ADV ADV Monotype Megathread

Grass gang eating good today
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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.

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!
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.

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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.
 
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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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ADV Mono-Electric Zoo

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S :Zapdos: :Raikou: :Jolteon:

A :Lanturn: :Magneton:

B :Electrode: :Electabuzz: :Ampharos: :Raichu:

C :Manectric: :Pikachu:

D :Minun: :Plusle:


As usual, we here at Fent Corp. kick things off with my personal type VR for Electric; the type offers great ways to target pesky Flying and Water teams, two of the most dominant types in the current meta. These smug top-tier types usually operate under the assumption they will only have to deal with a couple of opposing BoltBeam or Electric/Grass coverage mons, let alone with STAB. Electric's a sneaky low-to-mid tier zoo— with its best trait being blazing speeds and STAB Thunderbolt (no Scarf in ADV) to fish strong first strikes and spread paralysis in the process. Electric is capable of cteaming top dogs like Psychic via Crunch/Hidden Power shenanigans thanks to numerous mons possessing Dark coverage. To fish as hard as possible and “guarantee” some matchups, Electric can completely forfeit some of the general MU spread, and match coverage across multiple mons to target Normal, e.g., with numerous Fighting coverage wielding mixed physically based attackers – SubPunch Ampharos, Reversal Raichu, Cross Chop Electabuzz, Hidden Power Fighting Zapdos, etc. In my opinion, these “hard fish” sort of structures that only plan to win favorable matchups for the type are actually the best way to play Electric in ADV Mono – it will never be a top-tier due to the lack of top Pokemon on the type barring Zapdos, so I think it stands to reason that you should embrace the type’s role as a fish and build to only try to win a few matchups consistently rather than cover the entire tier’s matchup spread.



:rs/Zapdos:
Dual status sets are crippling; Sp. Def. classical sets are fantastic here as well. Extremely versatile special threat. Respectable bulk and Speed allow Zapdos to fill any role on Mono-Electric as it does in later gens. Rest/Sleep to devastate bulkier types or Protect/Substitute sets for the more general meta, can be utilized for direct stall variants. Physical coverage can be used to target Steel/Normal/Celebi better via the combination of Drill Peck and Hidden Power Fighting while retaining Special coverage. This set notably targets many of the top-tier types in ADV Mono – Psychic, Normal and Steel, while still instilling adequate fear in Water teams. As a defensive tank, Zapdos boasts being the only specially bulky Spikes-immune Pokemon. Zapdos is also the best user of Roar for the type, which can at least force unintended trades that allow Zapdos to hopefully have a coverage move/STAB to immediately threaten and force mindgames. Zapdos functions as a great dual-type lead as in ADV OU, temporarily disguising your type and almost certainly dissuading even a bold opponent from clicking EQ. If you don’t want to guess, then Zapdos can simply use Baton Pass, enabling it to pass Substitutes, stats, and Pseudo-Pivot. Zapdos must make compromises in its moveset which dictate that the rest of the team has physical options and varying complementary coverage to Thunderbolt to not fall into the trap mostly keeping the Electric type down in ADV – it’s still a fish in this relatively lower power level environment. Agility sets can be used to sweep and completely shut down Water or Flying matchups depending on coverage. Even more so than with Mono-Flying teams, you are the ace of the type. Zap can even set Light Screen, helping the generally HO type akin to Articuno with Reflect on Ice. Magnet or Lum Berry are item choices that allow Zapdos to take a more offensive approach, and you are able to get away with it since the metagame generally lacks sand and Electric teams often slot Rain Dance somewhere. Ultimately, Zapdos is already the best special attacker in ADV OU, and its chosen moveset largely defines the strength of a Mono-Electric team in a given matchup.


:rs/Raikou:
Raikou has a plethora of dangerous offensive sets for Mono Electric. Non-standard variants can elect to run Psych Up+Crunch to directly compete with – and hopefully reverse sweep – opposing Calm Mind sweepers on Water and Psychic and be extremely threatening in a late-game scenario where it can’t be easily Phazed a la Suicune. Hidden Power Ice can target things like Salamence/Dragonite/Flygon/Zapdos better while HP Grass provides better coverage into the most common Ground type, Swampert. Toxic and Substitute/Protect variants can help to scout and break down switch-ins/the chosen move of a choice-locked opponent. Raikou is probably the most effective user of pinch berries for Electric, with numerous effective Salac and Petaya Berry sets. Thunder in conjunction with Petaya Berry can break through even bulky Normals given enough consecutive Thunder-lands in succession, and Salac Berry can be used to clutch out an endgame and outspeed threats such as Aerodactyl to sweep Flying. Straightforward Calm Mind sweeping variants and Raikou’s excellent speed tier ensure it rightful full-time employment on ADV Mono Electric.


:rs/Jolteon:
Baton Pass stat booster, excellent speed tier, sitting at the premier 394 in ADV which speed ties Aerodactyl. Roar/Wish can be used as team support options to improve your resilience into setup sweepers such as Jirachi or keep your teammates healthy, respectively. Despite its frailty, Jolteon is S-ranked on this type thanks to the bevy of support options it can provide with BP/status spreading, as well as the excellent speed tier which enables Electric to fish its best MUs the hardest (if you win the Aero/Crobat speed tie). Access to Bite gives Jolt plausible feasibility as a mon that can work with Raikou’s Crunch to directly target and break down top-tier Psychic. Zapdos and Jolteon make a great pair together already in ADV OU – typically, though, they rely on Spikes being set, which the Electric type lacks, to be most effective. Although Dugtrio is relatively uncommon in ADV Mono, Jolteon’s ability to Baton Pass and evade traps is highly valuable as well to give you a chance in that matchup. It might sound Farfetch’d, but with some HP Grass/Ice crits, you have a small chance into Ground types that lack EdgeQuake coverage on everything.


:rs/Lanturn:
Lanturn is hard to fit offensively, since it is usually relied upon as a status spreader or special check with BoltBeam coverage that provides an excellent switch into Ice moves. However, Salac Berry + Hydro Pump/HP Grass sets have great potential in targeting the Ground types the team obviously tends to struggle with. Lanturn has insane potential with various wall sets that combine Confuse Ray/Thunder Wave/Toxic/Amnesia/RestTalk, and other coverage to act as a blob that can fire off respectable damage. Rest without Sleep Talk can be easily supported by a Heal Bell Ampharos, a common effective strategy on ADV OU stall teams. Lanturn can pack Screech to aid the relatively low physical attack of its teammates and completely burn an opposing last mon Blissey, e.g., from having any hope of surviving an Electabuzz Cross Chop (Bold Blissey is Him). Lanturn retains its best general trait here of acting as an excellent Water move or Ice Beam switch-in that synergizes well with Zapdos.


:rs/Magneton:
Magneton helps form a semblance of a defensive core for the type with the resistances offered by its dual-Steel typing. On Electric, Mag can wear down opposing teams via the combination of Protect/Toxic in addition to Thunderbolt and its chosen Hidden Power coverage. Thunder Wave is especially effective on pinch berry Endure sets that carry Rain Dance last to enable perfectly accurate Thunder or boosted Hidden Power Water from the rest of the team. Magnet trapper sets used in ADV OU don’t feel as great here overall since the rest of the team can handle Skarmory without too much sweat. Trapping Steels is less essential here since you don’t have a physical offense backbone to enable but guaranteeing you can fire off Thunderbolt into Metagross and Jirachi is still greatly appreciated. Hidden Power Fire is helpful to have a guaranteed SE hit into all of Steel with Magneton. Metal Sound is an option to help support wall-breaking for the rest of your specially inclined team and is my preferred last to help handle Calm Mind Jirachi, and because Zapdos generally struggles to effectively use the move for itself. A forbidden Choice Band Magneton set can feasibly be used to eliminate an opposing Magneton while still packing Thunderbolt to do your job in trapping/chipping opponents and offering defensive utility to Electric.


:rs/Electrode:
Electrode can dictate an entirely new realm of speed in a generation that lacks Choice Scarf. It’s a fast Explosion user on Electric, providing crucial momentum trades and Static paralysis fishing in a type that otherwise lacks reliable physical options. Choice Band or Salac Endure sets allow it to sacrifice itself profitably against bulky Waters or Steels while chipping with Thunderbolt, and it pairs beautifully with Raikou or Zapdos for late-game cleanups by targeting and Booming Electric-immune enemies.


:rs/Ampharos:
Ampharos can operate as the type’s defensive wall with Static and Counter to punish physical attackers, and you can easily tech on enough bulk to live at least one Earthquake from common users in the tier such as Metagross. As a viable user of the SubPunch combo, Ampharos can tech on Atk. EVs to give Electric a means of breaking through Blissey and other special walls. Cleric support via Heal Bell, Reflect, and Counter are all excellent options Ampharos possesses that can help to shore up the relatively low physical bulk of your grounded team members. Unfortunately, due to gen 3 moveset restrictions, you typically can’t have every desirable option for Ampharos on the same set. Max Defense Bold-natured sets can be used as insurance to have at least one grounded member of your team that can live an Earthquake. The rest of Electric carries such poor defensive profiles that you really are unfortunately limited to a lackluster mono-electric physically defensive wall such as Ampharos to fulfill this typical team role.


:rs/Electabuzz:
Electabuzz is the truest classic ADV mixed attacker, with its main claim to fame being Cross Chop. Although unreliable, the high crit chance is helpful in breaking through walls in a pinch that can’t stand up to the unique mixed coverage that the type loves to achieve (just usually not by means of HP Fighting Zapdos or other limited options for the type). Access to both Ice Punch and Thunderbolt is also unique for an Electric type, meaning you don’t have to compromise on HP Ice vs. Grass, and can always tech on Hidden Power Grass to coverage the all-important Swampert – key in cteaming Water effectively. Water is so strong relatively to the other types that just being Electric is not enough to guarantee the win.


:rs/Manectric:
I notably rank this guy far lower than the official viability rankings (A) since I don’t truly believe in its ability to operate as a Psychic killer just due to its access to special Crunch. Manectric has a nice speed tier and lots of potential but generally feels like it doesn’t perform a unique role on Electric when I try to use it. Due to its lackluster stats and redundancy with Raikou, and even with the high upside of its Petaya Berry sets, I think it is far from an essential piece of an effective Mono-Electric team. Nevermeltice or Black Glasses can be teched as nice options to fish your intended MU harder and can allow you to slot Thunder Wave more easily. Manectric is still a crucial special attacking member of the most offensive Electric variants – albeit at 20 less Sp. Atk. Than Zapdos (105 vs. 125, for reference) meaning its inclusion on the type needs to be specifically justified through its tailored moveset that enables Manectric to help win certain matchups harder.


:rs/Pikachu:
Offensive Pikachu sets can equip either the Choice Band or Light Ball to function as a primarily physical or special attacker, respectively. Focus Punch is unlikely to land true on Blissey and other specially defensive targets, but Quick Attack is always an extraordinarily useful move in ADV Mono with Endure pinch berry sweepers running rampant. Pikachu is typically best used for its event move Surf, an excellent coverage option to handle pesky Ground types. Agility/Encore complement the coverage nicely and enable this Pikachu set to chip through a weakened team. Even though it was basically done out of spite, Pikachu has seen top-level ADV tournament usage before. It’s just that, when every other mon on the team is also Electric, any real niche you might occupy over Zapdos/Jolteon/Raikou in standard play kind of goes away – if it was ever there to begin with. Similarly, Pikachu is only good on Electric teams due to lack of many other viable options. Unlike Raichu, it is not as great of an Endure/Reversal sweeper, meaning that it generally feels less versatile. The damage boost given by Light Ball can’t be underestimated, however, and don’t underestimate Pika as a win condition.


:rs/Raichu:
Technically Raichu is another viable SubPunch user for Electric, and access to Encore greatly benefits its ability to gain entry and set up a Substitute. It is typically outclassed by numerous other special attacking options on the type that share its Thunderbolt/HP Grass/Ice preferred coverage. Quick Attack could be used on an additional Choice Band set, like Pikachu, only because of how valuable priority is in ADV Mono. For such a set, Encore could be used in conjunction with Substitute and Surf to activate a Petaya Berry boost and sweep through a slower weakened team, or disrupt a bulkier core with reliable coverage. Encore is excellent in ADV, lasting 3-6 turns, and the numerous users on Electric is a notable niche in my mind as compared to Grass, which can fish the Water/Ground matchups and plays at a similar pace to Electric/Ice but lacks this specific devastating support move. Raichu is also a great bulky mon if you invest for it on stall with Encore and Wish and a great offensive mon on more offensive teams. Wish Raichu could be great for an Electric stall to pass wishes to something after encoring a foe into a move that isn’t Earthquake. Endure + Reversal/Salac Berry sets can be used to offensively strengthen the matchup vs. Steel and Normal. Volt Tackle is a great special move to wield on these sets to have the option to put yourself in pinch berry range with recoil, or to take advantage of the fainting mechanic in ADV where the turn instantly ends, in order to deny healing, etc.


:rs/Plusle:
Plusle is fast and even though it might not necessarily be the best at it, Encore disabling Calm Mind or Substitute/Flail sweepers from destroying your team easily is quite appreciated. It functions best as a dedicated support mon that can spread Thunder Wave or Baton Pass to give the rest of the team breathing room. Plusle simply lacks the offensive or defensive stats to achieve much else.


:rs/Minun:
Minun fortunately distinguishes itself from Plusle with a striking cute blue color, but not much else. In Mono-Electric combat, they largely serve the same role as a fast Thunder Wave and Encore disrupter that at times can struggle to make any progress. Baton Pass and Light Screen are great support options, but Minun doesn’t introduce any unique STABs, coverage, or dual typing that allow it to stand out as a worthwhile team member, just as support on rare teams. Full support sets that maximize HP and Speed best take advantage of Minun’s increased bulk as compared to Plusle or Pikachu, and Wish is a prized component of Electric teams to keep Zapdos healthy, but Jolteon already does a better job at that.


I hopefully sparked some interest in Mono-electric teams in ADV! Water deserves to fear a 6-0 on preview too, after all.
Partial Elec Set Dump: https://pokepast.es/a22de0aefe34e58c
MOMPL III Electric (W) vs. Psychic: https://replay.pokemonshowdown.com/smogtours-gen3ou-916252

Thank you to Scally_Wagon for your contributions to this article and the Electric type since the inception of the metagame.
 
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Folks, I feel it is time to give the Fighting Resources a nice aid and flail about with my opinions on the type and metagame at large that, with Psychic being the undisputed best type, is hostile to Mono-Fighting teams. Fortunately, you pack some frightening offensive options to... Reversal the situation, while terrifying often-seen Normal.

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ADV Dojo

S :Machamp::Heracross: :Medicham:
A :Hariyama: :Poliwrath: :Blaziken:
B :Breloom: :Hitmonlee::Hitmontop:
C :Primeape:
D :Hitmonchan:


Some amendments to my overall type VR to note after consideration and conversation with other community members to note include the rise of Electric to the top of C rank. Fighting has proven to be better than I expected in testing and I am pleased that with the strength of Normal and Fighting in the metagame, and overall nice balance of secondary typing’s the Fighting roster has to offer, that it at least can viably compete as a low-tier type, and outright answer strong types in Steel and Normal. Fighting's roster also isn't very deep, and there's just too little flexibility for this type to ever have much hope of excelling in a meta where Psychic is just so dominant.
march vr.png



:rs/Medicham:
Medicham is generally the most feared physical attacker in the format next to Metagross, sporting massive damage output thanks to its Pure Power ability. Reversal/Endure sets pose a frightening amount of sweeping power, Fake Out ensures chip zoning or item scouting opportunities for Medicham when used as a lead similar to sets that made Medi popular enough to rise to OU in the first place. Fake Out is especially valuable here to counter other pinch berry mons lacking Endure or other counterplay. Focus Punch can be used in conjunction with Substitute and Bulk Up/Recover with Leftovers to threaten more passive teams or types that have a means of intimidating or immediately threatening Medicham that will drop to a Focus Punch - and that include a lot of neutral threats. Recover is just a generally powerful option, even for an offensively leaning mon such as Medicham. White Herb bears consideration as an alternative to Substitute that can be equipped by lead Medicham in order to negate Intimidate Attack drops.

One can't ever go wrong with equipping a Choice Band and straightforwardly attempting to tear through Psychic teams with the combination of Brick Break and Shadow Ball. Even after Intimidated, it can OHKO Salamence if it switches into a Rock Slide. High Jump Kick has relatively greater value in Mono-Water teams as compared to standard ADV OU thanks to its chance to secure a 2HKO on CroCune, or at least chip it into a range where one of your teammates can easily follow up, even after Calm Mind boosts. To compete with common Jolly Medicham found on Psychic, maximum hitting power is sometimes necessary to sacrifice, and Jolly is the preferred nature for Medicham, including on Salac Berry sets.

Bulking Up in conjunction with Lum Berry is another strong option. I've even seen options such as Double Edge and Facade, which although gimmicky, worked in this young meta where Rock Slide coverage can be more readily dropped. Dropping Rock Slide should be less common on Mono-Fighting teams in order to leave answers to address Flying types. Focus Punch and Brick Break in combination is powerful enough to reliable remove Skarmory. Medicham's access to Shadow Ball is unique among ADV Fighting types, allowing it to threaten Gengar, Celebi and Starmie without relying on weaker HP Ghost coverage.

Medicham has decent bulk for a pure attacker. It can survive a Jolly Dugtrio EQ with just 12 additional EVs in HP or Defense, or a Jolly Heracross Megahorn with 104 HP EVs, which you can frequently afford on Reversal/Sub sets. Weather-clearing isn't even really necessary in this tier to unleash 1 HP Medicham, something that probably keeps Officer Jenny up at night. Medicham can be flexibly run as a fearsome breaker or sweeper on Fighting.


:rs/Heracross:
Heracross is one of the strongest hitters in the meta with defensive utility and the powerful Megahorn. This attack is Fighting's main weapon into the ubiquitous Psychic-type, capable of ripping through everything on the team in one shot if boosted by Swarm. Endure/Substitute+ Salac Berry sets are most potent on Heracross to serve as a win condition and Reversal through weaker mons that it doesn't have to risk a Megahorn miss on. Substitute+Focus Punch/Rock Slide is still a great combo in ADV Mono to at least put heavy chip on Zapdos/Skarmory switching in on you, while completely devastating Normal behind a Sub almost as efficiently as a Choice Band set. I really like a Swords Dance specially defensive Heracross that can live Psychic's and trade directly with Psychics. The status absorption via Guts that Heracross provides to the Fighting team, especially on these sets, invaluable. The decision between Hera's two excellent abilities in the builder is just as much of a consideration in Mono as in standard play. Unlike standard play, pinch berry sets are far better. Heracross remains arguably the most frightening mon to face down as a wielder of a fat team in ADV. The unfortunate 4x Flying weakness you possess means that you can't directly trade with Flying-type enemies as well as Machamp.


:rs/Machamp:
Machamp is nu-wave super popular in OU right now, and some of its unique qualities and Ttar answering beauty is lost in Monotype. You carry the same moveset and coverage as in standard play (although options like Encore and other stuff is largely unexplored in this format) with options of Bulk Up, Cross Chop/Low Kick, Rock Slide, and Hidden Power Ghost/Bug. Cross Chop can devastate Skarmory and other overconfident walls that plan to switch in and take a hit then phaze you out with its increased crit rate. Machamp is excellent at trading into flying teams with its Mono-Fighting typing and passable bulk, and can act as a breaking early-game threat/lead, or just as well as a bulky win condition. Machamp has an undeniably impressive base 130 Atk., so its inclusion on Mono-Fighting teams is justified through its straightforward strength that strengthens your already favored matchups.

Bulk Up endgame sweeping on-par with threats such as Regi's, Snorlax and Milktank is another notable trait of bulky Machamp. You'll also notice that it matches up excellently to the other Curse sweepers in its class. Machamp is excellent at supporting its Fighting teammates by trading into Flying types because Rock Slide allows it to potentially 2HKO threats such as Moltres, Zapos, and Salamence. Leveraging its Guts ability, Machamp can switch into Will-o-Wisp from Weezing and Moltres or Thunder Wave from Blissey or Starmie, becoming a monstrous breaker.

Leading with Machamp on Mono-Fighting scares away slower threats like Tyranitar and sets an aggressive tone into passive leads like Skarmory. The standard Cross Chop, Rock Slide, and HP Ghost/Bug set allows it to break through Psychic-types like Gengar or Celebi that try to counter Fighting teams. For a bulky win condition, the Rest/Sleep Talk set allows Machamp to heal while still applying pressure with Guts-boosted moves.


:rs/Hariyama:
Hariyama excels as an alternative lead for bulkier Fighting teams by removing items via Knock Off or as a tankier temporary check with access to Whirlwind. The rest of your Fighting team typically isn't bulky enough or equipped with sustain options to derive as much benefit from the Leftovers removal that Hariyama can provide a team in OU. Taking advantage of Hariyama's bulk to trade blow for blow can often be the best course of action for Big Yama, except in sequences such as versus lead Skarmory where it is immediately revealed that your opponent is running a bulkier type, and you are in the fact of something that really doesn't like having its Leftovers removed. Registeel is another especially notable mon that hates to lose Leftovers.

While Fighting types like Machamp have higher Atk., Hariyama boasts a superior defensive profile with a beefy 144 base HP. This allows it to act as a crucial mixed tank rather than just a wallbreaker, which your Fighting team might unfortunately have to do sometimes. Guts and Thick Fat are both great abilities - Guts can usually be covered by the rest of your team, but this versatility makes it harder for opponents to predict your set, and instinctually dissuades them from staus-ing Hariyama. This is extremely valuable since I would recommend the Thick Fat ability with all the Fire/Ice coverage flying around the tier, not all of which Poliwrath is equipped to handle from special-attackers in ADV that often have rainbow coverage.

Hariyama doesn't have the benefit of an extremely bulky backup core with Cleric moves or Spikes, the type of structures it traditionally pairs best with. Without teammates to absorb hits in the same sense, Hariyama typically has to play more proactively in ADV Mono.

I wouldn't recommend it, but Hariyama, in the era of legal Baton-passing of Speed boosts, had some fun Belly Drum sets that turn Big Yama into a surprise sweeper if you get the drum off.


:rs/Poliwrath:
Poliwrath is a vital component in preventing auto-losses to both numerous Dragon Dance sweepers 4x weak to Ice Beam and to Calm Mind sweepers such as Suicune that only carry Ice/Water coverage. Water Absorb is an excellent ability due to the presence and overall strength of 1-Attack Swampert and Suicune in ADV, and also to support your team against a common type.

Blaziken is typically the star of your offense, and as the Water component of the common FWG core, you are generally responsible for providing some sort of physically defensive wall to the type. Haze, Toxic, and Protect can all be used together with Ice Beam to perform typical wall functions and give the team a secondary form of Phazing (Hariyama typically will shuffle around foes in the early game but gets under pressure fast).

Water Absorb turns opposing Swampert and Suicune into complete setup fodder. That alone makes Poliwrath worth its slot in some matchups even if the rest of your team is pure glass cannons. ChestoRest or RestTalk variants give it real staying power in longer games, and you can even tech Encore to lock a CM Suicune into Ice Beam for three to six turns while your Breloom or Blaziken comes in to clean. The Water/Fighting typing is secretly amazing here — you resist Fire, Rock, Dark, and Bug while still packing options of STAB Surf or Dynamic Punch if you ever feel like going offensive. In practice I’ve seen Poliwrath run as a bulky pivot with max HP/Def and a little SpD and just enough Speed to creep common threats. It can check DD Gyarados, Mono-Water's favorite physical sweeper, check bulky Waters that your Fighting types normally cry over, and even provides a surprise SubPunch set if you want to punish Blissey switches and really go to town against Steel. It has good utility moves, but still no hazards. Spin is Hitmontop/Hitmonlee's job, if you even bother. Overall, Poliwrath is the unsung hero that keeps Mono-Fighting from folding the second a Salamence, Suicune or Swampert shows up on preview.


:rs/Blaziken:
Blaziken is the offensive Fire-type component of the common FWG core. While being a solid physical attacker capable of applying pressure with Choice Band + Rock Slide or Swords Dance + Sky Uppercut sets, its Blaze ability focuses on special moves, and when you're the bearer of the highest Sp. Atk. on a type starved for solid special-attackers and coverage, generally an auto-include. Blaziken is such a vital component to Fighting teams in order to provide a form of special offense and speed control. Speed and Atk EVs can be experimented with to a greater degree in Mono, since Blissey and Tyranitar aren't as salient of teambuilding considerations. They obviously can't be ignored, but "Special Attacker" Smogdex 196 Speed EVs designed to outspeed max Speed TTar can be adjusted, e.g.

One of the main reasons to even consider running Fighting is to gain access to Blaziken; it's far more powerful game to game without worrying about the constant presence of sand as compared to in standard ADV OU. Special Fire, Ice and Electric coverage pairs fantastically with Fighting to frighten most walls in ADV. Blaze Synergizes perfectly with the Endure or Substitute you are likely to run on sets, either to enables pinch berries or for a form of status blocking that pairs with Focus Punch, respectively. Blaziken is arguably the most fearsome mixed attacker in all of ADV Mono next to Salamence, who has the luxury of being playable on a top type unlike our friend here. However, your STAB options greatly outweigh Dragon Claw and HP Flying that Mence is forced to run to achieve a mere imitation of the mixed power Blaziken is capable of.

Blaziken's access to STAB Fire Blast and Overheat provides a massive advantage against Steel-types like Forretress and Skarmory, which frequently wall other Fighting types. Despite being a great special attacker, it still boasts a 120 Atk., ranking it among the highest physical attackers available to Fighting. In the lead role, Blaziken can immediately threaten common ADV lead like Metagross, Jirachi, and Skarmoy. A specially biased set, which you almost always opt to run on Fighting, guarantees a 2HKO on Skarmory with Fire Blast. Substitute is a fantastic move to use in the lead to bait slower or weaker opponents into hitting you into Blaze range or putting your berry into range. Thunder Punch and Hidden Power Ice are your two most important coverage moves. Without Thunder Punch, Gyarados walls Blaziken completely, and oftentimes your team is one Endure+Salac Berry Blaziken savior away from losing to a Dragon Dance/Hidden Power Flying Gyara frequently seen on Mono-Water. HP Ice is crucial for OHKOing Flygon and threatening Salamence, which are especially likley to switch in once Reversal shenanigans are detected.


:rs/Breloom:
Breloom is the offensive Grass-type component of the common FWG core. You crucially spread both paralysis via Stun Spore and sleep via, of course, Spore, giving you the most valuable support options on a generally offense-only clicka button style gameplay that Fighting tends to lend itself to. Well, not only lend itself to, but you don't really have a viable gameplay outside of hitting things hard and fast. Putting foes to sleep while having access to priority in Mach Punch, the ability to spread recovery to the rest of the team via Leech Seed, and your own impressive 130 Attack stat render you hard-pressed to justify not including this mon even if its resistances are mostly meaningless. Breloom notably shares the highest attack stat on Fighting with Machamp.

Be cautious that Breloom can become setup fodder due to its low speed and amplify the ability of a DD sweeper carrying Taunt, such as Gyarados, to tear through your team with Hidden Power Flying. You unfortunately don't have much recourse to that to begin with, but cheekier Breloom sets that seek extra coverage will generally opt for Hidden Power Bug rather than Rock, which isn't strong enough to dissuade sweepers from setting up in your face to begin with.

Endure pinch berry sets have high potential to be used with Swords Dance and Hidden Power Bug/Brick Break to try and wallop Psychic - but as I hope is clear from this set, despite the upside you're still defenseless into Salamence, Gyarados, Dragonite, Drill Peck Zapdos, and the like without the option to apply Spore to them first. James Freak had to balance the move somehow after all.


:rs/Hitmonlee:
Hitmonlee has surprisingly good SpDef and is an excellent user of pinch berry Reversal sets with its naturally high Speed. Choice Band sets benefit from Brick Break/High Jump Kick (no Reckless yet unfortunately) and Mach Punch along with typical coverage to handle Fighting's immunities and flyers. Hitmonlee can function as a more offense Rapid Spin user as compared to Hitmontop and live special hits surprisingly well with Leftovers and max HP. Rapid Spin can still fit onto Salac Berry sets, but if wanting to use Endure and full coverage, a Fighting team usually has to forfeit the option to spin. Hitmonlee, Hitmonchan, and Hitmontop won't work well together on the same team, and spinning can sometimes feel like an unaffordable luxury for your team that has to hit hard, and fast, to hope to win.

In Mono-Fighting specifically, Lee's Limber ability is valuable for preventing para from ruining your sweepers, and its 110 base SpDef lets it tank special hits that would shred the rest of the type. Salac Reversal or Endure sets turn it into a clutch win condition that outspeeds everything after activation, while a simple Choice Band Mach Punch revenge killer cleans late-game threats that your bulkier fighters can't touch. You can even tech Hidden Power Bug on banded sets to hit Celebi hard without sacrificing power elsewhere. Overall, Hitmonlee helps give Fighting the speed control and hazard removal it desperately needs without relying on the predictable Endure+Salac combo every time.



:rs/Hitmontop:
Hitmontop may initially stand out in the builder as a great spin option, but it just typically isn't justifiable as compared to another offensive option. Mach Punch is an excellent form of priority to dampen the sweep attempts of Endure pinch berry sweepers, and typical EdgeQuake + HP Ghost coverage can be used to hit the, albeit it rare in ADV Mono, spin blockers. Toxic and Brick Break are great supportively geared options that can pressure Swampert or delete screens. Screens are occasionally used by Psychic, Flying, Electric and Ice teams, so its still nice to have at least a couple mons with this reliable STAB option, even if they possess higher-powered options. Hitmontop typically wants to invest in a mix of Defense, HP, and Attack, with Speed creep as needed to have favorable sequences with Claydol/Swampert.

What really sets Hitmontop apart in Mono-Fighting is its Intimidate, which softens physical attackers like Tyranitar or Heracross before you switch in your own sweepers, plus the fact that it can actually take a hit thanks to its bulk. Rapid Spin here is huge because Fighting teams hate hazards more than most types, being all grounded, and Hitmontop is the only one that can Intimidate while spinning. You can even run a cheeky Rollout or (if based) Ice Ball set to roll through weakened teams after a Mach Punch or Toxic chip. In practice, a bulky Intimidate + Spin + Toxic set with Brick Break lets Hitmontop check common threats like Swampert or Metagross while clearing Spikes for your Medicham or Heracross to sweep. It's niche, but when your team is all glass cannons, that Intimidate + Spin combo is the glue that keeps everything from crumbling.


:rs/Primeape:
Primeape is a bit of a meme and can only really work well with pinch berries or a generic Choice Band set, which could be said for a lot of mons in the format, and even more so on the type. A maximum speed of 317 is disappointing for a mon that wants to be able to target the plethora of base 100 Speed threats in crowded offensive speed tier and hit Celebi with Hidden Power Bug, among other threats. Earthquake, Rock Slide, and Cross Chop on banded sets don't bring anything else unique to the table, and 65 / 60 / 70 bulk means you won't be surviving hits well enough to trade with foes. Despite how much I'm hating on its Speed, at the end of the day you are the fastest Fighter, so Primeape warrants consideration as a form of speed control for the type without relying on the generally predictable Endure+Salac combo.

Immediately outspeeding Celebi/Jirachi/Charizard and other threats to your type that sit in the base 100 Speed-tier and frequently like to greed on damage-boosting natures is valuable enough to clearly distinguish Primeape as having a notable niche on the type and being a tier above Hitmonchan. The dump has some nasty Salac Reversal sets that can actually clutch games if you get the berry off, and a straight Choice Band version that just clicks Cross Chop and prays for crits — not amazing, but better than nothing when you need something faster than Machamp.


:rs/Hitmonchan:
Being the worst of the Hitmon-trio is not a good look for our guy here and I'm afraid he is unviable not necessarily due to being bad, just to being too generic and relatively worse than its cousins. In the end, there's almost always a better Fighting mon for the same slot Hitmonchan might occupy. You always need room for another bruiser.

Fighting Set Dump: https://pokepast.es/a22de0aefe34e58c

Shoutout all my fighters, and my lovers too. :Crabominable:
 
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