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Metagame BW Draft

with permission from Hacker, format copied from fortunate sun
BW Draft: An Introduction
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Artwork by the homie nchmax ​
With BW Draft finally getting a tournament this summer and filling in the hole between the old gens of draft, me and Gypsy wanted to provide a one-stop-shop for beginners of this very fun and unique meta.

The biggest trait to set BW Draft apart is of course the permanent weather wars, with regularly 4-5 teams in a pool opting for one of Sand Stream, Drizzle, Snow Warning, and the occasional Drought. Even teams without an automatic weather setter may keep manual weather setting in mind in order to disrupt their opponents weather-based composition. The permanent chip damage of Sand and Hail and the boosting properties of Rain and Sun would already grant the tier an offensive slant, but two other crucial mechanics help contribute to the fast pace. The first is a lack of Defog alongside many great Spikers, Ghost-types, and Rocky Helmet, which leads to hazard stacking being very prominent, necessitating every team draft a solid Rapid Spin user or have a robust hazard plan. The second is a lack of Fairy-types in a metagame with amazing Dragon-types compared to DPP, with Garchomp, Hydreigon, Haxorus, and Kyurem destroying teams unprepared for a Dragon-filled metagame. All these traits place a pretty heavy emphasis on either outgunning the opponent faster, or using hazards and status to shut down explosive threats.

Similar to BW OU, BW Draft makes use of a complex on weather-based Speed-boosting abilities with their respective weather, which bans Swift Swim alongside Drizzle, Chlorophyll alongside Drought, and Sand Rush alongside Sand Stream. This complex permits manual weather such as Rain Dance alongside Swift Swim.

In addition,
  • Baton Pass can only be used for momentum, stats may not be passed (Dry Pass only)
  • Excadrill may not have the ability Sand Rush
  • Landorus-I may not have the ability Sheer Force
  • You have up to 90 points with which to draft 8 Pokémon. Costs are listed on your pool’s tab on the drafting spreadsheet.
  • If a Pokémon is picked by someone else, you may not pick it.
  • For the first round, there is a 12 hour timer. After the first round ends, there will be a continuous 6 hour timer within which you must pick, or you will be skipped, and will be required to make-up your pick when you are next online. All timers are off between 10pm-7am local time (check your pool's pinned message for local time).
  • Your timer will halve every time you are skipped. It is recommended to leave picks (with backups) with your pool moderator to avoid this.
  • The abilities Drizzle and Swift Swim may not appear on the same team
  • The abilities Drought and Chlorophyll may not appear on the same team
  • The abilities Sand Stream and Sand Rush may not appear on the same team
  • The following Pokémon have access to all of their forms (although you may only bring up to 1 to each battle):
    - Wormadam
    - Basculin
  • Smogon’s Species Clause applies to your draft.
  • All games must be played in the [Gen 5] Draft tier on smogtours.psim.us or psim.us. Be aware that each game on smogtours starts a timer automatically and cannot be turned off.
  • BW cartridge win conditions are in place; there are no ties.
  • Each set is a best-of-one set.
  • The following clauses apply:
    • Players cannot use moves that inflict or otherwise lead to inflicting sleep on foes, such as Sleep Powder or Yawn
    • Sand Veil is banned
    • Snow Cloak is banned
    • Baton Pass can only be used for momentum, stats may not be passed (Dry Pass only)
    • Excadrill may not have the ability Sand Rush
    • Landorus-I may not have the ability Sheer Force
    • The abilities Drizzle and Swift Swim may not appear on the same team
    • The abilities Drought and Chlorophyll may not appear on the same team
    • The abilities Sand Stream and Sand Rush may not appear on the same team
    • ALL Gems are banned
    • Quick Claw, King's Rock, Razor Fang and Bright Powder are banned
  • Any items unreleased in BW are banned.

:bw/garchomp:
Garchomp - Commonly agreed #1 in the tier, Garchomp's already top tier stats, typing, and movepool are made even more excellent by the absence of checks such as the Lati Twins and Keldeo. Between the numerous options Garchomp has, most notably Choice Scarf, Stealth Rock, Swords Dance, and Mixed, and the difficulty in removing it thanks to its great bulk and Speed, Garchomp has the flexibility and effectiveness to excel in any matchup. Dragon is the best type prior to Fairy, and a complimentary Ground-typing alongside its great bulk lets Garchomp hit the field more effectively and hits the one resistance to Dragons in Steel. This amazing offensive flexibility and reliability makes Garchomp the go-to first pick that is impossible to go wrong with.

Common Items: Yache Berry, Choice Scarf, Life Orb, Haban Berry, Salac Berry

:bw/Jirachi:
Jirachi - Wielding arguably the best typing pre-XY, a stellar movepool, and an ability that induces frustration on the best of days, Jirachi is another versatile top tier that can fulfill virtually any role a team could possibly wish for. While not the most immediately powerful attacker as a result of its middling 100 attacking stats, Jirachi's wealth of coverage can chunk nearly any swap and the imminent threat of Serene Grace flinches and paralysis make it all the more volatile to answer. This is just considering one of its many sets as well; Jirachi makes an excellent Choice Scarf user with an even faster Iron Head and suite of utility, it can become a hugely threatening stallbreaker with SubCM, contribute to the hazard game with Stealth Rock, and even wall effectively with Wish while dealing out Paralysis and pivoting with U-Turn. Jirachi can truly do it all, and it can improve any single draft considering it, even more reliably than Garchomp and other top tier picks.

Common Items: Leftovers, Choice Scarf, Expert Belt, Shuca Berry

:bw/Kyurem-Black:
Kyurem-Black - It's absolutely no surprise to see Kyurem-B is coveted as one of the most threatening wallbreakers available. Kyurem-B dwarfs the average statline, wielding a titanic base state total of 700 and 170 base attack, it is no surprise that it is the most powerful and straightforward wallbreaker in the tier. A very common option is Choice Band, whose simplicity does not hold it back in its effectiveness. Clicking Outrage with 723 Attack will net a 2HKO at minimum versus even most Steel-types, and with no Fairy-types around to soak up the hit, this will almost always result in at least a neutral trade, if not Kyurem-B wrecking two Pokemon back-to-back as they fail to KO it through its colossal bulk. Despite this, Kyurem-B is no one-trick pony. Kyurem-B can leverage the threat of a nigh guaranteed KO with Choice Band to set up a Substitute as the opponent sacks a weakened Pokemon, now being forced to give up multiple Pokemon since very few Pokemon can both break the Substitute, survive Kyurem-B's retaliation, and KO it afterwards. While Kyurem-B's Ice-typing and seeming lack of physical STAB for it is at times a hinderance, requiring good hazard control to make the most of it, a great base 120 Special Attack is a viable way to make use of Ice Beam, and Power Herb can utilize an extremely powerful Freeze Shock once. These overwhelming offensive traits make outoffensing Kyurem-B the go-to solution for many players, but a base 95 Speed stat is quite solid as well, allowing Choice Scarf Kyurem-B to flip the script on very offensive compositions and clean up mid- to late-game with a spammable Outrage once the Steel-type has been weakened. Despite the seemingly limited toolkit, Kyurem-B is truly one of the most unpredictable and threatening Pokemon in the tier.

Common Items: Choice Band, Choice Scarf, Life Orb, Choice Specs, Leftovers, Power Herb

:bw/Landorus-Therian:

Landorus-Therian - Unsurprisingly, the genie of healthy meta rules BW Draft just as he does any other format. Landorus-T's gigantic base attack, balanced stats, and amazing ability are iconic and allows it to fill numerous different roles, often at the same time. Choice Scarf is perhaps the most famous and emblematic of Landorus's versatility, easily pivoting in with its great defensive traits and launching either a huge Earthquake or keeping the momentum with U-Turn. Landorus can also use its aforementioned defensive traits in a much more obvious way. By donning Leftovers and defensive investment, it can use its resistances and Intimidate to check physical attackers while setting Stealth Rock and generating momentum, which it can do multiple times a game thanks to its Spikes-immunity providing great longevity in a hazard-filled metagame. While Landorus is arguably more famous for its utility and defensive roles, its base 145 Attack is still one of the highest in the metagame and Landorus has great tools to use it. Landorus has near perfect coverage with either Stone Edge or Rock Slide alongside Earthquake, which pairs with Swords Dance and Rock Polish for a very dangerous Dual Dance sweeper. Since Landorus is so adept at switching in it can regularly attain both boosts, or it can use a Swords Dance to break down the opponents team early game, before cleaning through their weakened Pokemon late game with Rock Polish. These are the most commonly effective sets, but Landorus's great stats and deep movepool allow it to effectively fulfill many other niche roles such as a Calm Mind or mixed attacker, suicide lead, and Choice Band user. Landorus-T is perhaps the most consistent Pokemon of all time, and the players who draft it will appreciate its stellar performance in nearly any matchup.

Common Items: Choice Scarf, Leftovers, Soft Sand, Yache Berry, Passho Berry, Focus Sash

:bw/Terrakion:

Terrakion - 129 Attack and 108 Speed alongside a crushing STAB combination makes Terrakion one of the most brutal Pokemon to play around, as it easily justifies its lack of utility with power and speed. Despite the typing's mediocrity on defense, partners sporting U-Turn or Volt Switch can get Terrakion in on opposing walls quickly and reliably, and very few Pokemon are more feared than Terrakion from that position. A Choice Band set is perhaps the best in class immediate threat, OHKOing virtually anything with a correct prediction and taking away over 50% from even resisted hits on faster checks, such as Max HP Starmie switching into Close Combat. Even if you were one of the lucky few to draft a Pokemon able to take on both of its STAB attacks, Terrakion has a perfect moveset to circumvent otherwise solid answers; Earthquake dispatches of the Nidos, X-Scissor tears apart Claydol, and Hidden Power Ice can snipe Landorus-T and Gliscor. I use such specific examples to illustrate how few Pokemon can take on Terrakion, even on paper. In practice, a Swords Dance on the switch or a correctly predicted attack makes Terrakion impossible to reliably check. Terrakion's STAB attacks are so perfectly complimentary, that it can often fit setup or disruption moves alongside coverage. In addition to Swords Dance nigh OHKOing the entire Pokedex, Terrakion's immediacy often allows it to set up a Substitute or Rock Polish as the opponent planned to sacrifice a weakened Pokemon, suddenly exposing their team to another KO or even a sweep. As a cherry on top, Terrakion is a solid cleanup artist with Choice Scarf, as very few late game sweepers outrun it with the Scarf and its strong STABs make revenge killing quite reliable. While not the most versatile of the top dogs, its sheer competency at taking KOs makes for exciting and powerful drafts.

Common Items: Choice Band, Choice Scarf, Life Orb, Lum Berry, Expert Belt, Focus Sash

:bw/Excadrill:

Excadrill -Excadrill establishes itself in BW Draft not only as a threatening physical wallbreaker, but also a utility champion, often at the same time. Excadrill's base 135 Attack, access to Swords Dance and Rapid Spin, as well as an amazing typing and customizable bulk makes it not only immensely threatening but BW Draft's most consistent weapon against the omnipresent Spikes. Despite its seemingly limited movepool, it can very easily tweak the great options it does have alongside EVs and its item to become deceptively unpredictable. A standard Swords Dance + Rapid Spin set is ever consistent, but Mold Breaker to bypass Levitate and Choice Band Earthquake can put opponents in lethal guessing games very quickly, while Choice Scarf combines a great late game cleaner with early game hazard removal. Excadrill can even make use of its numerous resistances and high HP to run an effective defensive set, packed with hazard removal, Stealth Rock of its own, and still decent damage output. Despite already being a top pick on weatherless drafts, If a team is lucky enough to pick up Tyranitar or Hippowdon, Excadrill's threat potential skyrockets in sand. Sand Force and permanent sand chip elevates Excadrill to obscene levels of power, turning its Swords Dance sets into OHKO machines and accelerating the timer Substitute or Protect + Toxic puts the opponent on. The many types Excadrill resists and Pokemon it threatens to revenge kill makes a Substitute set very potent as well. Toxic can be employed to cripple bulky checks, but if they lack a good answer, Substitute can often force its opponent to sack either an additional Pokemon to handle Excadrill or give it a free Rapid Spin. A long time controversial presence in BW OU, it is no surprise how excellent Excadrill is in BW Draft.

Common Items: Leftovers, Air Balloon, Choice Scarf, Choice Band

:bw/Thundurus-Therian:

Thundurus-Therian - Thundurus-T is in contention for the most lethal Pokemon in the tier thanks to its reliability and unpredictability. Thundurus-T rocks the highest Special Attack in BW Draft, which alongside its great 101 Speed, huge coverage, and setup tools, makes it a ticking time bomb in team preview. The most obvious set to use is Agility, allowing Thundurus-T to use a Modest nature and its immediate power to punch holes in defensive checks for a sweep down the line. Against bulky teams featuring long-term checks to Thundurus-T, it can make use of its many stallbreaking options; Nasty Plot turns Thundurus-T into an OHKO machine and can be paired with Agility for a game ending combination, Taunt shuts down attempts to status it in particular, and U-Turn provides useful chip on its counters while maintaining momentum. This is just scratching the surface of Thundurus-T's options as well, its many viable item choices provide lots of offensive depth, as all of Choice Scarf, Choice Specs, Leftovers, and resist berries are commonly used to circumvent its checks. The sky is the limit with how Thundurus-T can mix and match its options, making it an excellent option for creative and aggressive players.

Common Items: Leftovers, Choice Scarf, Expert Belt, Yache Berry, Sitrus Berry, Lum Berry, Choice Specs, Life Orb

:bw/Politoed:

Politoed - The mascot of BW OU and its defining Drizzle makes a splash in BW Draft as the highest value weather condition in the famous weather wars. While Politoed's stats aren't impressive and a mono Water-type isn't unique, the permanent rain it brings is unparalleled support. Whether the payoff is offensive behemoths such as Tornadus and Starmie, unkillable tanks such as Tentacruel and Ferrothorn, or even occasional hybrids such as Toxicroak and Zapdos, Rain has incredible versatility uncharacteristic of its hyper offensive status in later generations. Even Politoed itself is emblematic of this, as it can either run solid supporting sets with Scald, disruption moves such as Encore, and regularly Ice Beam for the dangerous Dragons, or it can directly abuse its own Rain with items such as Choice Specs and Choice Scarf. Rain is perhaps the most punishing team style to run into if ill-prepared, and Politoed is an important piece for not just bringing Drizzle, but providing valuable support and versatility along the way.

Common Items: Leftovers, Chesto Berry, Choice Scarf, Choice Specs

:bw/Tyranitar:

Tyranitar - Every Pokemon player should be familiar with Tyranitar's incredible status across every generation, and BW Draft is only different because its permanent sand is even more impressive than usual. A permanent 1/16th damage every turn to affected Pokemon adds up incredibly quickly, and sand teams are regularly equipped to go the distance with several immunities and lots of longevity. Despite sand teams often leaning into a much more balanced style, Tyranitar is no slouch offensively compared to its fellow sand setter, Hippowdon. Tyranitar has an impressive Attack stat with amazing coverage, bolstered further by solid mixed attacking options and even Taunt and Dragon Dance, allowing Tyranitar to be tailored to each individual matchup and strike at teams from multiple possible angles. Its defensive tools are equally famous, as its already huge bulk becomes legendarily special resilience in its Sand Stream, allowing it to check nearly any special attacker in the game with its natural power and Thunder Wave paralysis while picking them off as they try to flee with Pursuit. Tyranitar's sand even brings direct offensive benefits. While Rain is the first thing that comes to the average player's mind when talking about weather abuse, Sand Force attackers such as Landorus-I and Excadrill are near unwallable in sand, and between the aforementioned sand chip and the Spikes BW is famous for, fast cleaners are very quickly primed for success. For players wanting to control the pace of play and have tools for nearly any situation, very few Pokemon are better suited than Tyranitar.

Common Items: Choice Band, Choice Scarf, Chople Berry, Passho Berry, Lum Berry, Custap Berry, Leftovers, Expert Belt

"Sample Teams" for the format. Drafts are very context dependent on what's available, but here's some examples of solid drafts:

Hacker Landorus Skarmory Balance
:landorus_therian: :Starmie: :Skarmory: :Kyurem: :Conkeldurr: :Tangela: :Drapion: :Granbull:
Evakiyama Kyurem + Pivots Bulky Offense
:kyurem_Black: :Excadrill: :zapdos: :Bronzong: :Mienshao: :Slowking: :Muk: :Krokorok:

Chris Jirachi Terrakion
:Jirachi: :terrakion: :Blastoise:
:Azelf::Metagross: :Rotom_Mow: :Skuntank: :Hypno:

zinc rain
:Politoed: :Thundurus_Therian: :Tentacruel: :Bronzong: :Kyurem_Black: :Durant: :Lanturn: :Duosion:

SphealNuke Sand Semi Stall
:Tyranitar: :Skarmory: :Gliscor: :Hitmontop: :Slowking: :Raikou: :Tauros: :Swalot:
 
Last edited:
Similar to BW OU, BW Draft makes use of a complex on weather-based Speed-boosting abilities with their respective weather, which bans Swift Swim alongside Drizzle, Chlorophyll alongside Drought, and Sand Rush alongside Sand Stream. This complex permits manual weather such as Rain Dance alongside Swift Swim.
Is the weather complex ban for drafting or just for battles? Like, could I draft politoed and kingdra, but just not bring them to battle at the same time? (unless i use sniper but yknow what i mean). Or is drafting both against the rules?
 
Is the weather complex ban for drafting or just for battles? Like, could I draft politoed and kingdra, but just not bring them to battle at the same time? (unless i use sniper but yknow what i mean). Or is drafting both against the rules?
In battle, you're free to draft Politoed + Kingdra + Kabutops + Ludicolo, but none of them can have Swift Swim in a game with Politoed.
 
Just to be sure if I were to guess sleep is banned just like in standard BW OU, right?
I appreciate the introduction and pretty excited for the BW draft but I would love if it is not too much of a chore a list of budget picks that can check certain top tier threats (like for example, I would guess lanturn would check thundi specially well)
 
Just to be sure if I were to guess sleep is banned just like in standard BW OU, right?
I appreciate the introduction and pretty excited for the BW draft but I would love if it is not too much of a chore a list of budget picks that can check certain top tier threats (like for example, I would guess lanturn would check thundi specially well)
That's correct. Sleep is too broken of an element in BW, even when you know it's coming and from who. Budget picks would be a great idea, me and Meessm will give it some thought.
 
:tyranitar: The Official Drafting Guide for BW Draft :politoed:

Disclaimer:
I am not a part of the BW Draft Council. For tiering decisions, advice and official decisions, head over to the Official Smogon Draft Discord ( https://discord.gg/QxWuxz2mMJ ) or the Official Generation 5 Draft Discord ( https://discord.gg/DXPQhxeUEY ). This guide is endorsed by the BW Draft Council.

Introduction

Generation 5 is the final generation before the revolution of Generation 6, with much of the old gen mechanics still in place. Hazards are extremely strong with the lack of good removal options alongside the lack of Heavy Duty Boots. The format has a lot of power in with, with strong Dragons and powerful breakers warping the tier. Noteworthy are the permanent Weather Conditions brought by the weather setting abilities not being nerfed before Generation 6. A ton of moves are in a more powerful state compared to their current gen counterparts, with examples including Hydro Pump, Fire Blast and Thunder having 10 more base power. Paralysis is it's strongest state ever, as it quarters speed instead of halving it and Thunder Wave works on Electric types.

Round 1:s

:pmd/garchomp: Garchomp :pmd/garchomp:

The King of BW Draft and best Pokemon bar none, Garchomp is the first member of the big 3 of BW Draft. Garchomp is the ideal Pokemon in BW Draft, combining a ni perfect offensive typing of Dragon and Ground along with 130 base attack stat and 102 speed stat into 1 package. Garchomps most fearsome set is it's Sword Dance set, turning it's power up to 11 and threatening 1HKO:s to most of the tier. Garchomp is also a great Mixed Attacker, as Draco having 140 bp means it still hits hard from Garchomps meager 80 SPA. This allows Garchomp to break holes into physically defensive Pokemon. Garchomp due to it's 102 base Speed makes for a good Choice Scarfer, as it notably outspeeds every other Dragon type at +1 in the tier is able to revenge them reliably meanwhile having a spammable secondary STAB in Earthquake. Garchomp is also a good user of Stealth Rocks, both in the lead slot and as a midgame rocker. Garchomp is the definition of consistent and always a terror in every single game it's brought into.

Garchomps main hurdle is it's 4x weakness to Ice. Hidden Power is fully legal and 70 base power in this generation, making it a common bring. Garchomp also lacks Dragon Dance itself, and thus has to result into items like Choice Scarf or Salac Berry to boost it's speed. Garchomp does lack strong coverage outside of it's STAB:s, and has to rely on weaker moves like Crunch and Fire Fang physically for certain checks. And lastly, as strong as Outrage is, it comes at a huge opportunity cost and one should be careful when using the move, as a bad lock into a confusion can be catastrophic.

Garchomps main value is being a breaker, and thus it loves pairing up with fast lategame offensive threats that can abuse the holes Garchomp opens up. Garchomp absolutely demands a good Ice resist, preferably 2, and these usually come in the form of a Steel type and a Water type. Garchomp due to it's typing has a hard time getting a suitable Rapid Spin user, and thus it is common to see 1 of Tentacruel or Blastoise picked up with it. Garchomp is commonly seen paired up with strong Electric types, as Waters are commonly tasked to take on Garchomp in game which these Pokemon can abuse. However, Garchomp is extremely flexible as a Pokemon and thus fits on most structures and is able to work wonderfully.

Common partners include

-:alakazam: :weavile: :azelf: :crobat: :accelgor: Mentioned fast offensive threats.
-:tentacruel: :blastoise: Garchomps most natural spinner partners.
-:bronzong: :registeel: :metagross: Good Steel types that naturally pair with Garchomp
-:zapdos: :raikou: :jolteon: Strong Electrics that can abuse Water types coming to check Garchomp.

Common items : Yache Berry, Lum Berry, Life Orb, Choice Scarf, Focus Sash, Salac Berry, (Rocky Helmet, Leftovers).
:pmd/jirachi: Jirachi :pmd/jirachi:

2nd member of the big 3 of BW Draft and often considered the second best mon in the tier, Jirachi is a do it all glue mon. It has 1 of the best if not the best typings in Generation 5 in Steel + Psychic, gaining a whopping 8 resistances and an immunity, noteworthy being it's resistance to Dragon. It's amazing stat line of 100s across the board and huge movepool make it the most flexible pick in the tier, bar none. Jirachis most known set is also it's most dreaded one, being it's Body Slam + Iron Head set, turning this cute mon into a demonic rng mon that can win games on it's own. Jirachi makes for an excellent Choice Scarf user, getting the jump on a ton of vital targets like Kyurem-Black. Jirachi can also become rather fair with it's bulkier Stealth Rocks variant, where it commonly runs Wish and U-Turn. Jirachi's great movepool enables it to become a very good Calm Mind sweeper in many matchups. These sets are just examples, and with Jirachis great movepool it is hard to pinpoint all the sets it can run. Jirachi above all rewards good understanding of matchups and the ability to get creative.

Jirachi's weakpoint is the fact that it can't do everything at once. As a Steel type, it has a ton of important defensive roles in a team, where it may be forced into taking on an offensive threat and thus limited in it's sets. Jirachi is also extremely EV hungry on a lot of it's sets, meaning it will lack in some compartment, be it Speed or defenses. Jirachi also doesn't hit extremely hard on it's own, even while offensive. Lastly, it can't always fit every move it would want, resulting it dropping great moves out of the 4 moves it gets access to at a time.

Jirachi above all else is an enabler, and thus a lot of Pokemon love partnering with it. The classic one is Jirachi + Dragon, as those commonly need some help in getting into the game and dishing their huge damage. 1 major thing Jirachi really appreciates is a bulky water type, as they can relieve defensive pressure of it's back and work as much needed Scald absorbers when going offensive. Jirachi wants a good ground type with Stealth Rocks, as one helps it with it's harder matchups into the tiers electrics and relieves pressure from Jirachis need to click Stealth Rocks. Jirachi can't always use Choice Scarf, so a fast mon to outrun Pokemon like Garchomp and Terrakion is needed. Jirachi baits a lot of Ground type attacks into itself, and thus a good answer to those moves is a must.

Common partners include

-:salamence: :hydreigon: :kyurem: (:dragonite:) Said Dragons that love pairing with Jirachi.
-:jellicent: :suicune: :blastoise: :rotom-wash: Bulky Waters to alleviate defensive pressure of Jirachi.
-:donphan: :mamoswine: :nidoqueen: :piloswine: :claydol: Examples of Ground types which Jirachi has been seen with.
-:infernape: :gengar: :weavile: :raikou: :sceptile: :scolipede::crobat: Speed mons that pair nicely with Jirachi.
-:zapdos: :rotom-mow: :tangela: :virizion: Some examples of Ground resists / immunes to pair with Jirachi.

Common items : Shuca Berry, Leftovers, Choice Scarf, Air Balloon, Expert Belt, Sitrus Berry, (Choice Band/Specs, Salac Berry)
:pmd/terrakion: Terrakion :pmd/terrakion:

The final member of the Big 3 of BW Draft, Terrakion's potent stab combination of Rock and Fighting coming off a base 129 Attack stat makes it one of most fearsome offensive threats in the tier. Having access to 2 STAB moves of 100 base power or more, every single click from it is threatening massive damage and is close to impossible to switch into reliably. It has the excellent Speed stat of 108, and it serves as the baseline for a fast mon in the tier. Terrakions most infamous set is it's Choice Band set, allowing it to 2hko most Pokemon in the tier. It's Choice Scarf sets aren't bad either, shifting to a more of a cleaning / revenge killing focus. Having access to both Rock Polish and Sword Dance enables Terrakion to become a scary win condition the later the game goes. Terrakions coverage options allow it to overcome many of it's checks with having access to X-Scissor for targets like Claydol, Earthquake for Poison types and Hidden Power Ice for targets like Landorus-Therian. Lastly but not the least, Terrakion makes for a great lead in certain matchups courtesy of it's Focus Sash set and it's good natural speed tier, being able to get Stealth Rocks and firing off one it's strong attacks before going down.

Terrakion does however have clear downsides. Terrakions secondary stab of Stone Edge having 80% accuracy is a massive annoyance for it's user, as you really need to hit those attacks to gain the most out of it especially when Choiced. Terrakion is very prediction reliant as a mon, where it's stabs have completely different resist profiles. This is amplified by a lot when Choiced, where a bad lock can lose all the momentum you have gained by getting Terrakion in. However, non choiced sets like Life Orb and Expert Belt struggle less with this issue. Terrakions typing while great offensively is bad defensively, and thus it demands a good pivoting core to gain entries reliably. Terrakion when countered is generally countered hard, as outside of SD sets Terrakion has a miserable time against bulky Fighting resists with recovery like Slowbro and Cresselia. Lastly, only having 8 PP on it's strongest stab of Close Combat can come up if Terrakion is needed to break in the early game and it isn't uncommon for Terrakion to run out of Close Combats.

As mentioned before, Terrakion generally wants a strong pivoting core around it to allow to gain entry more commonly. Terrakion cores want a strong answer to opposing Waters, as a badly timed Scald burn can be devastating for a Terrakion user. Terrakion benefits for having a secondary high end speed option as opposing Scarfers are common to deal with it. A strong answer to Fighting resists is a must to enable Terrakion to use Close Combat more reliably. Generally a Dark type is preferred, but a strong Pursuit user in general suffices. A good Stealth Rocks user is generally sought after, as Terrakion doesn't commonly want to run the move. Usually this comes in the form of a Ground.

Common partners include

-:rotom-wash: Terrakions favorite Water to pair up with due to it's defensive profile and offensive STAB combination in addition of having Volt Switch.
-:blastoise: :tentacruel: :suicune: :empoleon: Other Waters that Terrakion has seen success with.
-:hydreigon: :scizor: Strong Psychic answers with pivoting.
-:weavile: :bisharp: :drapion: Dark types with Stab Pursuit to handle Psychics and Ghosts
-:alakazam: :raikou: :azelf: Good and fast late game cleaners / midgame breakers that pair nicely with Terrakions offensive profile
-:metagross: :donphan: :claydol: Stealth Rockers Terrakion has been seen paired up with.
-:victini: :zapdos: :rotom: Other pivots that have seen success with Terrakion before that were not mentioned in other sections.

Common items : Life Orb, Choice Band, Expert Belt, Choice Scarf, Lum Berry, Focus Sash, Shuca Berry, Chople Berry, (Salac / Liechi Berry).
:pmd/kyurem-black: Kyurem-Black :pmd/kyurem-black:

Kyurem-Black is the single strongest Pokemon in the tier. Having a monstrous 170 base Attack stat and access to Outrage, it comes as no surprise that KB would be 1 of the top dogs in the tier. While lacking in coverage on the physical side outside of Fusion Bolt, Kyurem-Black still has a respectable base 120 special attack stat, making it hit hard on both sides of the attacking spectrum. Kyurem-Blacks most known set is it's Choice Band set, turning it's Outrage from a bazooka into a nuclear weapon. Kyurem-Black makes great use of the switches it forces, allowing it to run Substitute commonly, making it even harder to answer. This set commonly runs mixed coverage to get a jump on opposing Steel types by running Earth Power. Due to Kyurem-Black's great baseline of offense, it can make great use of Choice Scarf and turn into a great game ender rather than focusing on midgame breaking. Kyurem-Black can also make use of Hone Claws to rather use a different item over Choice Band for the +1 in Attack, becoming even scarier due to it's item. Power Herb with it's signature move Freeze Shock is also not uncommon in matchups where you really wish for an Ice STAB and don't want to reduce your EV:s in other places.

Kyurem-Black is balanced by 3 main factors. 1 : It's speed tier of 95 means it's revenge killed quite easily, especially by opposing Dragons, namely Garchomp, Hydreigon and Salamence. 2 : It's physical movepool is not the greatest, having KB result it into diving into it's special movepool commonly. This isn't a horrible choice, but especially on it's Choice Band and Scarf sets that lack of a reliable physical Ice stab is felt every time. 3 : Kyurem-Black has a nasty weakness to Stealth Rocks, making switching in harder and giving it's Choiced sets less switch ins than it would like. This can be helped out by slotting in Roost, but they remain a thorn on it's side.

Kyurem-Black wants good answers to opposing Steel types. This can come in the form of a Fire type, a Fighting type or a strong Ground type. KB demands a Pokemon that can outspeed Garchomp and Salamence. Usually it is preferred that these fast mons come with pivoting moves like U-Turn or Volt Switch to help Kyurem-Black enter more easily. As mentioned, a good Rapid Spin mon is a must, but KB is relatively flexible about it's partnering spinner. Kyurem-Black outside of mentioned factors doesn't particularly have strong desires for it's partners, and when drafting with KB you should focus on a good draft that follow much of the tier fundamentals.

Common partners

-:excadrill: :donphan: :tentacruel: Common Spinners seen with Kyurem-Black.
-:infernape: :azelf: :raikou: Examples of Garchomp outspeed seen with Kyurem-Black.
-:victini: :landorus: :mienshao: Steel exploding partners that can easily pair with Kyurem-Black.

Common items : Choice Band, Leftovers, Choice Scarf, Haban Berry, Chople Berry, Power Herb, Life Orb, (Custab Berry, Choice Specs, Salac Berry).
:pmd/thundurus-therian: Thundurus-Therian :pmd/thundurus-therian:

Thundurus-Therian is one of the most polarizing figures in BW Draft. Coming with a 145 base Special Attack stat, a respectable 101 Speed tier and surprisingly good bulk, Thundurus-Therian mirrors much of what Terrakion does but just on the special side. Thundurus-Therian has a great attacking movepool, with only lacking a special Flying type move. It has access to Focus Blast for Steel types, Grass Knot for Ground types, Hidden Power Ice for Dragons and Grounds and Sludge Wave for Grasses. Thundurus-Therian becomes a fearsome midgame breaker with it's Substitute set, where if able to get it up it can threaten a 2hko against most targets. Same applies to it's Nasty Plot set, where instead Thundurus opts to become a nuclear breaker against bulkier targets while giving up a little it's reliability against faster targets. Thundurus-Therian can turn into a dangerous sweeper with Agility, out speeding most opposing Choice Scarfers at +2 even with a Modest nature. The Agility and Nasty Plot sets can be combined into a fearsome Dual Dancer which is close to impossible to stop once it gets going if packed with the right coverage. Thundurus-Therian also has access to both Volt Switch and U-Turn makes it a good pivot in certain matchups. Thundys 101 Speed tier allow it to outspeed Pokemon like +1 Salamence making it a great revenge killer with it's Choice Scarf set. It's Choice Specs and Life Orb sets really look to hammer down damage hard and open massive holes in opposing defenses. Thundurus-Therian rewards a creative player with it's large movepool and is one of the most explosive mons in the tier.

Thundys downsides are very much dependent on what set it's running. Generally however what applies is that Thundurus commonly needs Focus Blast to reliably threaten Steel types, and with it's 70% accuracy a miss can really hurt it's game planning. Also as mentioned before, it not having a Special Flying type STAB outside of Hidden Power means it's leaving a lot of it's power on the table. This is amplified by Electric having an immunity, making dealing reliable damage a lot harder. Thundurus-Therian has a weakness to Stealth Rocks which are a thorn especially on it's pivoting sets. They also occasionally make it's setup sets hard to get going, as by taking 24% on the switch a lot of attacks become lethal for it. It can be somewhat prone to being revenge killed / forced out by faster attackers.

Thundurus-Therian really wants a good Rapid Spinner to go along side it as Stealth Rocks are a major thorn in it's side. Thundurus likes to have a strong Physical option that beats opposing special walls for it to close games more easily. Reliable speed control in speed tiers and Thunder Wave support is hugely beneficial, as it enables Thundurus to use it's non speed boosting sets more easily. A good Screens user is appreciated, as it allows Thundy to setup more easily when going for it's fearsome double dancer set. Thundurus also wants strong breakers along with it, so it can be more flexible in it's game to game plan

Common partners include

-:blastoise: :tentacruel: :donphan: (:starmie:) Said spinners, Starmie hard to access but great to get if available.
-:espeon: :uxie: :mesprit: Good Screens users.
-:registeel: :ferrothorn: :slowbro: Examples of Pokemon who like clicking Thunder Wave and fit on Thundurus teams.
-:azelf: :cobalion: :weavile: :sceptile: Examples of fast mons commonly seen with Thundurus.
-:victini: :mamoswine: :kyurem: Strong breakers that can slot easily on Thundurus teams

Common items : Leftovers, Yache Berry, Expert Belt, Choice Scarf, Life Orb, Choice Specs.
:pmd/landorus-therian: Landorus-Therian :pmd/landorus-therian:

Landorus-Therian combines a lot of different traits into a very nice and compact package. It's typing of Ground / Flying while giving it a few drawbacks gives Lando an extremely good defensive profile, notable being it's Ground Immunity and Fighting Resistance. It has a monstrous base attack of 145 which combined with STAB Earthquake allow it to deal very good damage. Landorus-Therian has the amazing ability of Intimidate, allowing it to soft check most physical attackers in the tier. Landorus-Therian is very flexible in what it can do : It can be a defensive Stealth Rock user, a Choice Scarfer, a Rock Polish Sweeper, a Mixed Attacker, a Sash Lead. Landorus Therians's sets are only limited by it's users creativity.

The main drawback of Landorus-Therian is it's matchup against most special attackers in the tier. In draft, slotting in Hidden Power Ice is a fairly easy thing to do and thus most specially offensive threats come packed with it. This reduces it's defensive reliability. The lack of recovery outside of Leftovers healing makes checking it's targets harder. This results in Landorus commonly leaning more on it's offensive sets. This showcases it's 2nd issue, it's speed stat of 91. It is unable to outspeed common opposing targets like +1 Salamence and strong opposing Scarfers like Hydreigon and Garchomp. However, don't let this warning steer you away from Landorus-Therian. It still is one of the most flexible Pokemons in the tier and is able to have impact in every single match.

Landorus-Therian really wants a strong answer to special attackers, as those answer it well offensive with their stronger HP Ices. These answers can be offensive or defensive in nature. Generally, Landorus-Therian teams want to make use of Lando's pivoting. It is thus usual to see more than 2 pivoting mons in these teams. Landorus-Therian isn't locked into any specific playstyle and can find success from Weatherless Offense to Sand. Landorus-Therian Rain however is untouched territory and hasn't seen tournament success.

Common partners include

-:Hydreigon: Landorus-Therians bff, combine to create a monstrous offensive synergy by handling each others targets.
-:Scizor: :rotom-wash: :azelf: Good pivots to create Volt-Turn cores with.
-:suicune: :blastoise: :jellicent: Bulky Water types to take on Ice and Water typed attacks for Landorus.
-:raikou: :alakazam: Strong win conditions looking to abuse Landos physical offense.

Common items : Choice Scarf, Leftovers, Yache Berry, Passho Berry, Focus Sash, Soft Sand.
:pmd/starmie: Starmie :pmd/starmie:

The best Rapid Spin user in the tier, Starmie provides a unique glue to a team that no other mon in the tier can. It has the great speed tier of 115, allowing it to outspeed Terrakion, Infernape and Garchomp to name a few. Even with the Modest nature, it hits the benchmark of 329 for it's speed, allowing it to outspeed base 100's like Salamence. Starmie has access to 2 great abilities. With Natural Cure, it evades Thunder Wave / Paralysis in general, allowing it to keep it's speed tier. On the other side, Analytic takes advantage of the switches Starmie forces, allowing it to deal great damage to it's answers. Unlike in OU, Starmie makes great use of it's bulk and Recover and can shift to a more defensive approach if need be.

Starmie does however have clear downsides. Rapid Spin while it's biggest benefit is also it's biggest downfall, as it misses that move slot commonly especially on it's offensive sets. It doesn't take a ton to check it's non Life Orb / Choice Specs sets meaning your draft / build has to compensate for that factor. It has a weakness to Pursuit meaning Colbur Berry is a commonly needed item. Starmie also hogs the Water and Psychic types, and while stacking on these is not a bad thing, it is something you have to account for when accounting your teams defensive profile.

Starmie is very flexible in it's partners. It can be the main offensive focus in a draft with it's offensive sets, a secondary offensive piece in teams that demand it's Rapid Spinning more or shift into an entirely defensive approach on specific cores. The best Starmie drafts thus make use of it's flexibility and don't lock it to a specific role (outside of Spinning). Starmie is a common fixture on Rain teams, it works well with the Dragons in the tier, tons of different options. It should be noted that if Starmie is drafted to be the main offensive threat of the team, one should look for a strong Spiking option, as even with Analytic a base Special Attack stat of 100 isn't high in this tiers standards.

Common partners include :

-:dragonite: :salamence: Both strong offensive Dragons which benefit massively from Starmies Rapid Spin.
-:politoed: The only Drizzle user in the tier and thus the partner on full Starmie Rain teams.
-:ferrothorn: Starmies favorite Spiker to pair up with, being more offensive in nature compared to examples like Skarmory. However, many different options like :roserade: :scolipede: and :froslass: work fine.
-:infernape: :conkeldurr: :mienshao: Punishes Dark types looking to take advantage of Starmies Pursuit weakness by blasting them with strong Fighting type attacks
-:bronzong: :snorlax: :registeel: Strong Ice resists which open Starmie cores. These are best on the Starmie + Dragon teams to open Starmie offensively in a team.

Common items : Life Orb, Colbur Berry, Air Balloon, Choice Specs, Choice Scarf, Wacan Berry.
:pmd/dragonite: Dragonite :pmd/dragonite:

The last 17 pts mon in current board but certainly not the weakest, Dragonite is unmatched as a sweeper in the tier. It's access to Multiscale allows it to setup a lot more easily than any other Dragon in the tier, making it 1 of the strongest win conditions. Dragonite has 2 ways of setting up, it's more known set in Dragon Dance and it's less used in Agility. Both of these are huge threats in their own ways and pose game ending potential. Dragonite however should not be treated purely as a setup mon. It is 1 of the scariest users of Choice Band, as it can break with it's dragonic assault early and close the game out by using Extreme Speed. Dragonite can make great use of it's special movepool, turning into either a fearsome special attacker or a mixed attacker depending on the matchup. Dragonite makes for a fine Choice Scarf user due to it's good movepool and Outrage. Dragonite is also an extremely good lead with having a functionally in build Focus Sash, allowing it to trade huge amounts of damage right away. Dragonite is much more versatile as a mon than one would think on the outside and thus a very powerful threat in the metagame.

(This is Alex writing as a personal note, most success I have found with Dragonite is with it's non Dragon Dance sets. Dragon Dance is somewhat hard to pull off in game and in many games I have played/watched, it remains extremely inconsistent. Please when drafting keep this in mind, it is absurd when you can pull it off, but the perfect sweeps are very hard to come by.)

Dragonite has very clear downsides. Multiscale is an amazing ability, but it requires Stealth Rocks to be off the field when switching in, which can be a harder task than one would think. Dragonite is also outsped by most offensive mons in the metagame due to it's pitiful speed stat of 80. However, this results in Dragonites commonly going for stronger sets especially when using Dragon Dance to cache in on a sweet baseline of 403. Dragonite is also heavily annoyed by it's 4x weakness to Ice, allowing many revenge killing Scarfers to catch it if locked into Outrage.

Dragonite always demands a good Rapid Spin user when drafted, and is thus generally drafted near wheel, as you can get access to Starmie and Excadrill much more easily. Dragonite wants a good answer to faster special attackers like Alakazam, and this generally comes in the form of a strong Pursuit or a generally bulky specially defensive mon. Dragonite has an interesting position on Rain teams and can be drafted with a late round Politoed. Dragonite loves being paired up with a good Healing Wish mon, allowing it to sweep more easily in the lategame while not fully giving up it's midgame threat. Dragonite even though having the Flying type doesn't check the tiers Grounds well, so an answer to those is a must. Lastly, a good check to opposing Dragons is needed, so Dragonite gets to have an easier time dishing out damage.

Common partners include :

-:starmie: :excadrill: Dragonites most obvious Round 2 picks, if not available :tentacruel: :blastoise: :donphan: make for fine alternatives.
-:scizor: :metagross: Good checks to opposing Dragons meanwhile having access to strong Pursuit.
-:mesprit: :cresselia: :shaymin: (:jirachi:) Mentioned Healing Wish mons, Jirachi is an instant pair with Dragonite if this combo is available.
-:suicune: :rotom-wash: Some other good Waters outside of the spinners Dragonite has seen to be paired with successfully.
-:uxie: :rotom-mow: :bronzong: Good Ground type checks to pair with Dragonite.
-:krookodile: :snorlax: :aerodactyl: Pursuit mons that Dragonite has seen being paired up with.

Common items : Lum Berry, Yache Berry, Choice Band, Life Orb, Choice Scarf, Leftovers.
:pmd/tyranitar: Tyranitar :pmd/tyranitar:

Generation 5 is infamously the Weather Generation, and a large part of that is Tyranitar and it's permanent Sand. Tyranitar is one of the most flexible Pokemons in the tier with it's broad base stat line and a very large movepool. Tyranitar unlike in OU leans much more offensive in it's sets, putting it's great 134 Attack stat to use. Tyranitar to start commonly runs 4 attacks + a resist berry like Shuca or Chople, aiming to remove 1 vital target from the enemy team opening up it's team even more. Tyranitar makes for a great Choice Band user, being able to live most neutral hits and hitting hard with a base 100 Stone Edge, making any non resists crumble. Tyranitar due to it's great base Attack makes for a strong revenge killer with Choice Scarf, catching the jump on targets like Starmie. Tyranitar is also a game ender on it's own right, using it's bulk to setup with either Dragon Dance or Rock Polish and ending the game on it's own. Tyranitar can also run it's more defensive sets well, upping it's Special Defense due to Sand and thus being able to shrug off most hits and crippling offensive mons with a combination of Thunder Wave and Pursuit. Tyranitars main benefit is how consistent it is, and is the mon for a player looking to control every single mu with calculative approach.

Tyranitar is at base slow. Most relevant offensive mons in the tier can outspeed it without issue. Tyranitar has nasty weaknesses to Ground and Fighting, both being very common offensive types in the metagame and resulting Tyranitar struggling especially with physical attackers that are either faster than it or able to shrug off it's hits. While relevant for every mon in the tier, Tyranitar is especially hurt by it's Spikes weakness, as it lacks recovery and thus can fail to fill it's important defensive niches in a game. Lastly, physically defensive Water types can pose a huge problem to it's offensive sets, which is amplified when non Banded.

Tyranitar with it's ability forces a playstyle and thus when drafting one should take full advantage of this. Tyranitar is commonly drafted as the 8th pick of the draft, and thus on wheel a drafter faces an important choice. Tyranitar can be paired up with Excadrill, forming an unmatched physical onslaught that is very hard to respond to outside of a few specific counters. The second option is drafting Alakazam, opting instead to focus grabbing a cleaner and hitting a much important speed tier of 120 from the get go. Tyranitar unlocks a mon that any other non Sand playstyle can't to their fullest, being Landorus-Incarnate. It is not uncommon for a Tyranitar team to draft both Excadrill and Landorus-Incarnate to form a Ground focused offense. Outside of that, Tyranitar teams demand a good Water resist, as a lot of the mons Sand drafts are Water weak. A good pickup for these teams is Reuniclus, as it doesn't take chip damage from Sand and is thus resilient and dangerous as a setup sweeper. Tyranitar demands Pokemon that don't hate Sands constant chip damage and can be resilient in a longer game. For this Pokemon, give a read to the Sand section of the guide and a look at the samples provided, as a quick description won't do justice to the complexities with this mon.

Common partners include :

-:excadrill: :landorus: Sand Force Ground types to take advantage of permanent Sand.
-:alakazam: :reuniclus: Magic Guard Psychics, don't take chip damage from Sand and become dangerous sweepers with Sands constant chip damage
-:skarmory: :ferrothorn: :qwilfish: Spikers to enforce the chip damage focused playstyle you do commonly with Sand.
-:celebi: :slowbro: :tangrowth: :seismitoad: Mentions of Water resists seen on Tyranitar teams.

Common items : Shuca Berry, Choice Band, Lum Berry, Choice Scarf, Chople Berry, Passho Berry, Air Balloon.

Good stuff to have in a draft:

Rapid Spinner

Generation 5 solely relies on Rapid Spin for hazard removal. Defog got changed to remove hazards from your own side in Generation 6, and other removal mechanics like Mortal Spin have came out later. Heavy Duty Boots became an item in Generation 8. For that reason it’s extremely important that you get yourself a reliable Rapid Spinner and deny your opponents hazards to be omnipotent on your side.

Some Rapid Spinners are clearly better than the others, with the best 2 being the Round 1 Starmie :starmie: and Excadrill :excadrill:. Both are able to come to every single game in some way or form when drafted and provide strong offense alongside their reliable spinning capabilities. If these 2 are not open, options like Tentacruel :tentacruel:, Blastoise :blastoise: and Donphan :donphan: remain as reliable and good options in the meta game. Some notable lower end spinners include Claydol :claydol:, Armaldo :armaldo: and Sandslash :sandslash:.

Some drafts can afford not running a Rapid Spinner, for example heavy Magic Guard spam cores and Hyper Offense. However, this comes at a high risk and is not something I would recommend.
Hazards

Due to having Rapid Spin as the only way of hazard removal, hazards become extremely strong and a constant in the meta game.

The most common hazard in Stealth Rocks is easy to come by. Some of the best Stealth Rockers are Pokemon like Garchomp :garchomp:, Landorus-Therian :landorus-therian:, Hippowdon :hippowdon: and Gliscor :gliscor:. All of these Pokemon can reliably fit Stealth Rock into their move set and are able to get Stealth Rocks more than once during a game. Stealth Rocks takes a valuable move slot from some Pokemon, so it is important to draft a secondary rocker with mons like Tyranitar :tyranitar:, Jirachi :jirachi:, Terrakion :terrakion: and Ferrothorn :ferrothorn: to allow them to make use of their otherwise great move pools.

Spikes are not as widely distributed, but are even more deadly due to the possibility of 3 Layers, dealing 24% to a grounded Pokemon. The high budget options in Skarmory :skarmory: and Ferrothorn :ferrothorn: are able to spike reliably over the game with strong resistances across the board and good utility options, like Whirlwind on Skarmory and Knock Off on Ferrothrorn. Good lower tier Spikes user examples include Froslass :froslass:, Forretress :forretress:, Roserade :roserade: and Qwilfish :qwilfish:, to name a few.

Lastly, Toxic Spikes are a luxury in the format due to their small distribution. They however remain threatening due to the lack of grounded Poison types in the format. Good Toxic Spikes users include the Nidotwins :nidoking: :nidoqueen:, Roserade :roserade: and Tentacruel :tentacruel:, with examples like Drapion :drapion:, Qwiflish :qwilfish: and Scolipede :scolipede: remaining as budget friendly options.
Steel types

With Steel being the only type to resist Dragon in the format while packing resistances to common offensive types like Psychic, Dark and Ice, having a Steel type Pokemon becomes vital. Without a Steel type, drafts have to overly compensate for not having a resistance to Dragon types either in hard defensive measures or on the opposite side, hard offensive measures. Some Steel types trade of some of their defensive stats to instead be strong offensive threats in their own right. This is why it's not uncommon to see 2 Steel Types in a Draft.

More defensive options include top tiers Ferrothorn :ferrothorn: and Skarmory :skarmory:. Cheaper options include Bronzong :bronzong:, Forretress :forretress: and Registeel :registeel:.

In between options include the top tiers Jirachi :jirachi: and Excadrill :excadrill:. Cheaper options include examples like Heatran :heatran:, Metagross :metagross: and Cobalion :cobalion:.

Offensive options include Scizor :scizor: and Magnezone :magnezone:, with cheaper options including the likes of Lucario :lucario:, Bisharp :bisharp: and Durant :durant:.
Water types
Water types have almost as important of a role defensively as Steel types in the metagame. Their role is generally taking on a specific offensive mon on the opposing team with their usual good bulk combined a good neutral defensive profile. They also help massively in absorbing Scald and Hidden Power Ice, both very common moves to use against this tiers main offensive mons. Water types serve as a glue that ties drafts together, and it is important to draft one.

Examples of good bulky Waters in the tier are examples like Suicune :suicune:, Rotom-Wash :rotom-wash:, Blastoise :blastoise: and Slowbro :slowbro:. All of these have extremely good general defensive profiles and help a lot in a teams defensive and offensive gameplanning.
Dragon types

Due to the Steel type being the only resistance Dragon types have in the pre Gen 6 era, Dragon is the offensive type in Generation 5. Most Dragons come with ways to deal with Steel types, be it with Fire moves, Ground Moves, Fighting moves or some combination of all 3 of them. Dragons are above all else offensive behemoths, but still come with extremely useful resistances to Fire, Water, Grass and Electric.

There are 2 common play styles for Dragons in Generation 5. Physical sided Dragons commonly run Outrage to devastate the opposing side with repeated attacks. A common trait with Outrage spammers is the access to Dragon Dance. The Special sided Dragons instead use 140 BP Draco Meteors to take huge chunks at a time. Some Dragons are able to do both roles effectively, making them massive threats while preparing for them.

Strong Physical Dragons include the top tiers Garchomp :garchomp:, Kyurem-Black :kyurem-black:, Dragonite :dragonite: and Salamence :salamence:. Cheaper Physical options include such as Haxorus :haxorus: and Flygon :flygon:.

Strong Special Dragons include the top tier Hydreigon :hydreigon:, with cheaper options in Kyurem :kyurem: and Kingdra :kingdra:.

Strong mixed Dragons include top tiers Garchomp :garchomp:, Salamence :salamence:, Kyurem-B :kyurem-black: and Dragonite :dragonite:. Cheaper examples include Kingdra :kingdra: and Kyurem :kyurem:.
Speed tiers

Like every tier, BW Draft has it's own set of benchmarks when it comes to Speed. Drafting at least 1 from each tier helps a lot with preparing for games, as you are less insentivised into Choice Scarf focused gameplans.

BW Drafts major speed tiers start at 80, which importantly has the tier staple Dragonite :dragonite:. Good Pokemon above this speed tier include mons like Rotom :rotom: and it's appliances, Excadrill :excadrill: and Krookodile :krookodile:.

The second major speed tier is 100, as it includes a lot of threatening setup mons like Volcarona :volcarona: and Salamence :salamence: or otherwise important mons like Jirachi :jirachi: or Victini :victini:. Good Pokemons above this speed tier are Garchomp :garchomp:, Thundurus-Therian :thundurus-therian:, Mienshao :mienshao: and Virizion :virizion:.

The final important speed tier is 108+, as that holds the tier titan Terrakion :terrakion:. A draft should have at least 1 Pokemon above this speed tier. Good examples include Pokemon like Starmie :starmie;, Alakazam :alakazam:, Azelf :azelf: and Raikou :raikou:.
Pivoting

BW Draft has a ton of power in it, making pivoting an important component of all drafts as they enable you get your offensive or defensive pieces in while chipping your opponents Pokemon.

The best pivots in the tier are mons that want to actually click the move commonly. They for example don't rely on setting up to deal most of their damage and are either fast or bulky enough to outspeed the opponent, or able to tank the opponents move on the switch.

Some of the best offensive pivots include Pokemon like Scizor :scizor:, Infernape :infernape: and Azelf :azelf:. Scizor is resilient due to it's natural typing and hits hard with it's Stab U-Turn. Infernape and Azelf are both fast and strong offensive threats and are thus able to force switches from their opponents.

On the other hand, some of the best bulky pivots include Pokemon like Landorus-Therian :landorus-therian:, Rotom-Wash :rotom-wash: and Uxie :uxie:. All of the mentioned are bulky Ground immune Pokemon that are able to take hits from their opponents and then pivot into their offensive partners.
Pursuit

Not as vital as the ones mentioned before, Pursuit is the most reliable way to remove opposing Ghosts to enable your Rapid Spinner to do it's job effectively. Good Pursuit users are able to threaten the opposing Ghost types with raw damage in case they decide to stay in and OHKO or 2HKO most opposing Ghost types when Colbur Berries are not included.

Outside of Ghosts, Pursuit is vital in providing consistent damage in games. Punishing pivoting is vital in the format in addition of hazards and Pursuit forces progress over longer games. Pursuit is vital in dealing with the Psychic types in the format, as many of them are very frail and able to be taken out in 1 go. Examples of Pokemon like these include Alakazam :alakazam: and Victini :victini:

Good Pursuit users are for example Tyranitar :tyranitar:, Scizor :scizor:, Krookodile :krookodile:, Bisharp :bisharp:, Weavile :weavile:, Honchkrow :honchkrow:, Drapion :drapion: and Spiritomb :spiritomb: to name a few.
Ground immune Pokemon have important defensive roles in the metagame, as Ground is one of the best offensive typings in the meta. Ground immune Pokemon also gain immunity to Spikes and Toxic Spikes, which are vital on especially those which have important defensive roles. Drafting these helps a lot with planning gameplans against strong hazarding cores and are the most common way to halt offensive Ground types. Commonly teams are able to draft 2 to 3 of these Pokemon.

Some of the best Ground immune Pokemon are Skarmory :skarmory:, Bronzong :bronzong:, Rotom-Mow :rotom-mow: and Cresselia :cresselia:. All of these benefit a ton from their Stealth Rock neutrality / resistance and are able to take on most of the offensive Ground types in the metagame.

Team Styles

Weatherless Balance
Weatherless Balance remains as a good and reliable choice in BW Draft. Weatherless balance looks to play off the power of a strong hazarding core alongside a strong win condtion like Terrakion :terrakion:, Dragonite :dragonite: and Salamence :salamence:. Weatherless balance is really ''balanced'' with 3 to 5 strong offensive pieces and 3 to 5 bulky defensive mons. Most of the Round 1 pickups outside of the Weather setters are able to be played in this team style with special mentions going to Jirachi :jirachi: and Landorus-Therian :landorus-therian: for their good defensive and offensive profiles. Pokemon with large move pools and a large set variety are usually the best in this type.

A key component of Weatherless Balance is a good hazarding core. Spikes users like Ferrothorn :ferrothorn:, Roserade :roserade:, Garbodor :garbodor: and Qwilfish :qwilfish: make excellent candidates for these kinds of teams. A Rapid Spinner is a must on Balance, with high end Starmie :starmie: and Excadrill :excadrill: making great options, along with good cheaper options like Tentacruel :tentacruel:, Blastoise :blastoise: and Donphan :donphan:. To close the hazarding core off, a good reliable spin blocker like Cofagrigus :cofagrigus:, Dusclops :dusclops: and Spiritomb :spiritomb: are great additions to these teams.

Having a good Water type, like Starmie :starmie:, Slowbro :slowbro:, Lanturn :lanturn: or Seismitoad :seismitoad: is essential for resisting a ton of common attacking types like Ice and Water itself. A Steel type like Jirachi :jirachi:, Heatran :heatran: or Bronzong :bronzong: make for excellent choices to cover the Dragon types. Pivots also vital, with the likes of Infernape :infernape:, Zapdos :zapdos:, Uxie :uxie: and Jolteon :jolteon: being great choices for this role.
Weatherless Offense

Weatherless Offense looks to pressure the opposing team into submission by combining 2 to 3 win conditions with offensive synergies together. Unlike Hyper Offense, the team still appreciates defensive factors and draft Pokemon with the ability to do both when needed. Weatherless Offense is a great entry level play style due having good match ups into most other structures. The team style appreciates good fast and slow pivoting to get their win conditions in safely.

Strong win conditions, like Terrakion :terrakion:, Thundurus-Therian :thundurus-therian:, Dragonite :dragonite: and Salamence :salamence: are excellent centerpieces for Offense. Good offensive pivots for the play style includes the likes of Hydreigon :hydreigon:, Infernape :infernape:, Mienshao :mienshao:, Zapdos :zapdos: and Crobat :crobat:. Great defensive pivots include the likes of Landorus-Therian :landorus-therian:, Rotom :rotom: and it's forms, Celebi :celebi:, Gliscor :gliscor:, Forretress :forretress: and Cobalion :cobalion:. A lot of win conditions used in the team style are weak to hazards, so drafting a good Rapid Spin user like Starmie :starmie:, Tentacruel :tentacruel:, Donphan :donphan: or Forretress :forretress: is vital. And while not necessary, Spikes users like Scolipede :scolipede:, Roserade :roserade: and Qwilfish :qwilfish: are good pickups.
Hyper Offense

Hyper offense gives up on the defensive core totally, looking to instead use setup sweepers and breakers to win games via brute force. The team style favors a player who is willing to take risks making reads and predictions during games, as a good prediction can swing the game totally to the HO users side. Hyper Offense loves setup sweepers like Volcarona :volcarona:, Cloyster :cloyster: and Dragonite :dragonite:. Good scarf users with strong outright power, like Hydreigon :hydreigon:, Scizor :scizor: and Krookodile :krookodile: make excellent Pokemon for these kinds of drafts. Having a good lead is essential for Hyper Offense to cause as much pressure as you can in the early game, generally with the use of hazards. Pokemon like Jirachi :jirachi:, Azelf :azelf:, Aerodactyl :aerodactyl: and Scolipede :scolipede: make good candidates for this role. Good screens users like Espeon :espeon: and Mesprit :mesprit: go a long way with enabling the setup Pokemon this style looks to add.
Sand

Permanent Sand brought by Tyranitar :tyranitar: and Hippowdon :hippowdon: is an omnipotent factor of Generation 5 Draft. Blocking Leftovers and chipping every non immune Pokemon for 6% of their HP every single turn which puts on large pressure on the long term to opposing defensive cores.

Sands generally looks to abuse either Pokemon immune to sand or Pokemon with good recovery to punish the opposing side. Sand Force Pokemon getting a 30% boost to their Ground, Steel and Rock moves while Sand is up enable for extremely good damage output, especially when combined with STAB. This makes both Excadrill :excadrill: and Landorus-Incarnate :landorus: extremely threatening. It is not uncommon for a Sand to pick both of these Pokemon up, as they target similar things thus put a lot of pressure on opposing defensive cores. Magic Guard users like Alakazam :alakazam: and Reuniclus :reuniclus: make for fantastic Pokemon on this style, as they gain a full immunity to Sand chip. Alakazam deserves it's own special mention, as it's unique traits of being one of the fastest Pokemon in the format allow it to use the chip of Sand to open up it's set variety and item choices.

Something vital to Sand drafts is having a good Water resist, as they tend to stack on many Water weak Pokemon. Pokemon like Tangrowth :tangrowth:, Jellicent :jellicent:, Shaymin :shaymin: and Milotic :milotic: are excellent options for this role, along side Dragons like Hydreigon :hydreigon: and Druddigon :druddigon:.

All Sands love a good Rapid Spin user, with their default being Excadrill. If taken, Starmie :starmie:, Tentacruel :tentacruel:, Blastoise :blastoise:, Forretress :forretress: and Claydol :claydol: still making good candidates.

All styles of Sand benefit a lot from good Fighting types due to their large use of Psychic type Pokemon and thus innate Dark weakness. Options like Mienshao :mienshao: and Breloom :breloom: use their good recovering abilities to withstand Sands chip damage and fire back hard. Guts users like Conkeldurr :conkeldurr: and Heracross :heracross: should be avoided, as they aren't resilient enough when combined with a Burn/Toxic.
Rain

Rain looks to utilize Drizzle provided by Politoed :politoed: for strong water typed attacks and longevity. Rain makes every Water type attack 50% stronger, effectively adding a weakness on neutral targets. In addition, it makes Thunder and Hurricane not be able to miss, allowing for more coverage options in many Pokemon.

Rain commonly stacks many Water typed Pokemon to create a hard to respond spam core, as many structures aren't able to take on Water spam over the game. Rain makes great use of the 3 Water typed Rapid Spin users of Starmie :starmie:, Tentacruel :tentacruel: and Blastoise :blastoise:. Starmie gains massive power from the 50% to it's Water STAB, making it a deadly breaker with it's speed tier. Tentacruel and Blastoise unlock their Rain Dish ability, providing them with great recovery along with their surprisingly good offensive stats powered by Rain. Other good Water typed abusers include Gyarados :gyarados: and Sharpedo :sharpedo:, as they are able to power up their Waterfall in Rain and snowball into strong sweepers with their access to speed boosting moves / abilities.

Rain benefits Steel and Grass typed typed Pokemon in a large way by cutting the power of Fire typed moves by half. Scizor :scizor: and Ferrothorn :ferrothorn: as examples lose their 4x weakness and are more easily able to take on Dragons for example, as they come packed with Fire typed coverage in many cases. On the other hand, Grass typed Pokemon such as Breloom :breloom: and Rotom-Mow :rotom-mow: appreciate a Fire neutrality and make for great Pokemon on this play style.

Rain Dish, Dry Skin and Hydration are all abilities that provide utility in Rain and thus all Pokemon with said abilities have synergy in it. A lot of these Pokemon aren't as obvious on first look. Wishcash :whiscash: as an example can become a very threatening Dragon Dance sweeper, as Hydration takes out Burns for it and it is able to gain a full heal in 1 turn using Rest.

Lastly, examples like Dragonite :dragonite: and Tornadus-Incarnate :tornadus: appreciate having 100% accurate Hurricanes in their arsenal. Tornadus especially gains massive benefit, gaining a 45 bp bump in it's special Flying stab, making it much more reliable and threatening during a game.


Example drafts

Disclaimer : Depending on when reading this guide, there sample drafts might be out of date. Latest update is January 2026. Every single Round 1 has 2 drafts which have seen success in tour play / are objectively good drafts on paper. These drafts are meant to showcase potential directions for each Round 1 pick.

Garchomp

The first draft here is done by EntryHazardous , and it managed claim a respectable 2nd place in BW Swiss 1. At first glance, the team looks odd with a Hail core in Abomasnow. However, this team makes great use of the synergy between Garchomp, Alakazam and Raikou respectively. Forretress, Jellicent and Qwilfish for a strong hazarding core, putting even more pressure in combination of Hail on defensive backlines. Raikou itself can utilize Weather Ball, opening up it's Hidden Power slot and thus making it much more threatening in the long term. Walrein is one of the few abusers of Hail, but with Protect, Leftovers and Ice Body it gains 24% of it's HP in 2 turns.
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The second one here is done by Wifike2, and it managed to claim a respectable Top 8 finish in Swiss. The team is very balanced, it makes great use of the defensive synergy between Blastoise, Zapdos, Rotom and Registeel to form a hard to beat defensive backline. Zapdos functions as an offensive threat combined with Garchomp, Victini, Sawk and Accelgor. Noteworthy is Wifis great use of Final Gambit, as she was continually able to take out key targets in the early game, allowing her threatening offensive threats to go to town. Sawk was often used as the lead, as with Sturdy is can absorb a hit easily and fire back with a massive blow.
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Jirachi
In this first team made by the Silly Goobers in MPL. Jirachi is paired up with it's natural partner Salamence. The team aims to play fast, it has a ton of offensive power with Mamoswine, Sceptile and Drapion while not lacking in defense with Cofagrigus and Blastoise. Jirachi is allowed to be a lot of different roles on this team and can be tailored to each matchups needs.
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The second draft here is done by SDJgettingMachampRecs and brranden. Jirachi interestingly enough becomes a good partner for Rain, as gaining 100% accurate Thunders along with Serene Grace give Jirachi a reliable disruptive move, that is much stronger than Body Slam. Along with it, SDJ picked up 3 Water types as is standard for Rain, all 3 of them with different roles. Jolteon gives the fast Electric type Rain loves. Kyurem works perfectly as a strong mixed breaker. Then lastly, Ferrothorn gives a much needed second Rocker along with being a secondary Steel, opening this Jirachi even further.
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Kyurem-Black

The team below was drafted by Hyperstall in MPL. It pairs Kyurem-Black with one of it's best friends Excadrill to form a good physically offensive pairing. Drill provides the much needed Spinner for this team. Outside of that, the team picked up 2 good pivots in Zapdos and Azelf. The top 4 itself provides a hard mixed offense. Then Jellicent and Scolipede form a good hazards core. Lastly but not least, Sharpedo gives this team a much needed Dark type while being a scary cleaner in itself, and Electabuzz helps a lot with mons like Thundurus.
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Here in a team drafted by the Landot Lungmen in MPL, Kyurem-Black is instead paired with a very fast playing Volt-Turn core. The team together makes great used of Scizor, Victini, Mienshao, Accelgor and Rotom-Fan to build an offensive ball. This lets Kyurem-Black to enter commonly into the game and release it's offensive assault. Golurk functions as a reliable Fighting answer, something this team otherwise lacks. Noteworthy is Blastoise, which with it's typing and Rapid Spin makes this team function well together.
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Terrakion
The first team here is done by Landot Lungmen in MPL. The team is complete Hyper Offense, looking to use one breaker after another. The team has Claydol to provide an emergency spinner and a functional ground resist against some targets. The rest of the team is clear, it has strong pivoting in Scizor, Raikou and Darmanitan to get these breakers / setup mons in reliably. Roserade works well as a hazard mon and status spreader.
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The second team was drafted by the Random Finizens in DWL, and is a good example of the second direction a Terrakion draft can go to. Instead of focusing heavily on pivoting, it opts to draft 2 strong special attackers in Alakazam and Volcarona which look to overwhelm opposing defensive cores. Donphan, Shaymin and Empoleon form a good offensive defense core for this team. Rotom provides much appreciated disruption with status and a good Screens mon.
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Landorus-Therian

The first team here was drafted by Hyperstall in MPL. It forms a strong pivoting core with Lando-T, Hydreigon and Mienshao which really enable this Alakazam to go to town. Ferrothorn and Dusknoir got drafted to form a strong hazarding core with Spikes, which allows this team to go for fast paced tempo based games. Kabutops provides an emergency spinner and a potential sweeper in itself by setting Rain Dance into endgame positions.
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The second team here was drafted by muiboy , and it's a very interesting take on BW Draft drafting. The team forms a hard to beat defensive backline with Cofagrigus, Tentacruel and Blissey, aiming to play for longer games. Lando-T, Infernape and Rotom-Mow function as this teams main offense and synergize well together offensively, targeting each others weakpoints. Interestingly an option this team has is going for Trick Room when on the offensive, being able to make good use of offensive Cofagrigus, Escavalier and Scrafty to break open opposing defenses.
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Thundurus-Therian
The first team here was drafted by the Frogs in MPL, and is a very experimental take on the Thundurus teams Meesm popularized. Thundy pairs nicely with Hydreigon to form a very strong breaking core. Uxie, Tentacruel and Golurk together form a strong defensive core, which covers mostly everything with notably a good defensive profile against Figting types. Ambipom provides a much needed top speed option. Lastly, Abomasnow and Heatran provide good chip damage with Hail + Burn support. Heatran is a big help against Dragons being a Steel type, and Abomasnow helps with dealing with bulky water types offensively.
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The second team here was done by the Espadas in DWL. Thundurus is used here as a Rain abuser, unlocking it's powerful Thunders. The draft picked up 3 water types, with Sharpedo being the main sweeping one out of the 3. Moltres interestingly enough is a potent Rain sweeper in Generation 5, as it gains access to 100% accurate Hurricanes, something that is rare. Ferro lessening it's 4x Fire weakness in Rain makes it a nice fit for these kinds of teams. Espeon provides much needed Screens, a top speed and is nice utility with it's ability of Magic Bounce.
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Dragonite

The first draft here is done by the Random Finizens in DWL, and while it gained a legendary status with it's Round 3 Jolteon, the team still turned out nicely. Excadrill and Dragonite form a terrifying physical offense pairing with an additional benefit of Drills Rapid Spin. Suicune generally makes a fantastic pairing on Dragonite teams, as with it's bulk it's able to hold of many of Dragonites biggest enemies like opposing Dragons and Alakazam. The team drafted an extremely good hazarding core in Roserade, Cofagrigus and Uxie. Jolteon is a good high end speed option for this team, as it outspeeds a lot of the key targets this team need taken care of like Starmie and Terrakion.
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In the second team here, Dragonite is put into a Hyper Offense team drafted by the Landot-Lungmen. The team stacked a lot of threatening setup sweepers in Dragonite, Cloyster, Scizor and Scrafty to form an expeptionally good offense. The team supports itself well, it was good and reliable top speed options in Aerodactyl and Espeon, both providing much needed utility in Rocks and Screens. Nidoking itself is a very nice breaker for this team, especially helping with Steel types. Ludicolo is no slouch offensively either, as it can sweep a lot endgames with Rain Dance sets.
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Starmie

The first team here was drafted by Silly Goobers in MPL. Offensively, the team combines the strong offensive pressure of Starmie, Dragonite and Krookodile to break and maul over teams. It makes great use of the defensive pairing of Cofagrigus and Snorlax, as while the other handles the physical types, the other handles the special types. Cobalion is allowed to do a lot of different roles on this team, be it defensive or offensive depending on the game. The draft is closed out by Eelektross and Roselia which provide great disruption and much needed utility with their movesets and typings.
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The second draft takes a much more offensive take on the Starmie + Dragon formula, and was drafted by Trick of Eye in DWL. The team stacks 3 menacing special breakers with Starmie, Gengar and Raikou into 1 team, breaking teams open for each other. Combine that with the mixed assault of Salamence, and the team becomes practically impossible to wall effectively. Bronzong and Piloswine give this team a much needed defensive backbone. Scrafty is allowed to be a lot of different roles on this specific team, like setting up with Bulk Up or being a defensive check with Intimidate.
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Tyranitar
The first team here was drafted by the Chillaxers in MPL. It drafted 2 very natural Sand abusers in Alakazam and Landorus-I to form a formidable offensive core along with Metagross. The team is very strong defensively, as Slowbro and Tangrowth with their Regenerator abilities are able to take on a lot of offense this team needs taken care of. With having 2 Regen mons and a Magic Guard mon, the team affords to run a weaker spinners and it picked up Torkoal for it's matchups against the common spikers. Lastly, Sawk provides a good and cheap Fighting type that is able nuke many different Pokemons.
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The second team here drafted by Landot Lungmen follows much of the same formula, but instead opts for Excadrill and Reuniclus as the abusers. The team has an extremely strong hazarding core with Skarmory + Jellicent. Aero provides a good top Speed option, while becoming bulkier with Sand being up. Whimsicott provides very potent disruption for it's price, and allows this team to use Tailwind effectively. Combine that with Emboars high dmg output, the team is a very bulky but strong one.
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Some final notes

Be creative!


Draft is a wonderful place where team building and playing comes together in a way that no standard format can achieve. Don't let linear thinking eliminate creativity in the builder. Generation 5 Draft has one of the most skill expressive builders due to a ton of set variety on the top Pokemon, strong moves and mechanics that favor the one that is willing to put time and effort into making their own pastes.

Risk is built into this format, don't be scared of it.

Generation 5 Draft has a ton of inconsistencies built into it with stronger critical hits, status and strong attacks making airtight game plans almost impossible to come up with. Don't be scared if you have to pull of a risky double switch to get you into a good position or make a read allowing your Cloyster to setup. Be brave if the game state demands it.

Don't only look at your prep docs type chart.

While it is comfortable to look at the type chart in your preparation document and build your draft around that, certain play styles require crossing types more than once. Think about the real game situation too. As an example, can your Gengar + Azelf defend reliably against a Landorus-Incarnate, or would it potentially be wise to draft a hard ground resist/immunity, like Rotom-Mow for example?

Be reminded that there are no correct ways to go about drafting. Time and time again successful unconventional drafts keep popping up, and BW Draft is totally new as a draft format. Experiment, it's good!

Massive thanks to Monai, Gypsy, LeBomboclats and Lupla with helping me put this guide together.

Edit 17.8.2025, added information under Pursuit section.
Edit 27.9.2025 ; Rain section rewamped, Thundurus sample updated, Round 1:s section redone, new Round 2 onwards section added
Edit 26.1.2026. ; Guide mostly revamped and updated to the newest meta developments, samples completely redone. Massive thanks to Mokratha with helping me with this update!
Edit 27.1.2026 ; Made the Official guide for BW Draft
Edit 15.5.2026 : Round 1:s section finally expanded and integrated to the guide. Water types section added to generally good stuff to have.
 
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Good (insert time of day) everyone:boi:. I have taken the grand luxury of doing a write up on the new tiering changes for BW Draft. As could be expected, the first major tournament for a format shows what the meta defining threats are, what originally went under the radar and what was overpriced. The new tiers can be found here!

What we learned in Smogon BW 1 is that Offense is the defining play style in the meta. Stalls and Fats had pitiful pick and win rates when compared to the more faster paced styles. Pokemon which enable these teams best had excellent win and pick rates rates. However, traditional Hyper Offense threats also struggled. This might have been due to how fast the game played, there wasn't much room to setup and close the game that way. Many of these setup threats are also heavily weak to Stealth Rocks, which have had a large part in the meta due to lack of hazard removal and the low commitment of the move. Standards for the top Pokemon were extremely high, which shows in the amount of points reductions in this tiering update.

Rises

Terrakion :terrakion: has proved itself to be one of the most defining figures of BW Draft. It was by far the most successful Pokemon from the 17 pts bracket, appearing on 3 out of the 8 teams in Smogon BW Quarters. With it's format defining speed tier, close to unresisted STAB typing coming from a 129 base attack stat, the council felt it should move to the 18 points bracket with Garchomp.

Starmie :starmie: has established itself as one the best speed mons in the format and as the best Rapid Spin user around. Starmie has became one of the strongest enablers for a ton of teams and thus a good mid round 1 pick, as it provides a ton of safety when drafted. It is extremely good offensively in it's own right, with Analytic punishing switches hard. For these reasons, the council felt it deserved a spot in the 17 points tier.

Kyurem :kyurem: was initially overlooked when the tiering happened for Smogon BW 1. It has good traits as a Pokemon, being a strong mixed Dragon typed Pokemon with a relatively good speed tier of 95. It is very bulky and has Roost in this generation. It has both Outrage and Draco Meteor to make use of it's offensive stats, making it a strong threat when faced. The council felt it was very cheap while comparing to the other big dragons in the tier, so a prize bump to 15 was deemed fit.

Cobalion :cobalion: behaves in a very similar way to Iron Treads in BW Draft. It has some very good traits ; a speed tier of 108, good all around bulk with 129 defense being the shining stat, Volt Switch and a very good defensive profile with it's Steel Fighting type. It is no slouch offensively with access to both Sword Dance and Calm Mind, making it a threatening Pokemon when faced. Cobalion was put into the 13 points bracket, making it only 1 point cheaper than Metagross :metagross:.

Blastoise :blastoise: having access to Rapid Spin in a format that desperately needs it will always make it high demand. Blastoise has overall good bulk with 100s in both defense stats. Pure Water typing is also a very good typing in this format, being able to shrug off Water typed attacks themselves while having a vital resist to Ice. A Pokemon Blastoise gets a ton of comparison to is Tentacruel :tentacruel:, with both of them being Rain Dish Water typed spinners. The council didn't feel like they should have a prize difference, so Blastoise moved to 13 points.

Rotom-Mow :rotom-mow: and Mesprit :mesprit: share a similar role in the metagame. Both are pivoting Levitate mons with good utility. Rotom-Mow shines with it's typing and ability ; it is able to check every single ground type in the meta game as it is neutral to ground even with it's Levitate ability is disrupted. This makes it a great all around Pokemon on both offense and balance teams, as with it's even stat distribution between Defense, Special Attack and Special Defense. Mesprit instead trades off from it's typing and leans more heavily into it's movepool. Being a Lake Trio member, it has Stealth Rocks which is rare of a pokemon of it's profile. It's most defining feature is the ever rare Healing Wish, making it an asset on especially more offensive leaning teams. For these reasons, both Pokemon rose from the 9 points bracket to 10.

Cofagrigus :cofagrigus: rose into the meta as one of the best bulky mons due to it's traits as a defensive Ghost type. It is one of the better checks to Terrakion, being immune to Fighting and neutral to Rock. It is fairly hard to kill, with a very good 145 base Defense stat and a respectable Special Defense stat of 105. It is one of the best spin blockers in the meta, as it can take a Pursuit fairly well from most users or burn them in their attempt with Will-O-Wisp. Cofagrigus has proven itself as an integral figure on Balance, and thus rose from 8 to 9 points.

:durant: :scolipede: :garbodor: :lanturn: :zebstrika: all got 1 point prize bumps to reflect their utility and power in the meta game better. All of these either have good Speed tiers for the meta or provide good support with their defensive profiles and utility

Falls

Politoed :politoed: and Rain for that matter performed worse than expected in Smogon BW 1. The style suffers from an identity crisis as it's moving on from Thundurus :thundurus-therian: based structures into something new. Politoed itself is a very good showing of it, as it doesn't have a clearly defined set that works best on it. This would be fine, but the momentum based meta in BW 1 it struggles to get the most of itself outside of setting the Rain for it's team. For these reasons, Politoed was put down to 15.

Gliscor :gliscor: really struggles with being option locked. Gliscor naturally wants to use it's Poison Heal ability, forcing it to be locked into Toxic Orb. It also has severe 4mms, as it has a ton of coverage options while needing many of them at once. It is not uncommon for a Gliscor user to slot in Protect, Stealth Rocks and Earthquake and then run out of move options. The meta has not been kind to it either as fast special attacking threats are able to take it out with Hidden Power Ice. It is also the weakest in power out of the 3 Flying Grounds, with a meager 95 base attack stat. It went down to 14 to give it a better chance to shine.

Hyper Offense duo Cloyster :cloyster: and Volcarona :volcarona: had surprisingly bad pick rates in BW 1, with Cloyster being drafted only 13 times and Volcarona 12 times respectively. Neither performed particularly well, as only 2 Cloysters made it out to Round 1 and 3 Volcaronas. These statistics indicate that they were either overpriced or the meta wasn't suiting them well. They suffer heavily from the wide use of Stealth Rocks. On top of that, they don't get as many openings as they would like, as generally both Pokemon tend to get 1 chance of setting up in a game. Thus they got a prize cut, going from 15 to 14 points.

Heatran :heatran: stands out as a very middling Steel type in the meta. For a Steel, it isn't particularly bulky on the physical side. It is 4x weak to Grounds, making it difficult to take on many of the threats it wants to. Water typed attacks are flying around everywhere. The tldr: it is really being help back by it's Fire typing for it's defensive use. This makes it difficult to use, as it's it's strong offensive capabilities are locked behind a middling speed tier of 77. Heatran isn't a bad Pokemon in any means though, it is one of the better checks to specially offensive Psychics and it has the unique trait of being able to take advantage of opposing Steels, making it a good partner to many of the Dragon Dancing Dragons in the tier. However, it had it's prizing cut to allow more pick ups on it, going from 15 to 14.

Mamoswine :mamoswine: down to 12 points? It got drafted a total of 9 times in BW 1, and had a winrate of 33% in pools. Mamoswine has the problem of having the wrong strengths at the wrong time. Mamoswine has a speed tier of 80, which while not bad is lacking for an offensive mon in this meta. It hates it's Ice typing defensively, as it is unable to switch into much of anything and thus relies fully on it's raw offensive power to succeed. This brings another issue ; Ice isn't a hard typing to switch into with many teams, as a reliable bulky Water type is common on most teams. Mamoswine despises the fact that Rotom-Wash is the most successful Pokemon in the format, who it blanks totally into. It just doesn't fit into the meta as a Ground type in it's current prize bracket. The hefty cut looks to bring it into being a strong offensive part in more teams.

Suicune :suicune: suffers from fierce competition from other Water types of it's profile. When comparing to other bulky waters, Rotom-Wash :rotom-wash: has a better defensive profile and Volt Switch, Tentacruel :tentacruel: and Blastoise :blastoise: have Rapid Spin and cheaper options like Alomomola :alomomola: and Vaporeon :vaporeon: do similar things of being a fat water while being far cheaper in prizing. It just has a ton of competition for their role in a team, and thus only got 6 pick ups during BW 1. As such, a prize cut from 13 to 12 was deemed fit.

Jellicent :jellicent: unlike Suicune got a ton of pick ups with 19 picks in pools. However, it came out of pools with an abysmal 16% win rate . Jellicent doesn't have a massive bulk, with only a 70 base defense and thus making it frail to Pursuit. It isn't able to come in on many physical attackers outside of Fighters, and thus keeping off hazards over a longer game gets increasingly harder. It just didn't match the high expectations set for it, and thus it got a prize cut from 13 to 12.

Abomasnow :abomasnow: only got 1 single use in BW 1, and unfortunately the team didn't make it trough in pools, giving it a 0% winrate. As a permanent weather setter, one would expect that it should see some use. Hail just like in OU remains difficult to build around, and the player base decided it was not worth trying. As such a prize cut from 11 to 10 hopes to give it some more light.

:breloom: :crawdaunt: :umbreon: :gothitelle: :gastrodon: :azumarill: :sharpedo: + many more got cuts to their prizing to reflect their low useage stats. These changes look to give them a chance to shine in the meta!

Massive thanks to the council Monai and evakiyama! for tiering these!
 
Budget picks in BW Draft.

BW Draft has a ton of hidden gems in its lower points bracket with important niches that allow them to shine. This article aims to highlight a few of these Pokemon. All this article's Pokemon are 8 points and below.

Lanturn :pmd/lanturn:

Prize: 7 points.
Lanturn :lanturn: has a very unique combination of traits, making it an excellent later round pick for many teams. It has a great HP stat of 127, making it fairly bulky on both sides, though a base defense stat of 58 makes it frail against strong physical attackers. It is one of the best Thundurus-Therian answer in the format with its ability Volt Absorb making it a Water type immune to Electric type attacks. It was blessed with the pivoting move Volt Switch in Generation 5, making it a good slow, bulky pivot. While its supporting movepool is limited, it has the good utility of Heal Bell, supporting its team against status. Lanturn shines in cores with a good Grass type, as being a Water type that is weak to Ground limits it's defensive potential. Thus, puts in work especially on Sand structures, as Sand commonly packs Pokemon like Celebi and Virizion. It is also a great answer to Rain, having the secondary ability of Water Absorb making it completely immune to Water type attacks while gaining offensive power from a Rain-boosted Scald and a fully accurate Thunder. At 7 points, Lanturn is a great later round pick for many different cores.

Common items : Leftovers, Shuca Berry, Rindo Berry.

Sharpedo :pmd/sharpedo:

Prize: 6 points.
Sharpedo :sharpedo: at 6 points goes overlooked quite often, however it is a very dangerous offensive threat in the format. With Speed Boost, it can turn into a strong cleaner with the combination of Protect and Life Orb. It hits the Attack stat of 372 with Adamant, something it can run commonly due to its ability. Its typing of Water and Dark is a good one for the format, as Grass and Dragon types can be taken care off with Sharpedo having access to both Ice Fang and Ice Beam. Sharpedo is a good pick especially for Rain teams, as it makes its Waterfall and Hydro Pump do 50% more damage, causing it to become extremely threatening in the late game.

Common items : Life Orb, Expert Belt, Choice Band, Leftovers.

Scrafty :pmd/scrafty:

Prize: 8 points.
Scrafty :scrafty: has proven itself to be a very polarizing setup sweeper against bulky structures in BW Draft. It gains entry on Pokemon like Ferrothorn, Cofagrigus and Blastoise and can set up with either Bulk Up or Dragon Dance, with Bulk Up being the more common choice. Its access to Shed Skin make Rest a viable 4th move on it and with its natural bulk Scrafty is a fairly hard Pokemon to take down especially after it has set up. It lacks offensive power before it gains a boost but gaining that boost has proven fairly easy for it. However, Scrafty is not an easy pick up to make as it requires fairly good offensive power from a team to get the most out of it. It also struggles into hard special breakers like Hydreigon and Kyurem, as they are able to take it out even after it has setup due to how slow it is. It rewards the player willing to build around its strengths and thus make it a good later round win condition. It shines most on Weatherless Offense, as it can take full advantage of the raw offensive power of its team and it doesn't gain additional weaknesses from the weather it is in.

Common items : Leftovers, Chesto Berry, Lum Berry, Chople Berry.

Dusclops :pmd/dusclops:

Prize: 6 points
Dusclops :dusclops: at 6 points behaves very similarly to Cofagrigus. It is fairly bulky with base 130s in both its defensive stats, boosted even higher by Eviolite. It has access to a lot of disruption moves with Will-O-Wisp, Pain Split, Disable and Destiny Bond. With its bulk, it can come in on common Physical attackers like Garchomp, Terrakion and Excadrill and check them. It can break most Substitutes with both Seismic Toss and Night Shade. Dusclops is a great alternative to Cofagrigus on Weatherless Balance with its cheaper price and similar bulk. Its main problem comes from its reliance on Eviolite and its passivity, as it can give entry to Pokemon like Volcarona. Still, at 6 points it is a great budget pick.

Common items : Eviolite, Leftovers.

Armaldo :pmd/armaldo:

Prize: 5 points.
Armaldo :armaldo: at 5 points is a good Rapid Spin option for teams that don't require a strong one but want the option in the face of hard Hazard Stack. Armaldo has good traits, it has a good base attack stat of 125, it’s a Rock Type Pokemon not weak to Ground and has great ability options in Battle Armor and Swift Swim. It can become an offensive threat in itself with access to both Sword Dance and Rock Polish. Armaldo is mostly unable to come into stronger attacks and thus gets only 1 Spin off in most games, but for its price that's a great accomplishment, as many Spinners in its prize range are unable to provide that. Armaldo is a very good Round 7 onwards option for a team looking to cover their Rapin Spin needs and should not be overlooked.

Common items : Leftovers, Chople Berry, Passho Berry.

Accelgor :pmd/accelgor:

Prize: 7 points.
Accelgor :accelgor: is the third fastest Pokemon in the format behind Ninjask and Electrode. It has a good supporting movepool with Spikes, Encore, Yawn and Knock Off. It has reliable recovery in Recover. Accelgor is no slouch offensively, with a base 100 Special Attack stat and access to Bug Buzz, Focus Blast and Giga Drain. Accelgors speed allow it to outspeed a Jolly + 1 Dragonite by 1 point, making it a good revenge killer in the format. It is the only Pokemon in BW Draft with access to Spikes + U-Turn. Accelgor is very unique, as it has a ton of traits that no other Pokemon has. It has drawbacks, as it's frail and weak to Stealth Rocks and thus strong priority destroy it quite easily. However at 7 points, it makes for a good later round pivoting and a fine high end speed tier option.

Common items : Life Orb, Sitrus Berry, Focus Sash.

Roselia :pmd/roselia:

Prize: 3 points.
Roselia :roselia: at it's prize point of 3 points has a ton of nice traits. Like it's evolution, it has access to both Spikes and Toxic Spikes along with a good disruption with the Powder Moves, Leech Seed and Toxic. When using Eviolite, it becomes fairly bulky on the Special side. It has access to Synthesis to stay alive longer and support in Aromatherapy, being able to take out status for it's team. Roselia makes for great later round hazard mon on all kinds of structures, and while it's not able to defend it's hazards effectively, it will cause havoc with status before going out.

Common items : Eviolite, Black Sludge, Focus Sash.

Piloswine :pmd/piloswine:

Prize : 6 points.
Piloswine :piloswine: is funnily enough almost as bulky without Eviolite as it's fully evolved counterpart. With a solid base 100 HP stat, it is able to take good advantage of Eviolite to become fairly bulky. Add the fact that it has access to Thick Fat, many Special attackers struggle to take it down. For example, it comfortably lives a Life Orb boosted Focus Blast from Alakazam and is able to take it out with Earthquake. It makes for a great candidate for a later round Ground type. It is able to use Stealth Rocks effectively and has strong priority with Ice Shard. Piloswine is not the flashiest mon, but it does get the job done.

Common items : Eviolite, Chople Berry, Leftovers, Lum Berry.

Floatzel :pmd/floatzel:

Prize: 4 points.
Floatzel :floatzel: has an amazing Speed stat of 115, being able out speed most targets in the format. It has a respectable base Attack stat of 105, further to be boosted by items like Choice Band and Life Orb. What makes Floatzel a good budget pick is the existence of Politoed and it's permanent Rain. Not only is it a great abuser for the style for it's prize even with just Water Veil, it is great against it as it can use it's broken Swift Swim ability. Ice Fang makes sure it can get past Grass and Dragon types. It also has access to both Low Kick and Brick Break, making it able to take on Steels with Super Effective coverage. The only problem it faces is the lack of U-Turn in it's arsenal, something it would like a lot. Even still, it is a great option for a later round Speed Control option.

Common items: Choice Band, Life Orb, Mystic Water, Choice Specs.

Sceptile :pmd/sceptile:

Prize: 6 points.
Continuing from the trend of cheap Speed options, Sceptile :sceptile: at 6 points is a very solid late draft pickup for drafts looking to get a Terrakion outspeed. Sceptile is fairly unique in the tier, it has the fastest Leaf Storm coming off a respectable 105 Special Attack stat, making it's Choice Specs sets fearsome in certain mus. It has Unburden, making it's Sword Dance sets scary to face off in the lategame. It can also use it's speed to form a pesky SubLeech set, as it is very hard to outspeed naturally. Sceptile is a great fit on many more offensive drafts, it benefits a ton from strong breakers and especially those that can take on Steel types.

Common items : Life Orb, Choice Specs, Leftovers, Resist Berries.

Golurk :pmd/golurk:

Prize : 6 points.
Are you scared of Terrakion? Are you looking to compress your Rocker and Spinblocker into 1 mon? Then Golurk :golurk: is for you! Golurk is one of the hardest counters to Terrakion in the tier, resisting both of it's stabs. It compressed a ton of important roles into 1 Pokemon and is able to do them effectively during a game. Having a base Attack stat of 124, it hits hard with it's stab Earthquake even uninvested. It has 2 great abilities in Iron Fist and No Guard, either allowing it's secondary STAB of Shadow Punch to become 72 base power along with it's other punching moves, or unlocking the ever so annoying Dynamic Punch with No Guard.

Common items : Leftovers, Resist Berries, Choice Band.

Misdreavus :pmd/misdreavus:

Prize : 4 points.
Misdreavus :misdreavus: is a very interesting case in the meta, as it becomes fairly bulky again with Eviolite. It has a great movepool, coming with lot of good disruption options like Will-O-Wisp, Taunt, Thunder Wave, Pain Split and much more. It's able to hit a lot of important offensive options with Super Effective coverage with Thunderbolt and Hidden Power allowing to serve as a good general check in a team for it's prize. Being a Spin Blocker is always appreciated in meta, and it's able to last longer in doing so with it's ability of Levitate. It somewhat relies on Eviolite for it's defensive use, but for a 4 point mon it provides a lot for it's prize.

Common items : Eviolite.

Eelektross :pmd/eelektross:

Prize : 7 points
Eelektross :eelektross: is great utility mon for it's prize. It having no weaknesses makes it's sets variable from game to game, especially with it's very broad stat spread. It has a ton of good moves, noteworthy being Super Fang allowing it to chip everything but Ghosts for 50%. Having access to Roar is massive, as you block setup sweepers from going berserk and make them take more chip damage from hazards. Having U-Turn is a great option for a mon of it's profile, as it can slow pivot on Ground types and get it's offensive allies into the game. Eelektross is a very safe mon to get in a draft, it won't excel at anything but has a solid matchup in most cases.

Common items : Leftovers, Sitrus Berry, Rocky Helmet.

These are just a few examples of budget ballers in BW Draft. For draft help, head over to the official BW Draft Discord https://discord.gg/DXPQhxeUEY.

Massive thanks to toastrgophr and Phonytail on helping me with this article.
 
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Tiering changes for DWL 1 (and Smogon BW 2)

Hiya, it's me once again. BW Draft has gone under some changes, and while these changes have been public for about a month at this point, I felt it was a good time to talk about them with DWL 1 being soon on the horizon.

Much of what this thread has will be repeat from my Swiss tiering changes post, as most people haven't kept up with the metagame at large after Smogon BW 1 concluded. However, I have a lot more to say about said rises after we have got a lot more data about them.

Rises (Swiss changes)

Terrakion :terrakion: (17->18)


This was probably the biggest tiering change in the Swiss changes. Terrakion in winrate was by far the best Round 1 pick in Smogon BW 1. In MPL, it was the default pick number 2 after Garchomp with only 1 pool changing this up. It's results in Swiss while not as great as in Smogon BW 1 still resulted in 3/8 Terrakion in Top Cut in the tournament. The change ended up gaining mostly positive reception (outside of Phonytail) and thus will be there for the upcoming tours.

Starmie :starmie: (16->17)

Starmie had already set itself as the premier Rapid Spin user in BW Draft, and the more the meta evolved the earlier it started being picked up. Currently it is commonly the 6th to 7th Round 1 pick in BW Draft. Starmie provides a lot of options, it's offensive options combined with a good ability in Analytic make it a fearsome breaker in certain matchups. Alternatively, it avoids the strongest speed control in Thunder Wave with Natural Cure and is thus is always able to outspeed it's vital targets with a blistering 115 speed tier. Being a Terrakion outspeed is a major factor in it's viability, not to mention Pokemon like Garchomp, Thundurus-T and Infernape.

Kyurem :kyurem: (14->15)

At the time this change felt to me as a suggestive balance change. Kyurem objectively is monstrous, it is extremely bulky, strong and has a relatively good speed tier. After this change went live, it's draft rate went up from around 50% to a very respectable 75% in Swiss and 60% in MPL. People had kind of forgotten about it. It has had good success after this change, and while remaining a bit niche compared to the other dragons, at 15 it has a clear identity in the format

Cobalion :cobalion: (12->13)

Cobalion after the change has been explored a lot more, and it's offensive sets with Sword Dance and Calm Mind have become even more popular. A joke we have is that then in doubt, a set of Stealth Rocks, Volt Switch, Close Combat and Thunder Wave on Cobalion is always a good one. Now it has became one of the most common Round 3 pickups in BW Draft. It's flexibility in it's sets have proven integral to the drafts that use it. I personally believe that in the future Cobalion should rise further.

Blastoise :blastoise: (12->13)

Water types are integral in the format, and being a good Rapid Spin user on top of it meant Blastoise would always have an important role in the format. What I underestimated was it's access to Roar. This move has became a key component in it's arsenal and allowed it to take an even larger role in the hazard wars. It benefits a lot from the type resist berries (mostly Wacan) to punish Electric types with Mirror Coat. Extremely good mon.

Mesprit :mesprit: + Rotom-Mow :rotom-mow: (9->10)

I don't have much to add here other than this change hasn't had a large impact on the mons viabilities. They are being drafted commonly, though Mesprit has started facing competition from Cresselia and Uxie as a Ground Immune Psychic type after this change. Still both have important roles and fit a lot of teams nicely.

Cofagrigus :cofagrigus: (8->9)

During Swiss, Cofa's draft rate went down to 37.5% from it's massive 72% in Smogon BW 1. People were exploring many other ghosts for their spin block needs. By MPL, it was given more attention and was drafted in 4/5 pools. People have started to put less value in purely hazard stack and started looking at it's Fighting immunity and offensive move pool.

Lanturn :lanturn: (6->7)

A mon I chose to not go deeper into was Lanturn in the original post. Lanturn as highlighted in my budget picks post has extremely nice traits, like having a complete Electric immunity with Volt Absorb along with a great secondary ability in Water Absord, and thus being a Water type that beats Water types or is completely immune to their biggest offensive threat. Having access to slow Volt Switch has proven to be amazing for many different drafts.

Suicune adventures :suicune: (13->12->13)

Suicune had a very interesting couple of months. At first, it was dropped due to useage based issues in Smogon BW 1. Now, it was risen back to 13 for winrate based success. It is a very specific pick, it doesn't have a secondary typing and it's movepool isn't large compared to many other Waters in the tier. What it does have is raw stats. 115s in both defenses make it a soft check to most things. It is for that reason allowed to spam Scald more freely, which while not unique to it is still a very good trait. It's base speed of 85 is a very good tool. For the teams that want it, it provides a lot and them some.

Notable drops (Swiss and DWL update)

Rain and it's Water Types :politoed: (16->15), :gyarados: (14->13), :sharpedo: (8->7->6), :azumarill: (7->6), :crawdaunt: (7->3->2)


Rain in general had a pretty awful winrate in Smogon BW 1. Politoed got experimented a lot more in Swiss, and 2 teams managed to make top cut with extremely unique ideas in their drafting. Many of the common abusers thus had bad draft rates and got dropped for the Swiss changes. In MPL, only 2 Politoeds got drafted. It remains to see how good this play style is really is.

Underused/underwhelming Ground types :hippowdon: (15->13), :gliscor: (15->14->13), :swampert: (11->10), :gastrodon: (9->8->7) and many others!

The Ground in a BW Draft is a very competed spot, and when being compared to titans like Landorus (both forms), Excadrill, Garchomp and Donphan you have to very good at something specific to stand out. Many of the Grounds either excel in traits not in high demand in the meta or are too general with their statistics and toolkits. Thus, their draft rates weren't very good and were dropped to give them a chance to shine.

Volcarona :volcarona: and Cloyster :cloyster: (15->14)

While objectively absurd, the 2 have massive defensive shortcomings making them a liability if not drafted around. They had bad draft rates in Smogon BW 1, which transitioned into Swiss and MPL. Both however are still extremely powerful and should not be ignored.

Cheap Psychic types :gothitelle: (13->12), :meloetta: (11->10), :sigilyph: (10->9), :musharna: (6->5)

Competition is extremely high for Psychic types in BW Draft with examples like Starmie, Alakazam, Azelf, Uxie, Slowbro and Cresselia being very common picks. It is hard to justify picking up these other options, so they were given price cuts to become more budget friendly options.

Fighting types :breloom: (12->11), :toxicroak: (10->8->7), :machamp: (9->8->7), :emboar: (7->6)

Being a cheap Fighting type is a hard task, as many of the strong ones like Conkeldurr already go undrafted commonly. There is also a ton of competition, with examples like Scrafty and Sawk getting drafted commonly. These Pokemon were given price cuts to better compete with the other cheap Fighters in the tier.

Alex's highlights

Over the past few months there have been a ton of price cuts and it would be impossible for me to list them all. I have put some noteworthy mons that I didn't write about but still thought deserved a mention in this post

:bisharp: (12->11), :abomasnow: (11->10->9), :togekiss: (11->10), :staraptor: (10->9), :darmanitan: (10->9), :eelektross: (8->7), :sableye: (7->6)

Thank you massively for Monai and evakiyama! for tiering these, and to you for reading this. Lets have a fun DWL (and Smogon BW 2)!
 
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Budget picks in BW Draft.

BW Draft has a ton of hidden gems in its lower points bracket with important niches that allow them to shine. This article aims to highlight a few of these Pokemon. All this article's Pokemon are 8 points and below.

Lanturn :pmd/lanturn:

Prize: 7 points.
Lanturn :lanturn: has a very unique combination of traits, making it an excellent later round pick for many teams. It has a great HP stat of 127, making it fairly bulky on both sides, though a base defense stat of 58 makes it frail against strong physical attackers. It is one of the best Thundurus-Therian answer in the format with its ability Volt Absorb making it a Water type immune to Electric type attacks. It was blessed with the pivoting move Volt Switch in Generation 5, making it a good slow, bulky pivot. While its supporting movepool is limited, it has the good utility of Heal Bell, supporting its team against status. Lanturn shines in cores with a good Grass type, as being a Water type that is weak to Ground limits it's defensive potential. Thus, puts in work especially on Sand structures, as Sand commonly packs Pokemon like Celebi and Virizion. It is also a great answer to Rain, having the secondary ability of Water Absorb making it completely immune to Water type attacks while gaining offensive power from a Rain-boosted Scald and a fully accurate Thunder. At 7 points, Lanturn is a great later round pick for many different cores.

Common items : Leftovers, Shuca Berry, Rindo Berry.

Sharpedo :pmd/sharpedo:

Prize: 6 points.
Sharpedo :sharpedo: at 6 points goes overlooked quite often, however it is a very dangerous offensive threat in the format. With Speed Boost, it can turn into a strong cleaner with the combination of Protect and Life Orb. It hits the Attack stat of 372 with Adamant, something it can run commonly due to its ability. Its typing of Water and Dark is a good one for the format, as Grass and Dragon types can be taken care off with Sharpedo having access to both Ice Fang and Ice Beam. Sharpedo is a good pick especially for Rain teams, as it makes its Waterfall and Hydro Pump do 50% more damage, causing it to become extremely threatening in the late game.

Common items : Life Orb, Expert Belt, Choice Band, Leftovers.

Scrafty :pmd/scrafty:

Prize: 8 points.
Scrafty :scrafty: has proven itself to be a very polarizing setup sweeper against bulky structures in BW Draft. It gains entry on Pokemon like Ferrothorn, Cofagrigus and Blastoise and can set up with either Bulk Up or Dragon Dance, with Bulk Up being the more common choice. Its access to Shed Skin make Rest a viable 4th move on it and with its natural bulk Scrafty is a fairly hard Pokemon to take down especially after it has set up. It lacks offensive power before it gains a boost but gaining that boost has proven fairly easy for it. However, Scrafty is not an easy pick up to make as it requires fairly good offensive power from a team to get the most out of it. It also struggles into hard special breakers like Hydreigon and Kyurem, as they are able to take it out even after it has setup due to how slow it is. It rewards the player willing to build around its strengths and thus make it a good later round win condition. It shines most on Weatherless Offense, as it can take full advantage of the raw offensive power of its team and it doesn't gain additional weaknesses from the weather it is in.

Common items : Leftovers, Chesto Berry, Lum Berry, Chople Berry.

Dusclops :pmd/dusclops:

Prize: 6 points
Dusclops :dusclops: at 6 points behaves very similarly to Cofagrigus. It is fairly bulky with base 130s in both its defensive stats, boosted even higher by Eviolite. It has access to a lot of disruption moves with Will-O-Wisp, Pain Split, Disable and Destiny Bond. With its bulk, it can come in on common Physical attackers like Garchomp, Terrakion and Excadrill and check them. It can break most Substitutes with both Seismic Toss and Night Shade. Dusclops is a great alternative to Cofagrigus on Weatherless Balance with its cheaper price and similar bulk. Its main problem comes from its reliance on Eviolite and its passivity, as it can give entry to Pokemon like Volcarona. Still, at 6 points it is a great budget pick.

Common items : Eviolite, Leftovers.

Armaldo :pmd/armaldo:

Prize: 5 points.
Armaldo :armaldo: at 5 points is a good Rapid Spin option for teams that don't require a strong one but want the option in the face of hard Hazard Stack. Armaldo has good traits, it has a good base attack stat of 125, it’s a Rock Type Pokemon not weak to Ground and has great ability options in Battle Armor and Swift Swim. It can become an offensive threat in itself with access to both Sword Dance and Rock Polish. Armaldo is mostly unable to come into stronger attacks and thus gets only 1 Spin off in most games, but for its price that's a great accomplishment, as many Spinners in its prize range are unable to provide that. Armaldo is a very good Round 7 onwards option for a team looking to cover their Rapin Spin needs and should not be overlooked.

Common items : Leftovers, Chople Berry, Passho Berry.

Accelgor :pmd/accelgor:

Prize: 7 points.
Accelgor :accelgor: is the third fastest Pokemon in the format behind Ninjask and Electrode. It has a good supporting movepool with Spikes, Encore, Yawn and Knock Off. It has reliable recovery in Recover. Accelgor is no slouch offensively, with a base 100 Special Attack stat and access to Bug Buzz, Focus Blast and Giga Drain. Accelgors speed allow it to outspeed a Jolly + 1 Dragonite by 1 point, making it a good revenge killer in the format. It is the only Pokemon in BW Draft with access to Spikes + U-Turn. Accelgor is very unique, as it has a ton of traits that no other Pokemon has. It has drawbacks, as it's frail and weak to Stealth Rocks and thus strong priority destroy it quite easily. However at 7 points, it makes for a good later round pivoting and a fine high end speed tier option.

Common items : Life Orb, Sitrus Berry, Focus Sash.

Roselia :pmd/roselia:

Prize: 3 points.
Roselia :roselia: at it's prize point of 3 points has a ton of nice traits. Like it's evolution, it has access to both Spikes and Toxic Spikes along with a good disruption with the Powder Moves, Leech Seed and Toxic. When using Eviolite, it becomes fairly bulky on the Special side. It has access to Synthesis to stay alive longer and support in Aromatherapy, being able to take out status for it's team. Roselia makes for great later round hazard mon on all kinds of structures, and while it's not able to defend it's hazards effectively, it will cause havoc with status before going out.

Common items : Eviolite, Black Sludge, Focus Sash.

Piloswine :pmd/piloswine:

Prize : 6 points.
Piloswine :piloswine: is funnily enough almost as bulky without Eviolite as it's fully evolved counterpart. With a solid base 100 HP stat, it is able to take good advantage of Eviolite to become fairly bulky. Add the fact that it has access to Thick Fat, many Special attackers struggle to take it down. For example, it comfortably lives a Life Orb boosted Focus Blast from Alakazam and is able to take it out with Earthquake. It makes for a great candidate for a later round Ground type. It is able to use Stealth Rocks effectively and has strong priority with Ice Shard. Piloswine is not the flashiest mon, but it does get the job done.

Common items : Eviolite, Chople Berry, Leftovers, Lum Berry.

Floatzel :pmd/floatzel:

Prize: 4 points.
Floatzel :floatzel: has an amazing Speed stat of 115, being able out speed most targets in the format. It has a respectable base Attack stat of 105, further to be boosted by items like Choice Band and Life Orb. What makes Floatzel a good budget pick is the existence of Politoed and it's permanent Rain. Not only is it a great abuser for the style for it's prize even with just Water Veil, it is great against it as it can use it's broken Swift Swim ability. Ice Fang makes sure it can get past Grass and Dragon types. It also has access to both Low Kick and Brick Break, making it able to take on Steels with Super Effective coverage. The only problem it faces is the lack of U-Turn in it's arsenal, something it would like a lot. Even still, it is a great option for a later round Speed Control option.

Common items: Choice Band, Life Orb, Mystic Water, Choice Specs.

Sceptile :pmd/sceptile:

Prize: 6 points.
Continuing from the trend of cheap Speed options, Sceptile :sceptile: at 6 points is a very solid late draft pickup for drafts looking to get a Terrakion outspeed. Sceptile is fairly unique in the tier, it has the fastest Leaf Storm coming off a respectable 105 Special Attack stat, making it's Choice Specs sets fearsome in certain mus. It has Unburden, making it's Sword Dance sets scary to face off in the lategame. It can also use it's speed to form a pesky SubLeech set, as it is very hard to outspeed naturally. Sceptile is a great fit on many more offensive drafts, it benefits a ton from strong breakers and especially those that can take on Steel types.

Common items : Life Orb, Choice Specs, Leftovers, Resist Berries.

Golurk :pmd/golurk:

Prize : 6 points.
Are you scared of Terrakion? Are you looking to compress your Rocker and Spinblocker into 1 mon? Then Golurk :golurk: is for you! Golurk is one of the hardest counters to Terrakion in the tier, resisting both of it's stabs. It compressed a ton of important roles into 1 Pokemon and is able to do them effectively during a game. Having a base Attack stat of 124, it hits hard with it's stab Earthquake even uninvested. It has 2 great abilities in Iron Fist and No Guard, either allowing it's secondary STAB of Shadow Punch to become 72 base power along with it's other punching moves, or unlocking the ever so annoying Dynamic Punch with No Guard.

Common items : Leftovers, Resist Berries, Choice Band.

Misdreavus :pmd/misdreavus:

Prize : 4 points.
Misdreavus :misdreavus: is a very interesting case in the meta, as it becomes fairly bulky again with Eviolite. It has a great movepool, coming with lot of good disruption options like Will-O-Wisp, Taunt, Thunder Wave, Pain Split and much more. It's able to hit a lot of important offensive options with Super Effective coverage with Thunderbolt and Hidden Power allowing to serve as a good general check in a team for it's prize. Being a Spin Blocker is always appreciated in meta, and it's able to last longer in doing so with it's ability of Levitate. It somewhat relies on Eviolite for it's defensive use, but for a 4 point mon it provides a lot for it's prize.

Common items : Eviolite.

Eelektross :pmd/eelektross:

Prize : 7 points
Eelektross :eelektross: is great utility mon for it's prize. It having no weaknesses makes it's sets variable from game to game, especially with it's very broad stat spread. It has a ton of good moves, noteworthy being Super Fang allowing it to chip everything but Ghosts for 50%. Having access to Roar is massive, as you block setup sweepers from going berserk and make them take more chip damage from hazards. Having U-Turn is a great option for a mon of it's profile, as it can slow pivot on Ground types and get it's offensive allies into the game. Eelektross is a very safe mon to get in a draft, it won't excel at anything but has a solid matchup in most cases.

Common items : Leftovers, Sitrus Berry, Rocky Helmet.

These are just a few examples of budget ballers in BW Draft. For draft help, head over to the official BW Draft Discord https://discord.gg/DXPQhxeUEY.

Massive thanks to toastrgophr and Phonytail on helping me with this article.
Where is Gurdurr :<
 
Martini Premier League BW Draft Records
I'm sure many in the Black and White Draft Community are aware of the Martini Premier League that was run early in this year, however there was previously nothing from which to pull team records or see how individual mons performed in the tour for anyone who may have wanted to pull from it as a drafting resource. To remedy this I have compiled the records for all the drafts as well as winrates for many of the meta relevant pokemon. I would like to clarify winrates for pokemon are not necessarily a great indicator of the ability of those pokemon to perform and are more for fun, as a lot of circumstances can cause a pokemon to over/underperform(Suicune is a great mon despite going 2-8 in this tour, do not let this record prevent you from drafting Suicune). Same goes for the draft records, a mediocre record does not mean that draft or a similar one will not work, but I would recommend taking you inspiration from the better performing drafts.

Landot Lungmen Drafts
Screenshot from 2026-04-25 01-48-20.png

Draft 1: 1-2 Draft 2: 3-0 Draft 3: 1-2 Draft 4: 3-4 Draft 5: 2-3

Jobless Jolteon Drafts
Screenshot from 2026-04-25 01-49-17.png

Draft 1: 2-1 Draft 2: 1-3 Draft 3: 3-2 Draft 4: 1-3 Draft 5: 3-2

Whiscash Wednesday Drafts
Screenshot from 2026-04-25 01-49-41.png

Draft 1: 3-3 Draft 2: 4-2 Draft 3: 2-1 Draft 4: 7-1 Draft 5: 1-1

Noble Ninetales Drafts
Screenshot from 2026-04-25 01-50-03.png

Draft 1: 2-1 Draft 2: 1-5 Draft 3: 2-3 Draft 4: 3-2 Draft 5: 1-1

Chillaxers Drafts
Screenshot from 2026-04-25 01-50-45.png

Draft 1: 3-2 Draft 2: 4-2 Draft 3: 3-1 Draft 4: 1-3 Draft 5: 1-2

Hyperstall Drafts
Screenshot from 2026-04-25 01-49-29.png

Draft 1: 2-4 Draft 2: 0-1 Draft 3: 0-2 Draft 4: 4-3 Draft 5: 4-2

Single Frogs Drafts
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Draft 1: 1-4 Draft 2: 3-2 Draft 3: 3-0 Draft 4: 2-3 Draft 5: 0-2

Silly Goobers Drafts
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Draft 1: 3-2 Draft 2: 0-2 Draft 3: 5-3 Draft 4: 1-2 Draft 5: 3-5

Top 15 drafts
  1. WW Draft 4 7-1
  2. SG Draft 3 5-3
  3. CH Draft 2 4-2 +8
  4. HS Draft 5 4-2 +8
  5. WW Draft 2 4-2 +3
  6. HS Draft 4 4-3
  7. LL Draft 2 3-0 +12
  8. SF Draft 3 3-0 +7
  9. CH Draft 3 3-1
  10. SF Draft 2 3-2 +8
  11. JJ Draft 5 3-2 +7
  12. CH Draft 1 3-2 +5
  13. NN Draft 4 3-2 +5
  14. JJ Draft 3 3-2 +4
  15. SG Draft 1 3-2 +1

Remember this ranking is based purely off performance for this tour, not off strictly what draft is best but these can certainly be good to draw inspiration from for other drafts.
The winrates for these prevalent mons within the tour do not dictate how they will perform outside of it and shouldn't be taken too heavily into consideration in the drafting process(I would advise against taking Starmie pick 1). The mons I've chosen to feature are mons that were picked a substantial amount in the drafts while proving themselves to be very capable mons in the format consistently over a number of tours while providing a useful data point(hence cofagrigus being here as opposed to a mon like donphan).
Relevant Mon Winrates
Garchomp: 12-17
Terrakion: 8-14
Jirachi: 14-10
Kyurem Black: 6-8
Dragonite: 16-10
Lando T: 11-11
Thundy T: 10-7
Starmie: 19-10
Excadrill: 9-8
Tyranitar: 7-10
Hydreigon: 14-10
Salamence: 12-15
Alakazam: 10-12
Ferrothorn: 10-11
Infernape: 8-16
Kyurem: 8-4
Politoed: 5-2
Scizor: 9-10
Washtom: 9-12
Zapdos: 9-11
Victini: 15-7
Raikou: 11-17
Metagross: 15-10
Skarmory: 5-10
Landorus I: 6-6
Azelf: 8-7
Suicune: 2-8
Cobalion: 11-11
Blastoise: 15-12
Tentacruel: 9-7
Cofagrigus: 10-9
Bronzong: 12-5
 

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Yippee it's this time again. Swiss is starting soon, and that means we need a brand new draft board! The new board can be found here. It shows a list of all the changes made in order. THESE CHANGES ARE JUST FOR BW SWISS AND ARE AN EXPERIMENTAL TAKE ON THE DRAFT BOARD.

BW got it's biggest opportunity yet being included in a CA Draft team tournament. Along side this, it was 1 of the core tiers featured in the old gens team tour MPL and had a successful second tournament on the Draft forum. A lot of eyes were thus on the tier, meaning feedback was thrown around. The main general feedback that was given from DWL was on Garchomp. Garchomp was seen as way too powerful for the tier to really hold against. Other dragons also got a lot of complaints, not to the same degree but the overwhelming majority regarded Dragons being too hard to take on reliably. Thus, me and Jscurf got to work.

First, Garchomp was banned. Then, we aimed to help the middle of the board by making many defensive mons cheaper to help out with counterplay. Our aim was to put less strain points wise to obtaining good defensive cores while making offensive mons more expensive. Eviolite mons however have been historically undervalued and many of the items better abusers got rises to account for this. Now on to the writeups!

High tiers :

Jirachi :pmd/jirachi: 18 -> 19 (NEW)

Jirachi stood as the clear number 2 behind Garchomp during all 3 of these tours in winrate and results. It sat at 17 pts during these tours, and was risen to 18 pts during April. However, we felt that for the tier introducing a new tier of 19 would allow us to be more flexible in tiering the other Round 1:s. Seeing it being a step above Terrakion, it rose alone to the brand new 19 points tier to account for it's pick 1 status. It also massively benefits from a Garchomp ban, losing 1 of it's biggest checks that threatened to outspeed and kill it in one hit.

18 pts tier :pmd/terrakion: :pmd/kyurem-black: :pmd/thundurus-therian: :pmd/dragonite:

Garchomp and Jirachi formed the spoken Big 5 of BW with Terrakion, Kyurem-Black and Thundurus-Therian. These 5 Pokemon stood clearly above the rest of the round 1s and were picked before anything else in most situations. The remaining big 5 members thus rose to 18 to account for this fact. Dragonite got a prize bump too in a general aim to make Dragons more expensive. We also felt that it was still stronger and better than the others in the new 17 point bracket, and thus got a bump higher.

17 pts tier :pmd/landorus-therian: :pmd/starmie: :pmd/hydreigon: :pmd/salamence:

Hydreigon and Salamence join Landorus-Therian and Starmie in the 17 points tier. This again was in an effort to make the top tier dragons less polarizing and thus they got moved. Landorus-Therian and Starmie both have fell nearer the back wheel, and while Dragonite is also drafted closer to the back wheel, this is rather due to draft synergy being easier to obtain. Thus, they stay.

16 pts tier :pmd/tyranitar: :pmd/excadrill: :pmd/kyurem:

And finally, Kyurem has been moved up to 16 points joining Excadrill and Tyranitar in the tier. This would have happened no matter what, as we felt that Kyurem has risen up to be an extremely strong meta threat already and was clearly the best 15 pointer. Kyurem's tiering will remain to be seen, but for now a 1 point rise was determined to work fine.

Thats enough about the high tiers, lets get on the rest of the rises.

Landorus :pmd/landorus: 14 -> 15

Landorus got a price bump after seeing great success in DWL and in MPL. It has remained as the anchor of offense on Sand with it's good speed tier and strong attacking stats on both sides. This was also a direct nerf aimed at Sand, as with other round 1 styles around Sand getting more expensive it's value goes up.

Bronzong :pmd/bronzong: 12 -> 13

Bronzong moving up should be no surprise to anyone. Bronzong compresses a ton of important roles into 1 Pokemon reliably, by being a Ground immune Steel type with a Fighting neutrality. It hits surprisingly hard with Gyro Ball almost always being at it's max power and has proven to be able to take on a ton of different meta threats. While moving a Dragon check up might raise some eye brows after the intro, Bronzong still felt too good at it's job at 12, and thus was moved up by one.

Cofagrigus :pmd/cofagrigus: 9 -> 10

Cofagrigus remained ever popular even after it's prize bump for Swiss 1, Cof kept a high draft rate of 69% in Smogon BW 2 and kept getting picked up earlier and earlier, now commonly drafted during Round 5. This gave us reason to bump it up further to 10 points, showing signs of being better than it's peers in the 9 points bracket.

Scrafty :pmd/scrafty: 8 -> 9

Scrafty has been popular for a long while now, especially after Phonytail brought it to the light with his usage. It is a consistent offensive check to many sweepers in the tier with it's Intimidate set while becoming a scary setup sweeper on it's own with Dragon Dance or Bulk Up. It's popularity doesn't go unnoticed and thus it was given a point increase from 8 to 9 respectively.

Piloswine :pmd/piloswine: 6 -> 8

Feels poetic with Piloswine getting a 2 points increase after it's full evolution got a 2 points drop in Swiss 1, but here we are. Piloswine makes great use of Eviolite, turning it into 1 of the best general checks in the tier. It's bulky and strong enough to force switches while packing stab priority in Ice Shard. Piloswine has risen to be one of the best Grounds in the tier, and thus a 2 points increase was given to better showcase this.

Lanturn :pmd/lanturn: 7 -> 8

Lanturn remains as a great cheaper side Water type, being able to check a lot of different special attacking threats in the tier with it's unique combination of Volt Absorb and stats. It gets picked up commonly on Volt Turn offenses as a counter to Thundurus-Therian, which is the biggest threat to those kinds of teams. Lanturn remains as a good reliable and popular Water type, and got a 1 point increase to account for it.

Sceptile :pmd/sceptile: 6 -> 7
Avoid making 6 7 joke

Sceptile has became a strong pickup for teams looking for a late round Speed option by being faster every 115 tier mon. This is often a big deal, as it's strong stab is able to threaten 1 shots into them and thus Sceptile functions as an offense killer while being relatively strong itself. It isn't the greatest breaker, but it does it's role reliably and well and thus got given a 1 point increase.

Golurk :pmd/golurk: 6 -> 7

Golurk compresses a Ground typed Stealth Rocker and a Ghost type into 1, becoming a strong and powerful threat into most of the opposing Stealth Rockers in the tier. It has been gaining popularity slowly and surely, and finally hit numbers where a 1 point increase was deemed fit.

Dusknoir :pmd/dusknoir: 5 -> 6

Dusknoir is a more offensive take on Dusclops, trading out defensive proves for an item and some more reliable damage. We didn't think there should be a prize difference between the 2, so Dusknoir got a prize bump to account for this.

Sawk :pmd/sawk: 5 -> 6

Sawk has been a great late pickup for many different structures, functioning best either as a Lead with Sturdy or as a Scarfer with Mold Breaker. Being this strong while packing stab Close Combat in a tier lacking in defensive answers, it has gained popularity and was deemed more fitting for the 6 points tier.

Electrode :pmd/electrode: 3-> 4

Heavily an eye test, but Electrode fits a ton of good roles as a 7th/8th pick with being a fast Electric type with screens. These traits were deemed to fit the 4 points tier more, so it got a raise.

Eviolite abusers :pmd/gurdurr: (4 -> 5) :pmd/metang: (2 -> 3)

Both of these Pokemon have gained popularity due to their ability of abusing Eviolite and thus becoming extremely tanky generalist checks. Both of these mon's pack priority for revenge killing and are able to take on many of this tiers defining offensive threats, mostly on the physical side. Due to this, both got 1 point increases to better relevant their power.



Thats a lot of rises! However in comparison, there are almost 3 times as many drops compared to drops, meaning it would be impossible for me to showcase all of them. Most drops were usage based, but some that I am going to highlight went under an eye glass instead. Our main goal was making overpriced defensive mons cheaper along with offensive Pokemon with weak properties.

Drops

Ferrothorn :pmd/ferrothorn: 15 -> 14

Ferrothorn has been unpopular for a long while now. Ferrothorn is relatively easy to account for Dragons, they don't mind running Fire coverage for it. Ferrothorn also having STABs that are easy to account for defensively annoys it by a lot, as Ferrothorn wants to make use of it's offenses. Ferrothorn has thus kind of resulted in becoming a Spikes bot, and we didn't think this was valuable enough as a trait to warrant not being dropped.

Cobalion :pmd/cobalion: 14 -> 13

Cobalion got a rise in April, but we felt that this was an overreaction to a few specific teams and didn't warrant a rise. We thus dropped it back to 13.

Weavile :pmd/weavile: 14 -> 13

Weavile struggles from a lack of a strong STAB option. Dark being resisted by Steel types means that it's walled fairly easily, having to result into options like Low Kick commonly. Weavile sees some useage, but it's weaknesses and bad win rate highlighted a need for a drop, going from 14 to 13.

Krookodile :pmd/krookodile: 13 -> 12

Krookodile on paper is an extremely good mon for the metagame, being a Dark type with STAB Earthquake to hit Steels hard. In practice, the Ground typing it has forces it into a weird role in a team. Ground types have a ton of important defensive roles to fill in the metagame, and a raw offense focused one isn't able to fill these needs. Having a brutal Fighting weakness means many of the tiers Electric types are able to crush it with Focus Blast. Krookodile also suffers from not having a great Dark type STAB option when not using Pursuit, meaning it can't deal great damage to neutral targets. Krookodile is mostly used with Resist Berries or Choice Scarf these days and it doesn't perform that well in games. Thus, it got a drop to 12.

Volcarona :pmd/volcarona: 13 -> 12

Volcarona interestingly keeps a relatively solid draft rate, but doesn't see that much success in games. Volcaronas nasty 4x weakness to Stealth Rocks means that it will always be hard to use. Volcarona has been mostly used as a lead to set tempo for specific kinds of teams. However, with it's win rate accounted a drop was needed.

Cloyster :pmd/cloyster: 13 -> 12

Cloyster unlike Volcarona has an abysmal draft rate on top of a weak draft rate. Cloyster is powerful, but every Pokemon with above 110 speed being able to outspeed it with Choice Scarf means it has a hard time in completing full sweeps even when setup. Cloyster has to be valued for it's Shell Smash set which remains inconsistent, so it got a drop to 12.

Heatran :pmd/heatran: 13 -> 12

Heatran has remained unpopular after it's drop in October and in the teams it has been on, it's win rates have been far from high. Heatran still suffers from the same issues as before. Our assumption is that Heatran's place is on double Steel cores, where it's offensive upsides can get highlighted. It got a drop to 12 to enable this better.

Nidotwins :pmd/nidoking: :pmd/nidoqueen: 12 -> 11

The Nidotwins share many of the same issues as Krookodile does, but this time being even slower and trading a Fighting weakness for a Ground weakness. Nidotwins do have some nice features, with as example access to Toxic Spikes and resisting both Terrakions STAB types, but have mostly been unable to show off these strengths. Thus, they get a drop.

Forretress :pmd/forretress: 10 -> 9

Forre on paper is amazing, combining slow pivoting, Spikes, Rapid Spin and a bulky Steel type into 1. However, in games Forretress is okay at best everything it does. Forretress has seen most success when used only for it's Spiking ability, giving away it's other traits. We gave it a drop to allow teams to draft partners to fill these other roles with it to lessen it's pressure when drafted.

Rotom-Mow :pmd/rotom-mow: 10 -> 9

Rotom-Mow got a rise in October, but hasn't seen great success after the change. It's draft rates remain fine, but have been on the downturn. Mowtom's typing giving it a weakness to Ice is harmful for it when it wants to check waters commonly. Mowtom got a drop back to 9 points for this tour to give it a chance to shine like it used to in the past.

Hitmontop :pmd/hitmontop: 9 -> 8

Hitmontops main fault is hogging the Fighting type slot from a team. Eating a vital offensive typing for Rapid Spin is not sought after as a trait and it's draft rates remain low for the context of a spinner. We felt that Hitmontop drafters should be rewarded more for picking it up, and thus it got a drop to 8.

Generalist defensive mons.

Our aim with this board update was to make defensive mons more affordable to put less pressure on defensive cores. We want drafting Pokemon like Slowbro and Umbreon to feel good, as these mons are able to check many powerful threats in the tier and thus make game planning easier. Many of these Pokemon also suffered from low draft rates. We hope that these Pokemon are able to feel better when drafted!

:pmd/slowbro: 13 -> 12
:pmd/hippowdon: 13 -> 12
:pmd/milotic: 12 -> 11
:pmd/slowking: 12 -> 11
:pmd/blissey: 10 -> 9
:pmd/chansey: 10 -> 9
:pmd/mandibuzz: 9 -> 8
:pmd/umbreon: 9 -> 8
:pmd/alomomola: 8 -> 7
:pmd/miltank: 8 -> 7
:pmd/quagsire: 7 -> 6
:pmd/gastrodon: 7 -> 5

Usage drop highlights

Most of the remaining Pokemons that got dropped enjoy close to 0 draft rates and got drops to better draft rates. I have highlighted some of these that we found interesting.

:pmd/celebi: 13 -> 12
:pmd/staraptor: 11 -> 9
:pmd/swampert: 10 -> 9
:pmd/heracross: 10 -> 9
:pmd/durant: 9 -> 8
:pmd/gallade: 8 -> 7
:pmd/escavalier: 7 -> 6
:pmd/spiritomb: 7 -> 6

And thats it! We hope that our tiering update can breathe some new fresh air into the tier and fix a lot of issues highlighted during the winter season. If any questions arise, feel free to tag me or Jscurf on Discord. Thank you so much jscurf for working on this update with me, and thanks to Phonytail for providing us with some based ideas for this board update. Lets have a fun Swiss!
 
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