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ADV ADV Monotype Megathread

Grass gang eating good today
View attachment 800812
Greetings from ADV Garden!
S :Celebi: :Breloom: :Cradily:

A :Exeggutor: :Sceptile: :Ludicolo:

B :Roselia: :Cacturne:

C :Venusaur: :Shiftry: :Jumpluff: :Victreebel:

D :Vileplume: :Meganium: :Sunflora:




Starting off with my personal VR for the Grass type and a note of praise for :Sceptile: and his fearless leadership of the foliage and successful Mono-Grass usage within ADV Monotype room tournaments and other early metagame developments Sceptile has spearheaded to make many mono-mainers diehard favorite verdant type work competitively.

More importantly, some homage – my initial successful build ( :Breloom: :Celebi: :Exeggutor: :Sceptile: :Cradily: :Ludicolo: ) that I’m referencing was heavily based upon an old LRXC video from 3 years ago where he attempted to conquer the ADV ladder with a Mono-Grass team. Directly copying some of the sets and concepts from this player with a well-developed sense of the metagame and an acute awareness of the options the mons with ADV possess thanks to his extensive experience in 1v1 within the tier and all other formats in between. I can’t take credit for all of these but fortunately not much of his original team had to be tailored to meet the specific needs of this format, and many of the strategies were significantly stronger in a format that usually lacks sand. I often make that excuse, but this team has a dominant matchup over Rock, most Water builds, and other common types within the meta, both of which can crumble if their preferred weather is disrupted and capitalized upon by strong weather-based grass attackers of your own. I feel like once I was finally able to build a successful Grass build that didn’t instantly lose to some of its problem matchups, the floodgates of flora fauna and fun have been opened wide open, and I’ve been able to enjoy and win with Grass, repeatedly. Let’s also get into some key refinements to my personal VR shared previously. I had the order of Grass mons within my initial overall VR for every single mon in the tier randomly placed just based on my impression of their viability and power level in OU. After playtesting I can’t praise Cradily and Celebi enough, and Sceptile has some amazing move set variety with Endeavor and could usually setup interesting win conditions. Celebi must shoot straight to S-rank after reports have circulated back to Fent Corp HQ claiming Celebi’s have been seen roaming the forest lakes to hunt Gyarados and hit them with a +1 Shock Wave to beat the last hope down Water might think it has. Fighting seems very lackluster to me in this meta and getting the chance to use Breloom as a wincon and general star of the show in my teams supported by broken Celebi and a Cradily that doesn’t instantly fold to Aero is a great deal of fun. Even Erika envies the ease at which this type can dispatch the common Rock and Water type teams infesting the meta. Grass has access to a Spiker, SD Pass, a normal resist, a levitating mon in Jumpluff, and can viably run both forms of Weather, enabling it to win its good matchups harder. Celebi offers the widest swath of movepool utility and the highest stats of any Grass mon and cannot be ranked lower than top of S for the type.

I’m also displeased to report that a Fent Corp Analyst an error ranking this type in D – it’s far superior to Fighting and Ghost and should be placed middle of C minimum. This analyst’s employment has been terminated and we’re working on eliminating the problem of internal subterfuge to ensure the Fent Corp Botany department issues infallible advice for ADV Garden. Here’s my updated take on the Type VR for reference. I honestly think Grass should lead C but its by far the most contentious ranking, as it’s hard to determine the exact matchup spread of the HO/offensively focused types that crowd this area. I don’t foresee much mobility in people’s opinions for the top and bottom types, with a huge exception to Poison – which should rise to C in the rankings given its access to Spikes+spin block, wide versatility (Poison main cope), and because of its extremely favorable MU into Grass which is an undeniably powerful type.

View attachment 800813

!
A wild :Celebi: has appeared in the tall grass!

Undoubtedly the defining mon of the type next to his cohort Luigi. Celebi is good for same reason all S-tier mons are good in Monotype – their utility can’t be matched by any other options on the type and typically will never be dropped on a serious team thanks to their wide moveset options which can tailored to target a specific enemy team type. Grass teams need to be serious, guys. You think we’re running Grass because it’s cute and aesthetic and that any of this is a joke? Pfft….

My favorite Celebi set combines all coverage moves essential to Grass not auto-losing to certain types onto one, combining Shock Wave/HP Fire/Psychic on a standard CM Celebi spread and attempting to go to work. Sweeping through Zapdos, Skarmory, and then Gyarados consecutively at +1 into a chipped flying team is incredibly satisfying and I think that this set solves a lot of problems for the type and it would be insane to run in the context of a psychic build. On grass, a type more strained for strong special attacking options, Celebi needs to cover a lot of bases and show up consistently in almost every single game to provide utility from one of its unique coverage options which can’t be matched by official special attacking grasses.

Perish Song and Baton Pass and all other truly interesting uses of Celebi as a defensive piece to a team are better left to psychic teams, generally. Physical Celebi sets could see fringe use to stump some of Grass' common counter or problems MUs, e.g. Ancientpower PhyCele to handle Moltres.
:Celebi:

:Breloom:
Breloominarti. Allegedly also a DJ or something. Luigi packs a punch. You can’t underestimate his ferocious 130 Atk and basic CB sets that can decimate even Skarm with Focus Punch. This mon is generally better suited to carrying the type in other ways as lead where it is the best dual-status spreader thanks to Spore+Stun Spore. Neutering foes enables Loom to start punching. A classic satisfying sequence occurs when your opponent switches into the sleep sac on Breloom and then immediately switches out, which you catch with Spore. They switch again into an offensively leaning threat to handle Breloom that can catch with a para and establish an early advantage without doing any damage. Hidden Power types could vary in interesting ways in mono since HP Bug/Rock/Ghost and other physical types have much greater upside in comparison to their generally unfavorable opportunity costs in the endless 4MSS enforced by the healthcare industries dogmatic approach to not even letting the most powerful grass types have access to a perfectly accurate fighting stab, Sky Uppercut, which has an undeniably favorable base power increase over Brick Break but might just let you down when you need it most. Without a doubt the best physical attacker on grass. Arbiter of momentum for its arboreal allies. Substitute and Endure+Salac sets give it multidimensional attacking options – punishing common walls and remaining a major offensive threat / wincon into certain types if it is preserved outside of the lead sequence, which it almost always should be. Being greedy with Mach Punch when you don’t even have Technician yet is not optimal 67.3% of the time according to light crystallography experiments conducted by the Fent Corp CFO :Crabominable:
:Breloom:

:ludicolo:
The (rain)forest of the bunch. By far one of my favorite mons thanks to its ability to bailar like it just can’t stop in Colosseum. Ludi is a great option to have access to a rain setter, aid in SpDef on your frail type (particularly taking ice-type hits), and support the longevity of the entire team through Leech Seed/Ice Beam. This moveset is crucial on a Grass team which can’t optimally afford to carry HP-Ice on Celebi, which isn’t real speed control to begin with and shouldn’t be your answer to anything flying 6 inches above the floor, or even worse: :Aerodactyl:
:ludicolo:
View attachment 800814Once must imagine Ludi-Chad happy.

:Cradily:
May I present to you the answer to Aero – by far the most frustrating mon that your opponent will have to fight. Cradily needs to function as the ADV Ferrothorn here and hold down the fort or you’re instantly playing an unviable type that loses on the spot to any HP Flying sweeper or CB Aero/Crobat et al. Suction Cups is a fantastic ability supporting the concept behind the max defense + Barrier/Rock Slide/Toxic/Recover set which I find to be the most viable. Extremely simple on the surface, but exciting since this set allows you to play the type. Mirror Coat can be used as another great option and synergizes quite nicely with the zero SpDef investment and lets you get sneaky KO’s on overconfident water types spamming Ice Beam into you. EQ is typically the preferred coverage on this set but rock STAB in some form is essential in Mono to apply pressure back to the birds relentlessly raining down on you.


:Exeggutor:
Having passable physical attack and access to Explosion is all you really need to enable a perfect fast paced offense in ADV. Clearing weather with Sunny Day and Solar Beam is crucial to match the firepower of Water offenses. Leech Seed, Hypnosis, and Psychic are all options as well but I think Sunnybeam+Explosion/HP Fire is its best set. Psychic resistance proves valuable in shielding Breloom and the almost obligatory Grass+Poison-type Amongus larper needed to glue together grass structures from SE damage. Psychic and a tiny bit of Atk investment in the order of 20 EVs seems excellent in this meta.
:Exeggutor:

:Sceptile:
Absolute speed demon and puts in respectable work consistently on grass as its main form of speed control. Grass lacks a strong banded attacker to act as this pseudo early-gen scarfed revenge kill mon and Skeptical Tiles is here to pick up the leaves I mean slack for this type. HP Ice threatens fast flyers like Mr. Mence wells and ensures you don’t lose to anything faster than Celebi should Eggie or Ludicolo fail to get their respective weathers up in time. Endeavor+Salac or other pinch berries work great in conjunction with Overgrow and can let you sneak wins with a well-timed critical Overgrow-boosted Leaf Blade. Thunder Punch and physical coverage are especially desirable, and this guy unfortunately suffers from a case of 4MSS. I’ve personally not explored physical sets in depth on grass but in standard ADV they generally prove to be lackluster as well. An electric move of some sort is critical to a well-built grass team and Sceptile is a great candidate, since all available options for this coverage are low base power anyways. Remarkably cheeky and as with all other potential-mon pinch berry sweepers this guy is loving an environment without ever-present Ttar roaming loose and kicking up sand into the beautiful eyes of Sceptile.

View attachment 800815
Skeptical Tiles -- ADV Garden Board Member & Fent Corp Botany VP

:Roselia:
I surprised myself here and initially thought this was essential piece to any good grass team and that losing out on Spikes just wasn’t worth it no matter how bad Roselia’s stats are. My contrary opinion developed from building a more offensive team and finally finding success with grass has me reconsidering if Roselia is even as good in Monotype. Roselia has seen play in ADV OU thanks its SpDef Aromatherapy/Stun Spore/Spikes sets that do a shockingly efficient job of shutting down SpDef Zapdos and other top tier threats as the only grass-type on the team. When its defensive niche is directly challenged by all its teammates, its left with little else left to offer besides Spikes, which it sometimes struggles with even setting up to begin with thanks to its abysmal defenses and stats. Roselia is a beautiful flower and a perfect member of bulkier or balance grass structure, and Spikes is still the best move in the format. Spikes + Aromatherapy allows you to flexibly play as a Spikes offense team or as a Spikeless mixed offense with anti-status support (Celebi lol) and Stun Spore. Aromatherapy allows you to play more freely with your main offensive mons besides Celebi taking a Toxic or Wil-o-wisp and using their Leftovers. If I were to put on Roselia-tinted lenses, I’d even say that since you’re losing to flying anyways Roselia probably has great viability on offense teams, and since this is still a primitively early meta in comparison to the sum of ADV its undoubtable that there exists a finely tuned roster that succeeds well enough to propel this flower the mandatory sixth slot on grass teams. Roselia seems to fall victim to a common trope of ADV OU niche mons where once they are forced onto a team that possesses its typing and potentially has other options directly competing with similar roles or the exact same typing, they actually more lackluster in comparison to mons which have not seen as successful of use in top-level standard competitive OU format play. These ADV tournaments reflect the battling of some of the most prestigious and longest-tenured players on the website so if something like Roselia has filtered out through that meta which has been played for so long then it without a doubt bears consideration for use, so I am surprised to be confident in my assertation that its not even the best Spiker on Grass.
:Roselia:

:Venusaur:
Saurena Villiams needs to focus more on hitting Sleep Powder than her tennis career. Hang it up sister – you are great on evil Poison I have depicted here as the cowardly bear, but not as much here on the benevolent Grass type I have depicted as the brave dog. Can function effectively as a member of a sun offensive core and is a great user of EQ+Growth with its mixed typing, as well as the grass type classic known and beloved worldwide of Leech Seed + Synth. Based on Venu’s ranking relative to the other grass mons in aggregate OU rankings, this thing has immense potential to support more balanced-focused structures in Mono, and also function as a potent sun mixed attacker. Seems decent, just generic and mostly outclassed by Eggie. Without a doubt a ton of potential I am not going into as much depth as necessary to cover the extent of Venu, but that’s apt since it’s a general “Mario” solid building block of any team that can fill a variety of roles including getting little Timmy through Kanto. IDK maybe I’m too cool for the staters but this is the generation with the best Grass type starter of all time so it’s hard to compete here or draw out a paragraph that is YAP from me for you, sorry Venusaur.
:Venusaur:


:Shiftry:
Shiftin' trees since 1993. Fast explosions enable grass offense nicely and are a powerful momentum tool worth considering for every moderately strong mon that gets access to the combo for use on this team slot, which is incredibly competitive with Venusaur and Eggie existing. Despite all my negative bias, it is arguably the most vital Boom user alongside Eggie and offers the only Dark-type STAB to hit opposing Psychics (Latias/Latios/Gardevoir) or Ghosts (Gengar/Dusclops) without relying on Hidden Power.
:Shiftry:


:Cacturne:
Cacturne can function as an effective Spike-setting lead for mono grass teams that offers a higher chance of getting and keeping Spikes up vs. opposing psychic teams thanks to its notable moveset option Needle Arm. I find this mon better to use on Dark generally and prefer to drop a spiker entirely rather than rely on this guy either, since he drops to the common bug coverage. To be fair to this magnificent man cactus, giving the type a better fighting shot overall against psychic can’t be underestimated – compared to a generally preferable Spiker in Roselia across the wider meta – I would say Cacturne here is equally as good. Lackluster offensive firepower and STAB in Feint Attack, much weaker than a Crunch. Roselia very rarely gets off Aromatherapy in time to support its teammates and provides its additional niche over Cacturne in spreading status to enemies while acting as cleric support anyways, so at least you have a more Solid attacking Spiker on lead as opposed to Roselia. It is unfavorable to run leads slower than 273 (Smeargle) in this meta since even grass-type mons can be afflicted with powder type moves including Spore and Sleep Powder.
:Cacturne:


:Jumpluff:
With a respectable 110 base Speed, Jumpluff has surprisingly seen use in serious tournament settings and has amazing utility in Sleep Power/Encore/Leech Seed. Stacking a 4x ice weakness makes this a less viable option on grass as compared to flying – it’s the only flying type mon with access to a “good” sleep move. Leech Seed could force switches, and Encore could be used to counteract the boost sweepers Grass sometimes struggles with, and Pluff is fast enough to continuously set subs once Leech Seed is active and heal almost all the health back required to cast a sub every single turn. I would never seriously consider Jumpluff on grass, but I love the disruption it can cause. Spike immunity is fantastic, but the ground immunity doesn’t provide a usable niche to either grass or flying. There’s high risk in getting it on the field in the first place, and rarely justifiable upside. Against the right team, however, Jumpluff could foreseeably have no answers and completely stuff all setup and punish healing attempts by opponents with Encore for free turns, hard countering fatter teams that just want to Spike stack and sustain mid-range exchanges with repeated spamming of healing that’s viable thanks to 32PP Recover ADV.
:Jumpluff:


:Victreebel:
Could work as a niche sun sweeper with access to Explosion and other interesting moveset options. As user Uncle Tonkle puts its “originally I was running a sun HO team with Victreebel on it as a mixed sweeper. Then I saw that it learned Encore and I started experimenting with it. I think this Pokemon might have a legitimate niche in this metagame. It hits pretty hard with 105/100 attack stats and decent STAB options, but the star of the show is Encore for sure. Encore really helps to turn a losing matchup into a winning one if they ever click an exploitable move. Its Speed tier is pretty average, but good enough to let it outspeed a lot of Pokemon in the metagame. As far as I can tell, people have tunneled on the idea of outrunning things in the sun in the past, but I think its utility is greatly enhanced when focusing on Victreebel's Speed outside of the sun. That way you have the option to outspeed and Encore things before you set up, tilting a lot of matchups in Victreebel's favor.” Thank you Uncle Tonkle, Aunt Tonkler has just not been putting out the witty banter and excellent meta takes like she used to.

Sunnybeam sets work well and are probably the easiest to use but despite your higher attack you lack Explosion compared to Eggie. Sludge Bomb is the main prized physical option and can stump Celebi which normally gives grass builds trouble, especially when packing HP Fire. Toxic/Morning Sun in combination with Encore and Sunny Day could function fantastically as a pure support mon, but only in MUs where grass can capitalize on the heat rock-less sun turns to gain an advantage quickly. Two forms of sun setting on grass build with Shiftry could devastate an unprepared psychic build. This set could be incredibly annoying for opposing stall, especially Refresh bulky waters which usually feel they can get away with sitting on anything, even if it packs SE STAB. Encore is stuck with 8 PP like SV but Synthesis having 8 PP is unique to ADV and means Victreebell still doesn’t have the perfect utility to outlast the walls its disrupting with this set every time. An attack or Protect could be easily slotted in over Morning Sun. Victor Graham Bell will never be a true stall warden. Sleep Powder and SD are fun options as well.
:Victreebel:


:Sunflora:
Worthless and weak. Needs Fire/Dragon typing as well as Protosynthesis and pseudo-legendary-level stats to compete in this meta I’m afraid.
:Sunflora:


:tropius:
Umm hello based?? Tropius keeps the fruit basket stocked to the brim at Fent Corp offices worldwide due to his peerless oversight of the Banana Industry and we cannot thank him enough for his service monetarily – all that’s left is to keep him safe from battle so he can enjoy vacation he has earned thanks his lucrative trading of his delectable neck gizzard. Notably also pursuing a path in politics following his nonexistent tenure in OU to challenge incumbent Tyranitar’s dominance.
View attachment 800816

:meganium:
Honestly, how dare you Meganium. How dare you even try and show your face around these viability rankings. Won’t you just go away and realize that you’ve always been the problem?

Vent to Meganium in times of need folks. Fent Corp Therapy Division is here to assist you with any other extraneous needs and has the funds necessary to provide a small loan of a million dollars to anyone who achieves a sweep in the ADV Monotype Open inaugural tournament with SD+EQ Meganium with a Grass HO.
:Meganium:

:Vileplume:
Vileplume. Almost forgot whoops dkdc. Life lesson – sometimes being forgettable is worse than being bad. Cool wall, SUN! Infer viability elsewhere :D
:Vileplume:


Until next time! :Crabominable:

https://replay.pokemonshowdown.com/gen3ou-2517571182 - Grass beating flying in a room tour game
https://replay.pokemonshowdown.com/gen3ou-2517286714
I also leave you with a fun bonus replay showcasing Grass on Grass violence. Like I always say, if you’re staying with me, it’s either gas, :Oddish:, or… also grass.
 
View attachment 800812
Greetings from ADV Garden!
S :Celebi: :Breloom: :Cradily:

A :Exeggutor: :Sceptile: :Ludicolo:

B :Roselia: :Cacturne:

C :Venusaur: :Shiftry: :Jumpluff: :Victreebel:

D :Vileplume: :Meganium: :Sunflora:




Starting off with my personal VR for the Grass type and a note of praise for :Sceptile: and his fearless leadership of the foliage and successful Mono-Grass usage within ADV Monotype room tournaments and other early metagame developments Sceptile has spearheaded to make many mono-mainers diehard favorite verdant type work competitively.

More importantly, some homage – my initial successful build ( :Breloom: :Celebi: :Exeggutor: :Sceptile: :Cradily: :Ludicolo: ) that I’m referencing was heavily based upon an old LRXC video from 3 years ago where he attempted to conquer the ADV ladder with a Mono-Grass team. Directly copying some of the sets and concepts from this player with a well-developed sense of the metagame and an acute awareness of the options the mons with ADV possess thanks to his extensive experience in 1v1 within the tier and all other formats in between. I can’t take credit for all of these but fortunately not much of his original team had to be tailored to meet the specific needs of this format, and many of the strategies were significantly stronger in a format that usually lacks sand. I often make that excuse, but this team has a dominant matchup over Rock, most Water builds, and other common types within the meta, both of which can crumble if their preferred weather is disrupted and capitalized upon by strong weather-based grass attackers of your own. I feel like once I was finally able to build a successful Grass build that didn’t instantly lose to some of its problem matchups, the floodgates of flora fauna and fun have been opened wide open, and I’ve been able to enjoy and win with Grass, repeatedly. Let’s also get into some key refinements to my personal VR shared previously. I had the order of Grass mons within my initial overall VR for every single mon in the tier randomly placed just based on my impression of their viability and power level in OU. After playtesting I can’t praise Cradily and Celebi enough, and Sceptile has some amazing move set variety with Endeavor and could usually setup interesting win conditions. Celebi must shoot straight to S-rank after reports have circulated back to Fent Corp HQ claiming Celebi’s have been seen roaming the forest lakes to hunt Gyarados and hit them with a +1 Shock Wave to beat the last hope down Water might think it has. Fighting seems very lackluster to me in this meta and getting the chance to use Breloom as a wincon and general star of the show in my teams supported by broken Celebi and a Cradily that doesn’t instantly fold to Aero is a great deal of fun. Even Erika envies the ease at which this type can dispatch the common Rock and Water type teams infesting the meta. Grass has access to a Spiker, SD Pass, a normal resist, a levitating mon in Jumpluff, and can viably run both forms of Weather, enabling it to win its good matchups harder. Celebi offers the widest swath of movepool utility and the highest stats of any Grass mon and cannot be ranked lower than top of S for the type.

I’m also displeased to report that a Fent Corp Analyst an error ranking this type in D – it’s far superior to Fighting and Ghost and should be placed middle of C minimum. This analyst’s employment has been terminated and we’re working on eliminating the problem of internal subterfuge to ensure the Fent Corp Botany department issues infallible advice for ADV Garden. Here’s my updated take on the Type VR for reference. I honestly think Grass should lead C but its by far the most contentious ranking, as it’s hard to determine the exact matchup spread of the HO/offensively focused types that crowd this area. I don’t foresee much mobility in people’s opinions for the top and bottom types, with a huge exception to Poison – which should rise to C in the rankings given its access to Spikes+spin block, wide versatility (Poison main cope), and because of its extremely favorable MU into Grass which is an undeniably powerful type.

View attachment 800813

!
A wild :Celebi: has appeared in the tall grass!

Undoubtedly the defining mon of the type next to his cohort Luigi. Celebi is good for same reason all S-tier mons are good in Monotype – their utility can’t be matched by any other options on the type and typically will never be dropped on a serious team thanks to their wide moveset options which can tailored to target a specific enemy team type. Grass teams need to be serious, guys. You think we’re running Grass because it’s cute and aesthetic and that any of this is a joke? Pfft….

My favorite Celebi set combines all coverage moves essential to Grass not auto-losing to certain types onto one, combining Shock Wave/HP Fire/Psychic on a standard CM Celebi spread and attempting to go to work. Sweeping through Zapdos, Skarmory, and then Gyarados consecutively at +1 into a chipped flying team is incredibly satisfying and I think that this set solves a lot of problems for the type and it would be insane to run in the context of a psychic build. On grass, a type more strained for strong special attacking options, Celebi needs to cover a lot of bases and show up consistently in almost every single game to provide utility from one of its unique coverage options which can’t be matched by official special attacking grasses.

Perish Song and Baton Pass and all other truly interesting uses of Celebi as a defensive piece to a team are better left to psychic teams, generally. Physical Celebi sets could see fringe use to stump some of Grass' common counter or problems MUs, e.g. Ancientpower PhyCele to handle Moltres.
:Celebi:

:Breloom:
Breloominarti. Allegedly also a DJ or something. Luigi packs a punch. You can’t underestimate his ferocious 130 Atk and basic CB sets that can decimate even Skarm with Focus Punch. This mon is generally better suited to carrying the type in other ways as lead where it is the best dual-status spreader thanks to Spore+Stun Spore. Neutering foes enables Loom to start punching. A classic satisfying sequence occurs when your opponent switches into the sleep sac on Breloom and then immediately switches out, which you catch with Spore. They switch again into an offensively leaning threat to handle Breloom that can catch with a para and establish an early advantage without doing any damage. Hidden Power types could vary in interesting ways in mono since HP Bug/Rock/Ghost and other physical types have much greater upside in comparison to their generally unfavorable opportunity costs in the endless 4MSS enforced by the healthcare industries dogmatic approach to not even letting the most powerful grass types have access to a perfectly accurate fighting stab, Sky Uppercut, which has an undeniably favorable base power increase over Brick Break but might just let you down when you need it most. Without a doubt the best physical attacker on grass. Arbiter of momentum for its arboreal allies. Substitute and Endure+Salac sets give it multidimensional attacking options – punishing common walls and remaining a major offensive threat / wincon into certain types if it is preserved outside of the lead sequence, which it almost always should be. Being greedy with Mach Punch when you don’t even have Technician yet is not optimal 67.3% of the time according to light crystallography experiments conducted by the Fent Corp CFO :Crabominable:
:Breloom:

:ludicolo:
The (rain)forest of the bunch. By far one of my favorite mons thanks to its ability to bailar like it just can’t stop in Colosseum. Ludi is a great option to have access to a rain setter, aid in SpDef on your frail type (particularly taking ice-type hits), and support the longevity of the entire team through Leech Seed/Ice Beam. This moveset is crucial on a Grass team which can’t optimally afford to carry HP-Ice on Celebi, which isn’t real speed control to begin with and shouldn’t be your answer to anything flying 6 inches above the floor, or even worse: :Aerodactyl:
:ludicolo:
View attachment 800814Once must imagine Ludi-Chad happy.

:Cradily:
May I present to you the answer to Aero – by far the most frustrating mon that your opponent will have to fight. Cradily needs to function as the ADV Ferrothorn here and hold down the fort or you’re instantly playing an unviable type that loses on the spot to any HP Flying sweeper or CB Aero/Crobat et al. Suction Cups is a fantastic ability supporting the concept behind the max defense + Barrier/Rock Slide/Toxic/Recover set which I find to be the most viable. Extremely simple on the surface, but exciting since this set allows you to play the type. Mirror Coat can be used as another great option and synergizes quite nicely with the zero SpDef investment and lets you get sneaky KO’s on overconfident water types spamming Ice Beam into you. EQ is typically the preferred coverage on this set but rock STAB in some form is essential in Mono to apply pressure back to the birds relentlessly raining down on you.


:Exeggutor:
Having passable physical attack and access to Explosion is all you really need to enable a perfect fast paced offense in ADV. Clearing weather with Sunny Day and Solar Beam is crucial to match the firepower of Water offenses. Leech Seed, Hypnosis, and Psychic are all options as well but I think Sunnybeam+Explosion/HP Fire is its best set. Psychic resistance proves valuable in shielding Breloom and the almost obligatory Grass+Poison-type Amongus larper needed to glue together grass structures from SE damage. Psychic and a tiny bit of Atk investment in the order of 20 EVs seems excellent in this meta.
:Exeggutor:

:Sceptile:
Absolute speed demon and puts in respectable work consistently on grass as its main form of speed control. Grass lacks a strong banded attacker to act as this pseudo early-gen scarfed revenge kill mon and Skeptical Tiles is here to pick up the leaves I mean slack for this type. HP Ice threatens fast flyers like Mr. Mence wells and ensures you don’t lose to anything faster than Celebi should Eggie or Ludicolo fail to get their respective weathers up in time. Endeavor+Salac or other pinch berries work great in conjunction with Overgrow and can let you sneak wins with a well-timed critical Overgrow-boosted Leaf Blade. Thunder Punch and physical coverage are especially desirable, and this guy unfortunately suffers from a case of 4MSS. I’ve personally not explored physical sets in depth on grass but in standard ADV they generally prove to be lackluster as well. An electric move of some sort is critical to a well-built grass team and Sceptile is a great candidate, since all available options for this coverage are low base power anyways. Remarkably cheeky and as with all other potential-mon pinch berry sweepers this guy is loving an environment without ever-present Ttar roaming loose and kicking up sand into the beautiful eyes of Sceptile.

View attachment 800815
Skeptical Tiles -- ADV Garden Board Member & Fent Corp Botany VP

:Roselia:
I surprised myself here and initially thought this was essential piece to any good grass team and that losing out on Spikes just wasn’t worth it no matter how bad Roselia’s stats are. My contrary opinion developed from building a more offensive team and finally finding success with grass has me reconsidering if Roselia is even as good in Monotype. Roselia has seen play in ADV OU thanks its SpDef Aromatherapy/Stun Spore/Spikes sets that do a shockingly efficient job of shutting down SpDef Zapdos and other top tier threats as the only grass-type on the team. When its defensive niche is directly challenged by all its teammates, its left with little else left to offer besides Spikes, which it sometimes struggles with even setting up to begin with thanks to its abysmal defenses and stats. Roselia is a beautiful flower and a perfect member of bulkier or balance grass structure, and Spikes is still the best move in the format. Spikes + Aromatherapy allows you to flexibly play as a Spikes offense team or as a Spikeless mixed offense with anti-status support (Celebi lol) and Stun Spore. Aromatherapy allows you to play more freely with your main offensive mons besides Celebi taking a Toxic or Wil-o-wisp and using their Leftovers. If I were to put on Roselia-tinted lenses, I’d even say that since you’re losing to flying anyways Roselia probably has great viability on offense teams, and since this is still a primitively early meta in comparison to the sum of ADV its undoubtable that there exists a finely tuned roster that succeeds well enough to propel this flower the mandatory sixth slot on grass teams. Roselia seems to fall victim to a common trope of ADV OU niche mons where once they are forced onto a team that possesses its typing and potentially has other options directly competing with similar roles or the exact same typing, they actually more lackluster in comparison to mons which have not seen as successful of use in top-level standard competitive OU format play. These ADV tournaments reflect the battling of some of the most prestigious and longest-tenured players on the website so if something like Roselia has filtered out through that meta which has been played for so long then it without a doubt bears consideration for use, so I am surprised to be confident in my assertation that its not even the best Spiker on Grass.
:Roselia:

:Venusaur:
Saurena Villiams needs to focus more on hitting Sleep Powder than her tennis career. Hang it up sister – you are great on evil Poison I have depicted here as the cowardly bear, but not as much here on the benevolent Grass type I have depicted as the brave dog. Can function effectively as a member of a sun offensive core and is a great user of EQ+Growth with its mixed typing, as well as the grass type classic known and beloved worldwide of Leech Seed + Synth. Based on Venu’s ranking relative to the other grass mons in aggregate OU rankings, this thing has immense potential to support more balanced-focused structures in Mono, and also function as a potent sun mixed attacker. Seems decent, just generic and mostly outclassed by Eggie. Without a doubt a ton of potential I am not going into as much depth as necessary to cover the extent of Venu, but that’s apt since it’s a general “Mario” solid building block of any team that can fill a variety of roles including getting little Timmy through Kanto. IDK maybe I’m too cool for the staters but this is the generation with the best Grass type starter of all time so it’s hard to compete here or draw out a paragraph that is YAP from me for you, sorry Venusaur.
:Venusaur:


:Shiftry:
Shiftin' trees since 1993. Fast explosions enable grass offense nicely and are a powerful momentum tool worth considering for every moderately strong mon that gets access to the combo for use on this team slot, which is incredibly competitive with Venusaur and Eggie existing. Despite all my negative bias, it is arguably the most vital Boom user alongside Eggie and offers the only Dark-type STAB to hit opposing Psychics (Latias/Latios/Gardevoir) or Ghosts (Gengar/Dusclops) without relying on Hidden Power.
:Shiftry:


:Cacturne:
Cacturne can function as an effective Spike-setting lead for mono grass teams that offers a higher chance of getting and keeping Spikes up vs. opposing psychic teams thanks to its notable moveset option Needle Arm. I find this mon better to use on Dark generally and prefer to drop a spiker entirely rather than rely on this guy either, since he drops to the common bug coverage. To be fair to this magnificent man cactus, giving the type a better fighting shot overall against psychic can’t be underestimated – compared to a generally preferable Spiker in Roselia across the wider meta – I would say Cacturne here is equally as good. Lackluster offensive firepower and STAB in Feint Attack, much weaker than a Crunch. Roselia very rarely gets off Aromatherapy in time to support its teammates and provides its additional niche over Cacturne in spreading status to enemies while acting as cleric support anyways, so at least you have a more Solid attacking Spiker on lead as opposed to Roselia. It is unfavorable to run leads slower than 273 (Smeargle) in this meta since even grass-type mons can be afflicted with powder type moves including Spore and Sleep Powder.
:Cacturne:


:Jumpluff:
With a respectable 110 base Speed, Jumpluff has surprisingly seen use in serious tournament settings and has amazing utility in Sleep Power/Encore/Leech Seed. Stacking a 4x ice weakness makes this a less viable option on grass as compared to flying – it’s the only flying type mon with access to a “good” sleep move. Leech Seed could force switches, and Encore could be used to counteract the boost sweepers Grass sometimes struggles with, and Pluff is fast enough to continuously set subs once Leech Seed is active and heal almost all the health back required to cast a sub every single turn. I would never seriously consider Jumpluff on grass, but I love the disruption it can cause. Spike immunity is fantastic, but the ground immunity doesn’t provide a usable niche to either grass or flying. There’s high risk in getting it on the field in the first place, and rarely justifiable upside. Against the right team, however, Jumpluff could foreseeably have no answers and completely stuff all setup and punish healing attempts by opponents with Encore for free turns, hard countering fatter teams that just want to Spike stack and sustain mid-range exchanges with repeated spamming of healing that’s viable thanks to 32PP Recover ADV.
:Jumpluff:


:Victreebel:
Could work as a niche sun sweeper with access to Explosion and other interesting moveset options. As user Uncle Tonkle puts its “originally I was running a sun HO team with Victreebel on it as a mixed sweeper. Then I saw that it learned Encore and I started experimenting with it. I think this Pokemon might have a legitimate niche in this metagame. It hits pretty hard with 105/100 attack stats and decent STAB options, but the star of the show is Encore for sure. Encore really helps to turn a losing matchup into a winning one if they ever click an exploitable move. Its Speed tier is pretty average, but good enough to let it outspeed a lot of Pokemon in the metagame. As far as I can tell, people have tunneled on the idea of outrunning things in the sun in the past, but I think its utility is greatly enhanced when focusing on Victreebel's Speed outside of the sun. That way you have the option to outspeed and Encore things before you set up, tilting a lot of matchups in Victreebel's favor.” Thank you Uncle Tonkle, Aunt Tonkler has just not been putting out the witty banter and excellent meta takes like she used to.

Sunnybeam sets work well and are probably the easiest to use but despite your higher attack you lack Explosion compared to Eggie. Sludge Bomb is the main prized physical option and can stump Celebi which normally gives grass builds trouble, especially when packing HP Fire. Toxic/Morning Sun in combination with Encore and Sunny Day could function fantastically as a pure support mon, but only in MUs where grass can capitalize on the heat rock-less sun turns to gain an advantage quickly. Two forms of sun setting on grass build with Shiftry could devastate an unprepared psychic build. This set could be incredibly annoying for opposing stall, especially Refresh bulky waters which usually feel they can get away with sitting on anything, even if it packs SE STAB. Encore is stuck with 8 PP like SV but Synthesis having 8 PP is unique to ADV and means Victreebell still doesn’t have the perfect utility to outlast the walls its disrupting with this set every time. An attack or Protect could be easily slotted in over Morning Sun. Victor Graham Bell will never be a true stall warden. Sleep Powder and SD are fun options as well.
:Victreebel:


:Sunflora:
Worthless and weak. Needs Fire/Dragon typing as well as Protosynthesis and pseudo-legendary-level stats to compete in this meta I’m afraid.
:Sunflora:


:tropius:
Umm hello based?? Tropius keeps the fruit basket stocked to the brim at Fent Corp offices worldwide due to his peerless oversight of the Banana Industry and we cannot thank him enough for his service monetarily – all that’s left is to keep him safe from battle so he can enjoy vacation he has earned thanks his lucrative trading of his delectable neck gizzard. Notably also pursuing a path in politics following his nonexistent tenure in OU to challenge incumbent Tyranitar’s dominance.
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:meganium:
Honestly, how dare you Meganium. How dare you even try and show your face around these viability rankings. Won’t you just go away and realize that you’ve always been the problem?

Vent to Meganium in times of need folks. Fent Corp Therapy Division is here to assist you with any other extraneous needs and has the funds necessary to provide a small loan of a million dollars to anyone who achieves a sweep in the ADV Monotype Open inaugural tournament with SD+EQ Meganium with a Grass HO.
:Meganium:

:Vileplume:
Vileplume. Almost forgot whoops dkdc. Life lesson – sometimes being forgettable is worse than being bad. Cool wall, SUN! Infer viability elsewhere :D
:Vileplume:


Until next time! :Crabominable:

https://replay.pokemonshowdown.com/gen3ou-2517571182 - Grass beating flying in a room tour game
https://replay.pokemonshowdown.com/gen3ou-2517286714
I also leave you with a fun bonus replay showcasing Grass on Grass violence. Like I always say, if you’re staying with me, it’s either gas, :Oddish:, or… also grass.
Have been trying to expirmeent with Grass also shocklingly enough with Tangela. Everything feels like its going to explode but Sleep Powder feels almost mandatory. I guess random hax can occur also if you run the status duo of Spore + then catch mon that comes in after you sleep a mon with Stun Spore like the RBY-style status mons. Enduring + Salac intentionally and treating Endure like its Focus Sash sort of gives me the light / vision in sequences but obviously not enough to maybe win Fire but even maybe if you have two Endure users then flip the ball with ur Rain Dance + Substitute Ludicolo you can still perform well even as both sides wants to keep weather up to win truthfully in the meta development.

:dp/tangela:
Tangela @ Petaya Berry
Ability: Chlorophyll
EVs: 252 HP / 240 SpA / 16 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Sunny Day
- Sleep Powder
- Solar Beam
- Hidden Power [Fire]

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This might be my first D-rank Grass Pokemon but honestly it's not that bad when you consider the matchup Steel as something winnable and just zoning out Fire. Selectively meh but I think you can even have like a Endure Rain Dancer to enable things.. In the midst of researching potential things I see Celebi is the only one that can Rain Dance so a lot of things feels like setting up / status spamming to PREPARE for like the more "abrasive weather oppressors" Grass trys to exploits in various Chlorophyll users / Rain Dance Swim Ludicolo. Also Baton Pass being dropped might not be the absolute worst?
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- https://pokepast.es/e2ce980f3b77a900
But enough theorizing! I made up an actual hybrid sun/rain + Lead Tangela (Or just lead the Breloom maybe). CB Shiftry felt ggood with HP Bug to snipe Celebi Psychics and give it that anti-feeling typical teams would try to go for. I think that opens up your routes for Psychic mainly too so you don't gotta autoboom but Jirachi is still fairly huge. Ludicolo feels like it can also do wicked things like Splash Plate + Hydro Pump but maybe I can envision like a zoning Celebi lead on a variant too? Might post that too though lol when I make https://pokepast.es/e2ce980f3b77a900
 
Hello all, I've been building and playtesting for this tier like a madman lately. I'd like to drop an updated VR and some thoughts on the Poison type in ADV to tide y'all over until I can dump some more cool stuff following MOMPL.

advpoisonpoint.jpg


Presenting ADV Poison Point

S :Gengar: :Weezing::Crobat:

A:Venusaur: :Qwilfish:

B :Nidoking: :Tentacruel: :Roselia:

C :Nidoqueen::Muk: :Haunter::Golbat:

D :Vileplume: :Venomoth: :Arbok: :Seviper: :Dustox:



The best type to run in ADV Mono which gives you access to Gengar, one of the most powerful mons in the metagame as well as one of the most versatile – it is particularly devious and deadly in how its movesets can be tailored to target every single monotype well given its plethora of pre-physical/special split coverage that extends from the elemental punches, HP Grass, to utility and support options like Taunt and Destiny Bond which can allow Gengar to trade up into just about any type. I initially doubted the viability of Poison but have been proven wrong – this type is seeing usage in tournaments and Gengar sets that are commonly tailored to harass the type from every angle have allowed Poison to corrode itself a nice niche as a type with favorable or passable MUs into all but Steel, Psychic and Ground. Nidoking is relied upon extremely heavily to have a chance into Psychic, as well as the 85% accuracy inherent the the attack it will use to target all but Metagross and Jirachi, Megahorn. Weezing and Crobat provide the type with crucial Ground-immunities and ensure that you don’t automatically lose to Dugtrio; two-fold with Crobat’s nice speed tier which sits at the highest echelon of unboosted speed tiers with Jolteon and Aerodactyl. Poison being a physical type in this generation limits most the specially designed mons on this type that lack the stats/other factors of Gengar; it is the worst offensive type, being only SE into the uncommon Grass type. Ground and Rock resist poison, and mons like Metagross are outright immune, meaning that you usually must use your dual-type STAB or coverage moves to handle most common physical attackers. Poison teams are naturally best designed in monotype to balance their secondary types to achieve a level of comfort against these common mons. However, Poison is probably a top three defensive type – arguable mainly due to the ubiquity of Earthquake and Psychic teams in ADV Mono. Even though most mons here benefit from their typing, the stats of individual Poison mons are not usually well-aligned towards this defensive nature. Rankings are clearly very dependent on not dying to EQ, which is even more common/viable to see on DD sweepers and the like in Mono compared to normal ADV where Mono Psychic is not a proliferous thing and Brick Break coverage is seen as more valuable than EQ to hit Blissey harder. Numerous levitating options afford this type nice resiliency in the Spike war to help Tentacruel, a reliable spinner and important clicker of Ice moves for the type so that Gengar is not relied upon to play around / check flying DD sweepers before they set up. ADV Mono teams which attempt to play around strong mons in the format and tailor their team to answer other strong threats, rather than types/archetypes as a whole, seem to be the most successful in this meta currently, and Poison is prime example of that in how it functions and finds ways to succeed despite the landscape which seems initially hostile to this type, with big bad Psychic at #1. Medicham punched me once and I’m still bruised.


:rs/gengar:
A dirty tricker, devious ghastly fellow – Gengarious Jones, Head of Undercover Operation & Acquisitions some are even saying. You can even run a Choice Band on Gengar viably in ADV OU, a Fent Corp analyst has proven it through rigorous meta-analysis and testing. Shadow Ball and Brick Break, as well as a powerful Boom, at least can do what Gengar is best for normally, a guaranteed trade with at least one mon. Gengar can serve as fast utility and as the token special attacker for Poison with rainbow coverage. Mediocre defensive stats, but other – top 5 mon in the meta for me since it has an excellent ability paired with perfect coverage in its movepool, albeit with low base powers (Fire/Ice Punch, Giga Drain, and Thunderbolt). Will-o-wisp can be used to cripple physical attackers, Destiny Bond can be used to trade with anything you can’t KO outright, and Taunt can disrupt walls from healing. Weaknesses to Ghost and less often Dark negate its remaining defensive qualities since Shadow Ball is very common coverage intended to target Psychic/Starmie. Giga Drain is helpful in staying alive over HP Grass in exchanges where you 3HKO/chip something into Ice Punch range while recovering enough HP to stay alive as you trade attacks.


:rs/Crobat:
Even with a Jolly nature and 176 Speed EVs (374) Crobat can still outspeed and spam CB Sludge Bombs without reprise into anything that sits at the premium speed tier for most types – 372, while reaching 394 maximum speed, the highest speed tier in the thread barring post Salac Berry speed-boost mons. While Inner Focus is generally seen as useless since due to this high speed you are usually not susceptible to being flinched / being flinched by Rock Slide is unlikely to matter if you are outsped. Fake Out is also a common option in Mono, especially on Medicham to strike greedy pinch berry sweepers hard that try to exploit the lack of sand and forms of passive damage unavailable on some types that distinguish the viability of mons from normal ADV OU most distinctly to me. Absolute necessity of a mon to have for revenge killing, speed control, and its ground immunity. Poison builds which attempt to stack on the Nido’s are met with dismay if facing a mon with EQ that outspeeds, which are common on almost every type, and do not appreciate the double Water weakness that makes your Poison team food for the two S-ranked types. Forfeiting these mons and their rock resistance and not including something as valuable as Crobat to a Poison team would not be advisable for this reason. Moral of the story is that even though this mon provides necessary speed to the type, it has mediocre offensive and defensive stats but is fortunately much easier to use in the Monotype environment since you are more likely to get assured revenge kill clicks and find opportunities to bring Crobat in around your bulky core.


:rs/Weezing:
Mandatory glue piece to hold down the fort and act as the perfect pseudo Rock-resist since not having a reliable check to Aero/Ttar outside of Smog’s mascot is a glaring weaknesses of Poison. Due to Levitate, its stat distribution, and movepool, Weezing is the best physical wall on the type. A base 120 Defense stat gives it comparable bulk to Donphan, offset by its lackluster 65 HP. No secondary typing is favorable here for Weezing’s defensive profile since it carries less weaknesses compared to Gengar, which also has Levitate but suffers from more weaknesses. Zeitgeisty ADV mixed sets with Fire Blast or HP Ice could be used to snipe Steels/DD sweepers respectively if you want to veer outside of Pain Split/Haze/Explosion/Sludge Bomb/Will-o-Wisp. Weezing is susceptible to repeated special hits from the numerous attackers faster than it. Weezing is excellent at stopping Snorlax, Heracross, or Salemence. The 30% chance of poison on Sludge Bomb is greatly appreciated by the type which ironically struggles to slot Toxic on the team with all the secondary coverage necessary / better uses for moveslots across a typical balance team. Explosion is great to tilt the normal MU even further by threatening a KO on Blissey coming in to absorb wisps or massive damage to any other physical attacker. Weezing’s inclusion is crucial for the coveted Will-o-Wisp to slow down physical threats that otherwise just eventually win by clicking Earthquake. Mono-Poison teams rely on strong defensive cores, which necessitate Weezing’s strong physical bulk, immunity, and ability to wall various threats. Burning and resetting stats with Haze can disrupt both offensive setups and defensive walls while you fish for poisons with Sludge Bomb, contributing to the team’s overall strategy.


:rs/Tentacruel:
Tentacruel facilitates a balanced offense playstyle by spinning, acting as a check to special Water attackers, and taking pressure off of Gengar to check the bevy of Ice Beam-weak DD sweepers running amok in Mono with impunity thanks to the lack of constant sand. It functions as solid SpDef wall for poison that forms 2/3 of the coveted FWG core with Venusaur. Types with access to spin in ADV bear consideration, and I would usually only drop this reliably jellyfish on the most offensive of builds. Celebi runs Psychic in this format less often thanks to the omnipresence of Psychic, so Liquid Ooze is frequently an ability which stumps Giga Drain/Leech Seed from Celebi and other Grasses seeking recovery off Neutral hits into your team.


:rs/Venusaur:
Saurena Villiams is best on Poison. It can do spam reliable Grass STAB in Razor Leaf, spread Leech Seed, and even operate as a Phazer with Roar. Venusaur is the best enabler of bulky offense for the type, or stall depending on how it is built - I usually stick to Bulky sets that rely on spreading sleep and chip heal, but have gone as far as Substitue Petaya Frenzy Plant (there's no good powerful Grass STAB in ADV) for Venu sets intended to break holes on more offensively leaning Poison teams.


:rs/Qwilfish:
The best Spiker the type has to offer and great at establishing momentum early by Booming and hopefully trading after setting up at least a layer. Boom is a crucial enabler of faster paced offenses, and Poison Touch can activate more frequently than you might think to help apply ticks of Poison damage from a lead position. Spikes and Yellow color access make this a fantastic support Pokemon, and Sludge Bomb, Self-Destruct, and Destiny Bond give you nice options to check anything that gets out of hand.


:rs/Roselia:
Roselia is the second best Spiker on the type, a cruel fate it must possess since it shares a nice typing with Venusaur and cleric support is less essential on a type entirely immune to Toxic. Roselia has seen play in ADV OU thanks its SpDef Aromatherapy/Stun Spore/Spikes sets that do a shockingly efficient job of shutting down SpDef Zapdos and other top tier threats as the only grass-type on the team. When its defensive niche is directly challenged by all its teammates, its left with little else left to offer besides Spikes, which it sometimes struggles with even setting up to begin with thanks to its abysmal defenses and stats. I'm confident in my assertation that it is not even the best Spiker on Poison.


:rs/Nidoking:
Better than the Queen, excellent at targeting Psychic with the powerful physical combination of EQ and Megahorn, whilst packing the special coverage it became famous for in later gens, with coverage options such as Thunder, Fire Blast, Ice Beam, as well as viable utility options such as Thief which allow Nidoking to make extremely good early progress as an aggressive lead. Poison teams usually have to forgo an important defensive component in order to fit the King, but the tradeoffs are often worth it insofar as this mon enables Poison to actually have a chance to beat top-tier Psychic.


:rs/Nidoqueen:
Good physical attacker with Counter. I would never tech Nidoqueen onto Poison teams since its unique defensive qualities are unfortunately not as readily able to shine on the type. It is underexplored, but most of its favorable qualities are just done ever so slightly better by Nidoking. Double-Nido teams could potentially target the Flying matchup harder and work together well as good teammates, and the added bulk / access to Superpower could make Nidoqueen a valuable asset in Normal/Steel matchups.


:rs/Muk:
It is Muk Monday brother. This could be a funny CB user with Fighting coverage. Outside of fishing other mid types, I wouldn't employ Mr. Muk. Sorry Muk...


:rs/Haunter:
Getting in touch with Konjiki and figuring out how to make Haunter work as Gengar 2 on an HO build. There's no reason to use this guy since unlike Ghost, you already other real mons on Poison, and Gengar still has access to Levitate in this gen.


:rs/Arbok:
King Snek. Does not have access to all the amazing utility moves yet which have come to distinguish the snake mons and even if it did it’s just kind of a bland mon with no dual typing or unique niche offensively where it is not outclassed. It could technically have application doing CB antics like the other Poisons here that don't have much besides meme qualities to mention. Glare is only 75% accurate in this generation, and despite Intimidate and Shed Skin being fantastic abilities, a mono-Poison typing and lackluster Speed/Atk. doom poor Snek.

:rs/Seviper:
Snek 2, Seviper, also unfortunately lacks much of the premier Snek-utility options that a Choice Scarf (notably also absent) Switcheroo, Glare, Toxic, Final Gambit Seviper has in modern gens to disrupt stall. It could be run as a Gengar-like mixed attacker with an option for every member of Psychic. Snek 2 retains excellent options in its movepool such as Giga Drain, Flamethrower, Crunch, EQ, and Sludge Bomb.


:rs/Swalot:
Swalot is esssential to include on your mono choice band Boom spam little Timmy HO Poison builds, or you could try to seriously run its mixed sets with Explosion. Amnesia Swalot can randomly pop off in 1v1 which is quite humorous. I'm sure only the most astute and adept of masochistic committed player could make this thing work, but it's not completely terrible.


:rs/Golbat:
Golbat can be a secondary Choice Band user, tacking on priority Quick Attack to fill in the one gap the common CB Crobat set likes to neglect in favor of greater coverage, but is probably most useful on Poison for its Ground immunity on a Bulky Leftovers set. Whirlwind can support the Spikes stack that most effective Poisons hope to build in order to wear down foes in conjunction with Status. Sludge Bomb, Aerial Ace and HP Ground largely cover the broken record all-important Psychic MU.


:rs/Victreebel:
Unlike with Grass, Victreebel requires too much additional team support to function as a niche sun sweeper/support mon on Poison teams, and for stallier builds, is outclassed by Venusaur or Vileplume. Gengar can be teched to have the coveted Grass/Fire coverage Victor uses as a mixed sweeper if wanting to replicate the sort of impact this could have for the team in that regard. Sleep Powder and SD are not unique options worth considering over Venu in my opinion either. Lower base speed outside of Sun, which I don’t foresee you often having the time to set or even really benefitting from, compared to Venu is the big killer for me here.


:rs/Beedrill:
Don’t even have the energy to potential-mon for Beedrill without its mega form. I would not recommend running this to check Psychic just for Bug STAB and its speed tier. The potential here is that with Endure + Salac, HP Bug is enough to chip through a weakened Psychic or Dark team, and I'd say this mons power level falls just short in Mono, where relatively underpowered other mons within this type can shine.


:rs/Vileplume:
Vileplume might have a niche on stall but is heavily outclassed on typical Poison lineups by Venusaur.


:rs/Dustox:
Hey to be honest I’m just happy to be here man” – Dustox. Pre-frosted moth Ice Scales level of Sp. Def. in this power level – although there’s never a reason to run this over Tentacruel, it is technically a better pure wall and could be the final piece necessary for a completely unviable but fun Poison Stall. In a more friendly world I could express that it at least have serviceable attack to fire back into the Psychic special attackers it is theoretically set to counter, but 50 Attack is not cutting it. Toxic + Moonlight is about all that this mon has to stand on. I will have to rely on Poison mains and the Fent Corp Toxicity department to investigate any further possible viability of Dustox. Very beautiful and one of my fave Team Rocket mons from the anime. The potential-mon of middling Special walls is probably as much as I would accomplish as a Pokemon, so I won't hold too much against Dustox.

:rs/Ariados: Ariados: "P…please…don’t leave me off the tier list :( I can do things! Poison has always been an HO type, don’t you get it!"


Thank you as always! :Crabominable:

Partial Poison Set Dump: https://pokepast.es/f9574078c300c821
 
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The Dawn of the ADV Mono-Ice Age
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S :Articuno: :Regice: :Cloyster: :Jynx:

A :Lapras: :Walrein: :Piloswine:

B :Dewgong: :Glalie:

C :Sneasel:

D :Delibird:

Even in the era of the pre-physical/special split, Ice Beam is one of the best moves. In ADV Monotype, the type with STAB on it can eke out a niche amongst the relatively less hostile environment.

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See above for my personal type-VR for Ice, before we begin with some important discussion of some amendments to my overall personal type VR – notably the rise in Poison to the top of C, and a solid placement for the Ice type within the realm of viable types. Poison can compete with the top tiers, even psychic – since we often see these teams dropping STAB in favor of other BoltBeam-esque combos out of their near-unlimited arsenals, especially since classic Psychic is resisted in the common mirror, and 4x by Jirachi and Metagross making it essentially a useless move in that MU. But anyways, back to the star of the show, Ice can effectively cteam other top types in the generation passably enough to be a real threat. Hyper offense, Screens and Stall have all shown to be workable archetypes for Ice. This was the first and last generation with a solid defensive Ice core in Cloyster and Regice, two decently highly tiered mons to begin with that support each other well. Articuno is the main cleric support for the type, at the cost of making you an even easier “Chip and then win with Rock Slide” neon sign as soon as your opponent realizes they are facing Ice. With the right Hidden Power coverage, you can be a deadly threat. BoltBeam coverage will never be bad in Mono and your whole team has access to it (or EdgeQuake, should they prefer).

I would never drop any of the S-tier mons thanks to the unique roles they provide. Jynx is usually a win-condition or lead which can sleep, trap, or taunt an opposing lead while being capable of dishing out strong damage from Ice Beam and either Psychic or Hidden Power Fire. In general, HP Fire is a must have for your type, as you often lack reliable Earthquake users that outspeed opposing threats such as Metagross that need to be outsped and hit hard if you want to have a chance of surviving. Ice is Ice - frail and offensive at the end of the day.

:rs/Articuno:
Articuno prefers there not to be sand and appreciates that usual fact of life in ADV Mono. While Articuno has a lot of counters, it can truly shine in this format. It can Roar away Calm Mind sweepers, wall common Waters, and can easily stall out certain Blissey variants. Additionally, Articuno nullifies Snorlax and other physical threats to Ice with Reflect and either Haze or Roar. It also scares away any Salamence without Rock Slide and keeps it from coming in and spamming Fire Blast or Brick Break into your team. Finally, Articuno is not 2HKOed by most non-STAB Thunderbolts. It takes some prediction to do good damage with Articuno, though, and it frequently bemoans the loss of either Hidden Power Fire or Electric in its movepool, depending on the chosen option, and specific utility holes patched up by the chosen Articuno set. Articuno can be a total stall machine and support other Rest users with Heal Bell while exerting Pressure, shutting down Suicune and other sweepers that typically lack SE coverage. Ice appreciates the reliable Phazing in Roar to take advantage of the type's access to two viable Spikes setters. It lacks instant 50% recovery options and generally falls short of the cleric support mons such as Celebi or Blissey provide their respective types. Small Speed EV investment on Roar/RestTalk sets can allow Articuno to call Roar and phaze out Roar Suicune before it has a chance to phaze itself. Although not as worthwhile on Ice as compared to Flying, Protect+Substitute can be run together to abuse Pressure stalling. Without support from at least two additional Pressure users, however, these sort of defensive builds tend not to work in ADV. Modern SPL has seen the advent of Pressure spam in Stall compositions that make use of Dusclops and other unique Ghost-type mons. Articuno is not blessed with that level of support here on Ice unfortunately. Haze is a great alternative form of Phazing that Articuno enjoys, but typically Roar is preferred to generate free turns for mons that are brought in that don't want to be in the face of an Ice Beam while racking up Spikes chip. Taunt is also less common and only lasts for two turns in ADV. Articuno's counters are susceptible to Spikes, so establishing hazards should be at the forefront of your gameplan when using Ice.


:rs/Regice:
Reginald Ice is not to be trifled with. Base 200 Sp. Def. is enough to stomach even non-STAB SE hits with ease and fire back with powerful BoltBeam, which Regice notably does not have to compromise by running HP coverage to accomplish. Hidden Power Fire, Ice Beam, Thunderbolt and Superpower all serve as viable attacking options, with Psych Up, Thunder Wave, Rest, Toxic, and Seismic Toss having applications on fatter builds of Regice. As the set description implies, Regice can be run as either a Modest, more immediately threatening attacker, with enough natural Sp. Def. to take hits in a pinch, or as a dedicated special wall that contends with the most fearsome of Calm Mind sweepers in the tier, such as Suicune.


:rs/Cloyster:
Cloyster provides essential utility in Rapid Spin, Spikes, Explosion and a physically defensive anchor for the type. Baiting and booming strong special attackers with Electric coverage can be great since outside of Regice, your Bulkier team members (Articuno+Water/Ices’) generally struggle to trade favorably with these mons. Standard Sp. Def. investment from the OU set in order to take a Starmie Thunderbolt seems wise in this meta; conversely, opting to invest only in Defense in hopes of turning Cloyster into an Avalugg tier Physical wall works well on a type that struggles to take Rock Slide, the most dangerous move in the game, so gravely.


:rs/Jynx:
Jynx nicely bookends the type – it’s a potent lead or win-condition and generally functions as the Ice type’s main form of speed control throughout the game. Jynx is the best user of Endure + Salac Berry, a common ADV Mono pseudo-scarf mechanism, on the Ice Type, and carries plentiful utility – Lovely Kiss, Taunt, Perish Song, Mean Look, Calm Mind, Substitute, and more can all be used together for devastating removal of Walls and opposing offensive threats alike. Lack of foresight in the exact best way to address a Jynx lead can be annoying in tandem with the fact that most mons in the tier risk being slept off lead and switching around in the hopes of also avoiding freeze as soon as Jynx rears its ugly face. Lum Berry is generally the preferred item on lead Jynx. Lovely Kiss works best into mons that only have special attacks to hit you, as Jynx is too frail to not instantly drop to just about any decently strong physical attack, regardless of its effectiveness. Ice and Psychic are an obviously frail type combination, and the benefit of Psychic STAB is less pronounced as an attacking option in the tier since Psychic is so good and Starmie is omnipresent as a safe initial switch-in to Jynx. Another scary variation of Jynx is a sample 1Atk Ice Beam set which features all of trapping, sleep, and boosting in one. Jynx is essential to the Ice type but generally has more priority physical attacking revenge options to fear as compared to standard ADV OU.


:rs/Lapras:
Lapras is an auxiliary cleric to Articuno with an excellent abillity that gives it the potential to completely stall out common variants of Calm Mind Suicune which can overwhelm Regice and sweep the type over the course of a longer game. STAB Surf is an excellent attacking option for the type.


:rs/Walrein:
Walrein, my beloved. Fire-resistance granted via Thick Fat halves the deadlist- non-Rock moves for your Ice teams, and access to EQ/Encore can help stump DD and other physical threats from sweeping through your team. Yawn can force switches, enabling Spikes chip, Encore traps boosters, and Roar can be used as a direct phazing option. Ice Beam/Surf hit neutrally hard into basically everything. Walrein is outclassed by Lapras offensively and typical bulky options defensively, but is essential vs. Fire/Steel spam that you can at least hope to build a resilience in through Walrein and his fat-absorbing blubber swagger.


:rs/Piloswine:
Even without Eviolite, Piloswine can function as great user of EQ, Light Screen, Toxic+Protect to support the type as an essential Rock neutrality. Protect and Rest are its only options to improve longevity, but can allow it to rack up just enough Toxic chip damage in combination with the Spikes usually present on the field during an Ice game to wall out the physical part of opposing breaking cores. Piloswine can also function as a physical breaker for the type and don a Choice Band, which has the chance to catch a Metagross or other threat to the team completely off guard. Unfortunately, Piloswine lacks the power of its DPP evolution, and Shadow Ball/Brick Break don't carry a high enough base power to carry much allure. Oblivious ignoring Taunt is seldom helpful - cause, oh yeah - you also don't have Thick Fat yet. Not including Piloswine on an Ice team as a defensive component is still gambling that Cloyster/Walrein will be able to deal with an enemy using Rock Slide.


:rs/Dewgong:
Dewong is actually real and hype as fuck in ADV. It can slow things down with Icy Wind and target Psychic with Signal Beam. I haven't playtested much with this mon personally but I have seen it work to great success and must profess the Dewgong Truth. Thick Fat and its Fire resistance as well as Encore/Perish Song give Dewgong excellent utility. Generally worse than Lapras, but "Kmart everything" sort of glue mon that works well in a Monotype context, and can help in snagging KOs on weakened Psychic types while supporting the team.


:rs/Glalie:
Glalie is a reliable secondary Spiker for the type, but I find it best used as a Choice Band user, which can either continue to set layers of Spikes for a full stack along with Cloyster, or trade 1-for-1 with Explosion/EQ. Banded Earthquake has saved me against Metagross and Steelix before, two big threats to the type in the Psychic/Ground MUs, respectively.


:rs/Sneasel:
Sneasel is a very mediocre mon to begin with, and even though it seems like a crucial team member for Ice to serve as the main physical breaker, I think its potential utility in the Ice Brigade is simply outclassed by an additional special attacking or mixed bulkier mon. Sneasel is truly cursed by ADV mechanics, and its speed tier can be better reached with Salac Berry or a team composition that can survive engagements where it is consistently outsped.


:rs/Delibird:
Well, Delibird is a fully-evolved Pokemon created by Game Freak, that’s for sure. Oh, and it’s Ice! Present hax? Rapid Spinner for Ice? Laughable stats say no.

I kindly appreciate your attention to Dewgong and the Ice type, folks! I implore you to consider this type in the builder.
Partial Ice Set Dump: https://pokepast.es/5ee0c656a8fe703b
:Crabominable:
 
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