This VR is made from the POV of someone who builds partial BL teams for OU with a slant towards spikeless offense. I recognize therefore that I am biased towards synergetic mons > solo mons, and I am also biased towards offense or the ability to support offense, and will try to calibrate for that. I also prefer mons that have a low prediction/opportunity ratio.
Tyranitar
My main reason for Tyranitar at the top has more to do with setting up sand than anything else. Just the presence of sand already does half the work in maintaining chip against offensive threats like zap/gar/cune/cel and walls like lax/bliss/cel/cune. I believe conventional physical sets like DD/CB are still solid especially with the prevalence of physically weak yolopert/yoloskarm/fast offcune. Unfortunately it stacks weaknesses as UD has said.
Metagross
Swampert
Metagross is a crucial offense enabler with boom (as Asta has mentioned some time back) and due to its typing/stats, has many opportunities to switch in and do damage if you decide to play it that way. Swampert has always been a defensive staple and has become more versatile as McMeghan has mentioned. Interestingly, I do find it kind of relevant to compare Metagross and Swampert because they are to some extent interchangable as rock resists/physical checks (with bulky meta), albeit on more offensive/balanced teams. I'd place Metagross a bit higher than pert because of its multiple functionalities and that there's nothing it really straight up loses to.
Zapdos
Skarmory
Blissey
Gengar
Salamence
Zapdos is here not only because of the obvious speed/power/status/agilipass but also consistency of allowing you to double out to an offensive threat (especially in conjunction with metagross). Unfortunately it is more MU dependent than those ranked higher, and tends to use their support to function well. The meta right now is currently geared towards driving a battering ram through skarmbliss, but I still wouldn't place them any lower. WoW and boom on Gengar are real pull factors even without spikes, but there's always the inconsistency with booming. I think Salamence is generally underrated, especially in a yolopert era. DDmence, especially those with bulky EVs can be a bit underrated -- it can just tear through offense teams. Intimidate is also a useful pivoting ability.
Suicune
Snorlax
Celebi
Jirachi
I think the value in lax lies not just in being a special check but in being a lure (Focus Punch on tar, Counter on Meta, Curse Selfdestruct on Skarm). In general, the CM mons (whether or not they actually use CM) can be a little MU dependent, doing a lot of damage or nothing. Suicune has the strongest offensive presence and you can be ruined from guessing its filler wrong, and offense is the business of this meta, so it's highest on my list. Celebi, while less conspicuous, can be devastating if you lose the set guessing game, and does very well in a supporting role with leech to both provide chips for offense as well as a defensive glue for more balanced teams. Unfortunately, it is very freeze/crit/sand prone. I like Jirachi in theory, and it can be the most annoying mon to face, but it seems to require some degree of support for me.
Dugtrio
Starmie
Magneton
Claydol
These guys with the exception of Starmie play rather niche but important roles in some archetypes. Dugtrio is up there only because I find it more reliable than Magneton due to the mag guessing game being rather risky against a good player, but overall I prefer Magneton for having a really strong thunderbolt that prevents anything from setting up on it, and a free moveslot to clear weather.
Machamp
Jolteon
Heracross
Cloyster
Moltres
Porygon2
Forretress
Aerodactyl
Flygon
Milotic
Ok guys my main contribution to this VR is really in selling Machamp. I disagree that Machamp is a worse Hariyama or Medicham. Lead bulk up champ threatens the most dangerous lead - Tyranitar, and is really good at luring Celebi, Gengar, Zapdos, and chipping lead skarm real hard with cross chop. It can then come in later on a double from a Zapdos or something to get a final chop on bliss/lax. Importantly, guts is a super important ability that helps you switch into/stay in on Gengar (and other random status mons like Blissey/Zapdos), which Medicham cannot boast in addition to being frail and relying on an awkward speed, its speed tier at 209 is just enough to outrun most Metagross, and its attack is just enough to convincingly 2hko Skarm at +1. Importantly, you can't Focus Punch a yoloskarm with Heracross, but you can Cross Chop it.
The rest of this list is made of mons that have some degree of flexibility in fitting on a team (Jolteon, Cloyster, Moltres, Flygon, Aero, Milotic) but not something I'd first consider covering when considering team strengths and weaknesses. Forretress and Porygon2 are somewhere there because they define archetypes but are otherwise rather inflexible.
Gyarados
Marowak
Houndoom
Vaporeon
These things have rather niche roles. Gyarados could actually be ranked higher with Double-Edge and Twave sets being really threatening but I have a bit of issue with the overreliance on mag. Agilipass to Marowak can be really dangerous. Apart from standard Wishtect, Vaporeon can run offensive subpass that hits Zapdos hard or passes a sub on a bliss/lax to something like Tyranitar to cause havoc.
Ampharos
Charizard
Weezing
Steelix
Jynx
Venusaur
Ursaring
Breloom
Umbreon
Regice
Medicham
Hariyama
I'm gonna get lols for this but physical Ampharos with a Body Slam + Focus Punch set can actually be a good electric check on offense teams that nails bliss/lax/tar, and at the same time a pert lure as it survives EQ. It's not so afraid of dug because of the physical moves. Subpunch grass Charizard is actually really threatening with sand up (ironically) and switches into meta/cel/rachi pretty easily. UD has mentioned Steelix's utility already. I think they can fit quite well on a number of teams. Ursaring is like a Machamp, but gets Swords Dance and 100% accurate return in exchange for being worse against Skarm.
Kingdra
Ludicolo
Honestly having these in a VR is kinda irrelevant because you either use it or you don't. Rain teams however actually do quite well against offenses and rely on some prediction (but with a good possibility) to get past defensive ones.
Other stuff:
Swellow - Sub/Endeavor/HP Fighting/Baton Pass with berry boost can pass berries (Starf anyone?) and take out some pretty threatening but slow stuff.
Regirock - Secondary exploder after Metagross with Curse-herb boosted rock slide/EQ for Skarm/Meta/Tar makes it viable for offense.
Registeel - Counter, Explosion and Thunder Wave make for a potent threat on an offensive team that needs a special wall.
Raikou - I think HP Grass Crunch can work to take out Celebi nicely.
Smeargle - Spore, Spikes
Ninjask - Not the lead ones, but the late game ones that scare me.
Donphan - hard hitting spinner under sand probably works.
Dragonite - One advantage over Salamence is the ability to survive even things like 252 Gengar Ice Punch with some amount of defensive investment, and DD Focus Punch to nail Skarmory.
Espeon - Synchronize and pure Psychic typing are things that can give it an edge over Celebi.
Articuno - Uses Heal Bell pretty well. Agility is also available.
Exeggutor - Sun mon, can explode.
Wailord - Entwilight classic. Selfdestruct, Water Spout.
Tyranitar
My main reason for Tyranitar at the top has more to do with setting up sand than anything else. Just the presence of sand already does half the work in maintaining chip against offensive threats like zap/gar/cune/cel and walls like lax/bliss/cel/cune. I believe conventional physical sets like DD/CB are still solid especially with the prevalence of physically weak yolopert/yoloskarm/fast offcune. Unfortunately it stacks weaknesses as UD has said.
Metagross
Swampert
Metagross is a crucial offense enabler with boom (as Asta has mentioned some time back) and due to its typing/stats, has many opportunities to switch in and do damage if you decide to play it that way. Swampert has always been a defensive staple and has become more versatile as McMeghan has mentioned. Interestingly, I do find it kind of relevant to compare Metagross and Swampert because they are to some extent interchangable as rock resists/physical checks (with bulky meta), albeit on more offensive/balanced teams. I'd place Metagross a bit higher than pert because of its multiple functionalities and that there's nothing it really straight up loses to.
Zapdos
Skarmory
Blissey
Gengar
Salamence
Zapdos is here not only because of the obvious speed/power/status/agilipass but also consistency of allowing you to double out to an offensive threat (especially in conjunction with metagross). Unfortunately it is more MU dependent than those ranked higher, and tends to use their support to function well. The meta right now is currently geared towards driving a battering ram through skarmbliss, but I still wouldn't place them any lower. WoW and boom on Gengar are real pull factors even without spikes, but there's always the inconsistency with booming. I think Salamence is generally underrated, especially in a yolopert era. DDmence, especially those with bulky EVs can be a bit underrated -- it can just tear through offense teams. Intimidate is also a useful pivoting ability.
Suicune
Snorlax
Celebi
Jirachi
I think the value in lax lies not just in being a special check but in being a lure (Focus Punch on tar, Counter on Meta, Curse Selfdestruct on Skarm). In general, the CM mons (whether or not they actually use CM) can be a little MU dependent, doing a lot of damage or nothing. Suicune has the strongest offensive presence and you can be ruined from guessing its filler wrong, and offense is the business of this meta, so it's highest on my list. Celebi, while less conspicuous, can be devastating if you lose the set guessing game, and does very well in a supporting role with leech to both provide chips for offense as well as a defensive glue for more balanced teams. Unfortunately, it is very freeze/crit/sand prone. I like Jirachi in theory, and it can be the most annoying mon to face, but it seems to require some degree of support for me.
Dugtrio
Starmie
Magneton
Claydol
These guys with the exception of Starmie play rather niche but important roles in some archetypes. Dugtrio is up there only because I find it more reliable than Magneton due to the mag guessing game being rather risky against a good player, but overall I prefer Magneton for having a really strong thunderbolt that prevents anything from setting up on it, and a free moveslot to clear weather.
Machamp
Jolteon
Heracross
Cloyster
Moltres
Porygon2
Forretress
Aerodactyl
Flygon
Milotic
Ok guys my main contribution to this VR is really in selling Machamp. I disagree that Machamp is a worse Hariyama or Medicham. Lead bulk up champ threatens the most dangerous lead - Tyranitar, and is really good at luring Celebi, Gengar, Zapdos, and chipping lead skarm real hard with cross chop. It can then come in later on a double from a Zapdos or something to get a final chop on bliss/lax. Importantly, guts is a super important ability that helps you switch into/stay in on Gengar (and other random status mons like Blissey/Zapdos), which Medicham cannot boast in addition to being frail and relying on an awkward speed, its speed tier at 209 is just enough to outrun most Metagross, and its attack is just enough to convincingly 2hko Skarm at +1. Importantly, you can't Focus Punch a yoloskarm with Heracross, but you can Cross Chop it.
The rest of this list is made of mons that have some degree of flexibility in fitting on a team (Jolteon, Cloyster, Moltres, Flygon, Aero, Milotic) but not something I'd first consider covering when considering team strengths and weaknesses. Forretress and Porygon2 are somewhere there because they define archetypes but are otherwise rather inflexible.
Gyarados
Marowak
Houndoom
Vaporeon
These things have rather niche roles. Gyarados could actually be ranked higher with Double-Edge and Twave sets being really threatening but I have a bit of issue with the overreliance on mag. Agilipass to Marowak can be really dangerous. Apart from standard Wishtect, Vaporeon can run offensive subpass that hits Zapdos hard or passes a sub on a bliss/lax to something like Tyranitar to cause havoc.
Ampharos
Charizard
Weezing
Steelix
Jynx
Venusaur
Ursaring
Breloom
Umbreon
Regice
Medicham
Hariyama
I'm gonna get lols for this but physical Ampharos with a Body Slam + Focus Punch set can actually be a good electric check on offense teams that nails bliss/lax/tar, and at the same time a pert lure as it survives EQ. It's not so afraid of dug because of the physical moves. Subpunch grass Charizard is actually really threatening with sand up (ironically) and switches into meta/cel/rachi pretty easily. UD has mentioned Steelix's utility already. I think they can fit quite well on a number of teams. Ursaring is like a Machamp, but gets Swords Dance and 100% accurate return in exchange for being worse against Skarm.
Kingdra
Ludicolo
Honestly having these in a VR is kinda irrelevant because you either use it or you don't. Rain teams however actually do quite well against offenses and rely on some prediction (but with a good possibility) to get past defensive ones.
Other stuff:
Swellow - Sub/Endeavor/HP Fighting/Baton Pass with berry boost can pass berries (Starf anyone?) and take out some pretty threatening but slow stuff.
Regirock - Secondary exploder after Metagross with Curse-herb boosted rock slide/EQ for Skarm/Meta/Tar makes it viable for offense.
Registeel - Counter, Explosion and Thunder Wave make for a potent threat on an offensive team that needs a special wall.
Raikou - I think HP Grass Crunch can work to take out Celebi nicely.
Smeargle - Spore, Spikes
Ninjask - Not the lead ones, but the late game ones that scare me.
Donphan - hard hitting spinner under sand probably works.
Dragonite - One advantage over Salamence is the ability to survive even things like 252 Gengar Ice Punch with some amount of defensive investment, and DD Focus Punch to nail Skarmory.
Espeon - Synchronize and pure Psychic typing are things that can give it an edge over Celebi.
Articuno - Uses Heal Bell pretty well. Agility is also available.
Exeggutor - Sun mon, can explode.
Wailord - Entwilight classic. Selfdestruct, Water Spout.
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