulbasaur: D :hippopotas::psyduck::rhyhorn::turtwig::croagunk::scorbunny::bagon::froakie::chingling::fletchling::sandile::chewtle::litten::horsea: D- :blitzle::silicobra::cacnea::eevee::sprigatito::teddiursa::bronzor::duskull::dratini::wooper::grimer:
ive noticed theres way too many B- rank mons, and only one B rank mon (Shellos). i think some of the B- mons are quite better than the rest, and on par with Shellos, so i wanna argue for their rises in the vr.
:gimmighoul-roaming::zorua-hisui: i see these two pokemon very similarly. ghost stab in this tier is, like in all other, incredibly difficult to punish, and these two are the best mons we have at spamming it. the key difference between them is that Gimmighoul is more of an explosive breaker, utilizing life orb, and Zorua is more of a cleaner, using choice scarf sets, but they end up doing the same thing: spamming Shadow Ball. they both have had success in tournament player, even in the highest level that is considered to be SCL (replays below). Because of this ease to spam their STAB move, they both are, to me, easier to use and win with, and thus a step above, than the rest of the breakers in their current rank (namely Dewpider, Doduo and Salandit).
:salandit: Salandit is similar to Gimmighoul. It is a fast breaker with a good STAB, as demonstrated by now banned Magby and Torchic. It is more flawed than them tho, because it is slower (which for a Life Orb rocks weak mon like this, it is a huge deal). People are really down on this mon, claiming it "never does anything" and basically that it's not worth it. I do not see it as that: Fire STAB is as good as ever, teams still struggle to slot in resistances, and Salandit is very capable of running away with 2-3 kills per game. Same deal as with Torchic really. Also, as an upside, Salandit does have a wider variety of moves to choose, with a lock only being Fire Blast, and being able to use all of Sludge Wave, Tera Fire Overheat, Tera Blast Ground/Psychic, Knock Off, Protect and Will-o-Wisp, depenind on your teams' needs. Here are two SCL replays of Salandit destroying: wail vs onraider and envy vs edgy.
:larvesta::koffing: also grouping these two because they fill a similar niche as well. Both are alternative Mienfoo checks to the way more common Mareanie and Foongus, but both of them have huge upsides that differentiate them from those two, with those upsides being their abilites for both of them. Both are Mienfoo checks that beat the poisons, with Koffing doing so via Neutralizing Gas Fire Blast + Thunderbolt, and Larvesta doing so with U-Turn + Flare Blitz. Both add burn support for the team, which can be incredibly beneficial if you are running setup offense, with the likes of Shellder and NP Vullaby. However, both require higher amounts of support, and thus they only fit in more specific teams. Larvesta needs perfect hazard removal, and probably a Gothita, and Koffing needs a lot of offense to not fall back. They are a step above their defensive counterparts in B- (Greavard, Munchlax, Chespin) in the way they give more to the team, are always capable of contributing and dont lose to the things theyre supposed to check as much. Tournament replays for both: me in LCWC vs elfuseon and envy vs wail for scl
:gimmighoul-roaming::zorua-hisui: i see these two pokemon very similarly. ghost stab in this tier is, like in all other, incredibly difficult to punish, and these two are the best mons we have at spamming it. the key difference between them is that Gimmighoul is more of an explosive breaker, utilizing life orb, and Zorua is more of a cleaner, using choice scarf sets, but they end up doing the same thing: spamming Shadow Ball. they both have had success in tournament player, even in the highest level that is considered to be SCL (replays below). Because of this ease to spam their STAB move, they both are, to me, easier to use and win with, and thus a step above, than the rest of the breakers in their current rank (namely Dewpider, Doduo and Salandit).
I wanted to back Eric’s point here and emphasize a key interaction that makes these mons even more viable: shadow tag. Most life orb mons in the tier such as salandit and Wingull are Vulnerable to being revenged by Gothita. Gimmighoul and Zorua can get around this issue entirely, adding some value to bulky builds like ttm where you can’t afford to get your wincon trapped.
I also had some success with niche gimmighoul Teras like Fire and I can dig up some more replays if necessary, but I’m a big fan of these guys in the current meta.
also re: koffing, that guy farms shellder and I won pretty easily bc of this last round of lcwc. It also beats gothita so I think these are really just highlighting anti meta picks that work well right now in the same manner that chespin and shellos were able to move up in chic/dig meta and they should be rated slightly higher.
:larvesta: to B+ from B- :drifloon:, :zorua-hisui:, :gimmighoul-roaming: to B from B-
Larvesta has shown to be a very effective Mienfoo counter, in spite of its need for hazard removal which can be unreliable. When combined with Gothita support, stab U-turn + wisp + flare blitz has almost no switches, and is by far the most threatening way to reclaim momentum from Mienfoo. Flame Body burns aren't as reliable as they are in other LC tiers due to Larvesta needing to win quickly, but they still provide extra opportunities that can be game breaking.
The ghost types are very flawed and by themselves specific, but their presence forces teams to be built with them in mind. I think in general, they are great at taking advantage of Vullaby but somewhat poor into Stunky. Drifloon is a great and very under explored offense threat and spinblocker, while Gimmighoul-roaming is great on bulky offense to destroy other balances if their speed tiers are too slow. Zorua-hisui has scarf sets and a few utility or setup variants, but isn't quite as consistent yet.
:stunky: to A+ from A-, :Vullaby: to A+ from S
I think both dark types are excellent right now, with their own important strengths and weaknesses. Vullaby is a peerless breaker and nothing replicates weak armor, but in general Hyper Offense and electric types can limit its impact. Stunky is more predictable, but the immediate speed tier combined with good bulk make trading with Stunky using fast threats a nightmare. Terablast Ground Stunky is a really effective lure against Tinkaton + Toedscool + Mareanie team comps, and is a great way to limit Elekid in endgames or deny Glimmet the opportunity to set rocks. Compared to Vullaby, stunky loses less because stabs + sucker are enough for reliable effectiveness. Stunky team comps are also more easily able to fit other fast attackers, which are more reliable than going for only 1 speed control option. I don't think Vullaby is much worse than before, but it isn't necessary to use in 90+% of teams, unlike Mienfoo.
:grookey:, :growlithe-hisui: to B from B+
These picks are useful at times, but aren't reliable defensively or offensively against any guaranteed role (rocker, foo, dark, speed) and so can be gated out of opportunities to attack. They also win slower than other picks, because they have more counters or are slow, depending on sets. Grookey isn't reliable vs ground types because it doesn't contest hazards, and is vulnerable to coverage while Growlithe is weak to Stealth Rock and is easily scouted with Regenerator picks.
Agree with Colin on Stunky, agree on Vullaby on the terms that it's the standard max/max tera ghost set. Personally have found that set to be around A to A+ for a while, but I think slightly more bulk (think 16 defense) goes a long way without diminishing much of the offensive presence of Vull, and an actually viable defensive tera like Steel, Dragon or Poison to be more beneficial for Vull, even on WA sets. I'd argue that :vullaby: is still an S-tier mon, especially with how easy it makes playing the game for less experienced players while adding nuance that the players yearn for, and of course in the flexibility of that last slot being able to click Defog, U-Turn, Iron Defense or Heat Wave.
On Grookey tho I think that Colin is hugely mistaken. While his definition of a "guaranteed role" would indeed leave room for Grookey to be weak into the Rocker (Think Glimmet or Tinkatink being the bad options to face, albeit I'll get back to this kind of guaranteed role argument), it will always be great into the a different guaranteed role on most other competent builders teams; The Electric Immunity. This is a role that has been guaranteed on most good teams in almost every tier since the introduction of Volt Switch in gen 5. The viable Electric Immunities in the tier are as following; Chinchou, Mudbray, Toedscool and Diglett-A. A bulky Grookey :grookey: can come in on, and force out, all of these 4 multiple times across a single game, either forcing them out or forcing a tera to get through Grookey. Furthermore, once Grookey is done, even if it hasn't outlived the Ground Types (If there are multiple), it'll still have managed to turn every other mon on its team into a Ground resist for the next few turns, thanks to Grassy Terrain. In the current meta, where Diglett-A is one of the best "speed" mons, Mudbray is the best Rocker, and Groundspam as a whole is one of the easiest team structures to play, Grookey doesn't struggle to find useful niches on teams. Furthermore, it baits in mons like Foongus and Vullaby, forcing a Knock on them if needed for future breakers to get through them. Furthermore it can alleviate pressure off of your own Ground Types, as it can act as an Electric Check not really caring about a Volt Switch in the same vein a Foongus wouldn't care about Volt Switch; It heals it back up with Grassy Terrain. While the healing is not as strong as Foongus', it's still a good enough to turn an 8hko into a 12hko. This leaves the Ground types able to more safely take on their roles as breakers and / or Vullaby Checks, without having to consider Elekid / Chinchou endgames as well.
Main thing for me personally though is its potency in denying Shellder sweeps without having to save a Defensive tera for it. Grookey actively denies the 3 strongest offensive Shellder teras being Rock, Water and Stellar, aka the 3 that can get it through its normal defensive checks, with a simple Grassy Glide, allowing for tera to be used offensively on a different mon without having to worry as much as usual about a tera Shellder in the back. While it still doesn't hard deny random defensive teras on Shellder, these teras will have a harder time getting through mons like Mienfoo, Mareanie and Tinkatink as there's no way for them to OHKO them through Eviolite bar Tera Blast, which depending on type still would not want to face a Grookey. There are certainly Shellder variations that can get through Grookey, but that's just a consequence of Tera being broken in a format like Little Cup. Grookey is still, without a doubt, the most reliable Shellder check in the entire meta aside from good teras.
Now onto Colins guaranteed roles; First of all, with his list I'm assuming "Dark" means either Vullaby or Stunky, thus eliminating from doubling up Stunky as "Speed". Stunky would realistically be the only "Speed" mon that Grookey dislikes, bar Salandit once that pops off properly, as Grookey has a favourable matchup into Diglett, Elekid, (Checks notes) ... Wiglett? Meowth..? Wingull is an iffy case, as it is for everything, since technically nothing wants to tank a Hurricane, and also everything fears its tera, but also Wingull doesn't want to tank a Grassy Glide so on lead matchup it's not great but it's still unhappy with tanking a Grassy Glide (Especially if Grookey teras, or Wingull tera'd, but eh). Even if it ends up being a Darkspam team, Grookey still denies the most common teras from Stunky and Vullaby breaking through too hard, as neither of them wants to take Glides or Bullet Seeds after teras, and it also easily forces knocks on both of them, allowing for easier counterplay from other mons (Or even just a U-Turn pivot on Vull to force WA Def drop or Rocks Chip even). Stunky and Vullaby are, without a doubt, the most annoying mons for Grookey to face, but also ones it should have teammates that can reliably take on. Outside of them, Grookey does well into the top "Speed" mons mentioned and most scarfers due to their lack of Eviolite bulk, and while there are certainly structures where Grookey wouldn't be the most useful, the healing your own team gets through Grassy Terrain (if a team is structured so), denying Earthquakes from opposing mons and its general bulk allowing it to pivot and knock and provide lategame priority is still valuable even into standard structures with no specific targets for Grookey. However, in most Matchups, it'll always have a relvant target, as most meta structures are either Mudbray balance or TTM aka Toedscool, and even with none of these, the chances of there being at least one of Elekid, Diglett-A, Shellder or Chinchou are extremely high as I think I haven't seen a single team ran in LCWC without any of those 6 pokemon on the team, making it a reliable defensive piece against a more or less guaranteed slot on a team, despite them not neccesarily fitting into one of your normed slots.
3rd one, on contesting hazards, that part is kind of annoying I must agree. There are easy solutions to this, as it pairs well with Vullaby, which with Grookey being a natural pivot means that Vullaby doesn't neccesarily need to run U-turn and can hence run Defog, hazards aren't an issue anymore, but even so that is indeed an annoying part. However, we don't just drop a mon because it allows hazards, as the only reliable defensive spinner in the tier is Toedscool, and while being somewhat in direct competition with it as a defensive Grass type sucks, Toedscools 4x weakness to Ice leaves it in a tough spot into Ice Punch Elekid and Ice Beam Chinchou. Furthermore, Grookey has the ability to force out mons even on possible 2HKOs, as Grassy Glide acts as a last resort action that the frailer, faster mons do not want to tank unless absolutely neccessary, meaning that a Toedscool getting 2HKOd by Iron Head Diglett is far more likely than a Grookey being so. Grookey being able to deny these mons from making further progress after its death (And while its alive for its teammates) through Grassy Terrain denying Earthquake is also one of the main reasons to use Grookey over Toed, as some teams value that more than compressing the Spin onto the Grass slot.
(My personal guaranteed slots do not include a "dark" btw)
I'd post them here if the calc allowed me to copy the text without copying the entire fucking webpage, but tldr
Vswitch from Elekid does 3hp
Chinchou Ice Beam does 10 hp.
Cliffnotes;
- While not adhering to Colins "guaranteed slots", Grookey still has a gauranteed niche in a meta where Mudbray/Elekid are A+, DigA/Shellder are A, and Chinchou/Toedscool are A-, while also having bulk to tank hits from other common mons and force progress with Knock, Pivoting and strong priority.
- His "guaranteed" roles are entirely subjective still, and Grookey will have guaranteed value into staple "guaranteed" roles like "Electric Immunity" (aka Grounds and Chinchou).
- Grookey still has value into his guaranteed roles like "Speed" through strong priority, decent bulk, and pivoting / knocking switch-ins.
- Grookey allows for counterplay to the offensively strongest Shellder sets, allowing for offensive Teraplay on the Grookey users side without having to fear a Shellder randomly claiming with a tera that KOs Mare/Foo/Tink stuff through Eviolite.
- Grookey boosts its teammates' defensive capabilities by denying Earthquakes, one of the top 5 most common moves in the tier.
Now it is a more passive mon than say Mienfoo / Vullaby, mons that inhabits a similar in Knocking and pivoting, and it does indeed stand in competition with Toedscool which does have reliable hazard removal, but we're not arguing for an A tier mon here, we're arguing for a mon to stay B+ or drop, and it's highkey more relevant in the current meta than the other B Rank mon aka Shellos, and hence another reason why I think it should stay B+ for now.
NOW, having gone a bit aggressively in on Colins grookey take, I would like to round out the post by saying I agree on his takes on the Ghost type breakers, as well as Larvesta. I hadn't even considered the Gothita aspect of the ghosts, but as an avid Salandit enjoyer I do see great merrits to that interaction.
Notable Changes :mienfoo:+:foongus: - Without pressure from Shellder; Foongus becomes an S tier. Mienfoo also benefits and becomes even stronger :diglett-alola:+:tinkatink: - As Vullaby has become the premier set-up sweeper, its checks are boosted in viability. :stunky: - Stunky has one less job to do, so it can knock and trade with more freedom. :gothita: - Burning Tera is one of the most effective ways to break an opponent and Gothita is great at doing so. :growlithe-hisui: - Dog can now click freely without letting Shellder get a free set-up turn. :trapinch: - Trapping and removing the Vullaby checks becomes even better. :grookey: - Grookey lost its best niche. :numel: - Stockpile+Body Press becomes standard on HO teams :slowpoke: - Lost the one reason to run it.
The rest is somewhat moot but you can always ask me for my thoughts. That's all folks! Thanks for playing LC!
You can see what each VR Council member voted here!
Notable Rises: :elekid: A- to A+ :sandshrew-alola: A- to A+ :mareanie: A- to A :tinkatink: A- to A :growlithe-hisui: B to A- :toedscool: B+ to A- :larvesta: B- to B+ :trapinch: B- to B+ :gimmighoul-roaming: B- to B :drifloon: C to B- :impidimp: C to B- :koffing: C to B- :numel: C to B- :jangmo-o: UR to B- :salandit: UR to B- :squirtle: UR to B-
Notable Drops: :diglett-alola: A to A- :shellos-east: B+ to B :wingull: B+ to B :grookey: B+ to B- :chespin: B to C :axew: B- to C :snubbull: B- to C :cetoddle: B- to D
hi
I disagree with the last VRs posted here so I'll share my thoughts. 100% biased tier list, please don't haha react.
Mienfoo: Please don't run Fake Out. Do yourself a favor. Thanks.
Tinkatink: the progress you make by stealing an item is crazy. Best phys Vull check, also decent vs np Vullaby. Sets up rocks and has good utility moves. You can't ask for more. Mareanie: best Mienfoo check right now in my opinion. Appart from Gothita, name a switch in. You can't. Also, ice and fire resist is good too. Foongus: sleep is broken and switches well into a lot of stuff. It's a bit sploitable but spore is just too good to ignore. Elekid: fastest Pokémon in the metagame without scarf, good move variety, good pivoting, good tera options, checks vullaby and can absorb spore.
Trapinch and Gothita: i really think trapping is absurdly broken. They trap different stuff and they are very good at it. There's a lot of teams that just hard lose to them. Vullaby: look, I hate this mon from the bottom of my heart but I guess it's not terrible, just a bit overrated. Maybe i just hate phys Vullaby. I just don't see the point of running her if its not nasty plot or mixed with heat wave. Sucks versus every rocker, it's weak to rocks and it is checked by half the metagame. Lame. At least you can unfairly win by flinching the whole team with the np set idk. Toedscool: best spinner, best spiker, access to spore and solid coverage. Just a bit sploitable by Vullaby, but other than that, disgusting mon. Stunky: fast, strong priority, lots of tera options and good movepool. It is solid.
Glimmet: like mudbray, I just think Tinkatink is superior. Glimmet is decent vs both phys and special vullaby and forces tera ground on the np set. It also resists fire and has spikes, which add some value. Awful vs both trappers lol. Growlithe-H: if you are god at predicting this Pokémon is crazy. I put it down here because I think building with it is very difficult and restrictive. Chinchou: fire resist, electric inmune, good pivot and checks Vullaby but it's not that great into Mienfoo + Foongus. I think Gothita helps this Pokémon a lot. Mudbray: this Pokémon is overrated af. I don't remember a game where this Pokémon was amazing. At least he tanks some hits from diglett, growlithe, stunky and vullaby. If the oppo has toed, have fun trying to make progress. Scarf set is unviable.
Sandshrew-Alola: Tbh I don't see why would you use this Pokémon outside of hail or an ice shard set for np vullaby. Scarf is a worse growlithe hisui and the other sets are too slow to deal with Tink, Mareanie, Mienfoo (+ you have to tera vs it) and tera water/steel. Diglett-Alola: on paper, I think this Pokémon has potential. Good coverage, fast, good typing. But then I watch replays and it somehow ends up doing nothing. It seems like players who face diglett mastered the art of pivoting. Also dies to Trapinch like half the metagame. Larvesta: very good into Mienfoo and Sandshrew alola. However, everytime you use it, your oppo will run stone edge on Mienfoo, Growlithe-hisui or np Vullaby to exploit your Toed’s spin. This Pokémon has very good match ups, but it also has very tough ones and they aren't that rare in this metagame. Wingull: hit or lose. The only switch in is Chinchou but you will have to gamble your game. Also, Goth traps it with eyes closed and Elekid pressures it.
That B tier is kinda stacked though. Time to fix it!
View attachment 477377View attachment 477379View attachment 477381View attachment 477382 ALL OF THESE UP TO B+ (Drifloon could even be A-)
The spike in usage Drifloon has experimented is due to its decent natural bulk, as well as being able to spread status with Will-O-Wisp and Thunder Wave, crippling a lot of common metagame trends such as non-Night Slash Pawniard, Mudbray, non-Tera Dark Girafarig, and Quaxly to mention some. It does not end there, as it has become a staple for hazard stack with Glimmet thanks to the spread Toxic Spikes so it can also act as a Calm Mind setup sweeper once threats like Pawniard, physical Girafarig and Fuecoco are gone. Though it can run the coverage it wants, it should get those listed Pokemon removed or weakened. It can also opt to run mixed sets where consuming Oran Berry enables it to click Acrobatics against non-resists, or become a decent Defogger if Pawniard is not in the game. Though it still dislikes Glimmet and Toedscool a lot, I think that by raw usage it could also spring up to A-, but time will tell.
Larvesta has proven to be a really good offensive pivot thanks to its Scarf sets being able to dish out big damage with Wild Charge to switch-ins that can handle its STABs such as Mareanie, or pivoting around answers to it such as Glimmet so Diglett can safely enter and trap it. The combination of Bug + Fire STABs allows it to comfortably play a 50/50 where you mostly can get away by clicking U-turn, making it really hard to deal with. Defensive variants are no slouch either, specially those who are uninvested in Speed, as it can get a safe slow pivot against faster threats like Toedscool, while also abusing its high Defense + Flame Body to switch into Pawniard and potentially burn it. The fact that Larvesta can run two sets gives room to prediction where it can also run Flame Charge to umpromptly outspeed every unboosted Pokemon in the metagame after a boost and threaten most Pokemon out thanks to its STABs, while having a decent mean of recovery in Morning Sun.
As Eric already mentioned, this metagame has a great lack of Fighting checks with teams running Pokemon that can't avoid getting 2HKO'd by Close Combat, coupled to its coverage options in EQ, Night Slash, Ice Punch and Stone Edge, while being also to pivot with U-turn. It is the fastest Scarf user in the metagame and it is really strong, while being able to handle Sucker Punch and Parting Shot. I don't have to speak more about it as Eric has showcased its strengths, but I feel B+ is more than enough of a raise.
Lastly, Tera Grass Fuecoco is able to put up with many of the Pokemon in the upper tiers thanks to its combination of utility, bulk and Unaware, being able to comfortably check common threats like Mudbray, Toedscool, Pawniard, Girafarig, and a big plethora of setup sweepers, one in a single slot by using Roar + Will-O-Wisp. Have in mind that it still needs Stealth Rock away from the field to fully work in proper condition, and it becomes quite passive against the likes of Glimmet and Quaxly, while other Pokemon like Gastly can hit it real hard and take a chunk of its life away. View attachment 477378A+ > S
I hope there is no disagreement. Diglett's sets are REALLY easy to tailor to its team needs, with Tera Blast Ice/Dark being able to trap or revenge kill a lot of common Pokemon like Toedscool and non-Tera Fighting Girafarig, and Tera Dark gives it an inmunity to Prankster and a resistance to the most common priority move in Sucker Punch, meaning it is also able to trap Pawniard effortlessly, given that it does not run Choice Scarf. If the opponent already wasted its Tera slot, the list can grow up adding Mareanie. Common moveset it carries is EQ/Rock Blast/Sucker Punch/filler, whereas the filler can be Protect to avoid Nymble's revenge killing and scout for movesets, the aforementioned Tera Blast to pick up common metagame trends, Substitute to play around the opponent's pasive options, and Memento in hyper offense to give chances to setup to its teammates. View attachment 477380B+ > A-
This Pokemon is very slept on, it can set Toxic Spikes for Gastly and Drifloon to abuse, has really good bulk to halt Quaxly and Pawniard and Recover + Regenerator to make it a pain in the ass to kill, and can even run Iron Defense to make itself even more difficult to defeat using physical attacks and therefore defeat both Diglett and Mudbray. Although less common, it can also tech Ice Beam to give Toedscool a nasty surprise. Its Poison typing is much appreciated in a metagame where Glimmet runs rampant as it can delete the Toxic Spikes that might have been spread via Toxic Debris and check it. View attachment 477383A > A-/B+
Don't get me wrong. Webs are really good on paper but the moment you have to play the lead matchup against Toedscool or Quaxly you know it's going to be harsh, as you can risk getting your Webs spun away and end up having a 5v6 matchup where you heavily depend on having two Ghost-types (Greavard + choice Ghost-type between Gastly and Drifloon) to make it work by removing Toedscool and forcing Quaxly out, meaning it can be a drag to build with. I even have been forced at some point to waste my Tera slot on Ghost Surskit so they don't get spun away, but it is what I said, a waste. It does not necessarily mean they are bad, just not as consistent as they once were.
View attachment 477392A > Remain in A
Hell no. This Pokemon is still really good by setting hazards up and firing strong moves, and the fact that you can get these up pretty quickly makes it a big enough threat. It can also choose not to run Spikes and use Mud Shot (I know it sounds meme but I kid you not) to hit Pokemon that would check it like Pawniard, Mareanie and Girafarig to hit them super effectively or slow them down, or it can also run various Tera types like Flying to set up more hazards against Diglett or hit it hard while also being able to resists Toedscool STABs, Tera Blast Ice to pick Toedscool by surprise, or Ghost so you avoid getting your hazards spun.
why is nobody mentioning bergmite? in snow its the single best physical wall
gets iron def and body press
learns aurora veil
with aurora veil and snow it gets 2.5X def, plus future iron defenses if you feeling it
have i mentioned body press?
also gets recover and avalanche for good damage + recovery
mono ice defenses can be solved with tera water
its so good... eats mienfoo for dinner too
236+ Atk Reckless Mienfoo High Jump Kick vs. 252 HP / 252+ Def Tera Water Bergmite with an ally's Aurora Veil: 8-10 (32 - 40%) -- 99.9% chance to 3HKO (with no iron defenses btw)
252+ Def Tera Water Bergmite Body Press vs. 0 HP / 36 Def Mienfoo: 10-12 (47.6 - 57.1%) -- 80.9% chance to 2HKO
yes. my boy bergmite can easily kill mienfoo (choice scarf set) and has enough to click recover after for the hp. bergmite is cracked (only held back by the fact it needs tera to fix its godawful defensive type)
why is nobody mentioning bergmite? in snow its the single best physical wall
gets iron def and body press
learns aurora veil
with aurora veil and snow it gets 2.5X def, plus future iron defenses if you feeling it
have i mentioned body press?
also gets recover and avalanche for good damage + recovery
mono ice defenses can be solved with tera water
its so good... eats mienfoo for dinner too
236+ Atk Reckless Mienfoo High Jump Kick vs. 252 HP / 252+ Def Tera Water Bergmite with an ally's Aurora Veil: 8-10 (32 - 40%) -- 99.9% chance to 3HKO (with no iron defenses btw)
252+ Def Tera Water Bergmite Body Press vs. 0 HP / 36 Def Mienfoo: 10-12 (47.6 - 57.1%) -- 80.9% chance to 2HKO
yes. my boy bergmite can easily kill mienfoo (choice scarf set) and has enough to click recover after for the hp. bergmite is cracked (only held back by the fact it needs tera to fix its godawful defensive type)
I mean there are many reasons for that. First of all, you cant setup veil reliably bc you need to setup manually snow or pair it with snover and then set up veil, and Bergmite it's so slow that basically any knocker can knockoff the light clay it might be holding before setting up.
Second, it is a physical wall that cant switch into some of the best physical attackers in the tier at all like Mienfoo or Hisuian Growlithe without commiting to tera which is extremely limiting. it's probably not worth it unless you just want to use it for fun
Viability Rankings August 2026 (Pre-Aipom Suspect)
You can now see what each VR council member voted here!
Notable Rises: :mareanie: A to A+ :tinkatink: A to A+ :gothita: A- to A :growlithe-hisui: A- to A :toedscool: A- to A :trapinch: B+ to A- :numel: B- to B :bramblin: C to B- :cetoddle: D to B- :chewtle: C to B- :snover: C to B-
Notable Drops: :elekid: A+ to A :mudbray: A+ to A :sandshrew-alola: A+ to A :glimmet: A to A- :stunky: A- to B+ :gimmighoul-roaming: B to B-
:SV/bronzor:
this mons actually kinda good yall I think it could be C tier Fille was right
Bronzor @ Oran Berry
Ability: Levitate
Level: 5
Tera Type: Water
EVs: 140 HP / 228 Def / 4 SpA / 68 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Power Gem / Earthquake
- Psychic
- Stealth Rock / Sleep Talk
- Recycle list of mons bronzor can come in on naturally:
- mudbray
- glimmet
- diglett
- sandshrew alola
- mareanie
list of mons that bronzor can come in on conditionally:
- foongus (if sleep talk)
- toed (if no knock) :SV/mudbray:
196 Atk Mudbray Close Combat vs. 140 HP / 228+ Def Bronzor: 9-11 (37.5 - 45.8%) -- guaranteed 3HKO
Possible damage amounts: (9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11)
- this typically does 10 dmg, which is recovered by Oran Berry and can be stalled with recycle as it has 8 PP.
:sv/glimmet:
76 SpA Glimmet Power Gem vs. 140 HP / 68 SpD Bronzor: 5-6 (20.8 - 25%) -- 31.6% chance to 4HKO
4 SpA Bronzor Psychic vs. 132 HP / 0 SpD Eviolite Glimmet: 12-14 (52.1 - 60.8%) -- guaranteed 2HKO
:SV/diglett-alola:
236 Atk Life Orb Diglett-Alola Sucker Punch vs. 140 HP / 228+ Def Bronzor: 13-16 (54.1 - 66.6%) -- guaranteed 2HKO
- this is kinda problematic but you can play around it with rocks and recycle. Oran will always proc.
+6 236 Atk Life Orb Diglett-Alola Rock Blast (5 hits) vs. 140 HP / 228+ Def Bronzor: 20-25 (83.3 - 104.1%) -- approx. 0.4% chance to OHKO
- in the worst case scenario diglett cant even OHKO bronzor at +6. if you want to secure this mu, you can drop power gem for EQ, and 2HKO.
0- Atk Bronzor Earthquake vs. 36 HP / 36 Def Diglett-Alola: 10-14 (55.5 - 77.7%) -- guaranteed OHKO
:SV/Sandshrew-alola:
236 Atk Sandshrew-Alola Triple Axel (120 BP) (3 hits) vs. 140 HP / 228+ Def Bronzor: 6-9 (25 - 37.5%) -- 0.1% chance to 3HKO
- non SD variants are walled and bronzor duals it well as a rocker. +2 236 Atk Sandshrew-Alola Triple Axel (120 BP) (3 hits) vs. 140 HP / 228+ Def Bronzor: 11-15 (45.8 - 62.5%) -- 91.2% chance to 2HKO
- SD shrew is the worst case for this mu, but still can be stalled with fruitful RNG. it would be best if shrew was knocked and tera fairyd because of
4 SpA Bronzor Psychic vs. 36 HP / 0 SpD Tera Fairy Sandshrew-Alola: 9-12 (40.9 - 54.5%) -- 9.8% chance to 2HKO
:SV/mareanie:
252+ SpA Mareanie Ice Beam vs. 140 HP / 68 SpD Bronzor: 3-4 (12.5 - 16.6%) -- possible 6HKO
4 SpA Bronzor Psychic vs. 116 HP / 20 SpD Eviolite Mareanie: 12-14 (52.1 - 60.8%) -- guaranteed 2HKO
:SV/foongus:
0 SpA Foongus Giga Drain vs. 140 HP / 68 SpD Bronzor: 3-4 (12.5 - 16.6%) -- possible 6HKO
4 SpA Bronzor Psychic vs. 124 HP / 156 SpD Eviolite Foongus: 12-14 (48 - 56%) -- 12.1% chance to 2HKO
:SV/toedscool:
36 SpA Toedscool Giga Drain vs. 140 HP / 68 SpD Bronzor: 3-4 (12.5 - 16.6%) -- possible 6HKO
- without knock toed is dualed by bronzor
0 Atk Mienfoo High Jump Kick vs. 140 HP / 228+ Def Bronzor: 12-15 (50 - 62.5%) -- guaranteed 2HKO
- procs oran
4 SpA Bronzor Psychic vs. 0 HP / 36 SpD Eviolite Mienfoo: 12-14 (57.1 - 66.6%) -- guaranteed 2HKO
236 Atk Vullaby Brave Bird vs. 140 HP / 228+ Def Bronzor: 5-6 (20.8 - 25%) -- 31.6% chance to 4HKO
4 SpA Bronzor Power Gem vs. 0 HP / 0 SpD Eviolite Vullaby: 8-10 (34.7 - 43.4%) -- guaranteed 3HKO
+2 236+ SpA Vullaby Air Slash vs. 140 HP / 68 SpD Bronzor: 8-9 (33.3 - 37.5%) -- guaranteed 3HKO
4 SpA Bronzor Psychic vs. 0 HP / 0 SpD Eviolite Tera Ground Vullaby: 6-7 (26 - 30.4%) -- guaranteed 4HKO
196 Atk Life Orb Aipom Fury Swipes (5 hits) vs. 140 HP / 228+ Def Bronzor: 5-15 (20.8 - 62.5%) -- approx. 0.1% chance to 2HKO
4 SpA Bronzor Psychic vs. 0 HP / 0 SpD Aipom: 7-10 (31.8 - 45.4%) -- 99.9% chance to 3HKO
236+ Atk Growlithe-Hisui Head Smash vs. 140 HP / 228+ Def Bronzor: 8-9 (33.3 - 37.5%) -- guaranteed 3HKO
236+ Atk Growlithe-Hisui Flare Blitz vs. 140 HP / 228+ Def Tera Water Bronzor: 6-8 (25 - 33.3%) -- 0.1% chance to 3HKO
236 SpA Elekid Thunderbolt vs. 140 HP / 68 SpD Bronzor: 10-13 (41.6 - 54.1%) -- 56.3% chance to 2HKO
236 SpA Elekid Volt Switch vs. 140 HP / 68 SpD Bronzor: 7-10 (29.1 - 41.6%) -- 99% chance to 3HKO
(Note: Pokemon within tiers are arranged alphabetically, and not ranked within the tiers)
Notable Rises: :diglett-alola: A- to A :gothita: A- to A :growlithe-hisui: A- to A :stunky: A- to A :aipom: New to A- :trapinch: B+ to A- :bramblin: D to B+ :grookey: B- to B+ :shellos: B to B+ :wingull: B to B+ :chingling: UR to B :doduo: B- to B :drifloon: B- to B :impidimp: B- to B :zorua-hisui: B- to B :chespin: C to B- :chewtle: C to B- :corphish: C to B- :dewpider: C to B- :horsea: UR to B- :houndour: D to B- :nymble: C to B- :pawniard: C to B- :psyduck: D to B- :riolu: UR to B- :shroodle: C to B- :slowpoke: D to B- :snover: C to B-
Notable Drops: :elekid: A+ to A :glimmet: A to B+ :toedscool: A- to B+ :tinkatink: A to B