NAT DEX UU MEGAPOST PART #2
On other news...
Tangrowth:
Can you tell I’ve been working on this for a while?
Tangrowths an amazing wall in the tier, handling a multitude of offensive threats, from Zera to MAlt.
It also does need help vs Melm if it isn’t running FB, but it does do extremely well for a wall that doesn’t resist Steel. AV’s Sp Def does let it handle many Special threats, but some Pokemon such as Molt and Nihi can break through it. After being in the tier for a while, a double regenerator core with Glowking is looking to be a tier staple, with them both handling many of each other’s checks extremely well.
However it does have obvious issues. Without AV its Sp Def is Paper thin, while AV sets limit Tang’s utility, most notably denying it Sleep Powder. Its Passivity hurts it quite a bit, as while Tang does good damage to Pokemon weak to its STAB and coverage, oftentimes it just gets endlessly sat on by Bulky Pokemon such as Skarm and CM Glowking. It also has competition with Amoonguss as a Regenerating Grass Type, exchanging Knock and physical bulk for far better special bulk and an immunity to Toxic.
Tang also has a horrendous MU vs. Amoonguss, often being forced to let one of its partners eat a Spore when it's forced out. In short, Tang is a wall, a top-tier wall in my opinion, but suffers a little bit due to really only being that. From what I’ve seen works best when put into a defensive core with partners such as Glowking, while Amoonguss has the advantage of generally working better with less assistance. I don’t have too much to say about it as of now, but it looks like a really great addition to the tier, and one I pray OU just doesn’t steal back.
Now onto some old faces:
Krookodile:
Krookodile couldn’t have asked for better circumstances. With MSab no longer deflecting Rocks, and Weavile no longer hogging the spotlight, Krookodile seems to be in a significantly better position than it was a few months ago. Carrying an Electric Immunity, Pursuit, Stealth Rocks, and even Intimidate, Krookodile’s Role Compression can find use on almost any team.
While it may not be a perfect CM Glowking check, it can force it out after chip, and steamrolls any other set. Intimidate allows Krookodile to check a variety of dangerous physical attackers, such as the aforementioned Z-Jirachi but also Pokemon such as Zeraora. And with Pursuit under its belt, it can often force many Pokemon into a dangerous 50/50 for their life.
However, Krook has major limitations worth getting into. To start I haven’t found Bulky support all that useful, as Krooks still too frail and it’s damage output is further reduced, however this is just my opinion. However, due to this, my analysis will mostly focus on other sets.
Here are some calcs against some common threats Krook will likely see itself used against.
These Calcs are a mixed Bag. Krookodile’s greatest flaw is it’s disappointing damage output especially compared to it’s middling bulk. It can’t even OHKO CM Glowking. This leads to its greatest flaw: as your team’s Ground Type, many Pokemon easily do Krookodile’s individual roles better.
While they lack Pursuit and Intimidate, other Ground Types fulfill a defensive or offensive role better. Hippowdon’s insane bulk and Reliable Recovery lets it wall a hard counter a multitude of Pokemon and stay healthy throughout a game. Mamoswine’s damage output is significantly higher, and it also has priority and some defensive utility from its ability. Swampert’s sole weakness and Flip Turn makes it hard to pass up in general.
There's also some Pursuit competition, as Bisharp has Priority and Defiant while having a much better MU vs MAlt, while Scizor lacks STAB but is also Scizor. Finally it often relies on being in pristine condition to Trap Pokemon such as Zera, making the prevalence of Spikes very problematic. There is another set however that's worth going into.
Choice Band let's Krookodile augment its power to score some important KOs vs a variety of Meta threats, finally scoring the coveted OHKO on Glowking, while also having its power augmented vs other threats.
Banded Krook is a mixed bag in itself. Even with Choice Band, Krookodile’s offensive power comes up somewhat short, while also giving up on Rocks and switching moves. Despite this, it does do substantially more damage, and these calcs do make a difference when Chip comes into play.
However, in the end of it all, while its roles do have a huge amount of competition, the future does look bright. A team using Krookodile must use its combination of tools to use it effectively, as it has a ton of competition who can do it’s individual roles far better. As for Scarf Krook, just take Tang dropping as another reason not to use it.
Hippowdon
Hippowdon is an absolutely fantastic wall, and one of the premier defensive threats in the tier. As the Electrics of Mega Manectric and Zeraora find greater use in this more offensive meta, a Sp Def variant of Hippo is the best version of it, due to it being easily the best check to them due to its bulk and reliable recovery. I really don’t have much to say about Hippo. It’s just a phenomenal wall, stonewalling so much of the meta. HDB may become the definitive item of Hippo due to the pair’s tendency to be paired with Spikers, but Lefties has a place too.
It's also important to note Hippo’s use in checking Glowking. While it's hardly optimal for it to be your sole check, it easily forces out Glowking in a pinch, as Hippo’s bulk lets it handle Scald. Here are some calcs of Hippo vs common Meta threats.
And remember, while it can’t 1v1 opponents like Washtom, a Toxic is very crippling.
However, I do feel Hippo’s other sets aren’t as easy to justify on a team as Sp Def. I struggle to find use for the Mixed Defensive set as it's easier just to pair Hippo with another Max-Max wall, and while Physical Hippo does have its place in the Meta, though other Pokemon such as Tang and Skarm are also very able to do this job. Of course Hippo’s typing and utility differentiates it greatly from the others, but as a Physical Wall its competition is stiff.
In addition to this, Hippo does have a few flaws. It has an annoying case of 4MSS, where it really wants both Toxic and Whirlwind, yet it can’t do both. Toxic lets it cripple Ground Immunities such as the Rotoms and Moltres, while Whirlwind can be used to rack up Hazard damage against checks such as Pert and deny set up sweepers such as Celesteela.
It’s also somewhat passive, as if something doesn’t mind its EQ they can usually endlessly sit on it, forcing it to Whirlwind or switch out. Skarm is the worst example of this, as it can just endlessly Spike while Hippo can only delay its inevitable return.
Also note it suffers from a really shaky Alakazam MU, as it can spec into bulk to doge a OHKO from EQ, effectively turning Hippo into set up fodder. Finally, while Hippo enjoys dishing out Toxic, it hates taking it in return.
However, Hippo’s role in denying so much of the meta and setting up rocks in their face makes it an essential part of the Meta. Its influence can’t be understated when the likes of the Electrics are stopped in their tracks by it. Simple, but very effective.
Zeraora and Mega Manectric:
I have added these Pokemon together because of their similar role as a fast Electric Type. Making Ground Types even more mandatory than usual, these 2 speed demons act as blanket checks to almost the entire tier’s offensive pantheon. Combine it with Spikes and their coverage, and you have a truly scary pair of pivots. Against any team style, from HO to Stall, their power and speed will always have a use. And once you get rid of the opposing Ground Type, watch them run wild.
Now, many of these calcs are far from OHKOs, but that isn’t the point of Zeraora and Mega Manectric. As displayed, they have the capability, either through coverage or their sheer power, to 2HKO almost the entire Meta. This easily makes them arguably the best revenge killers in the entire tier, as not only do they threaten so much of it, they don’t rely on Scarf and can pivot out, keeping up huge offensive pressure.
Which one works better depends on the team, though from my experience Zera’s HDB and Knock Off makes it an easier to fit on teams, however, this isn't to say MMane’s Overheat and Intimidate are upstaged at all, particularly against Grass Types.
Both Pokemon’s biggest challenges are with Ground types, most notably Sp Def Hippo. Both are easily forced out, though Zera’s Toxic can cripple Hippo, an Grass Coverage in general can 2HKO most other grounds. MAlt is another great check, only fearing Toxic and HP Ice depending on their sets. Finally Zera really struggles with Bulky grasses such as Tang and Among, while MMane despises AV Glowking. While it needs to be at full health, CM Glowking also sets up on both Pokemon’s main sets.
Thus these Pokemon aren’t super hard to wall, and they will only truly “run ham” when their counters are removed. However, they still remain fantastic, and borderline essential to many team styles due to their sheer usefulness as Speed Control.
Finally, it's also worth mentioning Zera’s BU set. While not running Volt Switch feels like a crime, this set does have the capability to run through walls, though it struggles with setting up with Zera’s very meh Bulk, and most of our physical walls can deal with it effectively.
Urshifu-Rapid-Strike:
A great wall breaker that’s not one to take lightly. Its Surging Strikes and Close Combats have few answers, and combined with it’s pivot capabilities Watershifu is a defining Physical Wallbreaker in the tier.
As shown here, many defensive and offensive staples are split into two by the sheer power of Choice Band Watershifu’s STABs. However, while it’s hell to switch into, it has issues worth getting into.
For one, it has an absurdly bad Rocky Helmet weakness. While it should reliably beat Skarm, if Skarm comes into a Surging Strikes, Watershifus in for a world of pain. And while few Pokemon can switch into both Close Combat and Surging Strikes, many can come into at least one and force Watershifu out.
Pokemon cleaved in the previous Calc can force Banded Watershifu out if it guesses wrong, such as Glowking reading a Close Combat. Watershifu is hardly gone, and can even Pivot, but is much more manageable with decent prediction. Also note that threats such as Tang and Amoong can scout while healing off the damage with Regenerator.
However, trying to defensively answer CB Watershifu is just an impractical way of beating it. While Zera and friends cannot switch in, they easily crush it.
Watershifu’s other sets remain useful too. BU exchanges the immediate Power of CB for the ability to slam Amoongus and other checks for huge damage from Icium-Z.
Finally, Scarf allows Watershifu to act as a scary revenge killer and cleaner, but the caveat is that without Band or +1 it’s damage output is super mediocre. Band could stave off even the likes of Skarm through it’s sheer Power, while Scarf need it’s team to handle a wide variety of checks before it can start working.
However, the Calcs don’t lie: Watershifu is a great Pokemon in Nat Dex UU, and arguably one of the definitive, if not the definitive Wallbreaker. Combines even with good set variety, from BU and Scarf, and Watershifu is one hell of a Meta threat to deal with, though on a game-to-game basis mostly maganable with good prediction.
Seismitoad:
In my opinion, the most underrated Pokemon in the Tier, Seismitoad at first seems like a discount Pert, but it very much justifies a role on many teams. For example, in a team where AV Glowking ended up being my sole Rotom switch in, I was recommended Toad as my Ground Type to combat Pursuit.
Water Absorb is the key here, allowking Toad to act as a fantastic counter to Washtom, while also being an even better check to Glowking due to its immunity to Scald. While it loses Flip Turn, it has the ever useful Knock Off, and retains the important Stealth Rocks. However, this isn’t to say Toad will unseat Pert as the premier Water-Ground of the tier.
On a game-to-game basis Pert remains a strong check to Glowking, and Flip Turn’s utility just cannot be understated. Combine that with Pert’s better bulk and you have a Pokemon that's better suited to the general Meta. However, in teams that need a hard Washtom counter and prefer a harder Glowking counter, Toad is an almost perfect fit. I didn’t think I would enjoy using it so much, but I have been converted into the cult of Toad.
Reuniclus:
Reuniclus is a niche but very effective Pokemon when used correctly. At first, it just looks like a discount Glowking, lacking it’s terrifying Scald and Regenerator (Reuniclus does actually get Regenerator, however it’s vulnerability to Toxic makes it unable to take advantage of that on a CM set). However, it’s that MU when Reuniclus starts to shine.
Glowking is actually set up on by Reuniclus. Psyshock can break through even a +6 Glowking, while Glowking will hardly be able to dent you in return.
And similarly to Glowking, other passive Pokemon are merely setup fodder to this Pokemon’s sweep. However, Reuniclues cannot unseat Glowking due to its inability to run Regenerator. It cannot just play as freely as Glowking because of that. Combine it with a worse Defensive Typing, and you have a decent niche, but not much more. Reuniclus isn’t done just yet however.
An interesting set that can set up on a ton of the Meta, and even 1v1 the strongest Physical Attackers. However, it’s inability to hurt Dark Types, Pokemon extremely common due to them handling so many of the Meta’s other threats, really hurts this set overall.
Shitmons:
Breloom:
Why do people still use this thing? Spore looks great, until you realize half the tier walls you, and you have little defensive utility. Not even SD + Rock-Z is gonna save you when no ones gonna let you SD for free anyways. Tang dropping is the nail in the coffin here, sadly our Fungus friend isn’t worth using over our other Fungus friend, Amoonguss.
Donphan:
Why is this thing UU by usage? Playing ND RU, we had a ton of UU Moments. Mence dropping? Well ig thats fine, since Dnite exists. Wait Dnite dropped? WAIT WHY IS HONCHKROW NOW UU BY USAGE?
We had other funny moments, like both Tapu Bulu and Hawlucha dropping during the Hawlucha suspect test somehow. Like how on earth did this happen, am I mistaken or something? But nothing compares to the absolute Meme of Donphan being UU by usage for so long.
What does it do in this tier? Does your Rapid Spin make it worth using a Hippowdon that's a ton frailer with no Recovery? Is your 30% on MAlt with Ice Shard the reason? This question has plagued my mind ever since I could remember, but that's when I realized: UU does what UU does. We don’t question the Nat Dex UU Ladder, as that’s staring at something my mortal mind cannot comprehend. An enigma, a paradox, the Nat Dex UU Ladder is simply a wonder to behold, and still more skilled than the Nat Dex AG Ladder. God bless Nat Dex.
Mega Beedrill:
Remember when this was good? No? Yeah me neither. At the very least, Mega Beedrill’s Ladder usage is easier to understand. On Paper, it looks like a high risk-high reward sort of Mon. You’re absurdly frail but at the same time exceptionally fast and hit like a truck. But sadly, that’s where the positives end.
Mega Beedrill has an atrocious STAB Combo. Wanna be walled by every Steel Type? No? Well too bad. Skarmory and Scizor sit on this endlessly, while also freely setting up on it. Even Steels weak to Drill run, such as Melm, have no trouble 1v1ing it and easily force it out. And that's another issue, Rocks. Forget about frailty, you’re sooner gonna die from Rocks anyways, and Skarm’s omnipresent Spikes. Finally, you do admittedly hit hard, but not THAT hard, or nearly enough to justify using. For heaven’s sake CM Glowking turns Mega Beedrill into setup fodder!
In short Mega Beedrill sucks, don’t use it
Now onto a speed Round of Pokemon I want to cover, but don’t have as much to talk about:
Altaria Mega -> MAlt remains dominant in the tier from a multitude of positive traits, ranging from it’s superb defensive typing to it’s extremely powerful DDance sets. However, the rise of Glowking does annoy it quite a bit, as while it hates EQ, Sludge Bomb destroys it. In addition to this, older faces such as Skarm and Scizor continue to make it’s life miserable. Amazing, but has easy counterplay.
Amoonguss-> Amoong remains a great Pokemon despite its new competition as a regenerating grass type in Tang. It finds a niche through utility derived from it’s great Special Defense and Poison Typing, though gains new weaknesses from that end as a result. Remains great overall.
Moltres-> A Pokemon making the best use of both utility and power, Moltres remains a great Defogger on both defense and offense. It’s crippling Knock Off weakness remains, but so does its powerful Hurricanes and annoying Will-o-Wisps.
Primarina-> While Weavile rising made it lose a crucial victim, and Stall’s decline did it no favors, Primarina remains good through the sheer power of it’s Specs or Calm boosted STABs. And while not super bulky, it’s typing does give it great resistances to Meta threats such as Watershifu and Infernape.
Rotom-Wash-> While it has its struggles with its damage output, this hardly means Washtom is unviable in any way. Being a good pivot with a great typing and useful utility in the form of Defog and Will-o-Wisp, Rotom has its struggles but remains a very splashable and effective Pokemon overall.
Swampert-> While I have given a Pert clone a full in depth talk and left it stuck here, Swamperts merely simple, not ineffective. Endowed with a fantastic defensive typing, Stealth Rocks, Flip Turn, and status in the form of Toxic and Scald, Swampert is one hell of a bulky pivot that makes good work in almost every game it’s in. It is hurt by it’s lack of reliable recovery, but with good gameplay that can be played around.
Keldeo-> A dangerous breaker, Watershifu itself showed us that Water/Fighting STAB is no joke as despite the tier having more a few resists, as you’re gonna need those resists if you don’t want to get cleaved. Unfortunately common Meta staples such as MAlt are those resists, hampering Keldeo’s viability, but it does have some coverage and can run Toxic. Keldeo also has good set variety, and can act as a Specs Wallbreaker, Scarf Speed Control, and even Sub CM. It's been on a little declide as of late due to the likes of the aformentioned MAlt but also Glowking, but remians very viable.
Nihilego-> A fantastic Hazard setter on HO, while also being a scary end-game cleaner. Unfortunately it lacks overage against many Steel Types, notably Melm, but the sheer Power of it’s Meteor Beams are liable to cleave through it’s checks if given the opportunity. Something you definitely shouldn’t sleep on.
Rotom-Heat-> A holder of another great typing, Heatom separates itself from its Water Twin due to its strong offensive capabilities with a better Nasty Plot set. However, it's still more than capable of flexing utility-oriented muscles with a Bulky Pivot set. Sadly, both sets suffer from a bad Knock Weakness, but Heatom is no joke nor is it upstaged by Washtom.
Tapu Bulu -> Niche but cool Mon, enables a ton of stuff with G-Seed while being no sluch itself. Sadly has a really nasty MU with Glowking and Skarm, but overall is a threat and a half on a good team.
All in all I love ND UU, and while it has it's flaws, it looks only to be improving. I have left out a few Pokemon here, but I have covered all the Pokemon I feel strongly about. Special thanks to Lupla and Niadev for helping me with this post, as well as the advice from everyone in #uu-discussion in the ND Cord! And another Special Thanks to N_Mareanie, who convinced me to keep on going and finish the Post!
Thank you for reading my post, I hope yall will have a wonderful day.
On other news...
Tangrowth:
Can you tell I’ve been working on this for a while?
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD (Maybe some def?)
Sassy Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Earthquake / Hidden Power [Fire]
Tangrowth @ Rocky Helmet/ HDB?
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sludge Bomb / Earthquake / Hidden Power (Fire)
- Sleep Powder/ Stun Spore
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD (Maybe some def?)
Sassy Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Earthquake / Hidden Power [Fire]
Tangrowth @ Rocky Helmet/ HDB?
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sludge Bomb / Earthquake / Hidden Power (Fire)
- Sleep Powder/ Stun Spore
Tangrowths an amazing wall in the tier, handling a multitude of offensive threats, from Zera to MAlt.
252 Atk Zeraora Close Combat vs. 252 HP / 252+ Def Tangrowth: 73-87 (18 - 21.5%) -- possible 5HKO
252 Atk Zeraora Plasma Fists vs. 252 HP / 252+ Def Tangrowth: 45-54 (11.1 - 13.3%) -- possible 8HKO
252+ Atk Pixilate Altaria-Mega Return vs. 252 HP / 252+ Def Tangrowth: 120-142 (29.7 - 35.1%) -- 19.9% chance to 3HKO
0 SpA Tangrowth Sludge Bomb vs. 0 HP / 4 SpD Altaria-Mega: 136-160 (46.7 - 54.9%) -- 62.1% chance to 2HKO
+2 252+ Atk Aegislash-Blade Close Combat vs. 252 HP / 252+ Def Tangrowth: 187-220 (46.2 - 54.4%) -- 59% chance to 2HKO
0 Atk Tangrowth Knock Off (97.5 BP) vs. 0 HP / 0 Def Aegislash-Blade: 242-286 (92.7 - 109.5%) -- 56.3% chance to OHKO
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Tangrowth: 170-204 (42 - 50.4%) -- approx. 0.4% chance to 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Tangrowth: 181-214 (44.8 - 52.9%) -- 27.3% chance to 2HKO
+2 252 SpA Rotom-Wash Hydro Pump vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 112-132 (27.7 - 32.6%) -- guaranteed 4HKO
0 SpA Tangrowth Giga Drain vs. 0 HP / 4 SpD Rotom-Wash: 168-198 (69.7 - 82.1%) -- guaranteed 2HKO
0 SpA Tangrowth Giga Drain vs. 252 HP / 0 SpD Rotom-Wash: 168-198 (55.2 - 65.1%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Altaria-Mega Fire Blast vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 124-148 (30.6 - 36.6%) -- 65% chance to 3HKO
252 SpA Moltres Flamethrower vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 210-248 (51.9 - 61.3%) -- guaranteed 2HKO
+1 176 SpA Nihilego Sludge Wave vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 318-374 (78.7 - 92.5%) -- guaranteed 2HKO
252 Atk Zeraora Plasma Fists vs. 252 HP / 252+ Def Tangrowth: 45-54 (11.1 - 13.3%) -- possible 8HKO
252+ Atk Pixilate Altaria-Mega Return vs. 252 HP / 252+ Def Tangrowth: 120-142 (29.7 - 35.1%) -- 19.9% chance to 3HKO
0 SpA Tangrowth Sludge Bomb vs. 0 HP / 4 SpD Altaria-Mega: 136-160 (46.7 - 54.9%) -- 62.1% chance to 2HKO
+2 252+ Atk Aegislash-Blade Close Combat vs. 252 HP / 252+ Def Tangrowth: 187-220 (46.2 - 54.4%) -- 59% chance to 2HKO
0 Atk Tangrowth Knock Off (97.5 BP) vs. 0 HP / 0 Def Aegislash-Blade: 242-286 (92.7 - 109.5%) -- 56.3% chance to OHKO
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Tangrowth: 170-204 (42 - 50.4%) -- approx. 0.4% chance to 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Tangrowth: 181-214 (44.8 - 52.9%) -- 27.3% chance to 2HKO
+2 252 SpA Rotom-Wash Hydro Pump vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 112-132 (27.7 - 32.6%) -- guaranteed 4HKO
0 SpA Tangrowth Giga Drain vs. 0 HP / 4 SpD Rotom-Wash: 168-198 (69.7 - 82.1%) -- guaranteed 2HKO
0 SpA Tangrowth Giga Drain vs. 252 HP / 0 SpD Rotom-Wash: 168-198 (55.2 - 65.1%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Altaria-Mega Fire Blast vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 124-148 (30.6 - 36.6%) -- 65% chance to 3HKO
252 SpA Moltres Flamethrower vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 210-248 (51.9 - 61.3%) -- guaranteed 2HKO
+1 176 SpA Nihilego Sludge Wave vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 318-374 (78.7 - 92.5%) -- guaranteed 2HKO
It also does need help vs Melm if it isn’t running FB, but it does do extremely well for a wall that doesn’t resist Steel. AV’s Sp Def does let it handle many Special threats, but some Pokemon such as Molt and Nihi can break through it. After being in the tier for a while, a double regenerator core with Glowking is looking to be a tier staple, with them both handling many of each other’s checks extremely well.
However it does have obvious issues. Without AV its Sp Def is Paper thin, while AV sets limit Tang’s utility, most notably denying it Sleep Powder. Its Passivity hurts it quite a bit, as while Tang does good damage to Pokemon weak to its STAB and coverage, oftentimes it just gets endlessly sat on by Bulky Pokemon such as Skarm and CM Glowking. It also has competition with Amoonguss as a Regenerating Grass Type, exchanging Knock and physical bulk for far better special bulk and an immunity to Toxic.
Tang also has a horrendous MU vs. Amoonguss, often being forced to let one of its partners eat a Spore when it's forced out. In short, Tang is a wall, a top-tier wall in my opinion, but suffers a little bit due to really only being that. From what I’ve seen works best when put into a defensive core with partners such as Glowking, while Amoonguss has the advantage of generally working better with less assistance. I don’t have too much to say about it as of now, but it looks like a really great addition to the tier, and one I pray OU just doesn’t steal back.
Now onto some old faces:
Krookodile:
Krookodile @ Focus Sash / Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Taunt / Pursuit
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock / Pursuit
- Earthquake
- Knock Off
- Pursuit / Taunt
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Taunt / Pursuit
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock / Pursuit
- Earthquake
- Knock Off
- Pursuit / Taunt
Krookodile couldn’t have asked for better circumstances. With MSab no longer deflecting Rocks, and Weavile no longer hogging the spotlight, Krookodile seems to be in a significantly better position than it was a few months ago. Carrying an Electric Immunity, Pursuit, Stealth Rocks, and even Intimidate, Krookodile’s Role Compression can find use on almost any team.
While it may not be a perfect CM Glowking check, it can force it out after chip, and steamrolls any other set. Intimidate allows Krookodile to check a variety of dangerous physical attackers, such as the aforementioned Z-Jirachi but also Pokemon such as Zeraora. And with Pursuit under its belt, it can often force many Pokemon into a dangerous 50/50 for their life.
However, Krook has major limitations worth getting into. To start I haven’t found Bulky support all that useful, as Krooks still too frail and it’s damage output is further reduced, however this is just my opinion. However, due to this, my analysis will mostly focus on other sets.
Here are some calcs against some common threats Krook will likely see itself used against.
252 Atk Krookodile Earthquake vs. 252 HP / 0 Def Slowking-Galar: 366-432 (92.8 - 109.6%) -- 56.3% chance to OHKO
252 Atk Krookodile switching boosted Pursuit vs. 252 HP / 0 Def Slowking-Galar: 294-348 (74.6 - 88.3%) -- guaranteed 2HKO
136 SpA Slowking-Galar Scald vs. 0 HP / 0 SpD Krookodile: 190-224 (57.4 - 67.6%) -- guaranteed 2HKO
252 Atk Krookodile Earthquake vs. 252 HP / 252+ Def Slowking-Galar: 254-300 (64.4 - 76.1%) -- guaranteed 2HKO
252 Atk Krookodile switching boosted Pursuit vs. 252 HP / 252+ Def Slowking-Galar: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO
0 SpA Slowking-Galar Scald vs. 0 HP / 0 SpD Krookodile: 168-198 (50.7 - 59.8%) -- guaranteed 2HKO
0 SpA Slowking-Galar Hydro Vortex (160 BP) vs. 0 HP / 0 SpD Krookodile: 334-394 (100.9 - 119%) -- guaranteed OHKO
252 Atk Krookodile Earthquake vs. 0 HP / 4 Def Zeraora: 384-452 (121.1 - 142.5%) -- guaranteed OHKO
252 Atk Krookodile switching boosted Pursuit vs. 0 HP / 4 Def Zeraora: 153-181 (48.2 - 57%) -- 91.8% chance to 2HKO
-1 252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Krookodile: 190-224 (57.4 - 67.6%) -- guaranteed 2HKO
252 Atk Krookodile Earthquake vs. 44 HP / 0 Def Melmetal: 222-264 (52.6 - 62.5%) -- 98.8% chance to 2HKO after Leftovers recovery
252 Atk Krookodile Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 228-270 (70.3 - 83.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Krookodile Earthquake vs. 0 HP / 0 Def Aegislash-Shield: 228-270 (87.3 - 103.4%) -- 18.8% chance to OHKO
252 Atk Krookodile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Slowking: 246-290 (62.4 - 73.6%) -- guaranteed 2HKO
252 Atk Krookodile switching boosted Pursuit vs. 252 HP / 252+ Def Slowking: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO
252 Atk Krookodile Earthquake vs. 44 HP / 0 Def Melmetal: 222-264 (52.6 - 62.5%) -- 98.8% chance to 2HKO after Leftovers recovery
252 Atk Krookodile switching boosted Pursuit vs. 252 HP / 0 Def Slowking-Galar: 294-348 (74.6 - 88.3%) -- guaranteed 2HKO
136 SpA Slowking-Galar Scald vs. 0 HP / 0 SpD Krookodile: 190-224 (57.4 - 67.6%) -- guaranteed 2HKO
252 Atk Krookodile Earthquake vs. 252 HP / 252+ Def Slowking-Galar: 254-300 (64.4 - 76.1%) -- guaranteed 2HKO
252 Atk Krookodile switching boosted Pursuit vs. 252 HP / 252+ Def Slowking-Galar: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO
0 SpA Slowking-Galar Scald vs. 0 HP / 0 SpD Krookodile: 168-198 (50.7 - 59.8%) -- guaranteed 2HKO
0 SpA Slowking-Galar Hydro Vortex (160 BP) vs. 0 HP / 0 SpD Krookodile: 334-394 (100.9 - 119%) -- guaranteed OHKO
252 Atk Krookodile Earthquake vs. 0 HP / 4 Def Zeraora: 384-452 (121.1 - 142.5%) -- guaranteed OHKO
252 Atk Krookodile switching boosted Pursuit vs. 0 HP / 4 Def Zeraora: 153-181 (48.2 - 57%) -- 91.8% chance to 2HKO
-1 252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Krookodile: 190-224 (57.4 - 67.6%) -- guaranteed 2HKO
252 Atk Krookodile Earthquake vs. 44 HP / 0 Def Melmetal: 222-264 (52.6 - 62.5%) -- 98.8% chance to 2HKO after Leftovers recovery
252 Atk Krookodile Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 228-270 (70.3 - 83.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Krookodile Earthquake vs. 0 HP / 0 Def Aegislash-Shield: 228-270 (87.3 - 103.4%) -- 18.8% chance to OHKO
252 Atk Krookodile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Slowking: 246-290 (62.4 - 73.6%) -- guaranteed 2HKO
252 Atk Krookodile switching boosted Pursuit vs. 252 HP / 252+ Def Slowking: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO
252 Atk Krookodile Earthquake vs. 44 HP / 0 Def Melmetal: 222-264 (52.6 - 62.5%) -- 98.8% chance to 2HKO after Leftovers recovery
These Calcs are a mixed Bag. Krookodile’s greatest flaw is it’s disappointing damage output especially compared to it’s middling bulk. It can’t even OHKO CM Glowking. This leads to its greatest flaw: as your team’s Ground Type, many Pokemon easily do Krookodile’s individual roles better.
While they lack Pursuit and Intimidate, other Ground Types fulfill a defensive or offensive role better. Hippowdon’s insane bulk and Reliable Recovery lets it wall a hard counter a multitude of Pokemon and stay healthy throughout a game. Mamoswine’s damage output is significantly higher, and it also has priority and some defensive utility from its ability. Swampert’s sole weakness and Flip Turn makes it hard to pass up in general.
There's also some Pursuit competition, as Bisharp has Priority and Defiant while having a much better MU vs MAlt, while Scizor lacks STAB but is also Scizor. Finally it often relies on being in pristine condition to Trap Pokemon such as Zera, making the prevalence of Spikes very problematic. There is another set however that's worth going into.
Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
Choice Band let's Krookodile augment its power to score some important KOs vs a variety of Meta threats, finally scoring the coveted OHKO on Glowking, while also having its power augmented vs other threats.
252 Atk Choice Band Krookodile Earthquake vs. 252 HP / 252+ Def Slowking-Galar: 378-446 (95.9 - 113.1%) -- 75% chance to OHKO
252 Atk Choice Band Krookodile Earthquake vs. 44 HP / 0 Def Melmetal: 336-396 (79.6 - 93.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Krookodile switching boosted Pursuit vs. 0 HP / 4 Def Zeraora: 229-271 (72.2 - 85.4%) -- guaranteed 2HKO
252 Atk Choice Band Krookodile Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 338-402 (104.3 - 124%) -- guaranteed OHKO
252 Atk Choice Band Krookodile Earthquake vs. 44 HP / 0 Def Melmetal: 336-396 (79.6 - 93.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Krookodile switching boosted Pursuit vs. 0 HP / 4 Def Zeraora: 229-271 (72.2 - 85.4%) -- guaranteed 2HKO
252 Atk Choice Band Krookodile Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 338-402 (104.3 - 124%) -- guaranteed OHKO
Banded Krook is a mixed bag in itself. Even with Choice Band, Krookodile’s offensive power comes up somewhat short, while also giving up on Rocks and switching moves. Despite this, it does do substantially more damage, and these calcs do make a difference when Chip comes into play.
However, in the end of it all, while its roles do have a huge amount of competition, the future does look bright. A team using Krookodile must use its combination of tools to use it effectively, as it has a ton of competition who can do it’s individual roles far better. As for Scarf Krook, just take Tang dropping as another reason not to use it.
Hippowdon
Hippowdon @ Leftovers / Rocky Helmet
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock / Whirlwind
- Earthquake
- Slack Off
- Toxic / Whirlwind
Hippowdon @ Leftovers / Rocky Helmet
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock / Whirlwind
- Earthquake
- Slack Off
- Toxic / Whirlwind
Hippowdon @ Leftovers / Rocky Helmet
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock / Whirlwind
- Earthquake
- Slack Off
- Toxic / Whirlwind
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock / Whirlwind
- Earthquake
- Slack Off
- Toxic / Whirlwind
Hippowdon @ Leftovers / Rocky Helmet
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock / Whirlwind
- Earthquake
- Slack Off
- Toxic / Whirlwind
Hippowdon @ Leftovers / Rocky Helmet
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock / Whirlwind
- Earthquake
- Slack Off
- Toxic / Whirlwind
Hippowdon is an absolutely fantastic wall, and one of the premier defensive threats in the tier. As the Electrics of Mega Manectric and Zeraora find greater use in this more offensive meta, a Sp Def variant of Hippo is the best version of it, due to it being easily the best check to them due to its bulk and reliable recovery. I really don’t have much to say about Hippo. It’s just a phenomenal wall, stonewalling so much of the meta. HDB may become the definitive item of Hippo due to the pair’s tendency to be paired with Spikers, but Lefties has a place too.
It's also important to note Hippo’s use in checking Glowking. While it's hardly optimal for it to be your sole check, it easily forces out Glowking in a pinch, as Hippo’s bulk lets it handle Scald. Here are some calcs of Hippo vs common Meta threats.
0 Atk Hippowdon Earthquake vs. 252 HP / 252+ Def Slowking-Galar: 198-234 (50.2 - 59.3%) -- guaranteed 2HKO after sandstorm damage
0 SpA Slowking-Galar Scald vs. 252 HP / 240+ SpD Hippowdon: 112-134 (26.6 - 31.9%) -- guaranteed 4HKO
252 Atk Zeraora Close Combat vs. 252 HP / 16 Def Hippowdon: 101-119 (24 - 28.3%) -- 95.9% chance to 4HKO
252 Atk Zeraora Knock Off (97.5 BP) vs. 252 HP / 16 Def Hippowdon: 82-97 (19.5 - 23%) -- possible 5HKO
0 SpA Zeraora Grass Knot (120 BP) vs. 252 HP / 240+ SpD Hippowdon: 158-186 (37.6 - 44.2%) -- guaranteed 3HKO
0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Zeraora: 300-354 (94.6 - 111.6%) -- 68.8% chance to OHKO
0 Atk Hippowdon Earthquake vs. 0 HP / 4- Def Zeraora: 336-396 (105.9 - 124.9%) -- guaranteed OHKO
252 SpA Manectric-Mega Hidden Power Ice vs. 252 HP / 240+ SpD Hippowdon: 122-144 (29 - 34.2%) -- 2.9% chance to 3HKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 240+ SpD Hippowdon: 130-154 (30.9 - 36.6%) -- 68.5% chance to 3HKO
-1 0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Manectric-Mega: 188-224 (66.9 - 79.7%) -- guaranteed 2HKO after sandstorm damage
0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Manectric-Mega: 284-336 (101 - 119.5%) -- guaranteed OHKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 240+ SpD Hippowdon: 135-160 (32.1 - 38%) -- 96.9% chance to 3HKO
0 Atk Hippowdon Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 180-212 (55.5 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Slowking-Galar Scald vs. 252 HP / 240+ SpD Hippowdon: 112-134 (26.6 - 31.9%) -- guaranteed 4HKO
252 Atk Zeraora Close Combat vs. 252 HP / 16 Def Hippowdon: 101-119 (24 - 28.3%) -- 95.9% chance to 4HKO
252 Atk Zeraora Knock Off (97.5 BP) vs. 252 HP / 16 Def Hippowdon: 82-97 (19.5 - 23%) -- possible 5HKO
0 SpA Zeraora Grass Knot (120 BP) vs. 252 HP / 240+ SpD Hippowdon: 158-186 (37.6 - 44.2%) -- guaranteed 3HKO
0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Zeraora: 300-354 (94.6 - 111.6%) -- 68.8% chance to OHKO
0 Atk Hippowdon Earthquake vs. 0 HP / 4- Def Zeraora: 336-396 (105.9 - 124.9%) -- guaranteed OHKO
252 SpA Manectric-Mega Hidden Power Ice vs. 252 HP / 240+ SpD Hippowdon: 122-144 (29 - 34.2%) -- 2.9% chance to 3HKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 240+ SpD Hippowdon: 130-154 (30.9 - 36.6%) -- 68.5% chance to 3HKO
-1 0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Manectric-Mega: 188-224 (66.9 - 79.7%) -- guaranteed 2HKO after sandstorm damage
0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Manectric-Mega: 284-336 (101 - 119.5%) -- guaranteed OHKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 240+ SpD Hippowdon: 135-160 (32.1 - 38%) -- 96.9% chance to 3HKO
0 Atk Hippowdon Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 180-212 (55.5 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
And remember, while it can’t 1v1 opponents like Washtom, a Toxic is very crippling.
However, I do feel Hippo’s other sets aren’t as easy to justify on a team as Sp Def. I struggle to find use for the Mixed Defensive set as it's easier just to pair Hippo with another Max-Max wall, and while Physical Hippo does have its place in the Meta, though other Pokemon such as Tang and Skarm are also very able to do this job. Of course Hippo’s typing and utility differentiates it greatly from the others, but as a Physical Wall its competition is stiff.
In addition to this, Hippo does have a few flaws. It has an annoying case of 4MSS, where it really wants both Toxic and Whirlwind, yet it can’t do both. Toxic lets it cripple Ground Immunities such as the Rotoms and Moltres, while Whirlwind can be used to rack up Hazard damage against checks such as Pert and deny set up sweepers such as Celesteela.
It’s also somewhat passive, as if something doesn’t mind its EQ they can usually endlessly sit on it, forcing it to Whirlwind or switch out. Skarm is the worst example of this, as it can just endlessly Spike while Hippo can only delay its inevitable return.
Also note it suffers from a really shaky Alakazam MU, as it can spec into bulk to doge a OHKO from EQ, effectively turning Hippo into set up fodder. Finally, while Hippo enjoys dishing out Toxic, it hates taking it in return.
However, Hippo’s role in denying so much of the meta and setting up rocks in their face makes it an essential part of the Meta. Its influence can’t be understated when the likes of the Electrics are stopped in their tracks by it. Simple, but very effective.
Zeraora and Mega Manectric:
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Knock Off
- Grass Knot / Close Combat / Toxic
- Volt Switch
Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Grass] / Hidden Power [Ice]
- Overheat
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Knock Off
- Grass Knot / Close Combat / Toxic
- Volt Switch
Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Grass] / Hidden Power [Ice]
- Overheat
I have added these Pokemon together because of their similar role as a fast Electric Type. Making Ground Types even more mandatory than usual, these 2 speed demons act as blanket checks to almost the entire tier’s offensive pantheon. Combine it with Spikes and their coverage, and you have a truly scary pair of pivots. Against any team style, from HO to Stall, their power and speed will always have a use. And once you get rid of the opposing Ground Type, watch them run wild.
252 Atk Zeraora Plasma Fists vs. 0 HP / 24 Def Alakazam: 262-310 (104.3 - 123.5%) -- guaranteed OHKO
252 Atk Zeraora Close Combat vs. 44 HP / 0 Def Melmetal: 174-206 (41.2 - 48.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Zeraora Plasma Fists vs. 0 HP / 4 Def Primarina: 374-444 (124.2 - 147.5%) -- guaranteed OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 4 Def Zeraora: 102-120 (32.1 - 37.8%) -- 95.6% chance to 3HKO
252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Nihilego: 267-315 (74.3 - 87.7%) -- guaranteed 2HKO
252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Celesteela: 288-342 (85.9 - 102%) -- 12.5% chance to OHKO
-1 252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Krookodile: 190-224 (57.4 - 67.6%) -- guaranteed 2HKO
252 SpA Manectric-Mega Thunderbolt vs. 0 HP / 0 SpD Alakazam: 159-187 (63.3 - 74.5%) -- guaranteed 2HKO
252 SpA Manectric-Mega Overheat vs. 44 HP / 244 SpD Melmetal: 304-358 (72 - 84.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric-Mega Thunderbolt vs. 0 HP / 0 SpD Primarina: 270-318 (89.7 - 105.6%) -- 31.3% chance to OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 4 Def Manectric-Mega: 97-114 (34.5 - 40.5%) -- guaranteed 3HKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 76 SpD Scizor: 640-756 (186 - 219.7%) -- guaranteed OHKO
252 SpA Manectric-Mega Thunderbolt vs. 0 HP / 4 SpD Celesteela: 300-354 (89.5 - 105.6%) -- 37.5% chance to OHKO
252 SpA Manectric-Mega Hidden Power Ice vs. 0 HP / 0 SpD Krookodile: 180-214 (54.3 - 64.6%) -- guaranteed 2HKO
252 Atk Zeraora Close Combat vs. 44 HP / 0 Def Melmetal: 174-206 (41.2 - 48.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Zeraora Plasma Fists vs. 0 HP / 4 Def Primarina: 374-444 (124.2 - 147.5%) -- guaranteed OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 4 Def Zeraora: 102-120 (32.1 - 37.8%) -- 95.6% chance to 3HKO
252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Nihilego: 267-315 (74.3 - 87.7%) -- guaranteed 2HKO
252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Celesteela: 288-342 (85.9 - 102%) -- 12.5% chance to OHKO
-1 252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Krookodile: 190-224 (57.4 - 67.6%) -- guaranteed 2HKO
252 SpA Manectric-Mega Thunderbolt vs. 0 HP / 0 SpD Alakazam: 159-187 (63.3 - 74.5%) -- guaranteed 2HKO
252 SpA Manectric-Mega Overheat vs. 44 HP / 244 SpD Melmetal: 304-358 (72 - 84.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric-Mega Thunderbolt vs. 0 HP / 0 SpD Primarina: 270-318 (89.7 - 105.6%) -- 31.3% chance to OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 4 Def Manectric-Mega: 97-114 (34.5 - 40.5%) -- guaranteed 3HKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 76 SpD Scizor: 640-756 (186 - 219.7%) -- guaranteed OHKO
252 SpA Manectric-Mega Thunderbolt vs. 0 HP / 4 SpD Celesteela: 300-354 (89.5 - 105.6%) -- 37.5% chance to OHKO
252 SpA Manectric-Mega Hidden Power Ice vs. 0 HP / 0 SpD Krookodile: 180-214 (54.3 - 64.6%) -- guaranteed 2HKO
Now, many of these calcs are far from OHKOs, but that isn’t the point of Zeraora and Mega Manectric. As displayed, they have the capability, either through coverage or their sheer power, to 2HKO almost the entire Meta. This easily makes them arguably the best revenge killers in the entire tier, as not only do they threaten so much of it, they don’t rely on Scarf and can pivot out, keeping up huge offensive pressure.
Which one works better depends on the team, though from my experience Zera’s HDB and Knock Off makes it an easier to fit on teams, however, this isn't to say MMane’s Overheat and Intimidate are upstaged at all, particularly against Grass Types.
Both Pokemon’s biggest challenges are with Ground types, most notably Sp Def Hippo. Both are easily forced out, though Zera’s Toxic can cripple Hippo, an Grass Coverage in general can 2HKO most other grounds. MAlt is another great check, only fearing Toxic and HP Ice depending on their sets. Finally Zera really struggles with Bulky grasses such as Tang and Among, while MMane despises AV Glowking. While it needs to be at full health, CM Glowking also sets up on both Pokemon’s main sets.
252 Atk Zeraora Close Combat vs. 252 HP / 16 Def Hippowdon: 101-119 (24 - 28.3%) -- 95.9% chance to 4HKO
0 SpA Zeraora Grass Knot (120 BP) vs. 252 HP / 240+ SpD Hippowdon: 158-186 (37.6 - 44.2%) -- guaranteed 3HKO
0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Zeraora: 300-354 (94.6 - 111.6%) -- 68.8% chance to OHKO
252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Altaria-Mega: 67-80 (23 - 27.4%) -- 68% chance to 4HKO
252 Atk Zeraora Close Combat vs. 252 HP / 8 Def Tangrowth: 97-115 (24 - 28.4%) -- 97% chance to 4HKO
252 Atk Zeraora Knock Off (97.5 BP) vs. 248 HP / 168+ Def Amoonguss: 95-112 (22 - 25.9%) -- 4% chance to 4HKO
252 Atk Zeraora Plasma Fists vs. 252 HP / 252+ Def Slowking-Galar: 123-145 (31.2 - 36.8%) -- 75.5% chance to 3HKO
252 Atk Zeraora Knock Off vs. 252 HP / 252+ Def Slowking-Galar: 108-128 (27.4 - 32.4%) -- guaranteed 4HKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 240+ SpD Hippowdon: 130-154 (30.9 - 36.6%) -- 68.5% chance to 3HKO
-1 0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Manectric-Mega: 188-224 (66.9 - 79.7%) -- guaranteed 2HKO after sandstorm damage
252 SpA Manectric-Mega Hidden Power Ice vs. 0 HP / 4 SpD Altaria-Mega: 130-154 (44.6 - 52.9%) -- 23.4% chance to 2HKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 4 SpD Tangrowth: 502-592 (124.2 - 146.5%) -- guaranteed OHKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 212-250 (52.4 - 61.8%) -- guaranteed 2HKO
252 SpA Manectric-Mega Overheat vs. 248 HP / 80 SpD Amoonguss: 318-376 (73.7 - 87.2%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Manectric-Mega Thunderbolt vs. 252 HP / 0 SpD Slowking-Galar: 139-165 (35.2 - 41.8%) -- guaranteed 3HKO
0 SpA Zeraora Grass Knot (120 BP) vs. 252 HP / 240+ SpD Hippowdon: 158-186 (37.6 - 44.2%) -- guaranteed 3HKO
0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Zeraora: 300-354 (94.6 - 111.6%) -- 68.8% chance to OHKO
252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Altaria-Mega: 67-80 (23 - 27.4%) -- 68% chance to 4HKO
252 Atk Zeraora Close Combat vs. 252 HP / 8 Def Tangrowth: 97-115 (24 - 28.4%) -- 97% chance to 4HKO
252 Atk Zeraora Knock Off (97.5 BP) vs. 248 HP / 168+ Def Amoonguss: 95-112 (22 - 25.9%) -- 4% chance to 4HKO
252 Atk Zeraora Plasma Fists vs. 252 HP / 252+ Def Slowking-Galar: 123-145 (31.2 - 36.8%) -- 75.5% chance to 3HKO
252 Atk Zeraora Knock Off vs. 252 HP / 252+ Def Slowking-Galar: 108-128 (27.4 - 32.4%) -- guaranteed 4HKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 240+ SpD Hippowdon: 130-154 (30.9 - 36.6%) -- 68.5% chance to 3HKO
-1 0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Manectric-Mega: 188-224 (66.9 - 79.7%) -- guaranteed 2HKO after sandstorm damage
252 SpA Manectric-Mega Hidden Power Ice vs. 0 HP / 4 SpD Altaria-Mega: 130-154 (44.6 - 52.9%) -- 23.4% chance to 2HKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 4 SpD Tangrowth: 502-592 (124.2 - 146.5%) -- guaranteed OHKO
252 SpA Manectric-Mega Overheat vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 212-250 (52.4 - 61.8%) -- guaranteed 2HKO
252 SpA Manectric-Mega Overheat vs. 248 HP / 80 SpD Amoonguss: 318-376 (73.7 - 87.2%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Manectric-Mega Thunderbolt vs. 252 HP / 0 SpD Slowking-Galar: 139-165 (35.2 - 41.8%) -- guaranteed 3HKO
Thus these Pokemon aren’t super hard to wall, and they will only truly “run ham” when their counters are removed. However, they still remain fantastic, and borderline essential to many team styles due to their sheer usefulness as Speed Control.
Zeraora @ Electrium Z / Shuca Berry / Normalium Z
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Close Combat
- Knock Off / Giga Impact
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Close Combat
- Knock Off / Giga Impact
Finally, it's also worth mentioning Zera’s BU set. While not running Volt Switch feels like a crime, this set does have the capability to run through walls, though it struggles with setting up with Zera’s very meh Bulk, and most of our physical walls can deal with it effectively.
Urshifu-Rapid-Strike:
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Surging Strikes
- Ice Punch / Aqua Jet
- U-turn / Aqua Jet
Urshifu-Rapid-Strike @ Icium Z
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Surging Strikes
- Close Combat
- Ice Punch
Urshifu-Rapid-Strike @ Choice Scarf
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Ice Punch
- U-turn
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Surging Strikes
- Ice Punch / Aqua Jet
- U-turn / Aqua Jet
Urshifu-Rapid-Strike @ Icium Z
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Surging Strikes
- Close Combat
- Ice Punch
Urshifu-Rapid-Strike @ Choice Scarf
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Ice Punch
- U-turn
A great wall breaker that’s not one to take lightly. Its Surging Strikes and Close Combats have few answers, and combined with it’s pivot capabilities Watershifu is a defining Physical Wallbreaker in the tier.
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 0 HP / 0 Def Altaria-Mega: 135-159 (46.3 - 54.6%) -- 63.7% chance to 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 44 HP / 0 Def Melmetal: 432-510 (102.3 - 120.8%) -- guaranteed OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 252+ Def Slowking-Galar on a critical hit: 228-273 (57.8 - 69.2%) -- approx. 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 0 Def Slowking-Galar on a critical hit: 333-396 (84.5 - 100.5%) -- approx. 6.3% chance to OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 0 Def Aegislash-Shield on a critical hit: 207-246 (63.8 - 75.9%) -- approx. 2HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 4 Def Swampert: 319-376 (78.9 - 93%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 248+ Def Hippowdon on a critical hit: 360-432 (85.7 - 102.8%) -- approx. 6.3% chance to OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 0 HP / 0 Def Celesteela: 288-339 (85.9 - 101.1%) -- 6.3% chance to OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 0 HP / 4 Def Zeraora on a critical hit: 354-417 (111.6 - 131.5%) -- guaranteed OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 168+ Def Rotom-Wash: 216-255 (71 - 83.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Skarmory: 168-198 (50.2 - 59.2%) -- guaranteed 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Tangrowth: 181-214 (44.8 - 52.9%) -- 27.3% chance to 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 176+ Def Amoonguss: 144-169 (33.3 - 39.1%) -- 10.8% chance to 3HKO after Black Sludge recovery
252 Atk Choice Band Urshifu-Rapid-Strike Ice Punch vs. 252 HP / 176+ Def Amoonguss: 240-284 (55.5 - 65.7%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 44 HP / 0 Def Melmetal: 432-510 (102.3 - 120.8%) -- guaranteed OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 252+ Def Slowking-Galar on a critical hit: 228-273 (57.8 - 69.2%) -- approx. 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 0 Def Slowking-Galar on a critical hit: 333-396 (84.5 - 100.5%) -- approx. 6.3% chance to OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 0 Def Aegislash-Shield on a critical hit: 207-246 (63.8 - 75.9%) -- approx. 2HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 4 Def Swampert: 319-376 (78.9 - 93%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 248+ Def Hippowdon on a critical hit: 360-432 (85.7 - 102.8%) -- approx. 6.3% chance to OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 0 HP / 0 Def Celesteela: 288-339 (85.9 - 101.1%) -- 6.3% chance to OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 0 HP / 4 Def Zeraora on a critical hit: 354-417 (111.6 - 131.5%) -- guaranteed OHKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 168+ Def Rotom-Wash: 216-255 (71 - 83.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Skarmory: 168-198 (50.2 - 59.2%) -- guaranteed 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Tangrowth: 181-214 (44.8 - 52.9%) -- 27.3% chance to 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 176+ Def Amoonguss: 144-169 (33.3 - 39.1%) -- 10.8% chance to 3HKO after Black Sludge recovery
252 Atk Choice Band Urshifu-Rapid-Strike Ice Punch vs. 252 HP / 176+ Def Amoonguss: 240-284 (55.5 - 65.7%) -- guaranteed 2HKO after Black Sludge recovery
As shown here, many defensive and offensive staples are split into two by the sheer power of Choice Band Watershifu’s STABs. However, while it’s hell to switch into, it has issues worth getting into.
For one, it has an absurdly bad Rocky Helmet weakness. While it should reliably beat Skarm, if Skarm comes into a Surging Strikes, Watershifus in for a world of pain. And while few Pokemon can switch into both Close Combat and Surging Strikes, many can come into at least one and force Watershifu out.
Pokemon cleaved in the previous Calc can force Banded Watershifu out if it guesses wrong, such as Glowking reading a Close Combat. Watershifu is hardly gone, and can even Pivot, but is much more manageable with decent prediction. Also note that threats such as Tang and Amoong can scout while healing off the damage with Regenerator.
However, trying to defensively answer CB Watershifu is just an impractical way of beating it. While Zera and friends cannot switch in, they easily crush it.
Watershifu’s other sets remain useful too. BU exchanges the immediate Power of CB for the ability to slam Amoongus and other checks for huge damage from Icium-Z.
+1 252 Atk Urshifu-Rapid-Strike Subzero Slammer (140 BP) vs. 252 HP / 176+ Def Amoonguss: 446-526 (103.2 - 121.7%) -- guaranteed OHKO
+1 252 Atk Urshifu-Rapid-Strike Subzero Slammer (140 BP) vs. 252 HP / 252+ Def Tangrowth: 282-334 (69.8 - 82.6%) -- guaranteed 2HKO
+1 252 Atk Urshifu-Rapid-Strike Subzero Slammer (140 BP) vs. 0 HP / 0 Def Altaria-Mega: 422-498 (145 - 171.1%) -- guaranteed OHKO
+1 252 Atk Urshifu-Rapid-Strike Subzero Slammer (140 BP) vs. 252 HP / 252+ Def Tangrowth: 282-334 (69.8 - 82.6%) -- guaranteed 2HKO
+1 252 Atk Urshifu-Rapid-Strike Subzero Slammer (140 BP) vs. 0 HP / 0 Def Altaria-Mega: 422-498 (145 - 171.1%) -- guaranteed OHKO
Finally, Scarf allows Watershifu to act as a scary revenge killer and cleaner, but the caveat is that without Band or +1 it’s damage output is super mediocre. Band could stave off even the likes of Skarm through it’s sheer Power, while Scarf need it’s team to handle a wide variety of checks before it can start working.
252 Atk Urshifu-Rapid-Strike Ice Punch vs. 0 HP / 0 Def Altaria-Mega: 152-180 (52.2 - 61.8%) -- guaranteed 2HKO
252 Atk Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Tangrowth: 121-144 (29.9 - 35.6%) -- 31.7% chance to 3HKO
252 Atk Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 252+ Def Skarmory on a critical hit: 111-135 (33.2 - 40.4%) -- approx. 100% chance to 3HKO
While it’s damage output unboosted is low, Scarf does flip the script vs Offense and does far better now virtue of it now outspeed the likes of Zera and friends, though it often needs chip to get it’s job done.
252 Atk Urshifu-Rapid-Strike Close Combat vs. 0 HP / 4 Def Zeraora: 247-292 (77.9 - 92.1%) -- guaranteed 2HKO
252 Atk Urshifu-Rapid-Strike Close Combat vs. 44 HP / 0 Def Melmetal: 288-342 (68.2 - 81%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Urshifu-Rapid-Strike Close Combat vs. 0 HP / 0 Def Celesteela: 192-226 (57.3 - 67.4%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Tangrowth: 121-144 (29.9 - 35.6%) -- 31.7% chance to 3HKO
252 Atk Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 252+ Def Skarmory on a critical hit: 111-135 (33.2 - 40.4%) -- approx. 100% chance to 3HKO
While it’s damage output unboosted is low, Scarf does flip the script vs Offense and does far better now virtue of it now outspeed the likes of Zera and friends, though it often needs chip to get it’s job done.
252 Atk Urshifu-Rapid-Strike Close Combat vs. 0 HP / 4 Def Zeraora: 247-292 (77.9 - 92.1%) -- guaranteed 2HKO
252 Atk Urshifu-Rapid-Strike Close Combat vs. 44 HP / 0 Def Melmetal: 288-342 (68.2 - 81%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Urshifu-Rapid-Strike Close Combat vs. 0 HP / 0 Def Celesteela: 192-226 (57.3 - 67.4%) -- guaranteed 2HKO after Leftovers recovery
However, the Calcs don’t lie: Watershifu is a great Pokemon in Nat Dex UU, and arguably one of the definitive, if not the definitive Wallbreaker. Combines even with good set variety, from BU and Scarf, and Watershifu is one hell of a Meta threat to deal with, though on a game-to-game basis mostly maganable with good prediction.
Seismitoad:
In my opinion, the most underrated Pokemon in the Tier, Seismitoad at first seems like a discount Pert, but it very much justifies a role on many teams. For example, in a team where AV Glowking ended up being my sole Rotom switch in, I was recommended Toad as my Ground Type to combat Pursuit.
Water Absorb is the key here, allowking Toad to act as a fantastic counter to Washtom, while also being an even better check to Glowking due to its immunity to Scald. While it loses Flip Turn, it has the ever useful Knock Off, and retains the important Stealth Rocks. However, this isn’t to say Toad will unseat Pert as the premier Water-Ground of the tier.
On a game-to-game basis Pert remains a strong check to Glowking, and Flip Turn’s utility just cannot be understated. Combine that with Pert’s better bulk and you have a Pokemon that's better suited to the general Meta. However, in teams that need a hard Washtom counter and prefer a harder Glowking counter, Toad is an almost perfect fit. I didn’t think I would enjoy using it so much, but I have been converted into the cult of Toad.
Reuniclus:
Reuniclus @ Leftovers / Fightinium Z / Grassy Seed maybe Z?
Ability: Magic Guard
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Focus Blast / Shadow Ball
- Recover
Ability: Magic Guard
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Focus Blast / Shadow Ball
- Recover
Reuniclus is a niche but very effective Pokemon when used correctly. At first, it just looks like a discount Glowking, lacking it’s terrifying Scald and Regenerator (Reuniclus does actually get Regenerator, however it’s vulnerability to Toxic makes it unable to take advantage of that on a CM set). However, it’s that MU when Reuniclus starts to shine.
Glowking is actually set up on by Reuniclus. Psyshock can break through even a +6 Glowking, while Glowking will hardly be able to dent you in return.
+6 4 SpA Life Orb Reuniclus Psyshock vs. 252 HP / 252+ Def Slowking-Galar: 452-532 (114.7 - 135%) -- guaranteed OHKO
+6 0 SpA Slowking-Galar Sludge Bomb vs. +6 252 HP / 0 SpD Reuniclus: 120-142 (28.3 - 33.4%) -- 94.8% chance to 4HKO after Leftovers recovery
+6 0 SpA Slowking-Galar Hydro Vortex (160 BP) vs. +6 252 HP / 0 SpD Reuniclus: 143-169 (33.7 - 39.8%) -- 28.6% chance to 3HKO after Leftovers recovery
+6 0 SpA Slowking-Galar Sludge Bomb vs. +6 252 HP / 0 SpD Reuniclus: 120-142 (28.3 - 33.4%) -- 94.8% chance to 4HKO after Leftovers recovery
+6 0 SpA Slowking-Galar Hydro Vortex (160 BP) vs. +6 252 HP / 0 SpD Reuniclus: 143-169 (33.7 - 39.8%) -- 28.6% chance to 3HKO after Leftovers recovery
And similarly to Glowking, other passive Pokemon are merely setup fodder to this Pokemon’s sweep. However, Reuniclues cannot unseat Glowking due to its inability to run Regenerator. It cannot just play as freely as Glowking because of that. Combine it with a worse Defensive Typing, and you have a decent niche, but not much more. Reuniclus isn’t done just yet however.
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Acid Armor
- Recover
- Stored Power
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Acid Armor
- Recover
- Stored Power
An interesting set that can set up on a ton of the Meta, and even 1v1 the strongest Physical Attackers. However, it’s inability to hurt Dark Types, Pokemon extremely common due to them handling so many of the Meta’s other threats, really hurts this set overall.
Shitmons:
Breloom:
Why do people still use this thing? Spore looks great, until you realize half the tier walls you, and you have little defensive utility. Not even SD + Rock-Z is gonna save you when no ones gonna let you SD for free anyways. Tang dropping is the nail in the coffin here, sadly our Fungus friend isn’t worth using over our other Fungus friend, Amoonguss.
Donphan:
Why is this thing UU by usage? Playing ND RU, we had a ton of UU Moments. Mence dropping? Well ig thats fine, since Dnite exists. Wait Dnite dropped? WAIT WHY IS HONCHKROW NOW UU BY USAGE?
We had other funny moments, like both Tapu Bulu and Hawlucha dropping during the Hawlucha suspect test somehow. Like how on earth did this happen, am I mistaken or something? But nothing compares to the absolute Meme of Donphan being UU by usage for so long.
What does it do in this tier? Does your Rapid Spin make it worth using a Hippowdon that's a ton frailer with no Recovery? Is your 30% on MAlt with Ice Shard the reason? This question has plagued my mind ever since I could remember, but that's when I realized: UU does what UU does. We don’t question the Nat Dex UU Ladder, as that’s staring at something my mortal mind cannot comprehend. An enigma, a paradox, the Nat Dex UU Ladder is simply a wonder to behold, and still more skilled than the Nat Dex AG Ladder. God bless Nat Dex.
Mega Beedrill:
Remember when this was good? No? Yeah me neither. At the very least, Mega Beedrill’s Ladder usage is easier to understand. On Paper, it looks like a high risk-high reward sort of Mon. You’re absurdly frail but at the same time exceptionally fast and hit like a truck. But sadly, that’s where the positives end.
Mega Beedrill has an atrocious STAB Combo. Wanna be walled by every Steel Type? No? Well too bad. Skarmory and Scizor sit on this endlessly, while also freely setting up on it. Even Steels weak to Drill run, such as Melm, have no trouble 1v1ing it and easily force it out. And that's another issue, Rocks. Forget about frailty, you’re sooner gonna die from Rocks anyways, and Skarm’s omnipresent Spikes. Finally, you do admittedly hit hard, but not THAT hard, or nearly enough to justify using. For heaven’s sake CM Glowking turns Mega Beedrill into setup fodder!
252 Atk Adaptability Beedrill-Mega U-turn vs. 252 HP / 252+ Def Slowking-Galar: 142-168 (36 - 42.6%) -- guaranteed 3HKO
252 Atk Beedrill-Mega Drill Run vs. 252 HP / 252+ Def Slowking-Galar: 162-192 (41.1 - 48.7%) -- guaranteed 3HKO
252 Atk Beedrill-Mega Knock Off vs. 252 HP / 252+ Def Slowking-Galar: 132-156 (33.5 - 39.5%) -- guaranteed 3HKO
252 Atk Beedrill-Mega Drill Run vs. 252 HP / 252+ Def Slowking-Galar: 162-192 (41.1 - 48.7%) -- guaranteed 3HKO
252 Atk Beedrill-Mega Knock Off vs. 252 HP / 252+ Def Slowking-Galar: 132-156 (33.5 - 39.5%) -- guaranteed 3HKO
In short Mega Beedrill sucks, don’t use it
Now onto a speed Round of Pokemon I want to cover, but don’t have as much to talk about:
Altaria Mega -> MAlt remains dominant in the tier from a multitude of positive traits, ranging from it’s superb defensive typing to it’s extremely powerful DDance sets. However, the rise of Glowking does annoy it quite a bit, as while it hates EQ, Sludge Bomb destroys it. In addition to this, older faces such as Skarm and Scizor continue to make it’s life miserable. Amazing, but has easy counterplay.
Amoonguss-> Amoong remains a great Pokemon despite its new competition as a regenerating grass type in Tang. It finds a niche through utility derived from it’s great Special Defense and Poison Typing, though gains new weaknesses from that end as a result. Remains great overall.
Moltres-> A Pokemon making the best use of both utility and power, Moltres remains a great Defogger on both defense and offense. It’s crippling Knock Off weakness remains, but so does its powerful Hurricanes and annoying Will-o-Wisps.
Primarina-> While Weavile rising made it lose a crucial victim, and Stall’s decline did it no favors, Primarina remains good through the sheer power of it’s Specs or Calm boosted STABs. And while not super bulky, it’s typing does give it great resistances to Meta threats such as Watershifu and Infernape.
Rotom-Wash-> While it has its struggles with its damage output, this hardly means Washtom is unviable in any way. Being a good pivot with a great typing and useful utility in the form of Defog and Will-o-Wisp, Rotom has its struggles but remains a very splashable and effective Pokemon overall.
Swampert-> While I have given a Pert clone a full in depth talk and left it stuck here, Swamperts merely simple, not ineffective. Endowed with a fantastic defensive typing, Stealth Rocks, Flip Turn, and status in the form of Toxic and Scald, Swampert is one hell of a bulky pivot that makes good work in almost every game it’s in. It is hurt by it’s lack of reliable recovery, but with good gameplay that can be played around.
Keldeo-> A dangerous breaker, Watershifu itself showed us that Water/Fighting STAB is no joke as despite the tier having more a few resists, as you’re gonna need those resists if you don’t want to get cleaved. Unfortunately common Meta staples such as MAlt are those resists, hampering Keldeo’s viability, but it does have some coverage and can run Toxic. Keldeo also has good set variety, and can act as a Specs Wallbreaker, Scarf Speed Control, and even Sub CM. It's been on a little declide as of late due to the likes of the aformentioned MAlt but also Glowking, but remians very viable.
Nihilego-> A fantastic Hazard setter on HO, while also being a scary end-game cleaner. Unfortunately it lacks overage against many Steel Types, notably Melm, but the sheer Power of it’s Meteor Beams are liable to cleave through it’s checks if given the opportunity. Something you definitely shouldn’t sleep on.
Rotom-Heat-> A holder of another great typing, Heatom separates itself from its Water Twin due to its strong offensive capabilities with a better Nasty Plot set. However, it's still more than capable of flexing utility-oriented muscles with a Bulky Pivot set. Sadly, both sets suffer from a bad Knock Weakness, but Heatom is no joke nor is it upstaged by Washtom.
Tapu Bulu -> Niche but cool Mon, enables a ton of stuff with G-Seed while being no sluch itself. Sadly has a really nasty MU with Glowking and Skarm, but overall is a threat and a half on a good team.
All in all I love ND UU, and while it has it's flaws, it looks only to be improving. I have left out a few Pokemon here, but I have covered all the Pokemon I feel strongly about. Special thanks to Lupla and Niadev for helping me with this post, as well as the advice from everyone in #uu-discussion in the ND Cord! And another Special Thanks to N_Mareanie, who convinced me to keep on going and finish the Post!
Thank you for reading my post, I hope yall will have a wonderful day.
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