In-game tier list policy discussion thread

Annihilape (After receiving Drain Punch + Bulk Up TMs)
Garganacl (Salt Cure is OP)
Flamigo (makes early game easy, also decent afterwards)
All 3 Starters (Skeledirge has many good matchups in key fights; Meowscarada is best grass type; Quaquaval has a unique typing)
Charcadet evolutions (more like A-rank probably..)
 
Considering the unbelievable power creep Paldea somehow achieved, there’s a big chance that there are more than a few A-rank and S-rank Paldea-introduced Pokémon.

Some introduced mons like Spidops and Squawkabilly are only useful for early game or outright unusuable at worst.
Spidops is definitely bottom of the barrel considering it’s in the Erratic leveling group, so early game when it has a possibility of not being outclassed yet is also when it requires the most exp to level up.

Also don’t think Salt Cure is particularly meaningful for Garg’s in-game viability, defensive tactics in general are usually a waste of time because the computer rarely plays defensively themselves. Why bother setting status and stalling for a DOT effect when you can just 1-2HKO with an offensive mon that has super effective STAB? Unlike competitive play, in-game opponents don’t immediately switch out of bad matchups like that.
 
The fighting type flamingo thing and Meowscarada will probably be up there, given they are the go to Speedrun mons.
Mons that are used in Speedruns don't get tiered based on Speedrun performances. Just because Flamigo and Meow are used in Speedruns doesn't mean they are S Tier. Look at Gatr in GSC. That's used in Speedruns but we put that in A simply because it failed to meet what we viewed was an S Tier for us. There are a lot more things that go into tiering a Pokemon such as Cost, MUs, Item Reliance, etc etc.
 
Mons that are used in Speedruns don't get tiered based on Speedrun performances. Just because Flamigo and Meow are used in Speedruns doesn't mean they are S Tier. Look at Gatr in GSC. That's used in Speedruns but we put that in A simply because it failed to meet what we viewed was an S Tier for us. There are a lot more things that go into tiering a Pokemon such as Cost, MUs, Item Reliance, etc etc.

A tier is still up there.
 
With Salt Cure you can beat any pokémon by simply spamming healing items, which basically means you cannot loose.

I like to use Salt Cure against the Electric Gym Leader's Mismagius for example, since Mismagius has no weakness once it uses Tera, and it also likes to lame around with Confuse Ray.
 
With Salt Cure you can beat any pokémon by simply spamming healing items, which basically means you cannot loose.
I have not played SV at all, but that wouldn't fly in most tier lists (and I assume this one wouldn't be an exception). The lists generally rank highly Pokemon that are efficient, or, in other words, ones that beat the game relatively quickly**, with little effort, and little resources. Stalling with healing items fails at least two of the criteria listed above (if not all) by a huge margin; in particular, if you are in a situation where you are spamming healing items, there's a good chance you are taking at least a few turns for that to end and there's also the fact you are throwing a lot of healing items on one Pokemon

** - don't confuse this with a speedrun, since speedruns often rely on things like RNG manipulation and heavy X Item abuse to achieve quick completion time. So the in-game time may be low, but the effort / real time poured into achieving this could be much higher than what the game tells you otherwise.
 
With Salt Cure you can beat any pokémon by simply spamming healing items, which basically means you cannot loose.

I like to use Salt Cure against the Electric Gym Leader's Mismagius for example, since Mismagius has no weakness once it uses Tera, and it also likes to lame around with Confuse Ray.

I mean that’s more or less true for any Pokémon that can inflict Poison or Burn too, obviously Salt Cure has better damage and significantly fewer immunities but it’s not the first DOT effect to be introduced to the game. Any strat that takes more than 1-2 turns and/or requires using recovery items to cheese is inefficient by in-game tier standards. Even with no weaknesses and Confuse Ray there are definitely Pokémon who can defeat Mismagius faster than 6ish turns (factoring in chip from the initial SC hit and assuming you just go for the KO once it’s low).

(seriously when is the SV thread going up, lol)
 
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I apologize for posting on this thread without notice in advance, however I also wasn’t sure where else I could reach out to you guys and ask this question. Not too long ago I wrote a post in the alternate in-game tiering thread (I can’t remember the exact title off the top of my head) with a proposal for a new idea. Basically, I was wondering if there was any space where we could or should post rankings of the Types themselves in a game, as opposed to the Pokémon themselves. In that thread I provided an initial ranking, of my own opinion, for each Type in the original Gen 1 games as an example of what I have in mind. I really like this idea, and I was hoping we could do more with it should the opportunity and interest arise. Thanks for your help!
 
I apologize for posting on this thread without notice in advance, however I also wasn’t sure where else I could reach out to you guys and ask this question. Not too long ago I wrote a post in the alternate in-game tiering thread (I can’t remember the exact title off the top of my head) with a proposal for a new idea. Basically, I was wondering if there was any space where we could or should post rankings of the Types themselves in a game, as opposed to the Pokémon themselves. In that thread I provided an initial ranking, of my own opinion, for each Type in the original Gen 1 games as an example of what I have in mind. I really like this idea, and I was hoping we could do more with it should the opportunity and interest arise. Thanks for your help!

for what it's worth I would find this useful as a resource both in building teams and in contributing to tier lists (which I am still not ready to do)
 
When looking at Pokemon tier lists for a given generation, there are a few different variations you run into: competitive, nuzlocke, and this.

With competitive, it’s usefulness extends to the actual competitive scene associated with the game, and to some of the harder postgame battle activities. Since most mons in ou serve some function or other, they’re not bad, but they’re not necessarily the best for a playthrough depending on their roles within the competitive scene. Dugtrio is insane in ADV, but you don’t need to revenge kill the 3rd Pidgeotto in a row on Route 111

With Nuzlockes, the praise is centered around easily obtainable, super strong mons. Pokemon like Gyarados and Stoutland. To a lesser extent, Pokemon like Taillow and Ratticate who peak earlier in the game and are strong enough to carry you through a gym or two before something else replaces them. At a point in the game where the rest of your team can still be developing their strength. I have some problem with Nuzlockers methodology, but I’m not getting into that today.

How I imagine tier lists should work, is that you are interested in using a Pokemon in a casual play through with a full team, and you go to the tier list and see how viable the Pokemon is. For example, before playing White, had I seen the tier list I probably would not have chosen to use Stunfisk (“Stunfisk has a subreddit named after it, it must be really crazy somehow” - me before using Stunfisk). Now I wouldn’t even use the thing as doormat!!

And one thing I do feel strongly about, that I’ve seen reading over the discussion the last few days, is that the person this list is for, is going into these games very incurious and lazy. Doesn’t want to go off the beaten path, doesn’t want to spend 15 minutes looking for a Pokemon or 15 minutes grinding it up. And that doesn’t feel very realistic to me.

After looking through a few lists, I saw a common flaw. What these lists do, is find an ideal archetype. And then make 80 percent of tiers S & A the Pokemon who best fulfill them. Reading through the FRLG writeup, every single good Pokemon gets ice beam, psychic, thunderbolt, surf….

I’m not saying this should be a teambuilding guide, but when most of the Pokemon in S and A fulfill the same roles, it’s like, you’re advising people to choose two of their team members. They still want/need Pokemon to fill other roles. Even if the tms are renewable they’re not gonna want to buy them over and over and make each Pokemon play the same.

At the same time, location in the game is overrated. That’s something that’s easy to figure out. Ppl wanna know if a Pokemon is viable, if getting it late in the game was an issue they can make that decision themselves. Sure, note of it should be made, but if you’re gonna put every late game encounter in B/C tier it defeats the purpose, because ppl still wanna differentiate between them.

And what it leads to is common mons that are okay getting overrated. Strength is such a good STAB every normal that gets it and the opportunity to get some EVs is gonna do okay for themselves. Thinking about each mon like an optimization question is weird when there’s like 2-3 builds you’re pushing on a team with 4-6 members.

And two more things about the FRLG list that I think will generalize. Charizard is in B tier and it talks about the weak early game in passing. See, the thing is, that’s actually something that can make the game harder. Charizard has to be leveled up more than its fellow starters at a time when it’s harder to earn xp and train up the other Pokemon on your team. Picking Charizard actually makes the beginning of the game much harder, because unlike other Mon’s “difficult stretches” you’re not gonna have other options on your team to pick up the slack.

And advising to use the Masterball on Articuno is “don’t worry about the economy bb” levels of condescending. Because in FRLG, the post game is still somewhat relevant and you likely need the Masterball for the legendary that will Roar and disappear forever. No mention of that, just “throwing more than three Pokeballs is probably too much for you, so throw Masterball”

Also having two options in A tier that their writeup explicitly says “meh in the end game” is embarrassing. And it happens because factors like early availability is overhyped. So yeah, if you invest tms, and a bunch of xp into this okay Pokemon you’ll do fine most of the game but it kinda sucks at the hard part. But it does come earlier so you’ll be able to use it earlier and beat some easier gyms with it.
 
Adding on to this for GSC, wouldn’t you have to find a Pokémon that uses each HM move in order to be able to Sketch it? There are no double battles in GSC, so you can’t even copy the moves from another one of your own mons. Since all wild Pokémon and the vast majority of trainer Pokémon only know their level-up moves, which are very rarely HM moves, even a level 41 Smeargle probably wouldn’t be able to function as an HM slave.

Edit: even in XY, it’d be faster overall to have a bunch of different HM users and switch them into your party as needed, rather than painstakingly teaching each move to Smeargle via a second Pokémon in a double battle, or researching which opposing Pokémon know HM moves to Sketch and hoping that a) the opponent uses the HM move and b) you manage to Sketch it without being KO’d.
I spemt like 20 minutes in HGSS trying to make Smeargle an HM slave and it certainly taught me a lot more about Smeargle mechanics than Smeargle learned HMs. So post from 6 years ago. Here is me agreeing with you in a different game where it’s easier to do it.
 
After looking through a few lists, I saw a common flaw. What these lists do, is find an ideal archetype. And then make 80 percent of tiers S & A the Pokemon who best fulfill them. Reading through the FRLG writeup, every single good Pokemon gets ice beam, psychic, thunderbolt, surf….

I’m not saying this should be a teambuilding guide, but when most of the Pokemon in S and A fulfill the same roles, it’s like, you’re advising people to choose two of their team members. They still want/need Pokemon to fill other roles. Even if the tms are renewable they’re not gonna want to buy them over and over and make each Pokemon play the same.
You're correct that the tier lists aren't and shouldn't be a teambuilding guide, but then you suggest that they're about providing advice, which I think is incorrect for the same reason. The rankings aren't meant to influence the reader's team choices, but rather inform them of what to expect from a Pokemon once they've decided to use it. It's expected that the typical team will include some 'lower-tier' mons.
And one thing I do feel strongly about, that I’ve seen reading over the discussion the last few days, is that the person this list is for, is going into these games very incurious and lazy. Doesn’t want to go off the beaten path, doesn’t want to spend 15 minutes looking for a Pokemon or 15 minutes grinding it up. And that doesn’t feel very realistic to me.
I think most of us would agree that no one should be be consulting these lists for a first playthrough, right? So as I see it, the imagined reader isn't lazy or incurious, but instead someone who's already played through the game in question and doesn't necessarily want to re-clear every dungeon or mash A through every single route trainer for the second, third, perhaps fourth time. Personally, I don't mind doing all the busywork again, but I don't think it's fair to expect everyone to feel the same.

I agree that people can be a little too concerned about small inefficiencies, but I'm not aware of any Pokemon that have been dropped a tier for requiring a brief detour or search.

And advising to use the Masterball on Articuno is “don’t worry about the economy bb” levels of condescending. Because in FRLG, the post game is still somewhat relevant and you likely need the Masterball for the legendary that will Roar and disappear forever. No mention of that, just “throwing more than three Pokeballs is probably too much for you, so throw Masterball”
Postgame is as relevant as the tier list contributors decide it is, but I'll offer an explanation for why I personally don't think it's worth considering for FRLG.

First, postgame requires 60 Pokedex entries, which already makes it somewhat of a time-sink for a casual replay. More importantly, though, I can't see how the new content would affect the list all that much, besides adding clutter to the bottom tier. All the Sevii Island trainers are pretty weak compared with the challenges you've just overcome, so there isn't much of an opportunity for mons to perform better or worse than they did in the maingame. Mewtwo has obvious utility as the only Pokemon that's instantly ready to take on the buffed E4, even if those are the only battles it can participate in, but it's a pretty boring and obvious performance to discuss. The legendary beasts suffer from the same availability issue as Mewtwo, but they're 20 levels lower and have guaranteed trash IVs. Cross-gen evos are kinda interesting, but I doubt that any of them would perform well enough in postgame to justify a tier rise (or be tiered at all in cases like Slowpoke->Slowking or Poliwhirl->Politoed). Otherwise, all the new Pokemon you gain access to are severely underlevelled.

E4R2 theoretically offers a challenge worth evaluating, but the matchups are pretty similar to E4R1, just with a big level spike and a few notable roster changes. Unlike the main game, where I think the devs intend for the player to go straight from collecting their 8th badge->Victory Road->Indigo Plateau, FRLG's postgame doesn't seem to be designed with the expectation that you'll immediately be strong enough to head to the buffed Elite Four after completing the gem quest; the base amount of experience you get from clearing Islands 4-7 simply doesn't compensate for the level jump if you're running a large team. As a result, most players will feel like they have to grind or heal-spam, regardless of their team composition, which imo doesn't lend itself well to an interesting and meaningful discussion about tiering.

Re: Articuno, suggesting the Master Ball seems fine to me? Even with a team that's well-equipped to minimise HP and inflict status, there's a good chance you'll have to throw dozens of balls before capture, which is both time-consuming and potentially costly. Again, this is likely a player who's already caught Articuno in a previous playthrough: once the novelty wears off there's not a lot of fun or strategy in the catching process.

(If we really wanna get into the weeds about 'optimally' using the Master Ball in a more completionist run, I'd prefer to use it to soft-reset for good stats on a static legendary rather than using it to catch a FRLG/RS roaming legendary that will always have awful stats anyway)
 
[...]
How I imagine tier lists should work, is that you are interested in using a Pokemon in a casual play through with a full team, and you go to the tier list and see how viable the Pokemon is. For example, before playing White, had I seen the tier list I probably would not have chosen to use Stunfisk (“Stunfisk has a subreddit named after it, it must be really crazy somehow” - me before using Stunfisk). Now I wouldn’t even use the thing as doormat!!

And one thing I do feel strongly about, that I’ve seen reading over the discussion the last few days, is that the person this list is for, is going into these games very incurious and lazy. Doesn’t want to go off the beaten path, doesn’t want to spend 15 minutes looking for a Pokemon or 15 minutes grinding it up. And that doesn’t feel very realistic to me.
These in-game tier lists are about how viable Pokemon are in an efficient playthrough.
Efficient doesn't mean we jolt to the end of the game in the absolute fastest way possible with no time for side stuff. But given how practically every Pokemon can work at least fine given enough time and resources, there needs to be a ground that differentiates Pokemon that need a lot of help and ones that need none.
It comes down to opportunity cost. Every time you do something, you could do something else instead. And Pokemon that require more time or resource investment make your playthrough lesss efficient than Pokemon that require litte support.
The poster child that comes to mind for me is Bagon in Hoenn. It comes really late but you could spend an hour and several Rare Candies and TMs to get a Salamence with good moves. But there pretty much is no reason to do this from a practical standpoint because with those items and the time invested, you could have just finished the game already by that point. Nuzlocke tier lists generally don't care very much about this, though. They invest this hour and those resources gladly just to be super safe with a strong Pokemon. But for your typical casual playthrough that these lists are based around, it is just not worth it. Which is why Bagon is in the lowest rank in in-game tiers lists but near the top in Nuzlocke tier lists.

In the end these tier lists are just a guide or resource. Most people generally don't look those up on their first playthrough, and those that do are probably somewhat familiar with Pokemon at least.

After looking through a few lists, I saw a common flaw. What these lists do, is find an ideal archetype. And then make 80 percent of tiers S & A the Pokemon who best fulfill them. Reading through the FRLG writeup, every single good Pokemon gets ice beam, psychic, thunderbolt, surf….

I’m not saying this should be a teambuilding guide, but when most of the Pokemon in S and A fulfill the same roles, it’s like, you’re advising people to choose two of their team members. They still want/need Pokemon to fill other roles. Even if the tms are renewable they’re not gonna want to buy them over and over and make each Pokemon play the same.
That is not too surprising. The higher ranked Pokemon mostly all use some of those moves because those are the best moves in the game and offer great results. And fast and strong Pokemon with great moves often sweep well which is what you want for an efficient playthrough.
Like you said, these lists are not a team building guide. You can't just pick the top 6 mons and there is your team because there for sure is going to be some overlap of rare resources. It is more about showing how viable Pokemon are and if you want to use a weaker Pokemon, you can check for stronger Pokemon that can cover their weaker areas.

At the same time, location in the game is overrated. That’s something that’s easy to figure out. Ppl wanna know if a Pokemon is viable, if getting it late in the game was an issue they can make that decision themselves. Sure, note of it should be made, but if you’re gonna put every late game encounter in B/C tier it defeats the purpose, because ppl still wanna differentiate between them.

[...]

Also having two options in A tier that their writeup explicitly says “meh in the end game” is embarrassing. And it happens because factors like early availability is overhyped. So yeah, if you invest tms, and a bunch of xp into this okay Pokemon you’ll do fine most of the game but it kinda sucks at the hard part. But it does come earlier so you’ll be able to use it earlier and beat some easier gyms with it.
Location is actually very important when looking at a Pokemon's in-game viabiliy. The earlier a Pokemon is available, the more it can contribute over the course of the game. A Pokemon that comes very late but does fare well in those last few battles is very likely contributing less in total then a Pokemon that comes very early, even if it falls off a bit in the end. They simply can help with more parts of the game, be there for more gyms, etc. Availbility directly determines how useful a Pokemon can even be. Pokemon that come later and thus can help with less of the game naturally rank lower than Pokemon that can help with more, even if they are weaker Pokemon at the end. Very few Pokemon that come late are going to rank highly. Early Pokemon also gain a much more EVs than late game Pokemon which buffs their weaker stats up.

I am not aware of which early game Pokemon would require a bunch of TMs and EXP and still be ranked high. Availability is just one more factor and if the Pokemon in question needs too many resources anyway, then it will be ranked lower despite their early availability.

As far as early games go, FRLG has a rather restrictive one from my experience, so having a Pokemon that does help with that part of the game is a big deal if you want to use something like Charizard.

And what it leads to is common mons that are okay getting overrated. Strength is such a good STAB every normal that gets it and the opportunity to get some EVs is gonna do okay for themselves. Thinking about each mon like an optimization question is weird when there’s like 2-3 builds you’re pushing on a team with 4-6 members.
Well, where do you want common or average Pokemon to go? Meh Normal types with STAB are the definition of okay. Never all that great but rarely bad. So they should be around the middle of the list. Factors like availability can certainly move them up or down, though.
A team is very likely not only consisting of A- and S-tier Pokemon.

And two more things about the FRLG list that I think will generalize. Charizard is in B tier and it talks about the weak early game in passing. See, the thing is, that’s actually something that can make the game harder. Charizard has to be leveled up more than its fellow starters at a time when it’s harder to earn xp and train up the other Pokemon on your team. Picking Charizard actually makes the beginning of the game much harder, because unlike other Mon’s “difficult stretches” you’re not gonna have other options on your team to pick up the slack.
I am not exactly sure what you are trying to say here. Charizard is ranked lower because its bad early game makes the game harder than it needs to be. Of course it is totally fine if you want to have a harder playthrough but the difference in ranking just shows that there are Pokemon available that perform better.

And advising to use the Masterball on Articuno is “don’t worry about the economy bb” levels of condescending. Because in FRLG, the post game is still somewhat relevant and you likely need the Masterball for the legendary that will Roar and disappear forever. No mention of that, just “throwing more than three Pokeballs is probably too much for you, so throw Masterball”
These lists only care about the main story and don't consider post game at all. Hence why items like TMs and the Master Ball, that are difficult to reobtain, are adviced to be used without consideration for post game. If you assume the game is over after the Champion, then there is no reason not to use the Master Ball on an otherwise difficult to catch Pokemon. Doing so saves time that you can use for something more productive in finishing the game more efficiently. If you want to preserve rare stuff for post game, then the advice from these tier lists is not that helpful to you.
 
While I am in general agreement of the post above, I think what prompted it does get at something that's been nagging me for a while: that parts of the tier lists are too specific and don't take into account that there are a lot of reasons people want to replay the games in an efficient manner, or combinations of Pokémon that render a lot of advice not very useful.

As noted, some may want to play the aftergame or get a rare Pokémon they can't get without it -- perhaps you're genuinely interested in the Sevii Islands, or want to get one of the Legendary Beasts in FRLG with a Master Ball because it's a roamer; in that case, is the advice "just use the master ball for difficult catches don't worry about it" particularly useful? Shouldn't there be a note about what Articuno's viability is if you don't have or don't want to use the Master Ball? Heck, what if you wanted to get two things that recommend you use the Master Ball like using both Articuno and Zapdos; that renders the advice useless, doesn't it?

That resource game can ramp up with TMs, too: Earthquake, for instance. If you're using a Nidoking or Sandslash in FRLG it is unthinkable that you would not use the Earthquake TM on them as their main STAB. And, sure, I think it's reasonable to expect a reader to understand that if you're using two ground-types then the one who doesn't get Earthquake will perform far worse. But what about a Pokémon like Tauros or Aerodactyl who would be on the team for different reasons, and for whom Earthquake is an important move that patches up their otherwise paltry coverage? Similarly, the list says you should immediately teach Gengar Psychic -- a bold claim, maybe, for a non-STAB move of something in A-tier when you might be using a Starmie or Jynx who would deserve it more? If you do but still want to use Gengar, wouldn't you like to know what you can expect from it without that move to help your decision on who to teach Psychic or even if you should use it at all? Is the assumption really that if you're using Gengar, you can't include another Pokémon you would want to teach Psychic to; and if so should the guide not be saying that? I think there is an issue of assuming resource allocation without making it clear how the Pokémon will operate without said resource, in scenarios that aren't immediately obvious and which a lot of players would find themselves in.


I don't mean to criticise the FRLG list - I helped make it! - but more that there are some fundamental assumptions we make when we make these lists that are perhaps a little too strict and unnuanced, to the degree it makes a lot of advice unhelpful or muddy enough to be unclear. Of course, the road this goes down is to case-test every single possible moveset for a Pokémon and I'm certainly not suggesting that; but that rather we should consider these scenarios when making these write-ups and perhaps make room in additional comments for them.
 
While I am in general agreement of the post above, I think what prompted it does get at something that's been nagging me for a while: that parts of the tier lists are too specific and don't take into account that there are a lot of reasons people want to replay the games in an efficient manner, or combinations of Pokémon that render a lot of advice not very useful.

As noted, some may want to play the aftergame or get a rare Pokémon they can't get without it -- perhaps you're genuinely interested in the Sevii Islands, or want to get one of the Legendary Beasts in FRLG with a Master Ball because it's a roamer; in that case, is the advice "just use the master ball for difficult catches don't worry about it" particularly useful? Shouldn't there be a note about what Articuno's viability is if you don't have or don't want to use the Master Ball? Heck, what if you wanted to get two things that recommend you use the Master Ball like using both Articuno and Zapdos; that renders the advice useless, doesn't it?

That resource game can ramp up with TMs, too: Earthquake, for instance. If you're using a Nidoking or Sandslash in FRLG it is unthinkable that you would not use the Earthquake TM on them as their main STAB. And, sure, I think it's reasonable to expect a reader to understand that if you're using two ground-types then the one who doesn't get Earthquake will perform far worse. But what about a Pokémon like Tauros or Aerodactyl who would be on the team for different reasons, and for whom Earthquake is an important move that patches up their otherwise paltry coverage? Similarly, the list says you should immediately teach Gengar Psychic -- a bold claim, maybe, for a non-STAB move of something in A-tier when you might be using a Starmie or Jynx who would deserve it more? If you do but still want to use Gengar, wouldn't you like to know what you can expect from it without that move to help your decision on who to teach Psychic or even if you should use it at all? Is the assumption really that if you're using Gengar, you can't include another Pokémon you would want to teach Psychic to; and if so should the guide not be saying that? I think there is an issue of assuming resource allocation without making it clear how the Pokémon will operate without said resource, in scenarios that aren't immediately obvious and which a lot of players would find themselves in.


I don't mean to criticise the FRLG list - I helped make it! - but more that there are some fundamental assumptions we make when we make these lists that are perhaps a little too strict and unnuanced, to the degree it makes a lot of advice unhelpful or muddy enough to be unclear. Of course, the road this goes down is to case-test every single possible moveset for a Pokémon and I'm certainly not suggesting that; but that rather we should consider these scenarios when making these write-ups and perhaps make room in additional comments for them.
I get what you are saying and even agree in most parts. The problem is that Pokemon games can be played in a huge variety of ways like you said yourself. I remember that there was even a lot of debate back then what a "standard" team and playthrough even looked like for which the tiering should be done. The size of a team, how much side stuff, acceptable amount of items etc.

In the end, you need some kind of common ground for these lists to say anything specific at all. The complexity can explode a lot with the many different aspects. Same with the final write-ups and the then released guide on Smogon. Those tier lists are already pretty long, and write-ups should be kept short and snappy. You can't include every small detail like TM overlap or the writing has a huge amount of bloat. The write-ups pretty much have to happen on a case by case basis for each Pokemon, no matter how it interacts with other Pokemon unless there is a direct correlation in-game. Again, these lists are not a team building guide. They only are one resource among many to help make a full team that functions well with itself. The lists can only consider the viability of these Pokemon in a vacuum. How well they fit together is beyond the scope of a single guide and needs to be in the hands of the player to some degree. If they differ from the assumed "standard" playthrough, then they have to make adjustments of the provide advice themselves.

I think the best we can hope to do is make it very clear in the introduction of the tier list what the list is about and what is being tiered. Anything more would probably get to too big to ever get done.
 
Of course, the road this goes down is to case-test every single possible moveset for a Pokémon and I'm certainly not suggesting that; but that rather we should consider these scenarios when making these write-ups and perhaps make room in additional comments for them.
One potentially big effect on viability is how many other Pokemon you are using on the same team. A bigger team means less experience to go around, and lower levels overall, and this can really affect the viability of Pokemon. For instance, I recently did a gen 1 run with a Kadabra as part of a full 6-Pokemon team with balanced levels, and it really suffered. A lot of stuff it would normally OHKO was living a hit and getting to hit back, and Kadabra's frailty means it was often losing to random trainers it really shouldn't have been losing to, and would have just clean swept if it were a few levels higher. In the Elite 4 it was really struggling to keep up; Agatha's ghosts were faster and survived Psychic, which was just disaster for Kadabra, and it ended up relying on Thunder Wave hax to pull its weight. It was a real eye-opener for me as to how viability can change radically with something as simple as being a couple levels lower.
 
These in-game tier lists are about how viable Pokemon are in an efficient playthrough.
Efficient doesn't mean we jolt to the end of the game in the absolute fastest way possible with no time for side stuff. But given how practically every Pokemon can work at least fine given enough time and resources, there needs to be a ground that differentiates Pokemon that need a lot of help and ones that need none.

I agree.
It comes down to opportunity cost. Every time you do something, you could do something else instead. And Pokemon that require more time or resource investment make your playthrough lesss efficient than Pokemon that require litte support.
The poster child that comes to mind for me is Bagon in Hoenn. It comes really late but you could spend an hour and several Rare Candies and TMs to get a Salamence with good moves. But there pretty much is no reason to do this from a practical standpoint because with those items and the time invested, you could have just finished the game already by that point. Nuzlocke tier lists generally don't care very much about this, though. They invest this hour and those resources gladly just to be super safe with a strong Pokemon. But for your typical casual playthrough that these lists are based around, it is just not worth it. Which is why Bagon is in the lowest rank in in-game tiers lists but near the top in Nuzlocke tier lists.
I agree here in general, especially with that specific example. However, there’s a difference between spending hours grinding up a weak, underleveled mon into being a Salamence and spending 15-20 minutes doubling back, or training up a Pokemon isn’t a big deal if you are interested in using it.

For example, yeah Magikarp is annoying in earlier generations at first, because of weak it is before evolving, but I’m sure most Pokemon fans don’t have trouble waiting through that awkward period because of how iconic and strong gyarados is.

For Scyther in Johto, you have to do the Bug Contest, but worst case scenario you’re looking at roughly 60 encounters before you have >95 percent odds of encountering. I can time it, but that’s really not too bad.


In the end these tier lists are just a guide or resource. Most people generally don't look those up on their first playthrough, and those that do are probably somewhat familiar with Pokemon at least.


That is not too surprising. The higher ranked Pokemon mostly all use some of those moves because those are the best moves in the game and offer great results. And fast and strong Pokemon with great moves often sweep well which is what you want for an efficient playthrough.
Like you said, these lists are not a team building guide. You can't just pick the top 6 mons and there is your team because there for sure is going to be some overlap of rare resources. It is more about showing how viable Pokemon are and if you want to use a weaker Pokemon, you can check for stronger Pokemon that can cover their weaker areas.
Sure. But there comes a point that I think has been crossed where it gets too hyper fixated on that ideal build that the standards become unrealistic.

Think of the NFL: Quarterbacks are the most important position in the league by far. But teams still expend salary and resources on the other positions, and while QBs dominate the discussion, we still spend time thinking about the other positions.

When 7 of the top 10 Pokemon occupy the same role, it’s not as helpful because you’re only choosing 1-2 of those Pokemon every run.

In the HGSS list, it’s insane. Out of the S and A tier, there are 5 picks acquire-able without trading, which many playing on cart/emulators won’t have an easy way to do. And of those, two are starters, and one is a legendary not available until the endgame. And frankly gyarados is only so high because it comes over leveled from when you get it.

The suggested structures don’t work for this game because clearly some grinding is necessary, there are tons of daily events for a reason. Like that makes the lists half useless for most people.
Location is actually very important when looking at a Pokemon's in-game viabiliy. The earlier a Pokemon is available, the more it can contribute over the course of the game. A Pokemon that comes very late but does fare well in those last few battles is very likely contributing less in total then a Pokemon that comes very early, even if it falls off a bit in the end. They simply can help with more parts of the game, be there for more gyms, etc. Availbility directly determines how useful a Pokemon can even be. Pokemon that come later and thus can help with less of the game naturally rank lower than Pokemon that can help with more, even if they are weaker Pokemon at the end. Very few Pokemon that come late are going to rank highly. Early Pokemon also gain a much more EVs than late game Pokemon which buffs their weaker stats up.
Additionally, the games are set up so that you add Pokemon throughout the game. If you want a whole team of 6 before most 2nd gyms, the team is going to have uneven levels or be underleveled. Therefore, it’s not unreasonable to pick up Pokemon at that point.

Punishing Pokemon for not being available until after the 3rd/4th gym is silly because you’re still likely to want team members then. If you are realistically going to add team members maybe 40 percent through the game, and they’re getting punished for not being available until that point, it obfuscates the point of the tier list.

At some point, until after the 5th/6th gym, Pokemon should be evaluated based on when they are available. IE, using the same idea as conditional probability. I should be able to see the tier list and be able to compare two Pokemon’s placements and know, given I select this Pokemon after _____, I know it will perform better than Pokemon in lower tier. Until after we’re sufficiently close to the late game that even minor underleveling or adding team members is unrealistic.

And if that leads to a bunch of S/A Pokemon being available after the 3rd/4th gym, then the game has a serious structural problem.

If people wanna look at encounter tables, they can. You’ve already said they’ve played the game before and will understand the basics of teambuilding and will roughly know when Pokemon are available.
I am not aware of which early game Pokemon would require a bunch of TMs and EXP and still be ranked high. Availability is just one more factor and if the Pokemon in question needs too many resources anyway, then it will be ranked lower despite their early availability.

As far as early games go, FRLG has a rather restrictive one from my experience, so having a Pokemon that does help with that part of the game is a big deal if you want to use something like Charizard.
Yeah, and it should be more punished for it, because it can’t contribute. That’s more punishing that a Pokemon being weaker at the endgame or any other weak stretches.
Well, where do you want common or average Pokemon to go? Meh Normal types with STAB are the definition of okay. Never all that great but rarely bad. So they should be around the middle of the list. Factors like availability can certainly move them up or down, though.
A team is very likely not only consisting of A- and S-tier Pokemon.


I am not exactly sure what you are trying to say here. Charizard is ranked lower because its bad early game makes the game harder than it needs to be. Of course it is totally fine if you want to have a harder playthrough but the difference in ranking just shows that there are Pokemon available that perform better.


These lists only care about the main story and don't consider post game at all. Hence why items like TMs and the Master Ball, that are difficult to reobtain, are adviced to be used without consideration for post game. If you assume the game is over after the Champion, then there is no reason not to use the Master Ball on an otherwise difficult to catch Pokemon. Doing so saves time that you can use for something more productive in finishing the game more efficiently. If you want to preserve rare stuff for post game, then the advice from these tier lists is not that helpful to you.
Yes, but what differentiates FRLG is that, to my understanding, you need to use the masterball on the roaming Pokemon because when it roars it disappears due to a glitch.

Either way, everyone who’s played the game before knows how Masterballs work and that catching legendaries is hard. Telling them that is condescending.

And again, catching a legendary doesn’t take more than 30 minutes. Hell, in B2W2 it didn’t take more than 15 for the Swords of Justice. To act like it’s some massive deal is absurd.
 
I agree.

I agree here in general, especially with that specific example. However, there’s a difference between spending hours grinding up a weak, underleveled mon into being a Salamence and spending 15-20 minutes doubling back, or training up a Pokemon isn’t a big deal if you are interested in using it.

For example, yeah Magikarp is annoying in earlier generations at first, because of weak it is before evolving, but I’m sure most Pokemon fans don’t have trouble waiting through that awkward period because of how iconic and strong gyarados is.

For Scyther in Johto, you have to do the Bug Contest, but worst case scenario you’re looking at roughly 60 encounters before you have >95 percent odds of encountering. I can time it, but that’s really not too bad.



Sure. But there comes a point that I think has been crossed where it gets too hyper fixated on that ideal build that the standards become unrealistic.

Think of the NFL: Quarterbacks are the most important position in the league by far. But teams still expend salary and resources on the other positions, and while QBs dominate the discussion, we still spend time thinking about the other positions.

When 7 of the top 10 Pokemon occupy the same role, it’s not as helpful because you’re only choosing 1-2 of those Pokemon every run.

In the HGSS list, it’s insane. Out of the S and A tier, there are 5 picks acquire-able without trading, which many playing on cart/emulators won’t have an easy way to do. And of those, two are starters, and one is a legendary not available until the endgame. And frankly gyarados is only so high because it comes over leveled from when you get it.

The suggested structures don’t work for this game because clearly some grinding is necessary, there are tons of daily events for a reason. Like that makes the lists half useless for most people.

Additionally, the games are set up so that you add Pokemon throughout the game. If you want a whole team of 6 before most 2nd gyms, the team is going to have uneven levels or be underleveled. Therefore, it’s not unreasonable to pick up Pokemon at that point.

Punishing Pokemon for not being available until after the 3rd/4th gym is silly because you’re still likely to want team members then. If you are realistically going to add team members maybe 40 percent through the game, and they’re getting punished for not being available until that point, it obfuscates the point of the tier list.

At some point, until after the 5th/6th gym, Pokemon should be evaluated based on when they are available. IE, using the same idea as conditional probability. I should be able to see the tier list and be able to compare two Pokemon’s placements and know, given I select this Pokemon after _____, I know it will perform better than Pokemon in lower tier. Until after we’re sufficiently close to the late game that even minor underleveling or adding team members is unrealistic.

And if that leads to a bunch of S/A Pokemon being available after the 3rd/4th gym, then the game has a serious structural problem.

If people wanna look at encounter tables, they can. You’ve already said they’ve played the game before and will understand the basics of teambuilding and will roughly know when Pokemon are available.

Yeah, and it should be more punished for it, because it can’t contribute. That’s more punishing that a Pokemon being weaker at the endgame or any other weak stretches.

Yes, but what differentiates FRLG is that, to my understanding, you need to use the masterball on the roaming Pokemon because when it roars it disappears due to a glitch.

Either way, everyone who’s played the game before knows how Masterballs work and that catching legendaries is hard. Telling them that is condescending.

And again, catching a legendary doesn’t take more than 30 minutes. Hell, in B2W2 it didn’t take more than 15 for the Swords of Justice. To act like it’s some massive deal is absurd.
Trade evolutions are extremely easy to access on emulators via PKhex or Pokegen, debatably easier and infinitely more accessible than trading on real hardware. They should be tiered separately but not penalized, in fact being able to get Alakazam at level 16 is quite the boon for it

I agree that availability isn't necessarily "early = good, late = bad" for the exp management reason you're describing, i feel that relevant matchups are far more important when evaluating availability. For example, I think Azelf being A in the former platinum list (rip) is perfect because, despite coming late, it's incredibly good into every major battle after it comes and requires next to no exp investment to be ready for the elite 4. On the contrary, electabuzz which arrives at the same time is ass because it's an electric type that comes after wake, after the stretch of routes between hearthome and canalave that electric types shred, after galactic hideout, after mt coronet, and after Cyrus 3, all times where it's great to have an electric type.

Regarding HGSS, I think the issue with how TMs in the current list are discussed is they don't factor in opportunity cost. HGSS Johto is a low power game with limited resources, to the point where the best and most accessible TMs are Rock Tomb, Dig, Shadow Claw, the inaccurate elemental blast moves, and then not until the very end Earthquake. Everything else is locked behind BP or Game Corner which is extremely inefficient, or at best being found in a specific location on a specific day of the week which, though manipulable, is at least an annoyance. Even ignoring said annoyance you get Return and basically nothing else valuable from these. Rollout being frequently discussed as a perk in movepool sections is a testament to how serious the movepool problem is in HGSS and needing one of these highly limited (with the exception of the frustrating-to-use and unreliable Thunder, focus blast, blizzard, and to an extent Fire blast) TMs to succeed certainly should count against a Pokémon a little bit. In a recent playthrough I used Pinsir and Nidoking both, in theory a perfectly fine pairing, but the fact that they couldn't both learn rock tomb and dig became a problem.

The lack of high rank pokemon in HGSS is a testament to how limited resources in the game are and how truly bad most of the available options are - XD and especially Colosseum's lists are very comparable in my eyes where there really is a pretty short list of pokemon that actually perform well in the game. "D" is pretty agreed upon as "can put in work but requires a significant investment and/or isn't helpful in a lot of cases" and very few pokemon perfoming well isn't a reason to inflate shitters like Ledian and Stantler into say B

"Gyarados only is ranked so high due to coming overleveled" ignores several realities, namely 1) Magikarp is ranked the same, because of: 2) waterfall being on a very short list of strong reliable and accessible stab moves 3) ice fang + dragon dance being by far the best solution to lance which is a really stupid and unfair fight where you're likely to have a significant level disadvantage and almost every other option relies on winning a series of coin flips with blizzard. intimidate gives it significant utility in this fight too. Even if a high obtained level is what's boosting it so high in the tier list (and Raikou and Entei are great examples of this as well) this is genuinely an incredible thing in HGSS where exp is very limited and grinding frankly is less enjoyable than listening to nails on a chalkboard. "Just do daily events bro" nobody wants to do that shit, I'm not playing pokemon for 15 minutes a day for 6 months to finish my playthrough, that's just a slog. I don't care if "I'm not enjoying HGSS the way the developers intended" or whatever - execution matters and I'm trying to play pokemon not animal crossing or gacha iphone game. the point of games is to be fun and HGSS tanks in this regard if you bottleneck yourself into playing inefficiently.

Entei is postgame only. Postgames shouldn't be evaluated, and your "what if the player is playing for a specific reason that involves the postgame" argument doesn't really convince me because a player may choose to handicap or add conditions to their playthrough at their discretion and we shouldn't factor this into a tier list. All we should factor in is playing through the game. Also no one is forcing you to Mean Look Entei.

If you believe a tier list giving advice is condescending, that may be you expressing an insecurity of yours. "Don't waste your time on catching X" is perfectly fine advice.
 
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I agree here in general, especially with that specific example. However, there’s a difference between spending hours grinding up a weak, underleveled mon into being a Salamence and spending 15-20 minutes doubling back, or training up a Pokemon isn’t a big deal if you are interested in using it.

For example, yeah Magikarp is annoying in earlier generations at first, because of weak it is before evolving, but I’m sure most Pokemon fans don’t have trouble waiting through that awkward period because of how iconic and strong gyarados is.

For Scyther in Johto, you have to do the Bug Contest, but worst case scenario you’re looking at roughly 60 encounters before you have >95 percent odds of encountering. I can time it, but that’s really not too bad.
I agree with that. Small time investments of say 15 minutes from maybe backtracking for a TM or to an out of the way catching location, or even just a rather small encounter rate are no big deal and fine time investments. The write-ups for such Pokemon usually mention this briefly but the ranking doesn't get effected much by this. But at some point the required effort is too big enough compared to other Pokemon that don't need it and Pokemon should be penalized for that.
Leveling up Magikarp to level 20 is a real investment, given its slow level growth. Obviously, you should still do it but that is a big amount of time where Magikarp constantly needs exp support and can't contribute yet. Lowering it one rank from where its other attributes would place it seems correct to me.

Sure. But there comes a point that I think has been crossed where it gets too hyper fixated on that ideal build that the standards become unrealistic.

Think of the NFL: Quarterbacks are the most important position in the league by far. But teams still expend salary and resources on the other positions, and while QBs dominate the discussion, we still spend time thinking about the other positions.

When 7 of the top 10 Pokemon occupy the same role, it’s not as helpful because you’re only choosing 1-2 of those Pokemon every run.

In the HGSS list, it’s insane. Out of the S and A tier, there are 5 picks acquire-able without trading, which many playing on cart/emulators won’t have an easy way to do. And of those, two are starters, and one is a legendary not available until the endgame. And frankly gyarados is only so high because it comes over leveled from when you get it.

The suggested structures don’t work for this game because clearly some grinding is necessary, there are tons of daily events for a reason. Like that makes the lists half useless for most people.

Additionally, the games are set up so that you add Pokemon throughout the game. If you want a whole team of 6 before most 2nd gyms, the team is going to have uneven levels or be underleveled. Therefore, it’s not unreasonable to pick up Pokemon at that point.

Punishing Pokemon for not being available until after the 3rd/4th gym is silly because you’re still likely to want team members then. If you are realistically going to add team members maybe 40 percent through the game, and they’re getting punished for not being available until that point, it obfuscates the point of the tier list.
I think that is less a problem with the structure of the tier list and more an issue with incorrect team building. Obviously, if you add too many team members at the same point in the game, then you will encounter problems with lacking enough exp for your entire team, especially in regions like Johto. But that is not unique to early game Pokemon. If your team adds 3 or 4 late game Pokemon at roughly the same time, then you will have the same problem. And individual Pokemon don't care blame in that because they would perform acording to their ranking if the in-game team was built better by the player.
Ideally, the player should catch their team members roughly equally distributed across the game. Some early game Pokemon, some mid game Pokemon and some late game Pokemon. Of course not all casual players are doing that but it seems only fair to tier Pokemon according to that.

Roles work the same way. The same efficient sweeper role may show up a lot in higher ranks because that is the best for in-game success but just like you can't throw a bunch of Pokemon of the same part of the game without encountering some problems, too many Pokemon with the same roles will leave holes behind that then the entire team has to struggle with. Again, these tier lists should not be used as a team builder where you just grab the top 6 Pokemon.

As far as including trade evolutions and stuff like legendaries or starters goes, to me it seems better to provide the maximal amount of information. If players can't or don't like to use these Pokemon, then their entry in the list can simply be ignored by them while players would want to use them still know how they would fare.

At some point, until after the 5th/6th gym, Pokemon should be evaluated based on when they are available. IE, using the same idea as conditional probability. I should be able to see the tier list and be able to compare two Pokemon’s placements and know, given I select this Pokemon after _____, I know it will perform better than Pokemon in lower tier. Until after we’re sufficiently close to the late game that even minor underleveling or adding team members is unrealistic.

And if that leads to a bunch of S/A Pokemon being available after the 3rd/4th gym, then the game has a serious structural problem.

If people wanna look at encounter tables, they can. You’ve already said they’ve played the game before and will understand the basics of teambuilding and will roughly know when Pokemon are available.

Yeah, and it should be more punished for it, because it can’t contribute. That’s more punishing that a Pokemon being weaker at the endgame or any other weak stretches.
Mid game and late game Pokemon can be perfectly viable. They just need to bring more to the table then Pokemon that become available earlier since they can contribute in less of the game. If two Pokemon are very similar but one comes significantly later, then it is not hard to see why the second one should be ranked lower.
It may be the language barrier but I don't exactly understand what you are trying to say with the first paragraph here.

Yes, but what differentiates FRLG is that, to my understanding, you need to use the masterball on the roaming Pokemon because when it roars it disappears due to a glitch.

Either way, everyone who’s played the game before knows how Masterballs work and that catching legendaries is hard. Telling them that is condescending.

And again, catching a legendary doesn’t take more than 30 minutes. Hell, in B2W2 it didn’t take more than 15 for the Swords of Justice. To act like it’s some massive deal is absurd.
Well, you don't need to use the Master Ball to catch the roaming Legendary but it does make it a ton easier and saves time. Just like it is more efficient to use the Master Ball against difficult to catch Pokemon in the main story. And considering how we only rank that part of the game, it is perfectly sound advice to use the Master Ball here.
Not all casual players know catch rates or how to best catch Pokemon. And if they put down the game after beating the Champion with the Master Ball still in their bag, then this advice could have saved them a lot of work. It depends a lot on the game and the specific Pokemon but given the really low catch rates and maybe even annyoing moves like Rest or Recover, it is not uncommon to maybe spend half an hour or more trying to catch them.
In the end it is just advice. If the player follows it, is up to them. I think it is better to provide it, than not have it be available at all.

Regarding HGSS, I think the issue with how TMs in the current list are discussed is they don't factor in opportunity cost. HGSS Johto is a low power game with limited resources, to the point where the best and most accessible TMs are Rock Tomb, Dig, Shadow Claw, the inaccurate elemental blast moves, and then not until the very end Earthquake. Everything else is locked behind BP or Game Corner which is extremely inefficient, or at best being found in a specific location on a specific day of the week which, though manipulable, is at least an annoyance. Even ignoring said annoyance you get Return and basically nothing else valuable from these. Rollout being frequently discussed as a perk in movepool sections is a testament to how serious the movepool problem is in HGSS and needing one of these highly limited (with the exception of the frustrating-to-use and unreliable Thunder, focus blast, blizzard, and to an extent Fire blast) TMs to succeed certainly should count against a Pokémon a little bit. In a recent playthrough I used Pinsir and Nidoking both, in theory a perfectly fine pairing, but the fact that they couldn't both learn rock tomb and dig became a problem.

The lack of high rank pokemon in HGSS is a testament to how limited resources in the game are and how truly bad most of the available options are - XD and especially Colosseum's lists are very comparable in my eyes where there really is a pretty short list of pokemon that actually perform well in the game. "D" is pretty agreed upon as "can put in work but requires a significant investment and/or isn't helpful in a lot of cases" and very few pokemon perfoming well isn't a reason to inflate shitters like Ledian and Stantler into say B
I think ianlazerbeem and you brought up an important point regarding opportunity cost. That aspect should for sure be considered during ranking. Pokemon that need more important or rare TM, or other resources that some other team member is then maybe lacking, should be penalized for that. To my knowledge that is what happens, though. At least it did in the RSE tier list. But if the reward for spending those resources is good enough then the benefit can outweigh the costs and the Pokemon can rank highly regardless. In games where resources are dire like in Johto, this point is even more important. You for sure want to use these good resources, so the tier list should inform which Pokemon can use them the best.
 
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