Pokémon Colosseum In-game Tier List

Karxrida

Corruption of Shadows
is a Community Contributor Alumnus
Approved by Jellicent
Co-run by OrangeGuru
OP adapted from sin(pi)'s Diamond and Pearl In-Game Tiers thread, which itself was based on Its_A_Random's XY In-Game Tiers thread



Pokémon Colosseum
In-Game Tier List Discussion​

What is an in-game tier list?
In-game tier lists rank Pokémon according to their usefulness during the main portion of the game — that is, until the credits roll for the first time. In-game tier lists provide players with the information needed to complete the game as quickly and as effortlessly as possible. For competitively-minded players, this approach to playing the game gives them more immediate access to useful items, TMs, and HMs.

What are the tiers?
In this in-game tier list there will be 4 tiers (Or possibly more). Pokémon that are the most useful belong in the Top Tier, while Pokémon that are the least useful belong in the Bottom Tier. The tiers are as follows:

- S Tier
- A Tier
- B Tier
- C Tier
- D Tier
- E Tier
- F Tier

Pokémon are tiered based on several factors:
- Availability: When the Pokémon can be first found. Earlier Pokémon (i.e. anything captured before The Under) will more than likely rank higher due to Shadow Pokémon mechanics.
- Typing: What is the Pokémon's typing and how useful it is in the game. More useful typings tend to rank higher.
- Stats: What their base stats are like and how they contribute to a team. Pokémon with better stats for in-game runs tend to rank higher.
- Movepool: What the Pokémon's movepool is like and how it contributes to a team. Pokémon with wider and more useful movepools tend to rank higher.
- Major Battles: How the Pokémon fares against key match-ups in the game. Pokémon who perform better against more major battles tend to rank higher.
- Other: Other aesthetics like abilities, levels, can minorly contribute to a Pokémon's tiering as well. Note that a Pokémon's physical appearance has no impact on its tiering!

Basically, Pokémon who are ranked higher in the tier list tend to be found earlier in the game (or at a higher level), can win more match-ups from the game's various trainers (including the Admins), and have stronger movepools (usually starting out with good moves and getting good level-up moves). They may have other useful qualities, such as more useful abilities, faster growth, or self-healing moves.

Note that tier descriptors are just a guideline, they are not meant as laws to be strictly enforced.

Which Pokémon are available in Pokémon Colosseum?
(WIP)
Colosseum is unique due to its very small available pool of Pokémon and the fact that every one is a guaranteed encounter. There are only 52 Pokémon available, with 48 being Shadow Pokémon and several of them being postgame only. Below is the list of every Pokémon you can obtain, listed roughly by order of when they are first encountered. All in-game gifts are listed.

Pokémon marked by an asterisk (*) are gifts.

Starters
Espeon
Umbreon

Phenac City
Mukuhita
Bayleaf
Quilava
Crocanaw

Pyrite Town
Noctowl
Flaaffy
Skiploom
Quagsire
Misdreavus
Slugma
Furret
Yanma
Remoraid
Mantine
Qwilfish
Medetite
Dunsparce
Swablu
Sudowoodo
Plusle*

Agate Village
Hitmontop

Mt. Battle
Entei

The Under
Ledian
Suicune
Gligar
Stantler
Piloswine
Sneasel

Shadow Pokémon Lab
Aipom
Murkrow
Forretress
Granbull
Ariados
Vibrava
Raikou

Relgam Tower
Sunflora
Delibird
Heracross
Skarmory
Miltank
Absol
Houndoom
Tropius
Metagross
Tyranitar

Team Snagem Hideout
Smeargle
Ursaring

Deep Colosseum
Shuckle

Outskirt Stand
Togetic

Other
Ho-Oh*
Scizor*


Untiered Pokémon
Tyranitar - Last Pokémon fought and caught before credits, which makes using it pretty much impossible to use
Smeargle - Not available until Postgame
Ursaring - Not available until Postgame
Shuckle - Not available until Postgame
Togetic - Not available until Postgame and is literally the last thing you catch
Ho-Oh - Not available until Postgame
Scizor - Requires E-Reader


What is, and what is not being tiered?
A Pokémon that is not being tiered is not being so if:
-They come from an event
-They cannot be captured/obtained until the postgame
-They cannot be caught in-game

Trade Evolution
Pokémon with trade evolutions will be tiered separately, one entry for "with trading" and one for "without". If both with and without are classed in the same tier after most things are tiered, they may be merged.

Current Rankings
These can be found in the next few posts.

Formatting
Use the following format when submitting a write-up for a Pokémon. Make sure to use the Ruby and Sapphire sprites.

[IMG]<Sprite URL>[/IMG]
[B]Name
Availability:[/B] When does this Pokémon become available? Is it easy or hard to catch?
[B]Stats:[/B] Describe how a Pokémon's stats make it excel. Is it a deadly sweeper or a strong wall? Discuss why you would use this Pokemon thank to its stats.
[B]Typing:[/B] Discuss this Pokémon's typing in a sentence or two. Is its STAB efficient or not, does it have any great resistances or glaring weaknesses?
[B]Movepool:[/B] Describe this Pokémon's movepool in a few sentences. Does it have many effective movepool options from purification and through level up? Is it over-reliant on TMs to function?
[B]Major Battles:[/B] Describe how the Pokémon handles the major opponents throughout the game. Notable opponents and battles include Admins and battles against various (named) members of Cipher that are notably difficult.
[B]Additional Comments:[/B] Discuss any miscellaneous information not covered in other sections here. Factors such as experience growth, abilities, and other lesser characteristics can be discussed here, as well as (opportunity) cost - does it require constant healing, highly sought-after TMs (eg Earthquake), or expensive Game Corner items, for example? The entry can be wrapped up here as well.

Please write professionally.

Some guidelines to follow:
- We are allowing the infinite ball glitch.
- Due to the heavy investment required to make later Shadow Pokémon usable, you are allowed to propose or argue tier placements based on whether or not a Pokémon is outclassed by something else.
- There are two Time Flutes that instantly purify a Shadow Pokémon when used. Remember to mention if something is a good Time Flute candidate or not.
- Remember that there are 3 free Rare Candies given to you. Some Pokémon (like Vibrava) may appreciate the level boost.
- Have fun!

Feel free to dispute and discuss other users submissions, but please, no flaming. Normal forum rules apply here. Finally, this is not the place to talk about the games in general.

This will be done in a few phases. First, initial tiering and placing, then writing up the entries, then finally reviewing placings and write-ups. Then we will attempt to get it on-site.

Resources
http://www.smogon.com/ingame/misc/col_ingametiers
 
Last edited:

Karxrida

Corruption of Shadows
is a Community Contributor Alumnus
S-Tier: Reserved for Pokémon who possess the highest levels of efficiency of the available options in the game. Pokémon in this tier are able to OHKO or 2HKO an overwhelming majority of opponents, limiting the amount of attacks used against them, and possess minimal reliance on items to help assist them defeat opponents at like levels. These Pokémon typically show up very early on and any flaws they have are absolutely made up by their advantages.


Croconaw
Availability:
Caught in Phenac City via Cipher Peon Bluno. Potentially found early game at level 30. Can also be found at Realgam Tower, or can be found postgame in the Shadow Pokémon Lab or Snagem Hideout.
Heart Gauge: 3000 Points
Overview: Croconaw is one of the three Johto starters obtainable in Colosseum and is easily the best. What makes Croconaw so great is its versatility in its offensive coverage and utility moves and well rounded stats. When it's a Shadow Pokemon, it has a hard hitting Shadow Rush as well good defenses which lets it take a lot of punishment as well as deal it too. It does have some times when it struggles such as against Miror B but can hit Miror B's Ludicolo's on their weaker defense for huge damage. Croconaw also evolves the earliest out of all the Johto starts at level 30 (technically it's suppose to be evolved already) and its well rounded stats become even better, with its lowest stat only being a base 78 speed. Feraligatr may only have base 79 special attack, but combined with its ability Torrent as well as the Rain Dance it gets when purified lets it utilize Surf very well. It even has a great base 105 attack to let it use moves such as Brick Break, Earthquake and Hyper Beam to its advantage.
Additional Notes: You can only choose one of the Johto Starters when you're in Phenac City--the other two are then relegated to the post-game. Feraligatr makes a great user of Earthquake TM due to its high Attack.


Espeon
Availability:
Starter (Level 25)
Heart Gauge: N/A
Overview: Espeon sports a massive base 130 Special Attack and quick base 110 Speed, so it has no issues outspeeding and dealing major damage to a lot of the standard mooks seen throughout the game. This is supported by it being a Psychic-type, which is a fairly strong offensive typing due to Dark- and Steel-types being uncommon. On top of its offesive prowess, Espeon also has a strong support movepool, coming with Reflect and Helping Hand to help out its teammates during the very few moments that it struggles. While Espeon's frail on the physical side and its offensive movepool is extremely lacking, these negative qualities do not detract from its overall performance.
Additional Notes: While Espeon has decent enough Special Defense to tank the occasional Dark move, it has no way to deal with Dark-types themselves. Make sure to carry a teammate that can take care of them.


A-Tier: Reserved for Pokémon whose efficiency in terms of completing the game is considered to be very high. Pokémon in this tier are able to OHKO or 2HKO a lot of opponents and are not very reliant on items to succeed, but either have some visible flaws that hurt their efficiency or have their usefulness counterbalanced by a late arrival.


Entei
Availability
: Mt. Battle via Admin Dakim at Level 40, or Realgam Tower or even Under Colosseum in the postgame. A point directly after you get to purify your Pokemon.
Heart Gauge: 13,000 Points
Overview: Of the four Fire-types in the entire game, Entei stands out from the others due to being a Legendary. With a high BST, great offenses, very solid defenses, and one of the fastest Pokemon you can catch, it holds up well, even against Earthquake spam. Witha base 115 attack stat, Entei has one of the hardest hitting Shadow Rush in the game. It gets Sunny Day when its purified so its Fire Blast becomes one of the hardest hitting moves in the entire game even though it only comes off of a base 90 sp. attack. Entei is held back by its awkward movepool having to rely on its weaker offensive stat in most situations. Certain TMs like Iron Tail are fairly inaccurate as well as taking quite a detour to obtain. Even with the oddities in its movepool it still can power through most encounters fairly easily due to its overwhelming stats and most encounters NFEs through the game. Fire in general is a great offensive typing to have for the major battles. It also comes at a high level of 40 so it takes no grinding at all to get it within levels of the team.
Additional Notes: While Entei does have a whopping 13,000 points in the Heart Gauge and makes for a good Time Flute candidate, it comes at a high enough level that you can afford to purify it normally. Shadow Rush also does great damage due to Entei's high Attack.


Flaaffy
Availability:
Pyrite Town via St. Performer Diogo. Found early game at level 30.
Heart Gauge: 3,000 Points
Overview: Flaaffy has a weird time as a Shadow Pokemon. It has to mostly rely on Shadow Rush, running off of a base 55 attack but as it comes further along, it relearns moves like Thunder Wave and Cotton Spore, which give it great utility in crippling Pokemon as well as capturing other Shadow Pokemon. Once it's purified, it gets the much more powerful Thunderbolt to use and when it evolves into Ampharos, it gets a big boost in power and defenses. Its offensive movepool, like most electric types, lacks on the special side but can mostly get the job done with Thunderbolt due to its high base 115 special attack. Flaaffy/Ampharos tends to struggle in the early due to the huge amount of ground types seen as well as the lack of power needed, but starts to excel after that as ground types become increasingly rare and gains further utility moves such as Light Screen.
Additional Notes: Flaaffy has only 3000 points in the Heart Gauge, and is caught early on so it can either be fully or close to purification when one reaches Phenac City. Ampharos does have a decent physical movepool, but those moves are better off taught to physically stronger Pokemon.


Makuhita
Availability
: Phenac City via Miror B. Peon Trudley at level 30, or postgame in the same area.
Heart Gauge: 3,000
Overview: Makuhita has some pretty rubbish stats with its only base stat being above 70 is its HP and will spend a lot of its time getting OHKO'd, but once you're able to purify it, if you raise it at least one level, it will evolve into Hariyama it gets a massive increase in all of its stats, except for speed. With it being able to take hits as well as dish them out, a great offensive STAB and two great abilities, it shows its worth through the majority of situations as a well rounded tank.
Additional Comments: with 3000 points in its heart gauge, Makuhita takes the least amount of effort into the purification process. Since its the tutorial mon, it also has a 100% capture rate so you can just simply chuck a Pokeball at it with no worry. You can beat the Pyrite Colosseum a few times to nab the TMs for Focus Punch and Brick Break if you don't want to deal with Cross Chops low PP and funky accuracy. Due to the double battle mechanics, one may opt to have belly drum for a moveslot.


Quagsire
Availability:
Pyrite Town via Bandana Guy Divel. Found early game at level 30.
Heart Gauge: 4,000 Points
Overview: Quagsire makes its mark by being one of the few fully evolved Pokemon one will have for the first quarter of the game. With a base 85 attack, it has a strong Shadow Rush when its obtained and also has a good 95/85/65 bulk to its name. Water/Ground is also a good offensive and defensive typing having only one weakness and hitting 6 types super effectively. Quagsire also has the choice of either Water Absorb or Damp. Damp does have its occasional usage such as stopping a few Explosion using Pokemon, but Water Absorb is the more useful ability due to having way more chances to proc. Quagsire also has a great movepool, letting it learn good type coverage from TMs such as fighting, steel, and ice, a good support movepool such as Yawn, and Amnesia, and also naturally learns Earthquake, letting another Pokemon have the option to be taught the move via TM. Even though Surf is missing as an HM, Quagsire is one of the few users of the move. It has a lowish base 65 base special attack and combined with Surf's double battle properties, Quagsire misses out on quite a few OHKO's it would normally get in the mainline games. Quagsire does have some issues in the early game with the common usage of grass types and being slow, and especially has a pretty awful performance against Miror B, but after that has a good showing in all other major battles.
Additional Notes: Quagsire being an early game Pokemon only has 4000 points in the heart gauge, which will easily be reached by the time one gets to Agate Village. Yawn during certain major battles can force the AI to switch as they don't want the Yawn to proc the sleep status. One can abuse this AI oversight to completely immobilize one side of the opponent if used correctly.


Quilava
Availability:
Phenac City via Cipher Peon Rosso. Potentially found early game at level 30. Can also be found at Realgam Tower. If Bayleef/Croconaw are chosen instead it can be found at Snagem Hideout/Shadow Pokemon Lab during the Postgame
Heart Gauge: 3,000 Points
Overview: Quilava is potentially the second shadow Pokemon you can obtain. The moves it comes with are smokescreen, dig and flame wheel, while obtaining Sunny Day when its completely purified. Quilava struggles during the early game because it has unfavorable matchups against the early game bosses but it does get a well rounded movepool consisting of fighting, ground, as well as its STAB. When it evolves into Typhlosion, its best quailty is its base 100 speed, tied for fourth place for the fastest Pokemon you can obtain. In the end it being fast and having good coverage, even though its fairly TM reliant, makes it a good choice if you're tired of Croconaw.
Additional notes: You can only choose one of the Johto Starters when you're in Phenac City--the other two are then relegated to the post-game. While Quilava takes the longest to evolve out of the Johto Starters at level 36, there is a good chance Quilava might still be Quilava when the Dakim fight appears its head. Quilava/Typholsion is sadly mostly outclassed by Entei, but can edge out during certain matchups due to its better offensive movepool and Blaze for some desperation strats.


Raikou
Availability:
Shadow Pokemon Lab via Cipher Admin Ein. Found late game at level 40. Can also be found at Realgam Tower or postgame in the Deep Colosseum.
Heart Gauge: 13,000 Points
Overview: Raikou has some great stats. It hits hard on the special side, and its very fast too. It also has impressive 90/100 special bulk, but is a bit weaker on the physical defense. Like most Electric types, its special movepool tends to lack, but it has a respectable 85 base attack if you really need to use physical attacks on it. Plus in Colosseum, Raikou is one of the three only Electric types in the game and even though Raikou and Ampharos have the same base special attack, Raikou trades paralysis utility for more bulk and a much higher speed stat. Raikou's role in most battles will be to set up Rain Dance and proceed to spam hard hitting Thunders. In the battles that Raikou can take part in, there are quite a few EQ users so one must be wary when using Raikou, but Raikou can learn Reflect to mitigate some of that damage. It's late encounter and low caught level are what mostly hurt Raikou, but if taken the time, Raikou can prove to be a valuable asset for the remaining battles.
Additional Notes: With 13k points in the Heart Gauge, Raikou makes a good candidate for the Time Flute but there is a good chance you already used your two free Time Flutes on Entei and Suicune. The only other Time Flute you can get is getting up to floor 100 in Mt. Battle, which isn't hard to do more so than being very time consuming, and if you don't delve into the postgame, may not end up being worth doing in the long run. Arguably, Raikou makes the best candidate for the Time Flute due to how late its caught compared to Entei and Suicune, and the Rain Dance+Thunder combo is hard to pass up compared to its decent Shadow Rush considering the attack power and level difference at that point in the game. Interestingly enough, the Beasts have a somewhat higher capture rate due to the fact that the Pokeball always shakes at least once.


Suicune
Availability:
The Under via Cipher Admin Venus. Found mid game at level 40. Can also be caught at Realgam Tower or postgame at Deep Colosseum.
Heart Gauge: 13,000 Points
Overview: Suicune is the epitome of a tank. It is extremely bulky with 100/115/115 defenses, while also sporting a decent 90 Special Attack to deal back decent damage. It comes with the highly coveted Surf for strong STAB and also learns Aurora Beam one level after purification. Even though Suicune is very bulky, its support movepool lacks in some areas; it doesn't learn much moves that can hinder the opposing side, rather having moves that can support its partner such as Rain Dance, Reflect, and Mist It does also struggle in some parts, like the Shadow Pokemon Lab where there are a ton of electric types to run into. Even with its faults, Suicune makes for a fine member and still ends up being one of the strongest Pokemon obtainable.
Additional Notes: Suicune has 13,000 points in the Heart Gauge, making it a high priority Time Flute user, with a second Time Flute being found within the area it's caught, though it does take a bit of exploring to get since one needs the U-Disk to even get to the area. Because of its bulk, Suicune makes one of the best users of the Toxic TM. Suicune also pairs best with other water types or Pokemon that can learn Thunder.


Umbreon
Availability:
Starter (Level 26)
Heart Gauge: N/A
Overview: With 95/110/130 defenses, Umbreon is one of the bulkiest Pokémon in the game, being able to shrug off any neutral hit, and able to tank even the most powerful of super effective hits. The bulk also comes in handy when trying to capture the Shadows as well as for healing up your back row as it can take a very thorough beating. Umbreon does learn a good variety of status moves such as Confuse Ray, Screech, Snatch, Taunt, and the only Pokemon in the game with Secret Power, which mostly acts like a pseudo Body Slam in Colosseum. Confuse Ray and Taunt are especially notable as many major battles tend to rely on status moves such as Protect, Rain Dance/Sunny Day and Attract/Toxic. In most of Colosseum's situations. 65 base speed is quicker than one would think due to a lot of Pokemon in the game being slower, as well as the random speed EV's one will get throughout the game. The low offenses also are very useful for capturing Shadow Pokemon but the lack in power is very noticable in major battles where Pokemon are beefier and hit harder and can lead to KO's on your side of the field. Just like Espeon, it comes with Synchronize which Umbreon takes status generally better.
Additional Notes: Opposite to Espeon, the AI tends to avoid double targeting Umbreon unless they can get multiple super effective hits on it. This does let Umbreon last even longer on the field and spread around status debuffs or stack on the damage, but one must take this into consideration when it is on the field as it can lead to an untimely demise of the other teammate.


Vibrava
Availability:
Shadow Pokemon Lab via Cipher Peon Remil. Found late game at level 43. Can also be found in the same area in postgame.
Heart Gauge: 6,000 Points
Overview: Frankly, Vibrava sucks. Its frail, weak, and the moves it comes with leave much to be desired, but Vibrava is commonly held in a positive light in Colosseum. A Ground/Dragon typing with Levitate gives it a nice selection of resists and immunities, and the reason why its praised is for what it becomes, not it starts out as. When Vibrava becomes a Flygon, which is only two levels from when it is caught, it gets a big boost in all of its stats. That 50/50/50 "bulk" becomes 80/80/80 which lets it take quite a few hits. It now has a good base 100 attack and speed letting it hit hard, and fast consisting of coverage that includes its dual STAB, fire, steel, dark, and grass. But even with Flygon's well rounded capabilities, it is TM hungry, and has a nasty x4 weakness to Ice, which is pretty common to come across in the later and more difficult battles it can partake in
Additional notes: Because of how useful Flygon is, and how trashy Vibrava is, Vibrava makes one of the best candidates for the Time Flute, even though it only has 6000 points in the Heart Gauge. If one happened to save those Rare Candies from The Under, Vibrava also makes a good choice to use two of them if one immediately decides to purify it with the Time Flute. The TM for Earthquake also comes right after Ein, and Flygon is arguably the best user of Earthquake due to its speed, power and gaining STAB for it.
Vibrava oddly enough has a very long confusion animation so if one does use it for battles, try to avoid opponents with confuse ray/supersonic.


B-Tier: Reserved for Pokémon whose efficiency in terms of completing the game is considered to be high. Pokémon in this tier are able to OHKO or 2HKO a fair chunk of opponents and may have a bit of item reliance to assist in sweeping opponents. These Pokémon are still very useful but either have several visible flaws holding them back or come fairly late.


Bayleef
Availability:
Phenac City via Cipher Peon Verde. Can also be caught at Realgam Tower If Croconaw/Quilava are chosen instead, it can be found either in the Shadow Pokemon Lab or the Snagem Hideout during the postgame.
Heart Gauge: 3,000 Points
Overview: Bayleef is probably the worst Johto starter to choose but still manages to be the best offensive based grass type in the game. Its offenses are below average while its defenses are above average and does have a pretty good mixture of offensive moves and supportive moves. When it evolves into a Meganium, its below average offenses become above average (82/83/80) and its bulk becomes commendable (80/100/100). It can have reliable recovery in Synthesis, good utility in moves like Body Slam and can potentially be taught good coverage in Earthquake if need be. Overall, Meganium doesn't really shine anywhere in the major battles but its well rounded usage makes it quite usable in all of them, even if Typhlosion and Feraligatr are vastly better choices in the story.
Additional Notes: You can only choose one of the Johto Starters when you're in Phenac City--the other two are then relegated to the post-game. Solarbeam can be found in the Phenac Colosseum, which isn't a long or time consuming detour and makes the best user of the move, tied with Entei, since they both come with Sunny Day already taught. Phenac Colosseum does not allow the usage of Shadow Pokemon so to obtain the TM early (Pre Mt. Battle), one will have to beat it with only Espeon and Umbreon in their party. It does learn Solarbeam naturally, but its typically far too late into any standard playthough.


Furret
Availability:
Pyrite Town via Rogue Cail. An early game encounter at level 33. Can be rematched multiple times throughout the game, such as after Miror B. is defeated, after the first Email from Duking is received (which triggers the Mt. Battle questline) and after the game is beat. After the Miror B. defeat rematch is triggered, Cail can typically be rematched every time you reload Pyrite Town.
Heart Gauge: 5,000 Points
Overview: Furret at the time of capture has some pretty fantastic stats. A sweet 90 base speed lets it outspeed nearly every encounter before Shadows can be purified and a base 76 attack lets it fire off powerful Shadow Rushes. It also happens to be one of the three users of Helping Hand and the only user of both Quick Attack and Follow Me. Follow Me is a very useful move as depending on the partner Pokemon, you can bait out SE from the AI while Furret takes them. It especially comes in handy if the partner Pokemon is weak to Ghost. Even though Furret has a wide offensive movepool, its better to use those TMs on other Pokémon as Furret's power and bulk really starts to wan during the later encounters.
Additional Notes: Furret does have 5000 points in the heart gauge, but considering that it will be on the team for quite a while until you reach Agate Village, it will most likely be purified at that point. Furret's stats tend to deteriorate pretty quickly, but with 3 forms of priority, Furret can always have a use in a battle, whether its to simply take a hit a Pokemon could not, finish off a weakened Pokemon or act as a cheerleader.


Meditite
Availability:
Pyrite Cave via Rider Twan. Found early game at level 33.
Heart Gauge: 5,000
Overview: Meditite's stats may look average or even below average with base 40 offenses, but thanks to Pure Power which doubles the physical attacking stat, not the base stat, Meditite actually has the equivalent of base 102. This makes Meditite have the hardest hitting Shadow Rush at that point in the game, making it an absolute powerhouse able to break through even the sturdiest of walls. When it evolves into a Medicham at 37, it becomes even stronger with a pseudo-base 140 which grants Medicham the award of the hardest hitter in the game.
Medicham is a high risk, high reward Pokemon. It lives by the High Jump Kick, and dies by the High Jump Kick. HJK for a good chunk of the game is its bread and butter. If it hits, it will most likely OHKO the Pokemon outright, and if it misses, Medicham will most likely be KO'd itself. During the very few disadvantages it does have, it can reliably set up Dual Screens if need be or even opt to use Calm Mind to hit poison types harder. Medicham will bring out great results in nearly any battle, that is if its results actually make their mark.
Additional Notes: Meditite does have 5000 points in the Heart Gauge, but that matters very little due to its extremely hard hitting moves. Both the TM for Focus Punch and Brick Break can be obtained in the Pyrite Colosseum, which can be done with little issue when your Pokemon are in the high 30's or low 40's. Focus Punch is a lot riskier than both HJK and Brick Break, but obliterates anything in its path. If Focus Punch is taught, it is best to pair Medicham with Pokemon that can prevent turns or redirect damage such as Jumpluff and Furret. Brick Break is a much safer alternative to HJK due to HJK only being base 85 power in Gen 3, while Brick Break is only 10 base power less, and has the extra utility of removing screens. Shadow Ball TM can be obtained in the Under Colosseum which gives Medicham unresisted coverage.


Misdreavus
Availability:
Pyrite Square via Rider Vant. Early Game at level 30. Optional battle, but can be rematched as many times as you like if you screen transition to reset.
Heart Gauge: 4,000 Points
Overview: Misdreavus is the only Ghost-type that can be obtained in the game, which really sets it apart from the rest of your options. With 3 immunities (Normal, Fighting and Ground thanks to Levitate), and all of them being pretty common moves used by the AI, Misdreavus has many opportunities to switch in or support. It gains some useful and unique level up moves, being Pain Split (37), Perish Song (45), and Grudge (53). They all have their usefulness here and there.
Additional Notes: With 4000 points in the heart gauge that makes Misdreavus tied for the second lowest amount in the game. The Psychic and Thunderbolt TM one would typically want to teach Misdreavus are sadly stuck in the Mt. Battle exchange shop, which do take a decent amount of time and effort to accumulate Poke Coupons for. With a base 85 speed, one could make use of Sunny Day/Rain Dance which are easily obtained in the Phenac Colosseum battles.


Skiploom
Availability:
Skiploom is available very early in the game, being encountered in Pyrite Town. You can snag it from an optional fight against Rider Leba, who can be found in Pyrite Square.
Overview: While Skiploom's offenses are subpar, it has high Speed, good Special Defense, and a good defensive typing of Grass/Flying that makes it resistant to Surf and immune to Earthquake. Chlorophyll also doubles its Speed under Sunny Day, though Skiploom is generally fast enough to make this boost unnecessary. Access to Sleep Powder (which is the first move unlocked via Heart Gauge depletion) also gives Skiploom immense utility for helping snag Shadow Pokémon or shutting down your opponent before they can act, making up for its poor offensive prowess. It also starts with Synthesis for healing, which has situational use.
Additional Comments: Consider doing the Phenac Coliseum to earn the Giga Drain and/or SolarBeam TMs and teach them to Skiploom. Skiploom's only naturally-learned damaging move is Mega Drain, which has very low BP.


C-Tier: Reserved for Pokémon whose efficiency in terms of completing the game is considered to be moderately high. Pokémon in this tier are able to OHKO or 2HKO a reasonable portion of opponents but are matchup-based enough to need some item reliance to assist in sweeping some opponents. These Pokémon are useful but either have several visible flaws holding them back or barely make up for their late arrivals.


Granbull
Availability:
Shadow Pokemon Lab via Cipher Peon Tanie. Found mid-late at level 43.
Heart Gauge: 6,000 Points
Overview: Granbull is a strong Pokemon with a high base 120 attack, which lets it easily abuse Shadow Rush. It comes with the ever useful Intimidate letting it be pretty physically tanky and helps out with capturing other Shadow Pokemon. It's level up movepool isnt anything to write home about, but with the usage of TMs it gets a wide coverage of moves. It can even use special attacks decently enough to hit physically defensive steel types and water types very hard with Fire Blast or Thunder. Though, like many obtainable Pokemon, Granbull is slow and has a below average special defense which can lead it to being OHKO'd very strong special attacks. Granbull is also encounters pretty late into the story so it doesn't have many major battles it can contribute to but with the right amount of support from its teammates, Granbull can punch holes through many opponents.
Additional Notes: Granbull has 6000 points in the Heart Gauge, but since it has a strong Shadow Rush, it isn't much of a problem. Prior to Gen 6, Granbull was a Normal typing so it also makes a great user of the Return TM, which can be gotten from beating Justy in Phenac City. Happiness can be brought up quickly with the usage of Vivid Scents, but Shadow Pokemon do not gain happiness until two out of the five bars of the Heart Gauge are depleted. Quick Claw makes for a great held item due to Granbull being naturally slow.


Hitmontop
Availability
: Agate Village via Cipher Peon Skrub. Found early-mid at level 38. Can also be caught at the Shadow Pokemon Lab or postgame at Snagem Hideout
Heart Gauge: 6,000 Points
Overview: Hitmontop comes at a high level as well as the ever useful Intimidate making him pretty handy for the battles when he is a Shadow until the Lab. He also has a respectable 50/95/110 bulk as well as a good 95 base attack firing off powerful Shadow Rushes. Hitmontop is arguably a better Shadow Pokemon than it is a standard Pokemon because his level up movepool is atrocious and very much lacking in power, which makes it heavily reliant on TMs for offensive presence. If one does use TMs on Top, he can use them pretty well.
Additional Notes: Hitmontop only has 6000 points in its Heart Gauge Hitmontop is probably the best fighting type to teach either Brick Break or Focus Punch not because Hitmontop is the hardest hitter of the moves (far from it actually), but more because Triple Kick is a pretty awful move. due to its weak base power as well as the unreliability of all three hits connecting.


Stantler
Availability:
The Under Subway via Chaser Liaks. Found mid-late game at level 43. Can also be encountered at Snagem Hideout in the postgame
Heart Gauge: 6,000 Points
Overview: Stantler has an interesting stat distribution. A 95/85/85 offensive distribution lets it hit pretty hard on both sides, and a colorful movepool lets it hit quite a good number of Pokemon with super effective damage. It also has Intimidate which is good for softening Shadows as well as good general use for the primarily physical based AI. It can learn a good amount of supportive moves like Dual Screens and Hypnosis which further helps it with its capture ability. A clever usage of Intimdate and Reflect can make Stantler deceptively bulky, but Stantler itself is pretty frail with only 73/62/65 defenses. It also is one of the only two Calm Mind users you can use in the game, and is the better user of it by far. Stantler is far from the best Pokemon, but it has a good amount of variety, carving itself a few niches in a playthrough.
Additional Notes: 6000 points in the heart gauge. Due to being Normal typing, Stantler makes a good consumer for Vivid Scents, as well as the TM Return. Stanter's wide movepool mostly comes from TM usage, and thus is fairly TM hungry. Stantler makes a good partner for physically frail Pokemon, and can do some things with Espeon due to Espeon being able to learn Psych Up. Since Colosseum runs on the RS level up movepool, Stantler does miss out on Role Play.


Swablu
Availability
: Pyrite Cave via Hunter Zalo at level 33. Early Game. Zalo be rematched if you leave Pyrite Town entirely and come back.
Heart Gauge: 5,000 Points
Overview: Swablu and Altaria's biggest strength are their movepool and versatility. Being able to learn a wide variety of moves such as Solarbeam, Iron Tail/Steel Wing, Fire Blast/Flamethrower, Ice Beam, and Earthquake lets it hit many Pokemon pretty hard even with average offensive stats. Having a good TM support movepool consisting of Sunny Day/Rain Dance, and Safeguard has its uses. Dragonbreath has some good utility with its high paralysis rate, but Dragon Dance is especially notable due to Altaria being one of the very few Pokemon in the game that can boost its stats. Altaria also has the unique Dragon-typing, which is also only shared with Flygon in this game. Its combination of stats, movepool, and typing, has a good showing for all of the major battles in the game being able to avoid EQ spam, mitigate status spam with safeguard (or even by switching) and can soak up many powerful moves. It being able to use DD multiple times in a match due to its defenses can lead to an easy sweep too.
Additional Notes: Swablu is pretty weak with only base 40 offenses and 5000 points in the heart gauge, making it pretty annoying to purify but with an Erratic leveling curve (meaning the higher the level, the lower amount of exp required to level up), a near effortless catch (as Swablu, having 255 capture rate), a huge amount of variety, and evolving only 2 levels after its capture, Swablu/Altaria can fit on almost any team with almost any role. It can be fairly TM hungry, but can work just fine without them. If you teach Altaria DD, you can pair it with a Psych Up Medicham to create some very deadly results.
 
Last edited:

Karxrida

Corruption of Shadows
is a Community Contributor Alumnus
D-Tier: Reserved for Pokémon whose efficiency in terms of completing the game is considered to be average. Pokémon in this tier are able to OHKO or 2HKO a small amount of opponents and tend to be matchup-based enough to need item reliance to assist in sweeping a few opponents. The usefulness of these Pokémon are typically counterbalanced by many visible flaws or are useful Pokémon that come very late.


Forretress
Availability:
Shadow Pokemon Lab via Cipher Peon Vana. Found mid-late at level 43.
Heart Gauge: 6,000 Points
Overview: Forretress has a Bug/Steel typing, granting it one weakness, and a massive base 140 defense. Theoretically this makes Forretress the most physically bulky Pokemon in the game. But Forretress has a bad offensive movepool, unable to learn STAB and has to rely on grass, ground and normal moves to do damage. It also has weird utility moves such as Bide, Rapid Spin, and Spikes which are unreliable in most battles. Forretress does have a unique niche in being the only Pokemon in the game that can learn Explosion, which nukes pretty much every Pokemon that doesn't resist or is immune to the move. It also can learn Dual Screens, and even though its slow, its great defensive typing lets it reliably set up both screens. Forretress' role mostly amounts to setting up screens, spamming a move such as Toxic, Hyper Beam, Protect or whatever, and then exploding on problematic Pokemon.
Additional notes: Forretress has 6000 points in the Heart Gauge. Forretress can learn Earthquake by TM, but that is typically suited for Pokemon that can better utilize the move. One can abuse Explosion by the usage of revives/revival herbs, but this is a very costly strategy and makes Forretress miss out on a lot of EXP.


Noctowl
Availability:
Pyrite Town via Rider Nover (Level 30)
Heart Gauge: 3,000 Points
Overview: Noctowl will mostly be reserved as a supportive role due to it learning Reflect and Hypnosis, as well as its good bulk which lets it take on Shadow Pokemon relatively well. Flying type is also a good type to have due to the usage of EQ in the game. It's offensive movepool is bad, as well as its coverage but will serve its time during the moment you utilize it and has good showings in major battles up until Venus. Noctowl can either have Keen Eye or Insomina. They're both not great or even ideal, but can come in handy for some rather annoying battles.
Additional notes: With 3000 points, Noctowl takes a relatively short time to purify. Noctowl does also make a good user of Toxic due to the TM being given to you for free for the forced Pyrite Colosseum round.


Piloswine
Availability:
The Under Subway via Bodybuilder Lonia at level 43; Mid Game (or post-game in Snagem Hideout).
Heart Gauge: 6,000 Points
Overview: Ice/Ground is a fantastic offensive typing, hitting 9 types super effectively, but pretty bad defensively, being hit by 5 types, 3 of them being fairly common to see. It has a beefy base 100 HP as well as 80/60 defenses so it can take quite a number of its, and its base 100 attack attack lets it hit quite hard physically while 60 base sp.attack is just good enough to take advantage of its Ice STAB. Pilo's biggest issue is its unreliability as well as its slow leveling curve. It can learn dual screens, but its slow speed and common weaknesses means it won't always get them off. Blizzard has shoddy accuracy and reduced power due to it being a multi hitting move, which is very apparent coming off of 60 base sp.attack. Dig is not advisable due to all the EQ spam in the game and Odor Sleuth/Endure are pretty much pointless.
Additional Notes: 6000 points in the heart gauge, similar to most mid to mid-late game shadow's but is easier to progress than most due to the huge amount of electric and flying types in the Shadow Pokemon Lab as well as having a hard hitting shadow rush. Pilo's EQ hits hard, but you're better off teaching that move to someone like Flygon, who has a vastly better movepool, typing, and stats.


Qwifish
Availability:
Pyrite Building via Hunter Doken. Found early game at level 33.
Heart Gauge: 5,000 Points
Overview: Qwilfish makes for a good Shadow Pokemon due to a hard hitting Shadow Rush running off base 95 attack and at a higher level than most other Pokemon obtainable at that point. It can either have Poison Point or Swift Swim as abilities, both are pretty useful, tho Swift Swim comes in handy in more major battles than Poison Point does. With a good typing and stats, it has great use from the moment of capture up until the end of Agate Village. Unfortunately, Qwilfish is one of those Pokemon that get worse once it's purified. For one, Qwilfish has a pretty awful level up movepool so for the most part it has to rely on the weak and unreliable Pin Missile and Poison Sting for physical damage. Qwilfish does get Surf, but with it only having base 55 special attack, its a weak move, even under the influence of rain. Thus, Qwilfish desperately requires the usage of TMs to be good, but can't get most of them until during or after The Under is completed. Most of what it will do after purification is spam minimize and slowly whittle away at the HP of opponents, which is something notable as it happens to be the only minimize user obtainable so it at least has that going for it.
Additional Notes: 5000 points in the Heart Gauge isn't a whole lot (its more than most of the early game obtainables) but at the point of Qwilfish's capture, it most likely won't be fulfilled by the time of Agate Village. Due to Colosseum running on the RSE level up movepool, Qwilfish also misses out on moves such as Revenge and Destiny Bond, as well as an early Hydro Pump. Sludge Bomb and Shadow Ball can only be gotten through completing Under Colosseum, which can only be challenged after one can get to the Shadow Pokemon Lab. The Under Colosseum also hosts Pokemon within the mid 50's. It's only recommended to try it out when your Pokemon are in the mid to late 40's or higher.


Sudowoodo
Availability:
Pyrite Cave via Cipher Admin Miror B. Found early game at level 35. Can also be caught at Realgam Tower or postgame at Deep Colosseum
Heart Gauge: 10,000 Points
Overview: Sudowoodo is one of the two rock types obtainable in the game before the postgame. It has a strong Shadow Rush running off of a base 100 attack as well as a hefty base 115 defense to let it tank other Shadow Rushes. It has nice coverage in Rock Slide, Low Kick and Earthquake. Even with its advantages, the rock typing is more of a curse than a blessing due to its numerous weaknesses and all of them being common to come across in the major battles. It's two abilities are Sturdy and Rock Head, both which are seldom used due to Double-Edge only being learned at level 57 and OHKO moves being a rarity. Sudowoodo is also very slow, which doesn't help with its weaknesses being so common. It's wide coverage is useful as it can hit many Pokemon super effectively but won't get many chances to do so.
Additional notes: Sudowoodo has a high 10,000 points in the Heart Gauge, which is more than any other Shadow Pokemon seen at that point. Sudowoodo because of its low speed makes a good candidate for the Quick Claw. Due to being Gen 3, Sturdy does not act like a Focus Sash.


E-Tier: Reserved for Pokémon whose efficiency in terms of completing the game is considered to be low. Pokémon in this tier are generally only able to OHKO or 2HKO specific opponents and suffer from being matchup-based, generally relying on items to assist in sweeping several opponents. These Pokémon either have flaws that outshine its strengths or are otherwise decent Pokémon that come too late to be of any major use.


Ariados
Availability
: Shadow Pokemon Lab via Cipher Peon Lesar. Found mid-late at level 43
Heart Gauge:
Overview: Ariados is yet another tragic Pokemon that is typically an early game encounter found late game. It's slow, its frail due to being part Bug having a slew of weaknesses and its movepool in general is pretty sad. The only thing that really saves this Pokemon (and just barely at that) is that it comes with Sludge Bomb. A base 90 move coming off of a base 90 attack with STAB does pack quite a punch , but that's all Ariados has going for it.
Additional Notes: Leech Life pre Gen 7 is a whopping 20 base power, so its pretty much useless at the point you have it. Even Psychic is better used on Ariados than Leech Life.


Heracross
Availability:
Realgam Tower via Cipher Peon Dioge. Found late game at level 45. Can also be found postgame in Snagem Hideout.
Heart Gauge:
Overview: Heracross has some very nice stats. A hard hitting 125 base attack with a good 80/75/95 bulk. A nice speed of 85 and a good offensive typing of part Fighting. Two abilities, Swarm and Guts, with the latter acting like a Choice Band if poisoned, paralysed, or burned (which also negates Burn's attack drop effect). But how come Heracross is "bad" per say? Well, its biggest flaw is that its the second to last Shadow Pokemon obtained before the Realgam Colosseum, which is also the final stretch of the game so that means Heracross has very little time and opportunity to flex, as well as 45 being a generally low level. In most cases, it will be a Shadow Pokemon during those final battles and the levels will show during the final two battles, but even if it is a shadow at that point, it still has a hard hitting Shadow Rush and can potentially hit like a freight train if it gets status'd when having Guts as an ability. If one does take the time to purifiy it and level it up, it actually has a great showing in the final battles, but at that point its just a heavy time investment that generally isn't worth the effort.
Additional notes: Heracross can make a good recipient of the Time Flute if one planned their team around the inclusion of Heracross, which lets it gain a few levels to help it out even more during the final battles.


Mantine
Availability:
Pyrite Building via Miror B. Peon Ferma. An early game encounter at level 33. Also can be caught postgame in Pyrite Cave.
Heart Gauge: 5,000 Points.
Overview: Mantine has some pretty solid stats from when it is caught. 70 base speed is "good enough" and 80 base special attack is pretty nice. It has 65/70 physical bulk which is average, but Mantine's best feature is it's massive 140 base special defense, making it the special equlivant of Skarmory (funny enough, most of Mantine's stats are a mirror of Skarmory's). Mantine also has two good abilities in Swift Swim and Water Absorb. Even with good abilities and a good stat spread, Mantines movepool, as well as its lame 40 base attack is it's biggest downfall. Since Colosseum misses out on all HMs, Mantine misses out on Surf and even Waterfall, and the complete reliance on Bubblebeam for STAB really starts to show later in the game. Mantine falls off hard after Dakim, even though it has the best matchup against Dakim by far of any Pokemon in the game, due to being Water type and also being immune to his EQ spam. At least its great special bulk makes it a good user of Toxic tho.
Additional Notes: With 5000 points in the heart gauge, its not a lengthy purification process but with its weak Shadow Rushes, even with abusing the extremely high critical hit ratio, makes the process quite the pain in the ass, and even more so since Shadow Rush takes up what would be Wing Attack so it can't even do that well against Miror B besides letting it tank moves to heal up your other Pokemon. Mantine's trainer also battles you immediately after Remoraid's (Reath) so theres a good chance you may not have Pokeballs. It's best to grab some extra before you scale up the building. Mantine is only worth using until Dakim and a big maybe on Venus before trashing it in the box.


Remoraid
Availability:
Pyrite Building via Miror B. Peon Reath. Found early game at level 20. Can also be found postgame in the Pyrite Cave.
Heart Points:
Overview: Remoraid is tied with Togetic for being the lowest leveled Shadow Pokemon obtainable, and unlike Plusle, it doesn't get the EXP boost since it doesn't have a different trainer ID when obtained. It's low level and paper thin defenses make Remoraid a very tough Pokemon to raise, and it will stay at level 20 until one completes Agate Village. When it's able to evolve into Octillery, it gets better. It trades some speed for a big boost in offenses and bulk. Octillery has wide coverage, able to learn grass, ice, fire, poison and psychic moves so it can hit a lot of Pokemon super effectively. Even though Octillery's coverage is large and has a good level up movepool, it also requires the most investment of all Pokemon in the entire game, and only puts out an above average showing for it.
Additional notes: Since HMs are absent in Colosseum, its strongest STAB move only ends up being Bubblebeam/Octazooka. Also Sniper is a Gen 4 ability so it can't really abuse Focus Energy in this case.


Skarmory
Availability:
Realgam Tower via Snagem Leader Gonzap at level 47. Late Game.
Heart Points:
Overview: Skarmory is the very last Shadow Pokemon one will catch before the final gauntlet. With a hefty 140 base Defense, it can take any physical move the AI throws at it. While its extremely late encounter greatly hurts Skarmory's viability, its Steel/Flying typing and high Defense make it worth considering as a wall to take into the final battles.
Additional notes: The AI in Colosseum has a tendency to gang up on your lower level Pokémon if there's a notable discrepancy between the two you have active. Use this to your advantage to maximize Skarmory's walling capabilities and capitalize on its inability to gain experience.


Slugma
Availability:
Pyrite Town via Roller Boy Lon. Early game at level 30.
Heart Gauge: 4,000 Points
Overview: Slugma is an odd Pokemon with a very late evolution considering its low base stats. Being slow, frail, and not very powerful is a whole lot of trouble. It does have a good fire STAB as it comes with Flamethrower letting it hit a lot of types super effectively and a good amount of those types are pretty common to see throughout the game but Slugma during its pre-evolve stage requires a lot of babysitting. Slugma has either Magma Armor or Flame Body to choose from, and Flame Body in 99% of situations is the superior ability. When it does evolve into a Magcargo, it gains some power and much needed bulk, but still manages to struggle due to Fire/Rock being an awful defensive typing, with its weaknesses being nearly everywhere. Due to its common weaknesses, Magcargo sees problems during most major battles but because of its fire typing, can take out some of the more problematic members on most major battles. It still manages to by far be the worst Fire type in the game (excluding Houndoom).
Additional Notes: Even though it has a low 4000 points in its Heart Gauge, Slugma is a pain to purify due to its fragility and low physical attack.


Plusle
Availability:
Pyrite Town via Duking. Gifted after saving it from Miror B. Found at level 13.
Heart Points: N/A
Overview: Many people tend to ignore Plusle due to coming at the very low level of 13 (even lower than the Shadow Remoraid while most of your Pokemon at that point are around the early to mid 30's and pass it over, well, every other Pokemon in the game. Plusle's biggest weakness is the investment it takes to level it up due to being obtained at such a low level and that Plus is a useless ability without Minus, but this doesn't mean that Plusle is a bad Pokemon. Plusle has the unique attribute of having a different ID than all other obtainable Pokemon (with the exception of Ho-oh) and combined with the Medium-Fast exp growth, Plusle levels up surprisingly fast. With its wide support move, consisting of moves such as T-Wave, Helping Hand, Encore, Fake Tears, and on the TM side Rain Dance, and Light Screen, Plusle will fill the role of support whether its softening up or crippling the opposing team or even capturing Shadow Pokemon.
Additional Notes: The EXP Share can be found directly after obtaining Plusle, in Agate Village and makes a good recipient for the item to bring it within level of the team very quickly.


F-Tier: Reserved for Pokémon who possess the worst efficiency of those available in irrespective of their availability. These Pokémon outright lose a lot of 1v1 matchups at like levels unless they are assisted with significant item support, or are otherwise ridiculously inefficient due to late captures, horrible movepools, etc. The flaws of these Pokémon completely mask whatever advantage they could possibly have and hence, should never be considered seriously for an efficient run-through of Colosseum.


Absol
Availability:
Realgam Tower via Rider Delan. Found late game at level 48.
Heart Gauge: 7,000 Points
Overview: Absol is one of the six Pokemon encountered during the final stretch before the credits. Its Dark typing doesn't give do many favors for it, as it's STAB is on it's much weaker offensive stat. Absol's only fantastic stat is its attack, while the rest are average or below average at best. In most cases, it won't partake in the four remaining battles, but it does have one of the most powerful Shadow Rush (tied in third with Ursaring) and it's first move relearned is Swords Dance, so it can hit insanely hard giving it a rather small niche, but it just takes too much effort to even get around to it as one would either need to get very lucky with Hyper Modes or white out (losing half your total money in the process) and use a lot of scents. Absol, unless with a beneficial nature is simply too frail to make a meaningful difference without good amounts of luck.
Additional Notes: If for some reason you want to use Absol for the final battles, you'll have to skip out on capturing Miltank, go into the final battles with 4 Pokemon, or purposely white out so you can swap around your team.


Aipom
Availability
: Shadow Pokémon Lab via Cipher Peon Cole (Level 43)
Hearts Points:
Overview: Aipom is a sad state of affairs. An early game Pokémon shoved into the mid-late game and it really shows. Aipom's stats are all pretty low except for its speed with a base 85 in it. Aipom's wide movepool makes its sad stat distribution even more tragic as it does have amazing coverage, but can barely utilize it with its low offensive stats. Aipom is also the only Pokemon in the game you can catch in the game that know Tickle so it at least has that going for it, even if it may not survive very long due to being extremely frail. It is also the only other user of Baton Pass so it can pass stats, but the only notable stat it can pass is speed. There are overall much better normal types found much earlier in the game.
Additional notes: Aipom's Ability is Pick Up, which is notable if only because it has a 1% chance to give you a King's Rock.


Delibird
Availability:
Realgam Tower via Cipher Peon Arton (Level 45)
Heart Points:
Overview: Delibird has a pitiful stat distribution, the worst level up movepool in the entire game (and it still manages to have a bad TM distribution), an awful Ice/Flying defensive typing, a late game encounter; Delibird is bad, bad, BAD. The Hustle ability is typically a high risk, high reward ability, but considering Delibird's base 55 attack, its more like an extremely high risk, low reward payout. It'll be a Christmas miracle if it even manages to live beyond one turn or even contribute to the KO of even one non grass type Pokemon
Additional Notes: No TM40 in Colosseum so Delibird can't even use Aerial Ace. Why does this Pokemon even exist in this game?


Dunsparce
Availability:
Pyrite Cave via Rider Sosh. Found early game at level 33.
Heart Points: 5,000 Points
Overview: Dunsparce in many ways gets screwed over due to Colosseum's limitations and restrictions. Serene Grace is a fantastic potential ability and Dunsparce is bulky enough to abuse it, but it just misses out on a lot of moves it would love to have. Due to Colosseum's limited TMs and no HMs, it can't have moves such as Water Pulse, Secret Power and Rock Smash,AncientPower and Headbutt/Bite from breeding, and moves like Body Slam and Rock Slide from tutors. This really only leaves it with moves like Thunder, Fire Blast, Blizzard and Iron Tail to abuse. Thunder does have a high 60% paralysis rate w/Serene Grace and Fire Blast/Blizzard are now a 20% chance to proc. The problem with these moves is that they are pretty inaccurate and thus unreliable. Overall, if Dunsparce is caught with Serene Grace, it makes for a decent utility Pokemon, able to spread around major status conditions with the above moves as well as Glare and Yawn and makes for capturing Shadow Pokemon pretty simple and stress free.
Additional Notes: It has 5000 points in the Heart Gauge, but is also caught pretty late into Pyrite Town. If one wants to opt for the more accurate and reliable Flamethrower/Ice Beam/Thunderbolt, they can only be obtained at Mt. Battle, which takes investment to get, especially if all three are to be gotten.


Gligar
Availability:
The Under via Hunter Frena. Found mid game at level 43. Can also be found postgame at Snagem Hideout.
Heart Gauge: 6,000 Points
Overview: Gligar has arguably the second worst level up movepool in the entire game, where its level up moves are completely missing in STAB. Because of its terrible movepool, Gligar is at the complete mercy of TMs, which are in all cases better suited for the other Pokemon that can learn them. Its stats are also oddly distributed, as it has a high base 105 defense, and above average base 85 speed, but only an average base 75 attack, and 65 sp. defense, Without STAB, its 75 base attack also doesn't seem strong. Gligar has two abilities in Hyper Cutter and Sand Veil, but both aren't useful for Gligar for the main game. Ground/Flying is a good typing having 2 common immunities but it cannot utilize them to the best of its ability.
Additional Notes: Gligar has 6000 points in the Heart Gauge but due to its average stats, its struggles greatly during the purification process. Its dependency on TMs, most of which can only be obtained through the Colosseums, also makes it a heavy time sink.


Houndoom
Availability:
Realgam Tower via Cipher Peon Nella. Found late game at level 48.
Heart Gauge: 7,000 Points
Overview: Houndoom is one of the six Pokemon encountered during the final stretch before the credits. Houndoom comes with a great dual offensive typing and rather good offenses and speed, but Dark/Fire makes a poor defensive typing, making it weak to a lot of common moves. Overall, Houndoom isn't worth pursuing due to Shadow Rush running off it's weaker offensive stat, Flamethrower being the last move relearned, and many Pokemon in the final battles hitting it for super effective damage and/or on it's weaker defensive stat. It's ability in Flash Fire will see seldom use, but will not be able to take advantage of the Fire boost as it will most likely get KO'd in the following turn.
Additional Notes: If Purified, Houndoom has a good showing against Nascour, being able to hit most of his Pokemon for super effective damage, but is nowhere near worth the time investment just for one battle..


Ledian
Availability:
The Under via Cipher Peon Kloak. Found mid game at level 40. Can also be found postgame in Snagem Hideout.
Heart Gauge: 6,000 Points
Overview: Ledian is infamous for being terrible, and it's no different in Colosseum with it being as restricting of a game it already is. It does have a good support movepool, its speed is also good and has a pretty beefy special defense stat, but with non-existent offenses and a terrible type combo makes Ledian's only use being a support Pokemon, which many other Pokemon in the game due better.
Additional Notes: 6000 points in the Heart Gauge combined with a trash tier attack stat means Ledian has a very tough time in purifying. But since Ledian is so bad, it make a very good user of the Day Care.


Metagross
Availability:
Realgam Colosseum via Nascour. Caught at Level 50.
Overview: Metagross has a very strong stat spread, with very high Attack and Defense and every other stat being at least above-average. Its typing, Steel/Psychic, also provides it with numerous resistances. However, it can only be caught at the very end of the game just before the final boss, limiting its use to one story fight.
Additional Notes: You should only bother using Metagross if you need a strong tank for the final boss that can also hit back.


Miltank
Availability:
Realgam Tower via Bodybuilder Jomas. Found late game at level 48.
Heart Gauge: 7,000 Points
Overview: Miltank is one of the six Pokemon encountered during the final stretch before the credits. Miltank has a Normal typing, but with Thick Fat, gives it resistances to Ice and Fire, which actually do appear, primarily against Nascour and Nella. Because of its low level, and meh typing, she can only make a contribution during the final battles if it's (close to being) purified, but is not worth the time investment to simply try your luck with Body Slam hax.


Murkrow
Availability:
Shadow Pokemon Lab via Cipher Peon Lare at level 43. Mid-Late Game with a 30 Capture Rate.
Heart Gauge: 6,000 Points
Overview: Murkrow sadly is not good. It comes around a point where you're facing a lot of enemies with electric and ice coverage so it's very difficult to use in the immediate area. Murkrow does have some good points as it is fast and has good offensive stats as well as a good offensive typing, but it's movepool lacks in both power and status/support. Because of these reasons, Murkrow ends up being a liability in most, if not all matchups.
Additional Notes: 6000 points in the heart gauge means that Murkrow takes quite a bit of effort to purify (just stuff it in the day care to be honest). Murkrow is one of the seven Pokemon that can learn TM49 Snatch, but to use Snatch reliably one needs to know the AI's moveset extensively, and the very few Pokemon you can obtain that can boost their own stats, they are better off using those boosted stats than Murkrow ever could. It's ability also does more harm than good since it's Insomnia, coupled with a low 30 capture rate.


Sneasel
Availability
: Under Subway via Rider Nelis. Mid Game at level 43.
Heart Gauge:
Overview: While Sneasel has decent Attack and high Speed, that's all it has going for it. Its Ice/Dark typing means its STAB attacks are both Special and thus do pitiful damage off of a terrible Special Attack stat. Its typing also doesn't do it any favors defensively, as Fire, Fighting, and Rock moves are commonly used by the AI and its defensive stats are terrible on top of that.
Additional Notes: It should be noted that Sneasel is the fastest Pokémon with Icy Wind, which is marginally useful in some situations. However, it's not enough to justify using it.


Sunflora
Availability:
Realgam Tower via Cipher Admin Baila. Found late game at level 45. Can also be found at Snagem Hideout in the postgame.
Heart Gauge: 7,000 Points
Overview: Sunflora smiles all the time to hide the pain inside, cause Sunflora has never been a good Pokemon. A weak base 55 defense, very slow 30 base speed. It does have a good 105 base special attack, but can barely take advantage of it since unless you get a good hidden power, Solarbeam and Giga Drain are the only special moves it can use. Typical of grass types, its movepool is pretty garbage. Its way too reliant on the sun since its entire kit revolves around it, but at least with the sun up, its speed stat actually becomes respectable, but due to it being so slow, it most likely won't be able to get it up by itself. Sunflora's biggest flaw is that is requires too much set up to become usable, and then when it does, it's most likely dead at that point.
Additional Notes: 7000 points in the heart gauge, which is about half the time it takes for most of the Admin Mons to purifiy, but its still too long at the point one even captures it, but at least with base 75 attack, its Shadow Rush isn't complete crap. If's best to pair Sunflora, with a fast Sunny Day user like Entei, Typhlosion, or simply anyone else that can learn the TM.


Tropius
Availability:
Realgam Tower via Cipher Peon Ston. Found late game at level 49.
Heart Gauge: 7,000 Points
Overview: Tropius is one of the six Pokemon encountered Tropius's rather impressive bulk is offset by its terrible Grass/Flying typing, giving it many weaknesses. The typing doesn't do any favors for its below average attacking stats either. Chlorophyll doubles its speed in the sun, but will still most likely get outpaced in the final battles due to the large level gap. Even if purified, it still won't contribute any valuable use.


Yanma
Availability:
Pyrite Building via Cipher Peon Nore. Found early game at level 33. Also found postgame in Snagem Hideout.
Heart Gauge:
Overview: Yanma has two fantastic abilities in both Speed Boost and Compoundeyes. These abilities on a good Pokemon would prove to be great or in some cases downright broken as shown in later gens. Unfortunately, Yanma is not a good Pokemon in the slightest. Bug/Flying is a terrible defensive typing boasting many common weaknesses. It is also not a good offensive typing either since it lacks many moves it could use for STAB. Yanma is also very frail, boasting a pitiful 65/45/45 bulk, leading to many OHKO's even from neutral hits. Yanma's level up movepool is downright offensive to the mind. It only learns a bunch of cruddy normal moves, and the only STAB it gets is Wing Attack. This leaves Yanma to require extensive TM usage to become slightly less trash, though if one goes through all the effort to gain those TMs, why not just use them on a vastly better Pokemon? Using Yanma is an exercise in masochism and is strongly advisable to not put it on a team, even as a joke. It will not bring good fortune to you in any battle.
Additional Notes: If any of the above wasn't enough of a deterrent to use Yanma, it also is a very frequent victim of double targeting due to its doughy defenses and typing, and can't typically retaliate in any meaningful way back. Though one can play this to their advantage with Detect/Protect as one will know it will get singled out in a battle, leaving a teammate with a free turn, but this can also be done with many other Pokemon and said Pokemon can at least contribute something back besides a free turn.
 
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Karxrida

Corruption of Shadows
is a Community Contributor Alumnus
The Time Flute

The Time Flute is an item that instantly purifies any Shadow Pokémon it is used on if they are taken to the shrine in Agate Village. 3 of them exist in Colosseum, with 2 being available before the final boss and they require minimal effort to obtain. Pokémon that have strong attributes but would otherwise be unusable or inefficient due to lateness become viable if the Time Flute is used on them, making it an important item for efficient playthroughs.

The following Pokémon are good candidates for the Time Flute.
Entei
Raikou
Suicune
Vibrava



TMs

TMs in Colosseum are actually difficult to get a hold of, and some are even missing. Due to this, here is a compendium of all TMs available (or not) in the game and how to get them.
TM 03 Water Pulse
TM 04 Calm Mind
TM 08 Bulk Up
TM 09 Bullet Seed
TM 21 Frustration
TM 28 Dig
TM 34 Shock Wave
TM 39 Rock Tomb
TM 40 Aerial Ace
TM 42 Facade
TM 43 Secret Power
TM 50 Overheat


This is the list of TMs you get throughout the story that don't require Colosseums.
This list is organized by the order in which the TMs can be obtained.
TM 41 Torment - Phenac City, gift from beating Roller Boy Kaib
TM 27 Return - Phenac City, gift for beating Gym Leader Justy (don't do immediately because his Pokémon are in the 40's)
TM 46 Thief - Pyrite Town, jail cell in Police Station
TM 06 Toxic - Pyrite Town, story gift for beating the scripted Pyrite Colosseum matches
TM 49 Snatch - Pyrite Town, in room behind Cipher Admin Miror B. after you beat him
TM 47 Steel Wing - Mt. Battle, in chest found in reception area after beating Cipher Admin Dakim
TM 45 Attract - The Under, in chest after beating Cipher Admin Venus
TM 26 Earthquake - Shadow Pokemon Lab, in chest after beating Cipher Admin Ein


List of TMs you can buy.
Mt. Battle (requires grinding Coupons and thus not efficient)
TM 13 Ice Beam
TM 24 Thunderbolt
TM 29 Psychic
TM 32 Double Team
TM 35 Flamethrower

The Under
TM 10 Hidden Power
TM 14 Blizzard
TM 15 Hyper Beam
TM 16 Light Screen
TM 17 Protect
TM 20 Safeguard
TM 25 Thunder
TM 33 Reflect
TM 35 Fire Blast


List of TMs that are won from Colossuems. Note that attempting to obtain most of these is not very efficient due to the high Pokémon levels of certain Colosseums.
Phenac City
TM 18 Rain Dance - Round 1
TM 11 Sunny Day - Round 2
TM 19 Giga Drain - Round 3
TM 22 Solarbeam - Round 4

Pyrite City
TM 01 Focus Punch - Round 1
TM 07 Hail - Round 2
TM 05 Roar - Round 3
TM 31 Brick Break - Round 4

The Under
TM 37 Sandstorm - Round 1
TM 36 Sludge Bomb - Round 2
TM 30 Shadow Ball - Round 3
TM 23 Iron Tail - Round 4

Deep Colosseum (Postgame only)
TM 12 Taunt - Round 1
TM 48 Skill Swap - Round 2
TM 44 Dragon Claw - Round 3
TM 02 Rest - Round 4
 
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Karxrida

Corruption of Shadows
is a Community Contributor Alumnus
I still need to alter some things, but we can get the discussion started. Nothing is tiered at the moment so I don't circumvent any potential discussion or create inherent tiering bias.

I'm also open to changing the number tiers and their definitions if the people take issue with anything.
 

DHR-107

Robot from the Future
is a Community Leaderis a Community Contributoris a Live Chat Contributoris a Pokemon Researcheris a Smogon Media Contributor
Orange Islands
Okay so I am actually playing this at the moment with a team of

Sudowoodo/Starters/Qwilfish/Hariyama and Typhlosion. I've just reached The Under but so far everything is kinda pulling its weight.

Espeon should easily go S/A tier. Access to Confusion off the bat and it does have a "slow" period between about 32->36 before it gets Psybeam. Definitely feel the comparative weakness of Confusion when the peons start using Evolved mons. After it gets Psybeam though it goes right back up to one shotting almost everything. Especially when boosted by Helping Hand from Umbreon.

Umbreon will likely be A/B tier. Takes hits incredibly well, and its probably worth spending the Toxic TM on it. Doubles is a lot more fast paced, but sometimes the extra damage stacks from Toxic can really help out Umbreon's lowish offences. It only has Bite (I think? I can't find anything about it actually having that but I am sure it does) and Faint Attack for a lot of the game. I'd argue that depending on your Gen 2 starter choice, hanging around and getting Sunny Day/Rain Dance is well worth the effort and Umbreon has the moveslots to be able to use it well even though the G2 starters themselves come with a weather move.

On Gen 2 Starters: I used Feraligtr in my first game (all those moons ago) tied up with Rain Dance Raikou. Surf becomes incredibly potent even from Feraligtr's mediocre Special Attack with the Rain Boost and Raikou can fire off Thunders/Thunderbolts with ease. Raikou is definitely something worth thinking about for the use of a Time Flute in my opinion. Typhlosion has been OK so far, Sunny Day + Flame Wheel has been doing serious hits, and Dig is great for coverage against Rock types. It was much fun blocking Miror B from Rain Dancing with his Ludicolo's (although this was an incredibly risky play vs those guys). I'd probably go for B tier for Typhlosion at the moment.

Hariyama is powerful, but doesn't really feel like its carrying its weight at the moment. Cross Chop is unreliable, but Vital Throw has been a god send against trainers who spam Double Team (there are a few).

Sudowoodo/Qwilfish will probably be C/D tier. Both are useful and have decent moves/bulk but big downsides. I got Poison Point on my Qwilfish (not sure if Abilities are fixed), but Swift Swim would have likely been more useful coupled with Rain Dance. Qwilfish desperately wants that Sludge Bomb TM but I haven't reached that far yet (my team is 39 or so, Under Round 2 is mid 50's). It also wants Ice Beam too, but again lots of grinding required. Sudowoodo getting access to Rock Slide off the bat is nice as its a decent move in Doubles. Shame he's not really fast enough to abuse the Flinch proc, but otherwise Sudo has been doing OK. I'll probably end up teaching it Return for another decently strong move.

Team has very little synergy as a doubles squad at the moment, so I am trying to work on that. Colo has a very strict TM pool/Learnset pool and its kinda hard to get moves you want onto various Pokemon. Also the overly constrained Pokemon Selection list does this no favours too. I'd argue that any team that synergies with a weather will always do well in Colo (stacking Fires/Waters/Electrics). Even the massively underlevelled Plusle can rip holes in things towards the end game with Thunder.
 

Fireburn

BARN ALL
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I did one of these way back when and I agree it needs some tuning. I don't think there are that many things that could be considered top-tier but here's what I think are the best mons:

Espeon - Probably the best overall mon in the game. Starter, excellent offense with high SpA and Speed, great supporting capabilities with screens and Helping Hand to buff teammates when it can't do anything itself, decent coverage with Bite. It's inability to cover Dark-types isn't super important because every battle in this game is Dubs so you can just let its partner handle the Dark-type mons.

Croconaw - Probably the best of the Johto starters since Bayleef sucks and Quilava has to compete with Time Flute!Entei. Croc has an excellent early-game performance with Hyper Mode abuse letting him OHKO a lot of early foes with crit Shadow Rush, and you can get around the potion restrictions with healing machines and colosseum battles. Also has an excellent matchup against Dakim and his highly Water weak team. Has a bit of a midgame slump in The Under but comes back hard lategame once he gets Earthquake and Blizzard TMs. Croc doesn't outright OHKO a lot of stuff after purification but he learns a ton of good moves (Surf, Earthquake, Blizzard) and has valuable coverage + rain/HH support to buff his offense so he's never useless.

Entei - Entei is only top-tier assuming you use the Mt. Battle Time Flute on it, but it's by far the best candidate for it since it comes at Level 40 and has STAB Fire Blast immediately upon purification. Coverage leaves a bit to be desired but Stomp/Bite are serviceable for awhile, and it can make use of Return for a strong physical move and Solarbeam + its natural Sunny Day to become a nuke and turn the tables on the rain-based teams that Ein/Miror B like to use.

Quilava is comparable to Entei since The Under sells Fire Blast TMs. While Typhlosion has better SpA and comes earlier, Entei has superior bulk and Attack and requires no investment to get running aside from a Time Flute that realistically is going to either it or Suicune. Quilava also has trouble with many early-game opponents, particularly Dakim and Miror B., and by the time Fire starts getting useful you have access to Entei. While technically you could pick Quilava and use the first Time Flute on Suicune, Croc/Entei are better matched for the parts of the games they are available.

Quilava/Suicune/Makuhita are probably High tier but not Top, Quil and Cune is inferior to Croc/Entei and Makuhita is really bad until purified (and has to rely on Cross Chop which is unreliable). Umbreon kind of sucks past early-game unless you need a sponge to take hits while you heal your attackers.

On Time Flute usage - you're realistically only going to use it on the Legendary Beasts since its by far the best return on investment due to their high stats and powerful STAB moves that need to be unlocked ASAP. Entei/Suicune are the best candidates for the first one depending on if you picked Croc or Quil, and Raikou likes the second one since the U-Disk is available where you Snag it. You possibly use one on Vibrava, which can give you STAB EQ Flygon for the final area of the game. Everything else comes too late or isn't powerful enough to justify it.
 
I notice Colosseum has much bigger gaps in viability: Something either rolls over the game or just kinda seems to lose out to the good stuff, and a lot of the mon's are pretty underwhelming compared to XD, and the flatter level progression curve means you don't really have much reason to swap mons out if they come later unless they're something as overpowered as the Beasts.

I need to play Colosseum again to make an informed contribution, but I definitely remember all my runs that went smoothly used Espeon and Croconaw.
 

HotFuzzBall

fuzzy-chan \(ㆁヮㆁ✿)
is an Artist
Yeah I agree that Colosseum has large gaps in viability since a lot of the mons you can get are pretty bad (Yanma, Aipom, Delibird, etc.). Anyways onto my thoughts on the Pokemon that were on my team during my runs of the game...

Skiploom/Jumpluff - Jumpluff is pretty underrated imo since it functions as such a great support mon, with access to all 3 powder moves and Leech Seed at its disposal (though Stun Spore, Leech Seed and Poison Powder must be relarned via Heart Sclaes rip). Skiploom is available early on and evolves right away after you purify it. What sold Jumpluff to me was its Speed tier, which basically allowed it to cripple 1 Pokemon early on (granted the move actually lands). Its offensive stats suck so Jumpluff is exclusively a support mon and while its bulk (75/70/85) is alright, Grass/Flying is a pretty bad typing so those are Jumpluff's shortcomings. Though if I were to rank it I would put it in either High-Middle tier since it is still pretty effective as a support mon but, the lack of offensive pressure kinda sucks.

Flaaffy/Ampharos - Probably a staple in most Colosseum runs from what I have seen. Like Skiploom, Flaaffy is also available early on and evolves right away after getting purified, which is always fantastic. Ampharos/Flaaffy has a lot of things going for it such as access to solid moves such as Thunderbolt upon purification, which is fantastic early on. It also has access to moves such as Light Screen and Thunder Wave but, it lacks offensive coverage. While it does face a ton of competition with Raikou (Raikou is faster and has slightly better bulk), Ampharos is still a very solid choice for an Electric-type due to its early access in the game while also having Thunder Wave to make snagging a lot easier. Overall, I believe Flaaffy is either a Top-High Tier mon in this game.

Misdreavus - Misdreavus was alright when I used it plus it is the only Ghost-type available in the game. Anyways, Misdreavus is available early in the game learns some pretty good moves early on such as Shadow Ball (shame it's physical during this gen) and Psybeam upon purification. If you are planning on using Misdreavus, you will most likely need to invest in TMs (specifically Psychic and Thunderbolt) to fully maximize its potential. Misdreavus also has access to Confuse Ray and it can utilize filler moves such as Attract or Rain Dance/Sunny Day well, giving it one of the few mons in the game with both an offensive and supportive presence. Really the main downfalls of using Misdreavus is coupon investment but other than that, it is an okay mon. I would probably rank Misdreavus in either High-Middle Tier as well.

Vibrava/Flygon - Flygon is also another great Pokemon in the game. Vibrava is available around the mid-late portion of the game (it is the second to last Shadow Pokemon in the Shadow Pokemon Lab). Vibrava is pretty difficult train since its stats are terrible (bad offense and defense) but, it becomes worthwhile once it evolves into Flygon and it should be able to evolve right away after purification (if it gains enough EXP). Additionally, the Earthquake TM is also located inside the lab which is quite convenient (though after the boss fight) while having access to both Dragon Breath and Crunch (shame it's special but, Flygon has a usable Special Attack stat) is also pretty handy. I would probably place Vibrava in either Top-High Tier as well, leaning closer towards Top Tier though.

These Pokemon probably should belong in some sort of "meme/bottom tier"
  • Ledian
  • Delibird
  • Plusle
  • Yanma
  • Aipom
  • Dunsparce
  • Sunflora
  • Shuckle?
  • Togetic?
 
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DHR-107

Robot from the Future
is a Community Leaderis a Community Contributoris a Live Chat Contributoris a Pokemon Researcheris a Smogon Media Contributor
Orange Islands
Karxrida Can we transfer this over to the "Lettered" systems everything else uses please as opposed to the "Top/High/Mid" stuff that we used eons ago? We could do with having a consistent system across all the tier lists (and it makes it easier because it becomes similar to the Viability Rankings that the competitive forums use).

HotFuzzBall I definitely agree those mons should be at the bottom apart from Plusle. It does come at a super low level, but it can give your team a lot of support and doesn't die all the time. Like other electric types, it can nail things with Thunder in Rain and also use helping Hand to power up other Pokemon. I'm not sold on Vibrava, I've never had a good experience using one. Bad movepool, low offences and not great typing. I agree with the other mons you've mentioned though. Especially Ampharos. Having access to Twave is so good in this game and its so useful for capturing mons. I'd say every pokemon should have a non damaging moveslot "spent" so you don't have to keep attacking all the time.
 
I recently ran through Colosseum with a team of Umbreon/Espeon/Hariyama/Typhlosion/Ampharos/Flygon. Every member pulled its weight immensely and should be high tier at least. I'll go into each:

Umbreon - Honestly I feel Umbreon should be top tier; this Pokémon is insanely underrated. The fact that this is a game themed around catching Pokémon means that having a tank with smallish damage output is incredibly useful, as Umbreon can safely wittle down the HP of most Shadow Pokémon without killing them. However, even with its damage output being relatively small, it's not remotely useless in actual combat, as it is one of THE MOST USEFUL Pokémon for hosses in the entire game. Not only are bosses overleveled as fuck in this game, meaning Umbreon is one of the few Pokémon who can easily tank hits for the rest of the team from hard-hitting trainers like Gonzap and Evice, it also comes with Taunt and learns Confuse Ray a mere four levels after obtaining it, and combined those two moves shut down entire strategies of most of the bosses in this game. You have no idea how much easier it is to be able to Taunt Venus and not have her able to pull off her Attract/Confuse Ray/Thunder Wave bullshit. Seriously, by far the most useful support Pokémon in this game hands down, and you get it for free at the beginning of the game. Might honestly be the MVP of my entire team.

Espeon - Not much to say on Espeon, everyone knows why it is top tier as well. Just wanted to note that while it is an awesome nuke, Reflect is really goddamn important in this game, and Espeon starts with it. Abuse screens! Seriously!

Hariyama - While it is a very strong Pokémon, I'll concede that it was the weakest link on my team, though I honestly don't believe that's saying much. I opted for it because there aren't a lot of good mixed tanks in Colosseum, and Hariyama gets the job done. I opted for Thick Fat as a result, though sometimes I wonder if I should have went for Guts. It comes with both the strong but slightly inaccurate Cross Chop and the accurate but slow Vital Throw, and I found the two moves combined usually covered for each other's weaknesses, though I did find myself wishing I just had Brick Break for most of the game. It also can't touch ghosts without wasting a turn to use Foresight, but thankfully there aren't many Ghosts in this game, and when they do pop up, I usually just used my teammate to take them out. (This is doubles after all.) TL;DR: Best tank in that it eats hits and hits hard, but it lacks coverage and both its STAB options are a tad unreliable. Still extremely good overall.

Typhlosion - Yes I did opt against spread damage for a long period of the game because I opted against Feraligatr, but Typhlosion carried its weight so well I didn't even mind. Excellent fast nuke alongside Espeon; Flame Wheel alongside Charcoal does a lot more damage than you would expect, and I was able to OHKO most things well into the late game with it. You also get the Fire Blast TM in the Under about halfway through the main story, and I just fell back on that whenever I felt I needed something dead. Unlike Espeon it doesn't also have support options like Reflect, but I just wanted to have more than one fast and powerful Pokémon on my team (since my final fast member I would be picking up lategame), and Typhlosion never failed me in that department. Not once did I ever regret my decision. I can't compare to Entei since I did not run it, (intentionally opted out of using any of the Beasts since I usually avoid legendaries for main-game runs,) but I would like to point out that it is obtainable much earlier and doesn't need a Time Flute for a fast purify.

Ampharos - Another Pokémon that should need no explanation. Good mixed bulk, comes with Thunder Wave, learns Thunderbolt immediately upon Purification, is fully evolved one level after you get it, and learns Light Screen without need for a TM. ABUSE SCREENS!

Flygon - The only thing on my team that shows up late game, but goddamn is it worth it! After purification, Vibrava is two levels away from fully evolving, and after beating Ein, who is the second trainer you fight after you catch it, you get the Earthquake TM. You absolutely HAVE to invest this TM into Flygon to use it, but then you have the fastest and most powerful spread move user in the entire game, complete with a decent defensive presence to boot. You may be concerned with hitting your teammates due to Earthquake, but Protect is a purchasable TM in this game, so I literally just slapped it on every other Pokémon on my team not named Umbreon and turned the final fights + postgame into a joke. Dragonbreath is not bad for catching Pokémon either thanks to Para chance, and Fire Blast is decent coverage, though it won't nuke things like Typhlosion's does. You gotta invest into Flygon for it to put out, but it delivers like a motherfucker.

Colosseum is a brutal game, but I was able to beat Evice with like... 2 faints? And I was 10 levels lower than him too. Screens + Protect on everything + Flygon Earthquake spam + Umbreon support definitely made for one of the most enjoyable playthroughs I've had in a looong time.

One last thing: Protect isn't just great for use alongside Flygon. The AI loves to double target in this game for whatever reason, so if you can figure out which Pokémon they intend to double up on, (usually the Pokémon with less defenses,) you can shut down their entire turn with a well-timed Protect. VGC it up and slap Protect on every Pokémon you can, trust me.
 
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Karxrida

Corruption of Shadows
is a Community Contributor Alumnus
Gonna go over everybody's noms later (just got back from work and need a nap), but I wanted to answer this first.
Karxrida Can we transfer this over to the "Lettered" systems everything else uses please as opposed to the "Top/High/Mid" stuff that we used eons ago? We could do with having a consistent system across all the tier lists (and it makes it easier because it becomes similar to the Viability Rankings that the competitive forums use).
The main problem I have with using the letter system here is that Colosseum is very lopsided when it comes to Pokémon viability, and placement just gets kind of arbitrary when trying to cover the extra tiers the letter system has over "Top/High/Mid/Bottom".

I'm not against switching over if others want it, but I feel like it doesn't fit for Colosseum.
 

Fireburn

BARN ALL
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There is little justification to use Plusle when it comes later than Level 30 Flaaffy/Ampharos. Heck, it's coming after the first major segment of the game at Level 13 when your starters are Level 26 and the other catchable mons are minimum Level 30. Why would you do that ever when Flaaffy is available? The Thunder TM is purchasable so Plusle's ability to Thunder things isn't unique.

I'm unsure if capture assistance is being factored into rankings, but if so then Umbreon/Jumpluff increase in value due to their ability to soften things up for Snags. Their combat ability sucks though otherwise, so where they go will be determined by how highly we value that kind of thing.

Ampharos is good and probably deserves High tier, has a good mix of offense, decent bulk, and good support options and immediately after purification it will evolve and relearn Thunderbolt. Its main weakness is poor Speed, which combined with its Ground weakness will pose a problem against a lot of lategame threats. If you aren't following the bosses levels closely, it may be obsoleted in lategame by Fluted Raikou.

If I had to rank everything right now I'd probably do something like:

Top: Espeon/Croconaw/Entei

High: Quilava/Suicune/Vibrava (with Time Flute)/Raikou/Ampharos/possibly Quagsire/maybe Makuhita

Mid: Umbreon/Meditite/Hitmontop/Skiploom/Misdreavus/Furret/maybe Stantler/maybe Skarmory

Bottom: Everything else

Entei/Suicune/Raikou/Vibrava are the only mons here realistically getting the Time Flute. Most things that come after the first Venus battle are too little too late, with the only exceptions being Vibrava/Raikou.

Brief explanations for things not already talked about:

Quagsire - Has lower stats than Feraligatr (especially in Speed) but has STAB Earthquake naturally and Water + Electric immunities can be very helpful against bosses that use rain teams. Does well against Ein and Dakim (though Dakim 2 is packing Solarbeam which can get awkward).

Meditite - Not as bulky as Makuhita, but its faster and Medicham is very powerful. High Jump Kick still has reliability issues though.

Hitmontop - The weakest offensively of the three available Fighting-types, its main selling point is Intimidate which is quite useful against many opponents. It also comes at a fairly good level, so if you opted not to use Makuhita or Meditite it wont take long to catch up.

Misdreavus - The only available Ghost-type and it gets Shadow Ball naturally. Pretty solid to have early game but its usefulness fades as you progress.

Furret - It has strong moves available (Strength, Iron Tail on purification) which makes it fairly good offensively for awhile, but like Misdreavus its usefulness fades with time.

Stantler - It has Intimidate and Hypnosis which means it has some utility beyond being a Return beatstick.

Skarmory - Can wall for a couple turns to heal teammates in endgame fights without needing any investment.

e: forgot Noctowl, Mid is probably ok for it
 
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HotFuzzBall

fuzzy-chan \(ㆁヮㆁ✿)
is an Artist
Top: Espeon/Croconaw/Entei

High: Quilava/Suicune/Vibrava (with Time Flute)/Raikou/Ampharos/possibly Quagsire/maybe Makuhita

Mid: Umbreon/Meditite/Hitmontop/Skiploom/Misdreavus/Furret/maybe Stantler/maybe Skarmory

Bottom: Everything else

Entei/Suicune/Raikou/Vibrava are the only mons here realistically getting the Time Flute. Most things that come after the first Venus battle are too little too late, with the only exceptions being Vibrava/Raikou.

Brief explanations for things not already talked about:

Quagsire - Has lower stats than Feraligatr (especially in Speed) but has STAB Earthquake naturally and Water + Electric immunities can be very helpful against bosses that use rain teams. Does well against Ein and Dakim (though Dakim 2 is packing Solarbeam which can get awkward).

Meditite - Not as bulky as Makuhita, but its faster and Medicham is very powerful. High Jump Kick still has reliability issues though.

Hitmontop - The weakest offensively of the three available Fighting-types, its main selling point is Intimidate which is quite useful against many opponents. It also comes at a fairly good level, so if you opted not to use Makuhita or Meditite it wont take long to catch up.

Misdreavus - The only available Ghost-type and it gets Shadow Ball naturally. Pretty solid to have early game but its usefulness fades as you progress.

Furret - It has strong moves available (Strength, Iron Tail on purification) which makes it fairly good offensively for awhile, but like Misdreavus its usefulness fades with time.
Stantler - It has Intimidate and Hypnosis which means it has some utility beyond being a Return beatstick.

Skarmory - Can wall for a couple turns to heal teammates in endgame fights without needing any investment.
pretty much agree with everything but, I would say Noctowl should also be in the Mid tier since it comes early and it gets Reflect and Hypnosis, as well as some pretty solid offensive options in Steel Wing (after purification) and Fly (though its base Attack is terrible). Its special bulk is also pretty decent though but, its usefulness will fade over time.

also adding on that Quagsire receives Surf too which is pretty nice as well
 

Karxrida

Corruption of Shadows
is a Community Contributor Alumnus
Huge post incoming.

Espeon should easily go S/A tier. Access to Confusion off the bat and it does have a "slow" period between about 32->36 before it gets Psybeam. Definitely feel the comparative weakness of Confusion when the peons start using Evolved mons. After it gets Psybeam though it goes right back up to one shotting almost everything. Especially when boosted by Helping Hand from Umbreon.
Agreeing on Espeon for Top or S or whatever. It has perfect availability, naturally gets two good support options (Helping Hand and Reflect), and remains consistently good throughout the game.

Also, how is Umbreon getting Helping Hand? It's not in its base kit and there's no Move Reminder.

Umbreon will likely be A/B tier. Takes hits incredibly well, and its probably worth spending the Toxic TM on it. Doubles is a lot more fast paced, but sometimes the extra damage stacks from Toxic can really help out Umbreon's lowish offences. It only has Bite (I think? I can't find anything about it actually having that but I am sure it does) and Faint Attack for a lot of the game. I'd argue that depending on your Gen 2 starter choice, hanging around and getting Sunny Day/Rain Dance is well worth the effort and Umbreon has the moveslots to be able to use it well even though the G2 starters themselves come with a weather move.
It starts with Bite, can confirm.

Really iffy on Umbreon being that high. Its usefulness dropped off really quickly for me because its damage output is lacking and it doesn't have good support options (weather is done better by other mons imo). Yeah it's tanky, but I've never felt the need to fall back on it.

On Gen 2 Starters: I used Feraligtr in my first game (all those moons ago) tied up with Rain Dance Raikou. Surf becomes incredibly potent even from Feraligtr's mediocre Special Attack with the Rain Boost and Raikou can fire off Thunders/Thunderbolts with ease. Raikou is definitely something worth thinking about for the use of a Time Flute in my opinion. Typhlosion has been OK so far, Sunny Day + Flame Wheel has been doing serious hits, and Dig is great for coverage against Rock types. It was much fun blocking Miror B from Rain Dancing with his Ludicolo's (although this was an incredibly risky play vs those guys). I'd probably go for B tier for Typhlosion at the moment.
Pretty sure you can't use weather against Miror B. 1 because Johto starters get those moves on purification, which comes after you do that horrible fight.

I think you're underselling Quilava a bit. It ends up faster and stronger than Entei on top of having earlier availability and not requiring a Time Flute (opening up using it on Suicune).

Sudowoodo/Qwilfish will probably be C/D tier. Both are useful and have decent moves/bulk but big downsides. I got Poison Point on my Qwilfish (not sure if Abilities are fixed), but Swift Swim would have likely been more useful coupled with Rain Dance. Qwilfish desperately wants that Sludge Bomb TM but I haven't reached that far yet (my team is 39 or so, Under Round 2 is mid 50's). It also wants Ice Beam too, but again lots of grinding required. Sudowoodo getting access to Rock Slide off the bat is nice as its a decent move in Doubles. Shame he's not really fast enough to abuse the Flinch proc, but otherwise Sudo has been doing OK. I'll probably end up teaching it Return for another decently strong move.
Sure.

I did one of these way back when and I agree it needs some tuning. I don't think there are that many things that could be considered top-tier but here's what I think are the best mons:

Espeon - Probably the best overall mon in the game. Starter, excellent offense with high SpA and Speed, great supporting capabilities with screens and Helping Hand to buff teammates when it can't do anything itself, decent coverage with Bite. It's inability to cover Dark-types isn't super important because every battle in this game is Dubs so you can just let its partner handle the Dark-type mons.
See above.

Croconaw - Probably the best of the Johto starters since Bayleef sucks and Quilava has to compete with Time Flute!Entei. Croc has an excellent early-game performance with Hyper Mode abuse letting him OHKO a lot of early foes with crit Shadow Rush, and you can get around the potion restrictions with healing machines and colosseum battles. Also has an excellent matchup against Dakim and his highly Water weak team. Has a bit of a midgame slump in The Under but comes back hard lategame once he gets Earthquake and Blizzard TMs. Croc doesn't outright OHKO a lot of stuff after purification but he learns a ton of good moves (Surf, Earthquake, Blizzard) and has valuable coverage + rain/HH support to buff his offense so he's never useless.
Quilava has perks over Time Flute Entei and I've never used Croc, but you make some good points here and I can go with Top/S/whatever for Croc.

Entei - Entei is only top-tier assuming you use the Mt. Battle Time Flute on it, but it's by far the best candidate for it since it comes at Level 40 and has STAB Fire Blast immediately upon purification. Coverage leaves a bit to be desired but Stomp/Bite are serviceable for awhile, and it can make use of Return for a strong physical move and Solarbeam + its natural Sunny Day to become a nuke and turn the tables on the rain-based teams that Ein/Miror B like to use.

Quilava is comparable to Entei since The Under sells Fire Blast TMs. While Typhlosion has better SpA and comes earlier, Entei has superior bulk and Attack and requires no investment to get running aside from a Time Flute that realistically is going to either it or Suicune. Quilava also has trouble with many early-game opponents, particularly Dakim and Miror B., and by the time Fire starts getting useful you have access to Entei. While technically you could pick Quilava and use the first Time Flute on Suicune, Croc/Entei are better matched for the parts of the games they are available.
Let's be honest, everything sucks against Miror B. 1, not just Quilava. That fight is garbage.

I'd personally like to rank Entei and Quilava the same. They each have their perks that make it so neither is strictly better than the other outside of the tertiary effects of choosing Quilava over Croc.

Quilava/Suicune/Makuhita are probably High tier but not Top, Quil and Cune is inferior to Croc/Entei and Makuhita is really bad until purified (and has to rely on Cross Chop which is unreliable). Umbreon kind of sucks past early-game unless you need a sponge to take hits while you heal your attackers.
Agreeing for the most part.

On Time Flute usage - you're realistically only going to use it on the Legendary Beasts since its by far the best return on investment due to their high stats and powerful STAB moves that need to be unlocked ASAP. Entei/Suicune are the best candidates for the first one depending on if you picked Croc or Quil, and Raikou likes the second one since the U-Disk is available where you Snag it. You possibly use one on Vibrava, which can give you STAB EQ Flygon for the final area of the game. Everything else comes too late or isn't powerful enough to justify it.
Yeah, I was thinking the same thing. Vibrava's cool, though, because 3 free Rare Candies mean you can evolve it immediately and wreck face.

Yeah I agree that Colosseum has large gaps in viability since a lot of the mons you can get are pretty bad (Yanma, Aipom, Delibird, etc.). Anyways onto my thoughts on the Pokemon that were on my team during my runs of the game...

Skiploom/Jumpluff - Jumpluff is pretty underrated imo since it functions as such a great support mon, with access to all 3 powder moves and Leech Seed at its disposal (though Stun Spore, Leech Seed and Poison Powder must be relarned via Heart Sclaes rip). Skiploom is available early on and evolves right away after you purify it. What sold Jumpluff to me was its Speed tier, which basically allowed it to cripple 1 Pokemon early on (granted the move actually lands). Its offensive stats suck so Jumpluff is exclusively a support mon and while its bulk (75/70/85) is alright, Grass/Flying is a pretty bad typing so those are Jumpluff's shortcomings. Though if I were to rank it I would put it in either High-Middle tier since it is still pretty effective as a support mon but, the lack of offensive pressure kinda sucks.
I was using Skiploom during my last (unfinished) playthrough and it was actually really good. Fast Sleep Powder is super useful in general, and its typing actually isn't that bad since it's immune to Earthquake and resists Surf. You can also do quick Sunny Days to boost Typhlosion or Entei, which is cool. I'd like Top but I'm good with High since its offenses are totally ass even as Jumpluff.

Flaaffy/Ampharos - Probably a staple in most Colosseum runs from what I have seen. Like Skiploom, Flaaffy is also available early on and evolves right away after getting purified, which is always fantastic. Ampharos/Flaaffy has a lot of things going for it such as access to solid moves such as Thunderbolt upon purification, which is fantastic early on. It also has access to moves such as Light Screen and Thunder Wave but, it lacks offensive coverage. While it does face a ton of competition with Raikou (Raikou is faster and has slightly better bulk), Ampharos is still a very solid choice for an Electric-type due to its early access in the game while also having Thunder Wave to make snagging a lot easier. Overall, I believe Flaaffy is either a Top-High Tier mon in this game.
Top imo. Flaaffy has a huge availability advantage over Raikou and puts in more work overall.

Misdreavus - Misdreavus was alright when I used it plus it is the only Ghost-type available in the game. Anyways, Misdreavus is available early in the game learns some pretty good moves early on such as Shadow Ball (shame it's physical during this gen) and Psybeam upon purification. If you are planning on using Misdreavus, you will most likely need to invest in TMs (specifically Psychic and Thunderbolt) to fully maximize its potential. Misdreavus also has access to Confuse Ray and it can utilize filler moves such as Attract or Rain Dance/Sunny Day well, giving it one of the few mons in the game with both an offensive and supportive presence. Really the main downfalls of using Misdreavus is coupon investment but other than that, it is an okay mon. I would probably rank Misdreavus in either High-Middle Tier as well.
Psychic and Thunderbolt are pretty much no-goes due to requiring massive amounts of Mt. Battle grinding. STAB being Physical is also super lame. Mid at best.

Vibrava/Flygon - Flygon is also another great Pokemon in the game. Vibrava is available around the mid-late portion of the game (it is the second to last Shadow Pokemon in the Shadow Pokemon Lab). Vibrava is pretty difficult train since its stats are terrible (bad offense and defense) but, it becomes worthwhile once it evolves into Flygon and it should be able to evolve right away after purification (if it gains enough EXP). Additionally, the Earthquake TM is also located inside the lab which is quite convenient (though after the boss fight) while having access to both Dragon Breath and Crunch (shame it's special but, Flygon has a usable Special Attack stat) is also pretty handy. I would probably place Vibrava in either Top-High Tier as well, leaning closer towards Top Tier though.
Free Rare Candies allow for immediate evolution if you hold on to them. STAB Earthquake, good coverage, and good typing make me lean towards Top.

These Pokemon probably should belong in some sort of "meme/bottom tier"
  • Ledian
  • Delibird
  • Plusle
  • Yanma
  • Aipom
  • Dunsparce
  • Sunflora
  • Shuckle?
  • Togetic?
Shuckle and Togetic are postgame and thus not going to be ranked.

Otherwise yeah this is the garbage list.

I'll comment more later.
 
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WreckDra

Inspirited
is a Contributor Alumnus
Wasn't houndoom in the game as well? Solar Beam, Fire Blast, etc.
Yes, the Houndoom is seen in Realgam Tower as Karixrida noted in the OP. While we are on the subject, it is encountered so far into the lategame that it should probably be ranked Bottom Tier unless you absolutely need something to take Shadow Rushes from Tyranitar and the like. Even then there are better Pokemon for doing so that also appear in Realgam Tower anyways. Having the choice of Typhlosion or Entei beforehand would still be a massive viability hit even if it was available earlier.
 
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Yes, the Houndoom is seen in Realgam Tower as Karixrida noted in the OP. While we are on the subject, it is encountered so far into the lategame that it should probably be ranked Bottom Tier unless you absolutely need something to take Shadow Rushes from Tyranitar and the like. Even then there are better Pokemon for doing so that also appear in Realgam Tower anyways. Having the choice of Typhlosion or Entei beforehand would still be a massive viability hit even if it was available earlier.
How would Houndoom help with Shadow Rushes? In this game, Shadow Rush was neutral on everything, and Houndoom is made of tissue paper. I assume you were thinking of XD where Shadow was SE on regular mons and NVE on Shadows.
 

WreckDra

Inspirited
is a Contributor Alumnus
Yeah, I was thinking XD since that is the game I have played over again in the last ten years. Houndoom has no redeeming qualities in my mind then.
 

Karxrida

Corruption of Shadows
is a Community Contributor Alumnus
Houndoom is also caught during the gauntlet of fights at the end of the game, so you can't even use it unless you either a) purposefully lose against the Shadow Tropius trainer or b) leave a space open in your party and ignore the other Shadow Pokémon. Even then, the Nascour and Evice fights are literally all that's left.

Almost nothing in Relgam Tower is worth using bar maybe Skamory, and you get that when there's only 6 fights left before the credits.
 
Just right on time, I just finished another Colosseum playthrough!
I'd like to advocate Misdreavus for High tier.
On paper, it is a bit eh; its stats are nothing spectacular (in the late game, at least), I agree. However, its natural movepool is actually interesting (Confuse Ray, Shadow Ball, Pain Split), and you can slap on it Thunder if you want a stronger attack to it.
But the major cornerstone about Misdreavus is its typing. 3 crucial immunities, 2 of them being extremely common, is unvaluable. Everything and their neighbours LOVES to spam Earthquake / Explosion / Self-Destruct (particularly in the late-game), which Misdreavus takes...0 damage. Its mediocre Defense is highly alleviated by the 3 immunities, increasing a lot its survivability.
And oh, for what it's worth, it levels up quite fast, too.
 

Karxrida

Corruption of Shadows
is a Community Contributor Alumnus
Ranking time. Technically did this earlier, but never made an update for it.

Top
Croconaw
Espeon
Flaaffy
High
Entei
Mukuhita
Misdreavus
Skiploom
Quilava
Vibrava

Middle
Hitmontop
Stantler

Bottom Tier
Aipom
Delibird
Dunsparce
Sunflora
Yanma

Everybody agreed with the three in Top, so it was a no brainer to add them now.

I put Quilava and Entei in the same rank and High instead of Entei Top because they both have pros and cons and neither is really Top to me due to the cons. Entei still makes a great Time Flute candidate and all, but Fire Blast as your only STAB is lame even if it's powerful.

Mukuhita generally received good reviews, but everybody acknowledged that it has issues. It's currently in High but I can go for Middle.

I'm personally not sold on Misdreavus in High, but I'm not the sole authority here and several of you have sung its praises for a good ranking.

I know Fireburn put Skiploom in Mid, but I think its Speed and Sleep Powder pushes it into High despite its offensive issues. Its typing is also nice for dodging Earthquakes.

I put Vibrava in High for now because its lateness is definitely something of an issue, and it requires the Rare Candies, Earthquake TM, and a Time Flute to work. It does work wonders, though.

Hitmontop and Stantler are both Middle because they have Intimidate, which is really useful. Their offensive presence has issues (e.g. Hitomtop is stuck with Triple Kick for STAB), but they're not worthless.

Bottom is pretty self-explanatory.

I need to go over Fireburn's ranking list again later for his suggested rankings; I haven't ignored it. I'm also currently unsure about Umbreon due to mixed reactions and Noctowl because it's weird (great for Miror B. 1 but drops off kind of hard afterward).

Also, does anybody else think I should go over to the Letter ranking system? DHR is the only one to comment on that and I've been thinking about switching over instead of Top/High/Mid/Bottom.
 
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HotFuzzBall

fuzzy-chan \(ㆁヮㆁ✿)
is an Artist
Also, does anybody else think I should go over to the Letter ranking system? DHR is the only one to comment on that and I've been thinking about switching over instead of Top/High/Mid/Bottom.
for consistency's sake I think this tier list should also follow the letter system as well (so far all the other tier lists bar the B2W2 and HGSS follow the letter system). Also I believe we need more than 4 tiers since there are some Pokemon that are still kinda useful (Noctowl, Swablu, Remoraid, Piloswine) but I don't find any of them to be mid or meme/bottom tier mons.

I don't think Misdreavus should be High tbh, it should be Middle. Misdreavus starts out really strong but, its usefulness does start to fade (to me Misdreavus started being a bit difficult around when you reach the Shadow Pokemon Lab). The only reason why I found success in using it was through investing coupons (T-bolt and Psychic) to it when I used Mt. Battle to purify Shadow mons. So yeah Misdreavus does need some investment and its stats are only slightly above average too but, it is still a pretty solid mon and I think it shares a rank nicely with Hitmontop and Stantler.
 
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