Pokemon Black and White In-Game Tier List [GP 2/2]

Status
Not open for further replies.

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
By DrumstickGaming and Ryota Mitarai
(approved for posting by DHR)

Introduction

Welcome to the Pokémon Black and White in-game tier list! The goal of this list is to rank every Pokémon in Unova in one of the six tiers, from S to E, each vaguely determining its viability. The major factor under which each is ranked is efficiency; a Pokémon that is efficient provides faster and easier solutions to major battles, which include Gym Leaders, Elite Four members, and N and Ghetsis at the Pokémon League, than ones that are inefficient. Pokémon in higher ranks, such as S and A, are considered very efficient, while those in lower tiers, such as D and E, are considered not very efficient.



What are the tiers?

There are 6 tiers in this list:
  • S-tier
  • A-tier
  • B-tier
  • C-tier
  • D-tier
  • E-tier
Why is a Pokémon in a certain tier?

Pokémon are ranked under the following five factors:
  1. Availability: This is how early a Pokémon becomes available in the game and how hard it is to find (read: encounter rate). Does it require significant backtracking, require HM moves, or just have a low encounter rate? This includes backtracking to revive the Plume Fossil or Cover Fossil in Narcrene City after obtaining one in the Relic Castle, as well as catching Water-types, Cobalion, or Virizion post-Surf.

  2. Typing: A Pokémon's typing can be of great importance for an efficient playthrough. How do the typing's matchups work against the entire game? If a Pokémon has better typing, it is often considered a higher rank.

  3. Stats: A Pokémon's stat distribution is crucial for its success. Does the Pokémon have a stat distribution that complements its movepool and typing? If a Pokémon has a stat distribution that favors both its typing and movepool, it will often be higher on the tier list. In general, a Pokémon with low Speed will often be ranked lower.

  4. Movepool: A Pokémon's movepool (both level-up and TM/HM) is crucial. What moves does the Pokémon naturally get and can possibly obtain? Unlike with past games, TMs are of infinite use and thus have no opportunity cost. With that being said, if a Pokémon requires a TM found in a detour off the main path (like TM24 Thunderbolt on Route 18 with Surf or TM47 Low Sweep in lower Wellspring Cave with Surf), it will be knocked down a bit.

  5. Major Battles: Major battles consist of Gym Leaders, the Elite 4, and the final battles with N and Ghetsis. How does the Pokémon contribute to these battles? A Pokémon that contributes to many major battles will often be seen higher than those that do not.
What tools is the player allowed to use?

The player is allowed to use any legitimate means within the cartridge for completing the game efficiently. The player is only allowed to trade to evolve Pokémon and not to receive outside help otherwise. The player is allowed to use items such as X Items, Potions, TMs, and Berries. Keep in mind that items have opportunity costs associated with them and can negatively contribute to a Pokémon's rank if it requires a multitude of items, such as two or more.

Under what conditions were Pokémon tested?

Every Pokémon was tested and ranked under these additional conditions:
  • Every Pokémon was generally on par with the major Trainers' levels, at most outleveling their ace by two levels. Reasonable levels at the Elite Four generally vary between 48-50.
  • Most tests were done with five-member teams, although it is notably more optimal to run four or less, as they will gain more experience and easily outlevel opponents.
  • Lucky Egg was completely allowed and necessary for bigger teams to reach appropriate levels.
  • Across the Unova region, there are around twelve Rare Candies (discounting Passerby Analytics HQ), some of them requiring backtracking and HMs to be obtained. They are used to reach the aforementioned levels for the Elite Four when using bigger teams.
  • Tampering with the clock to obtain items or Pokémon that are only available in specific seasons was completely allowed and did not negatively affect any Pokémon's viability.
  • Viability was determined up until Ghetsis; anything that is exclusive to post-game (such as the Stone Edge TM) was not taken into account for the Pokémon's viability.
 
Last edited:

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
The List

S-Tier

Reserved for Pokémon that possess the highest levels of efficiency. Pokémon in this tier are able to OHKO or 2HKO an overwhelming majority of foes, limit the amount of attacks used against them, and function with minimal reliance on items to defeat opponents at similar levels. These Pokémon typically show up before the late-game, and any flaws they have are absolutely made up by their advantages.

Darumaka


Availability: Early-game (40% chance to appear in Route 4).
Typing: Save for Drayden/Iris, Fire hits all Gym Leaders and Elite Four members for at least neutral damage and is hit super effectively only by Clay.
Stats: Darumaka is decently fast, and its high Attack buffed up by Hustle allows it to hit every foe hard; its shaky bulk is fixed by Eviolite. As a Darmanitan, it hits even harder, is way faster, and has enough bulk to take neutral hits well and even avoid OHKOs from super effective moves.
Movepool: It learns Fire Punch at level 22, Belly Drum (which it can safely set up with as a Darmanitan) at level 30, and Flare Blitz at level 33. Hammer Arm comes upon evolution, and Superpower is learned at level 47. TM-wise, it can be taught Brick Break as an alternative to Superpower, Rock Slide, and Dig, the latter of which is good for Shauntal and Ghetsis's Fire-resistant Pokémon.
Major Battles: As a Darumaka, it only ever struggles against Clay. Burgh and Elesa lose to Darumaka, although it needs Eviolite for both. As a Darmanitan, it sweeps all the other Gym Leaders, with Drayden/Iris falling to Belly Drum. At the Elite Four, it can use Belly Drum strategies again to sweep all but Marshal. It is useful against N and Ghetsis, the latter being swept if you use Substitute and X Speed in conjuction with Belly Drum.
Additional Comments: Although Hustle might be annoying, most of the misses are not fatal; it does not prevent Darumaka from being one of the best choices for an efficient run of the games.

Drilbur

Availability:
Early-game (Dust Clouds in Wellspring Cave).
Typing: Very few foes resist Drilbur's Ground-type attacks, with Burgh's Leavanny being the exception. Its Ground typing provides it with an immunity to Elesa's Volt Switch, while its evolution's Steel typing provides it with better matchups against Skyla, Brycen, Drayden/Iris, Shauntal, Caitlin, and Grimsley.
Stats: As a Drilbur, it has a really good Attack stat and good Speed, although its bulk is not as impressive. As an Excadrill, it gains a significant boost in Attack and HP, allowing it to survive most neutral and some super effective moves. Excadrill's base 88 Speed lets it outpace most foes later on.
Movepool: Until it learns Metal Claw at level 15 and Dig at level 19, it will be relying on Fury Swipes. It learns Rock Slide at level 29 and Earthquake at level 33. Drilbur sets up with Hone Claws until it learns Swords Dance as Excadrill at level 42. It can be taught X-Scissor and Substitute via TMs.
Major Battles: It is capable of contributing against Burgh and destroys the rest of the Gym Leaders. Excadrill can sweep the whole Elite Four minus Marshal simply by using Swords Dance once. It is also capable of contributing majorly against N and Ghetsis (especially if you are playing in Black, because it can use N's Zekrom as setup bait).
Additional Comments: Drilbur should be evolved at level 33 to learn Earthquake a little earlier, which can be boosted with Soft Sand from Desert Resort. Drilbur is arguably one of the best Pokémon in BW and thus is highly recommended to catch, even if the method is annoying.

Scraggy

Availability:
Early-game (20% chance to appear in Route 4).
Typing: Although it struggles with Skyla, Scraggy's typing allows it to beat Brycen and all of the Elite Four members barring Marshal.
Stats: Scraggy has good Attack and defensive stats, which can be buffed by Eviolite. Its Speed will eventually cause it problems as a Scrafty, but you should have Speed EVs to outspeed some slower threats.
Movepool: Its only STAB move is Faint Attack until it learns Brick Break at level 20. It can be taught Payback at level 23 to take advantage of its low Speed. High Jump Kick at level 31 and Crunch at level 38 are its strongest STAB moves. TM-wise, it can be taught Work Up and Rock Slide.
Major Battles: Excepting Burgh's Leavanny and Skyla, Scraggy does well against every Gym Leader, although it needs Eviolite for all of them as a Scraggy. It also does well against every Elite Four member bar Marshal and is useful against N and Ghetsis.
Additional Comments: The combination of a strong movepool and good typing that threatens a lot of major opponents makes Scraggy a very good choice for a run of the games. Always use one with Moxie over Shed Skin.

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 foes and are not very reliant on items to succeed, but they either have some visible flaws that hurt their efficiency or have their usefulness counterbalanced by a late arrival.

Archen


Availability: Mid-game (Receive Plume Fossil from female Backpacker in Relic Castle and revive at Narcrene City at level 25).
Typing: Rock / Flying gives it five weaknesses, though only Rock is common. Archen's only real losing matchup is against Elesa; it's good elsewhere.
Stats: Archen has fantastic Attack coupled with good Speed and Special Attack, but it has lacking defenses. As an Archeops, these stats skyrocket to 140/112 offenses with great 110 Speed. Both Pokémon must be careful though, as their Defeatist ability halves their offenses at 50% or less HP.
Movepool: It starts with Ancient Power (you can teach Rock Tomb via TM) and learns Acrobatics (its best move) three levels later at 28 to replace Pluck. Archen gets Crunch at 35, U-turn at 45 (as Archeops), and Rock Slide via TM. Dig, Focus Blast, and Dragon Claw are options, but the line will mostly be using Acrobatics.
Major Battles: The line's sheer power means it performs well in all major battles save Elesa, though it must stay healthy to avoid Defeatist. Against end-game threats, if it doesn't OHKO a foe, that foe will often come close to knocking it into Defeatist range (a lot are 2HKOed by Acrobatics).
Additional Comments: Archen is one of the strongest Pokémon to use, but Defeatist holds it back.

Axew


Availability:
Late-game (20% chance of encounter in Mistralton Cave, accessed with Surf).
Typing: Dragon is only resisted by the uncommon Steel typing. Ice- and Dragon-types that are strong against the line are rare (outside of Brycen and Drayden/Iris). Dragon is great defensively, as it resists Grass, Fire, Water, and Electric.
Stats: It possesses really high Attack (especially as Haxorus), good Speed, and acceptable defensive stats. However, as an Axew, it is a little bit frail.
Movepool: Axew will have Dragon Claw upon being caught. It learns Dragon Dance at level 32 and Swords Dance at level 48 as Fraxure. It can also learn Brick Break, Shadow Claw, and X-Scissor through TMs for rotating coverage as Haxorus.
Major Battles: You should have Fraxure for Brycen. It is capable of sweeping all major fights that are left (including Brycen due to AI not choosing Frost Breath). Haxorus is the only Pokémon that can sweep the whole Elite 4 along with N and Ghetsis due to its rotating coverage.
Additional Comments: Despite coming late, Axew is a good Pokémon to use, as it can sweep every major fight left, with Mold Breaker being the preferred ability. Its coverage such as Brick Break, Rock Slide, and X-Scissor can be rotated to suit major battles. Its Slow experience growth rate is fixed with Lucky Egg.

Timburr (trade)

Availability: Early-game (20% chance of encounter in outer part of Pinwheel Forest).
Typing: Fighting hits common Normal- and Rock-types, Lenora, Clay, Brycen, Grimsley, and half of N's and Ghetsis's teams super effectively.
Stats: It has high Attack and HP and acceptable defenses as Conkeldurr, but it is a little bit slow. Timburr's Special Defense is pretty low as well.
Movepool: It will initially rely on Low Kick and Rock Throw. At level 20, it will learn Wake-Up Slap. After evolving, it learns Bulk Up and Rock Slide at levels 29 and 33, respectively, along with Hammer Arm at level 45 and Stone Edge at level 49. It also learns Brick Break and Payback by TM.
Major Battles: It does well against Lenora and can do well against Burgh if it's evolved at that point. It can also contribute to Elesa and sweep the rest of the Gym Leaders. It does well against Marshal and Grimsley, but struggles against the rest.
Additional Comments: Conkeldurr remains useful until the Pokémon League, where it falls off due to unfavorable matchups. However, Conkeldurr still hits roughly 1/3 of end-game with its STAB attacks. If yours has Sheer Force, do not teach Stone Edge over Rock Slide, as they have almost the same power, but Rock Slide has more accuracy and PP. Gurdurr and Conkeldurr share the same level up learnset.

Lillipup

Availability:
Early-game (Route 1 from levels 2-4 at a 50% encounter rate).
Typing: The line's members are Normal-types and neutral against everything save Shauntal, whose Ghost-types are immune, and Marshal, who hits the line super effectively.
Stats: The Lillipup line has solid stats except for Special Attack, with Stoutland having 100 Attack, 80 Speed and 85/90/90 bulk.
Movepool: Tackle and Bite carry Lillipup well until Take Down at level 15 and (as a Herdier) Crunch at level 24. Return via TM at Nimbasa City is the line's best STAB attack once they have high friendship, and the Work Up TM can be useful to boost offensive stats.
Major Battles: The Lillipup line has a solid showing in all major battles, as few opponents resist Normal, and Ghost- and the rare Steel-types are handled by Crunch and Dig. Work Up can help the line sweep some fights from Elesa onward.
Additional Comments: Lillipup is consistently a great Pokémon for Gym Leaders but is too reliant on Work Up boosts to do its job at the Pokémon League. Get the Vital Spirit ability as Lillipup, as it turns into Intimidate as a Herdier onward, letting the line take physical hits better.

Oshawott

Availability:
Starter, Nuvema Town.
Typing: Water typing is good everywhere aside from Elesa and Drayden/Iris.
Stats: Oshawott's line has mixed attackers with average Speed and decent bulk.
Movepool: Oshawott upgrades from Water Gun to Razor Shell at level 17 to Surf later on. The line also gets Grass Knot, Dig, and Return as mid-game TMs, and Megahorn can be relearned as Samurott.
Major Battles: Water beats Burgh's Dwebble, Grimsley's Kroododile, and Shauntal's Golurk and Chandelure. Caitlin save Sigilyph is handled with Megahorn, and the line can beat Ghetsis's Seismitoad and N's Carracosta with Grass Knot. You can TM Blizzard for Drayden/Iris, but it is expensive.
Additional Comments: Oshawott is the best starter to pick, as its Water typing and strong moves make it more consistent in major fights than the other starters.

Panpour

Availability: Early-game (Dreamyard (Snivy) / Pinwheel Forrest (Inner) rustling Grass at 10%).
Typing: Water typing is good for most Gyms aside from Drayden/Iris, being effective against Clay and neutral elsewhere.
Stats: The monkeys have all-around good stats, most notably 98 offenses and 101 Speed.
Movepool: Water Gun becomes the fantastic Scald at level 22. Simipour gets Dig, Acrobatics, Shadow Claw, Rock Tomb, Rock Slide, and all Fighting-type TMs for wide coverage and Work Up for setting up. Scald later upgrades to Surf, and Blizzard is bought at Icirrus City.
Major Battles: Simipour can hit Burgh's Dwebble, Shauntal's Chandelure and Golurk, and Grimsley's Krookodile with STAB attacks. TM coverage handles almost everything else.
Additional Comments: Panpour's Water typing and wide coverage allow it to beat most Gym Leaders, but it is still reliant on Work Up boosts for the Pokémon League. Evolve at level 22 after getting a Water Stone in Castelia City.

Petilil

Availability: Early-game (35% chance to appear in Inner Pinwheel Forest in White, obtainable only by trade in Nacrene City in Black).
Typing: Grass lets it hit Clay as well as Rock-, Ground-, and Water-types, but Burgh, Brycen, Drayden/Iris, and common Bug- and Poison-types generally pose a threat to it.
Stats: Petilil has high Special Attack and good bulk. Lilligant has high Speed and Special Attack, with its Special Defense also raised by Quiver Dance.
Movepool: Growth, Mega Drain, Sleep Powder, and Leech Seed are likely the moves it will start with. It learns Synthesis at level 17, Magical Leaf at level 19, Stun Spore at level 22, and Giga Drain at level 26. As a Lilligant, it will learn Quiver Dance at level 28 and Petal Dance at level 46.
Major Battles: As a Lilligant, it can sweep every major fight by setting up Quiver Dance; however, in some cases, it should use Sleep Powder to acquire boosts safely. It also needs a lot of boosts to take down a lot of teams that have Grass-resistant Poémon.
Additional Comments: Once it learns Giga Drain, evolve it before level 28. Sun Stone can be received from an Ace Trainer in a Nimbasa City building. Although Petilil can overpower all major fights, it needs a lot of Quiver Dance boosts to beat resistant foes, as it relies solely on Grass-type STAB moves. Own Tempo is the preferred ability to avoid confusion induced by Lilligant's Petal Dance. In Black Version, you can trade a Cottonee to Dye in Nacrene City, which has a Modest nature and the Chlorophyll ability, is at level 15, and has 20/20/20/31/20/20 IVs.

Roggenrola (Trade)

Availability:
Early-game (Wellspring Cave, 50% encounter rate).
Typing: Rock typing lets the line beat Lenora, Burgh, Elesa, Skyla, Brycen, and N, being resistant to the common Normal-types.
Stats: The Roggenrola line members are physical tanks, but they are extremely slow. As a Gigalith, it has a great 135 Attack stat coupled with high overall bulk.
Movepool: Roggenrola has Headbutt, picking up Rock Blast at level 14 and Iron Defense at level 20. If you keep it unevolved for twolevels, it picks up Rock Slide at level 27, which carries it to Stone Edge at 48 when evolved. Rock Smash, Return, Bulldoze and Toxic can be taught via TMs.
Major Battles: The line is a fantastic choice for Lenora, Burgh, and (if it's the only Pokémon in the party so it doesn't get phazed by Dragon Tail) Drayden/Iris with Iron Defense. Gigalith counters Elesa, Skyla, and Brycen well, but it should avoid Clay. Gigalith 2HKOes neutral end-game targets with Stone Edge and handles N fairly well, especially with setting up Iron Defense on Zekrom in Black. It is useful for Ghetsis’s Eelektross and Bouffalant despite the latter having Earthquake.
Additional Comments: Gigalith remains useful until the Pokémon League, where it falls off due to unfavorable matchups and limited targets to hit with STAB moves. It can make good use of Hard Stone and Quick Claw.

Sandile

Availability: Early-game (Route 4 from levels 14-18 at a 40% encounter rate).
Typing: Ground / Dark gives the line advantages against Elesa, Shauntal, and Caitlin, but it's average elsewhere.
Stats: Sandile and Krokorok have high Attack and Speed but dismal defenses. Krookodile has good 95/80/70 bulk, 117 Attack, and 92 Speed.
Movepool: Level 14-15 Sandile start out with Bite, which is preferable to Assurance on higher-level ones. Sandile gets the Rock Tomb and Dig TMs as well as Crunch at level 28, which are staple STAB moves. Later on, Krokorok gets the Brick Break, Low Sweep, Rock Slide, and Return TMs, which give it wide coverage. It is recommended to hold off on evolving Krokorok for eight levels to get Earthquake at level 48 as opposed to level 54 as Krookodile.
Major Battles: The Sandile line has a strong showing in all major battles, even ones where it has a disadvantage, thanks to Moxie and good Speed. It can sweep Elesa with Rock Tomb and Dig, fares decently against Clay's Excadrill, is superb against Shauntal and Caitlin, and hits 1/3 of N and Ghetsis's teams super effectively (N's Carracosta is shaky due to Sturdy and Aqua Jet). Brycen and Marshal are tough for the line but still workable.
Additional Comments: Krookodile is one of the best late-game sweepers available, with its STAB moves having few answers. Moxie aids this and makes it incredibly effective once it has Earthquake.

Sawk

Availability:
Early-game (Pinwheel Forest (Outer), 10% Black, 5% White (rustling grass)).
Typing: Fighting typing lets Sawk take on Lenora, Brycen, Grimsley, N, and Ghetsis well, though it loses to Shauntal and Caitlin.
Stats: Sawk's high Attack and Speed, coupled with acceptable bulk, make it an excellent sweeper
Movepool: Sawk upgrades from Double Kick to Low Sweep to Brick Break to Close Combat throughout the game, with TM moves like Return and Rock Slide providing useful coverage. Work Up and Bulk Up at level 33 let Sawk boost its Attack.
Major Battles: Sawk wins handily against Lenora but needs Work Up or Bulk Up to sweep most of the other Gyms. Against the Elite 4, Sawk sweeps Grimsley and is neutral against Marshal. STAB Close Combat takes care of half of both N's and Ghetsis's teams.
Additional Comments: Sawk is very effective out of the box, but STAB moves are resisted fairly often, and its adequate defensive stats don't hold up as well towards the end of the game. Sturdy is the preferred ability but not required. Try to catch a Sawk at level 17 from dark grass to start with Low Sweep.

Throh

Availability:
Early-game (Pinwheel Forest (Outer), 10% White, 5% Black (rustling grass)).
Typing: Fighting typing lets Throh take on Lenora, Brycen, Grimsley, N, and Ghetsis well, though it loses to Shauntal and Caitlin.
Stats: Throh possesses high Attack and HP along with good Defense and Special Defense, but it is rather slow.
Movepool: It will have Seismic Toss upon being caught and, based on level, Vital Throw (otherwise learned at level 17). More damaging moves in the form of Revenge, Storm Throw, and Body Slam are at levels 21, 25, and 29, respectively. Bulk Up comes at level 33 and Superpower at level 49. TM-wise, it can be taught Brick Break (outclassed by Storm Throw) and Rock Slide. Payback via TM helps Throh do well against Shauntal.
Major Battles: Throh is really useful against Lenora. It also sweeps all Gym Leaders, even Skyla and onwards, thanks to Bulk Up. Against the Elite Four, it can sweep Grimsley and Marshal reliably, while Shauntal has her team swept by Throh, minus Cofagrigus, if you heal it up a few times. It is also useful against N and Ghetsis, as it can take down a few of their Poémon easily.
Additional Comments: Throh is good for most major fights, but it is overall dependent on many Bulk Up boosts, which becomes problematic at the Pokémon League. In White, you can find a level 17 Throh fairly easily by going into dark grass with a level 17 Poémon in the lead and using a Repel. Throh generally can set up only 2-3 Bulk Ups at most, as its low Speed means that it will often take a hit before doing anything.
 
Last edited:

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
B-Tier
Reserved for Pok&ecute;mon 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 number of foes and may require a bit of item reliance to sweep opponents' teams. These Pokémon are very useful, (AC) but either have several flaws holding them back or are encountered fairly late.

Dwebble

Availability:
Early-game (Desert Resort, 10%, levels 20-22).
Typing: Bug/Rock typing is peculiar, giving only weaknesses to Water-, Rock- (common), and Steel-types. Matchup-wise, Dwebble has advantages against Elesa, Skyla, Brycen, Grimsley, and, to an extent, N. It shouldn't be used against Clay and Marshal.
Stats: Dwebble has good base 85 Defense, 65 Attack, and okay 55 Speed. Crustle has good overall bulk and great Attack, but is sluggish at base 45 Speed.
Movepool: Dwebble starts with Smack Down and gets Bug Bite and Stealth Rock in a few levels. Dwebble gets the staple Rock Slide at only level 29, complemented by X-Scissor via TM. As Crustle, it learns Shell Smash at level 43 or via Heart Scale, which turns it into a somewhat fast sweeper. The Shadow Claw, Dig, Bulldoze, Aerial Ace, and Return TMs round out Crustle's coverage.
Major Battles: Dwebble's Rock STAB and Stealth Rock punish Elesa's Emolga and Volt Switch. The line beats Clay's Krokorok and easily sweeps the last three Gyms with Shell Smash. Against the Elite Four, Grimsley is rough due to Sand-Attack and Krookodile's Intimidate. Shauntal and Caitlin are shaky due to special moves, and Marshal is awkward due to Stone Edge. It can take N's Vanilluxe and Zoroark and Ghetsis's Hydreigon.
Additional Comments: Dwebble is a Pokémon with several good matchups after it is taught Shell Smash. Ability-wise, Sturdy guarantees Dwebble lives any hit from full health, while Shell Armor blocks critical hits; both are great.

Ferroseed

Availability: Late-game (20% chance to appear in Chargestone Cave).
Typing: Steel-type gives Ferroseed a huge amount of resistances, which are notable in the battles against Drayden/Iris, Caitlin, Shauntal, and Grimsley. Its Grass typing leaves it neutral against Skyla and Brycen, unfortunately, but it does make it good against Water-type lines, particularly the Seismitoad one. It does fear Fire-types, though.
Stats: The Ferroseed line possesses great Defense and Special Defense, acceptable Attack, and very low Speed, making it usually move last.
Movepool: It will know Metal Claw and Gyro Ball upon being caught and, depending on the level, either Curse (24 or 25) or Iron Defense (26). It learns Power Whip upon evolution and Iron Head at level 46 for more PP. Payback can be learned naturally or via TM.
Major Battles: Ferroseed can do well against Skyla, but it needs a lot of Curse boosts to beat her. It also does great against Brycen and extremely well against Drayden/Iris. It takes out Shauntal's Golurk and Jellicent, can beat Grimsley's team by setting up Curse, and beats Caitlin's Gothitelle and Musharna by virtue of its typing. However, it struggles against Marshal. It can also beat N's Archeops and Vanilluxe along with Ghetsis's Seismitoad.
Additional Comments: Ferroseed's great typing makes it useful against most major fights, but its low Speed means that it will always take a hit before doing anything. It is also reliant on Curse boosts to win matchups. Giving Ferroseed Rocky Helmet from Cold Storage is a good idea, as it and Iron Barbs will harm contact move users for 1/4 of their HP.

Joltik

Availability:
Late-game (39% chance to appear in Chargestone Cave).
Typing: Electric typing lets it handle all Flying-types (most notably Skyla) and many Water-types. Its Bug typing allows it to hit Grimsley super effectively and makes Ground-type moves neutral. However, foes' Rock and Fire coverage will get into its way.
Stats: It has good Special Attack and high Speed (which makes Electro Ball useful), although its bulk is not impressive.
Movepool: It comes with Bug Bite and Electroweb upon being caught. At levels 29 and 34, it will learn Electro Ball and Signal Beam. It should be taught Thunder through TM at Icirrus City. Charge Beam is also an option, albeit an unnecessary one.
Major Battles: As a Galvantula, it sweeps Skyla and Brycen and can help in the fight against Drayden/Iris. At the Elite Four, it can contribute by taking out specific threats, but generally does not sweep.
Additional Comments: Joltik's usefulness is generally limited only to Pokémon that are either frail or weak to Electric or Bug. Catch a Joltik with Compound Eyes, as it's needed to achieve 91% accuracy on Thunder.

Karrablast (Trade)

Availability:
Mid-game (Route 6 at a 25% encounter rate).
Typing: Bug/Steel typing gives Escavalier nine resistances that help out against the final two Gyms, Shauntal, Caitlin, N, and (to an extent) Grimsley. Fire-type moves are rare save for Shauntal's Chandelure, N's Reshiram, and Ghetsis's Hydreigon and Eelektross.
Stats: Fantastic bulk of 70/105/105 and Attack of 135 make Escavalier an effective tank, though base 20 Speed means it will always move second.
Movepool: Rough early, but Escavalier soon gets Iron Head at level 37, the X-Scissor TM, and Swords Dance at 52, with Slash and Return as coverage.
Major Battles: Escavalier sweeps Clay with Fury Cutter (steal a Persim Berry from a wild Tympole for Swagger). Escavalier solos Brycen, Drayden/Iris, and 2/3 of Skyla's team too (use Slash on Swanna). Escavalier handles the end-game well via Iron Defense and Swords Dance, though Shauntal and Ghetsis are shaky.
Additional Comments: Escavalier is an incredibly dominant Pokémon that, while a hassle to get going, has a place in almost all remaining major battles. While the slow Speed can leave it open to status and taking hits constantly, the advantages it possesses make it worthwhile. Make sure you get a level 26 or lower Karrablast for Fury Cutter. Shed Skin is the preferred ability as a Karrablast, as it becomes Battle Armor after evolving which helps Escavalier avoid critical hits.

Litwick

Availability: Late-game (100% chance of encounter at Celestial Tower's 2nd floor).
Typing: Fire/Ghost hits Bug- and Grass-types hard as well as major battles with Ice-types (Brycen), Psychic-types (Caitlin), and other Ghost-types (Shauntal). However, Grimsley's Dark-types as well as Water-, Rock-, and Ground-type coverage threaten it significantly.
Stats: As a Litwick, its stats are unimpressive, especially Speed, only getting somewhat acceptable with Lampent. However, as a Chandelure, it possesses really high base 145 Special Attack, good base 80 Speed, and acceptable base 90 Defense and Special Defense.
Movepool: Litwick relies on Flame Burst and Hex + Will-O-Wisp as STAB moves. It can be taught Fire Blast and Shadow Ball through TMs.
Major Battles: It does well against Brycen as Lampent or Chandelure, and can do well against Drayden. It also performs well against Shauntal and Caitlin and can contribute nicely to every other matchup, either by KOing a specific threat or by spreading burns.
Additional Comments: A Dusk Stone can be found in Mistralton Cave, allowing you to use a Chandelure against Brycen and more Route trainers, but requires a detour. Another one can be found on Route 10, but it comes later. Litwick's late evolution (level 41) is an offset for Chandelure's destructive nature. Flame Body is the preferred ability, as it burns contact move users 30% of the time.

Pansage

Availability:
Early-game (Dreamyard (Tepig) / Pinwheel Forrest (Inner) rustling grass at 10%).
Typing: Grass typing is bad or neutral for most Gyms aside from Clay and half of Shauntal's team.
Stats: The monkeys have all around good stats, most notably base 98 offenses and 101 Speed.
Movepool: Vine Whip becomes Seed Bomb at level 22, and Leech Seed helps at 16. Simisage gets Dig, Acrobatics, Shadow Claw, Rock Tomb, Rock Slide, all Fighting-type TMs for wide coverage, and Work Up for setting up.
Major Battles: Simisage can hit Shauntal's Jellicent and Golurk, Grimsley's Krookodile, N's Carracosta, and Ghetsis's Seismitoad with Seed Bomb, with TM coverage handling almost everything else.
Additional Comments: Although Pansage has a wide coverage and great stats, its Grass typing causes it problems in a lot of situations. Evolve at level 22 after getting a Leaf Stone in Castelia City.

Sigilyph

Availability:
Mid-game (10% chance to appear in Desert Resort) at level 20.
Typing: Both Psychic- and Flying-type moves allow it to hit Fighting-types and Marshal super effectively, but this typing leaves it vulnerable to Shauntal and Grimsley. Common Rock coverage is also problematic.
Stats: Great base 97 Speed and 103 Special Attack with acceptable 72/80/80 bulk make Sigilyph great for Route trainers.
Movepool: Sigilyph comes with Psybeam upon capture, learning Air Cutter one level later. It learns Light Screen and Reflect at levels 24 and 28. Air Slash at level 41 and Psychic at level 44 are Sigilyph's best STAB moves and the last level-up moves it will need. Charge Beam and Shadow Ball can be taught through TMs, and it can be given Fly for utility, but the latter is generally useless for battles.
Major Battles: It can beat Clay bar his Excadrill, Skyla, Drayden/Iris, and Marshal. In every other matchup, the most it can do is set up a Reflect or Light Screen for another teammate to take advantage of.
Additional Comments: Sigilyph's contributions to major fights aren't generally high, but it is nonetheless a good Pokémon that can clean Route trainers easily. Before going through the Desert Resort, make sure to take the 10 Ultra Balls from Professor Juniper in the gate to Nimbasa to make Sigilyph's capture easier. Magic Guard is the preferred ability due to making Sigilyph harder to wear down.

Solosis

Availability: Mid-game (Route 16/5, 30%, only in White Version).
Typing: Psychic typing lets the Solosis line be favorable against Marshal, yet weak to Shauntal and 2/3 of Ghetsis's team; neutral elsewhere.
Stats: Solosis and Duosion have low bulk and Speed with high Special Attack. Reuniclus has good bulk and high Special Attack, but low Speed.
Movepool: At level 25, Solosis's moves are Psyshock, Recover, Light Screen, and Charm, with Reflect and Thunder Wave available as TMs. Otherwise, it has sparse options until Reuniclus, when it gets the Shadow Ball, Focus Blast, and Grass Knot TMs. Hidden Power is also an option if you catch a level 24 or lower Solosis, though its damage is lower.
Major Battles: When not fully evolved, Solosis functions best in major battles as a superb Eviolite user. Late-game, it can take on Caitlin and to an extent Shauntal with Shadow Ball, being neutral elsewhere.
Additional Comments: While slow, Solosis is incredibly powerful and can hold its own with Eviolite, especially after becoming Duosion. While a little tricky to get going and lacking in coverage for a while, the Solosis line is a big player in most major battles due to its sheer power. Magic Guard is recommended as an ability over Overcoat to prevent indirect damage.

Timburr (No Trade)

Availability:
Early-game (Outer Pinwheel Forest, 20%).
Typing: Fighting hits numerous Normal- and Rock-types and Lenora, Clay, Brycen, Grimsley, and half of N's and Ghetsis's teams super effectively.
Stats: It has high base Attack of 105 and excellent bulk as a Gurdurr with Eviolite, but is slow at base 40 Speed.
Movepool: It will initially rely on Low Kick and Rock Throw, learning Wake-Up Slap at level 20. After evolving, it learns Bulk Up and Rock Slide at levels 29 and 33, along with Hammer Arm at level 45 and Stone Edge at 49. It also learns Brick Break and Payback via TM.
Major Battles: It does well against Lenora and can do well against Burgh if it's a Gurdurr by that time. It can also help with Elesa and sweep the rest of the Gym Leaders save for Skyla. It does well against Marshal and Grimsley, but has trouble with everyone else.
Additional Comments: Gurdurr remains useful until the Pokémon League, where it falls off due to unfavorable matchups and low stats that do not catch up with the Elite Four. However, Gurdurr still hits roughly 1/3 of endgame with STAB. If you have Sheer Force, do not teach Stone Edge over Rock Slide, as they would have almost the same power, but Rock Slide is more accurate. Gurdurr and Conkeldurr share the same level up learnset.

Tepig

Availability:
Starter (Nuvema Town).
Typing: The Fire/Fighting typing of Tepig's evolutions is a mixed bag, giving advantages for Lenora, Burgh, Brycen, Grimsley, N, and Ghetsis, but
neutral to Marshal and the 8th Gym; bad elsewhere.
Stats: The Tepig line are mixed attackers with slightly slow Speed and decent bulk.
Movepool: Wide, with Pignite learning Flame Charge, Arm Thrust, and Rollout naturally and Rock Tomb, Dig, Bulldoze, Grass Knot, and SolarBeam via TMs. Later on, Emboar has access to the Scald, Rock Slide, Wild Charge, and Low Sweep TMs as well as Hammer Arm through the move relearner. Fire comes through Heat Crash at level 31 for Pignite and Flamethrower at 43.
Major Battles: The line loses to Clay, Skyla, Shauntal, and Caitlin. It takes on Elesa with Eviolite, Grimsley, N, and Ghetsis, but is shaky due to many weaknesses.
Additional Comments: Although Tepig starts off with very strong matchups, it eventually falls off due to the lack of powerful STAB moves without drawbacks.

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 foes but are matchup-based enough to need some item assistance in sweeping some opponents' teams. These Pokémon are useful; however, they either have several flaws holding them back or barely make up for their late arrivals.


Audino

Availability:
Early-game (Any rustling grass after obtaining the first Badge).
Typing: Audino is a Normal-type, making it neutral against all but Shauntal, who is immune, and Marshal, who hits it super effectively.
Stats: Base 103/86/86 bulk makes Audino sturdy. Base 50 Speed and the offensive base stats of 60 are mitigated by movepool.
Movepool: Wide. You'll have Pound and DoubleSlap for STAB until it gets Secret Power at level 20 and Return at Nimbasa, where Thunder Wave, Reflect, and Light Screen can also be bought. Other TMs include Dig and Grass Knot early on and many special attacks like Charge Beam, Shadow Ball, Thunderbolt (detour), Surf, Thunder, Fire Blast, and Blizzard later on. To utilize these effectively, it is advised to teach Audino Work Up via TM.
Major Battles: With Secret Power or Return, Work Up, and high bulk, Audino takes on many Gyms very well. Audino's movepool and screens keep it relevant end-game, with the Substitute and Work Up TMs helping it sweep Shauntal and Ghetsis.
Additional Comments: Audino is a surprisingly good choice for a team member. While the low offensive stats may turn players away, with Work Up, smart use of Regenerator, and a wide movepool including both Reflect/Light Screen for team support, Audino can fill several roles if the player uses it correctly. Catch Audino in the level range of 8-11 in the Dreamyard so it will be higher leveled than it would be on Route 2.

Basculin

Availability:
Late-game (Almost everywhere with Surf, which is obtained after getting six Badges).
Typing: Basculin are Water-type, letting them take on Shauntal's Chandelure, Grimsley's Krookodile, and N's Archeops.
Stats: Base 92 Attack and 98 Speed make Basculin a physical sweeper that can't take a hit (you won't use 80 Special Attack much).
Movepool: It gets Crunch at level 24 and STAB via Aqua Tail at 28 or the Waterfall HM. Double-Edge or the Return TM give Normal-type coverage.
Major Battles: Adaptability Basculin has decent matchups in the remaining fights bar Drayden, with Crunch hitting Shauntal's Jellicent.
Additional Comments: Basculin is pretty strong due to its Adaptability-boosted Water-type moves, but it is hindered by its late arrival. There is a Basculin trade for Minccino in Driftveil City, but it is inferior due to lacking Adaptabilty. Use Repel with a level 25 Pokémon on Route 6 (near Driftveil) to get a high-level Basculin.

Blitzle

Availability:
Early-game (20% chance to appear in Route 3).
Typing: Electric allows it to hit all Water-types bar Palpitoad and Seismitoad, along with Skyla and other Flying-types. It leaves it with the sole weakness of Ground, predominately represented by Clay.
Stats: Zebstrika has a great Attack stat and an excellent Speed stat, letting it outpace many foes. Its defensive stats are fine, but not the best.
Movepool: It learns Shock Wave at level 11 and Thunder Wave at level 15. Flame Charge at level 18 allows it to hit Electric-resistant Grass-types. It receives other other STAB moves via Spark at level 25 (as Blitzle) and Wild Charge at 47 (as Zebstrika). The Return TM helps it hit Ground-types.
Major Battles: Flame Charge allows it to beat Burgh's Leavanny, and it does well against Elesa as Zebstrika. It can, surprisingly, take out 2/3 of Clay's team by mitigating Bulldoze Speed drops with Flame Charge, and then hitting with Return. It sweeps Skyla effortlessly and can do well against Brycen. From there, it can only beat specific Electric-weak targets like Shauntal's Jellicent and spread paralysis with Thunder Wave.
Additional Comments: Blitzle is generally very weak until it evolves into Zebstrika, which maintains a good performance until end-game. A Zebstrika can also be caught at Route 7, thus skipping Blitzle's rather bad period, but then it avoids all previous matchups.

Cobalion

Availability:
Late-game (Mistralton Cave (requires Surf), one static encounter, Guidance Chamber, level 42).
Typing: Fighting/Steel typing gives Cobalion advantages against Brycen, the 8th Gym, Grimsley, N, and Ghetsis.
Stats: Cobalion's stats are average at worst. It has high bulk and passable 90 offenses.
Movepool: It has Iron Head and Sacred Sword; can be taught X-Scissor, Volt Switch, and Work Up via TMs; and gets Swords Dance at level 49.
Major Battles: Great for Brycen, but struggles against Drayden, requiring many Work Up uses. Bad for Shauntal and Marshal, but sweeps Grimsley and Caitlin with Swords Dance (the latter with X-Scissor). Rather favorable against N, but you might not sweep due to Focus Blast Zoroark and the legends (Zekrom takes a +6 Sacred Sword). Good against Ghetsis, though Hydreigon comes pretty close to OHKOing and outspeeding it.
Additional Comments: Cobalion is a decent late-game option, but a flawed one due to requiring a detour and underwhelming base 90 Attack. Dusk Balls to catch it with can be bought from Driftveil. Cobalion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit against Grimsley and Ghetsis.

Deerling

Availability:
Mid-game (35% chance to appear in Route 6).
Typing: Grass moves allow it to hit Clay and common Rock- and Ground-types super effectively, while Normal hits Bug- and Poison-types neutrally. However, it leaves it in an awkward position against Skyla, Brycen, and Marshal.
Stats: Deerling has good Speed, but the other stats are rather low. As Sawsbuck, it gets a great Speed and Attack with acceptable bulk.
Movepool: Jump Kick and Take Down are notable moves it will have upon being caught. At level 32, it learns its first Grass-type attack, Energy Ball. Upon evolution, at level 37, it learns Horn Leech. It can be taught Return and Wild Charge through TMs and Megahorn through the move relearner.
Major Battles: It can sweep Clay with healing, Brycen, and Drayden/Iris with the exception of Haxorus. It does well against Shauntal, Grimsley, and Caitlin, and can beat Ghetsis's Bisharp and Seismitoad as well.
Additional Comments: Deerling's high amount of weaknesses are present in a lot of major fights, but, as a Sawsbuck, it is generally pretty good. The Sap Sipper ability is preferred but not required. You can catch a Deerling from dark grass for higher levels.

Druddigon

Availability:
Late-game (10% in every season but Winter (in which it doesn't spawn at all) at Dragonspiral Tower's entrance).
Typing: Dragon typing lets Druddigon hit the remaining opponents neutrally with STAB, being fairly good against Drayden.
Stats: Base 77/90/90 bulk with 120 Attack makes Druddigon an effective tank, albeit one with a below-average 48 Speed.
Movepool: Druddigon starts with Dragon Claw and Crunch, and you can immediately give Druddigon Rock Slide and Bulldoze via TM. Revenge is learned at level 35 for Fighting-type coverage, and Hone Claws can be taught for a Heart Scale at the move relearner.
Major Battles: While Druddigon can be shaky against Brycen, Yache Berry can help, and it has the bulk to take Cryogonal's Aurora Beam and hit back with Revenge or Rock Slide. You have an edge against the eighth Gym because their use of Dragon Tail lets Druddigon strike first. End-game, Crunch hits Shauntal and Caitlin, and Revenge can be used for the Fighting-weak targets that Grimsley, N, and Ghetsis use.
Additional Comments: Druddigon is decent against the end-game, but comes too late to be great. You'll want Sheer Force over Rough Skin as an ability to power up Druddigon's moves with secondary effects.

Ducklett

Availability:
Mid-game (Driftveil Drawbridge shadows).
Typing: Water/Flying; former gives it an advantage against Ground-types (most notably Clay) and Fire-types, while the latter makes it strong against Fighting-types like Marshal, as well as Bug- and Grass-types. However, it is easily picked off by Electric-type moves, and Rock-types are shaky.
Stats: Ducklett and Swanna's stats are generally average at best, with the highest being 97 Speed alongside 87/87 offenses as Swanna.
Movepool: Level-up-wise, the only notable moves are Air Slash and Roost at level 27 and 30, and Brave Bird at level 47 as Swanna. TM-wise, it should be taught Scald very soon and potentially Rain Dance at level 34. It makes a great HM slave with STAB Surf and Fly.
Major Battles: It beats Clay save Excadrill and sweeps the other Gyms barring the 8th due to Haxorus. Against the Elite Four, it can beat specific threats, almost sweeping Marshal and Grimsley, though there's always one Pokémon that prevents a sweep. Caitlin is a bad matchup.
Additional Comments: Ducklett is incredibly weak, and Swanna falls off at the Pokémon League. However, Ducklett makes a good HM Slave. As a Ducklett, it will rely heavily on Mystic Water for damage output. One can be obtained from Nacrene City for saying you picked Oshawott (even if you didn't) before Surf. Keen Eye is more useful than Big Pecks ability-wise, but not required.

Elgyem

Availability:
Late-game (Celestial Tower from third floor onwards, 15%).
Typing: Psychic gives it a type advantage against Marshal; however, it is left severely weak to Grimsley and vulnerable to Shauntal's Ghost-types.
Stats: Elgyem possesses a good Special Attack, although the other stats are rather mediocre, especially Speed. Upon evolving, its Special Attack becomes a massive 125, and its bulk is acceptable, though it remains sluggish at 40 Speed.
Movepool: Elgyem will be using Zen Headbutt and (potentially) Hidden Power until it learns Psychic at level 39. It also learns Calm Mind at level 43 and, as Beheeyem, Recover at level 50. The Shadow Ball TM alongside Calm Mind lets it do well against Caitlin and Shauntal. It can be taught Charge Beam for Skyla and Thunderbolt from P2 Laboratory, though the latter isn't required.
Major Battles: Elgyem can do well against Skyla with Charge Beam and Drayden/Iris (Brycen is average). Against the Elite Four, it loses to Grimsley, but does well against the rest, especially by setting up on them. However, it will generally require healing every fight, and it cannot sweep Shauntal fully due to her Golurk outspeeding Elgyem. Elgyem can also use Imprison on Shauntal and Caitlin, locking 3/4 of their teams out of Shadow Ball.
Additional Comments: Elgyem maintains consistent performance for what is left of the game, but it is very reliant on healing items and stat boosts to be efficient. Hold off Elgyem's evolution by one level so it can learn Calm Mind a little bit earlier. Synchronize is the preferred ability to punish status.

Emolga

Availability: Mid-game (Routes 5/16, rustling grass, 10% encounter rate at level 22).
Typing: Electric/Flying typing gives Emolga advantages against Skyla and Marshal. Rock-type moves are common, but Ice-type moves are rare outside Brycen.
Stats: Base 103 Speed is solid with average offenses of 75 and somewhat fragile 55/60/60 bulk.
Movepool: Emolga's early Electric-type moves (Shock Wave, Spark, Electro Ball, Volt Switch) are interchangeable. Acrobatics is at level 30 for Flying-type STAB, Light Screen is at level 34, and Discharge is at level 50 (the Thunderbolt TM is an alternative). Agility at level 46 can power up Electro Ball.
Major Battles: Good against Skyla and Marshal and neutral elsewhere. It can do decently against Shauntal's Jellicent, Grimsley's Scrafty, and Caitlin's Sigilyph (watch out for its Ice Beam though).
Additional Comments: Emolga has a decent mid-game due to an excellent typing and STAB combination, but even that can't save it due to lacking stats late-game. You can trade a Boldore for Emolga with Hiker Manny on Route 7. The male Lax-natured Emolga is level 30 with Lum Berry and 20/20/31/20/20/20 IVs. Emolga's default Static ability paralyzes contact move users 30% of the time, which powers up Electro Ball.

Golett


Availability: Late-game (Dragonspiral Tower 1F (50%), 2F (100%)).
Typing: Golett and Golurk are Ground/Ghost types with advantages against Caitlin, Marshal, and, to an extent, N and Shauntal.
Stats: Golett and Golurk are slow, but have great Attack and good defenses; Golurk has exemplary 124 Attack with 89/80/80 bulk.
Movepool: Immediately reteach Shadow Punch for a Heart Scale in Mistralton City and TM Bulldoze on for physical STAB moves. Iron Defense is a great move for Golett against many opponents. By holding off on evolving two extra levels, Golett will learn Earthquake early at level 45 to replace Bulldoze. The fourth slot can be rotated between the Bulldoze, Brick Break, Low Sweep, Rock Slide, and Substitute TMs, and the Fly HM as Golurk.
Major Battles: If you have Golurk with Earthquake, it can do well against Drayden/Iris, as Fraxure and Haxorus will generally boost while you 2HKO. Against the Elite Four, it takes on Shauntal and Caitlin with Shadow Punch and helps against Grimsley and Marshal with Iron Defense, Earthquake, and Fly, even reliably soloing Marshal. Golurk performs well against N and is decent for Ghetsis, but watch out for super effective coverage.
Additional Comments: Golett is generally good, but its late arrival means that it isn't able to participate in many battles. The Iron Fist ability is preferred over Klutz, as it will give Golett's and Golurk's Shadow Punch a 20% boost.

Gothita

Availability: Mid-game (30% chance to appear on Route 5/16, only in Black Version).
Typing: Psychic lets it beat Marshal and all Poison-types reliably, but is left weak to Shauntal's Ghost-types and Grimsley's Dark-types.
Stats: The whole line's stats are generally not very high, but acceptable, with the exception of Gothitelle's Special Defense, which reaches 110.
Movepool: It has Faint Attack and Psyshock at levels 24 and 25. As a Gothorita, it learns Psychic at level 39. Charge Beam and Shadow Ball are recommended moves to be taught through TM, and you can also get Thunderbolt's TM from P2 Laboratory.
Major Battles: As a Gothorita, it does well against Skyla and helps against Brycen. As a Gothitelle, it has a great matchup against Marshal and contributes to Caitlin's and Shauntal's battles.
Additional Comments: Gothita is the definition of "average"; it doesn't generally perform badly, but it also doesn't perform spectacularly. You can catch a Gothita from dark grass at level 25, which will have Psyshock immediately. The Frisk ability is unhelpful.

Klink

Availability:
Late-game (Chargestone Cave (levels 25-27. 1F 29%, 2F 26%)).
Typing: Steel gives Klink resistances to the Gyms and the primary STAB moves of Shauntal, Caitlin, and Grimsley, with a weakness to Marshal.
Stats: Klink starts out as a slow master-of-none due to 70/60 defenses being undermined by base 40 HP and 55 Attack. Klang is respectable aside from base 50 Speed. Klinklang at level 49 has decent 60/115/85 bulk with 100 Attack and 90 Speed.
Movepool: The only physical attacks the line gets are STAB Gear Grind (two-hit move for 50 power each) and the Rock Smash and Return TMs. If you hold off on evolving Klang for three levels, it gets Shift Gear at level 52 to boost Attack and raise Speed. It does not learn Wild Charge via TM.
Major Battles: Klink uses the otherwise niche Charge Beam (learned naturally at 26) to handle Skyla along with Gear Grind. Brycen is handled by Klang's Gear Grind, though Beartic can take at least one and likely use Swagger. Klang can tackle Drayden/Iris, but will likely be worn down because it has no way of boosting its own Attack save X items. The Elite Four are largely average thanks to coverage moves, but N and Ghetsis are favorable.
Additional Comments: Due to its shallow movepool, Klink is an average Pokémon that excels best when it has a type advantage. Gear Grind has reliability issues with 90 accuracy and Shift Gear isn't particularly notable in the final fights aside from Ghetsis and Caitlin to an extent.

Minccino

Availability:
Mid-game (30% chance to appear on Route 5/16).
Typing: Normal lets it hit all major opponents neutrally bar Shauntal and common Rock- and Steel-types, but it is weak to Marshal's Fighting-types.
Stats: Minccino's stats are middling bar 75 Speed. Cinccino's Attack and Speed are high, but is has fragile 75/60/60 bulk.
Movepool: As a Minccino, it will have Encore upon being caught, which is really useful if the foe uses a status move, as the AI doesn't generally know how to switch. It also learns Swift, Tail Slap (main STAB attack), and Wake-up Slap (only useful for the Bisharp end-game) at levels 19, 25, and 31. As a Cinccino, it can be retaught Bullet Seed and Rock Blast through move relearner for Technician-boosted coverage.
Major Battles: Cinccino can do well against Clay, especially if it locks Excadrill into Hone Claws. It also sweeps the rest of the Gym Leaders without too many problems (although Drayden's Druddigon is problematic due to Rough Skin). It does well against Shauntal, not including Cofagrigus, and fine against Caitlin. It can also be useful against N and Ghetsis.
Additional Comments: Minccino is a very strong Pokémon, but is reliant on its multi-hit moves hitting more than 2 times to secure OHKOs or 2HKOs. A Shiny Stone to evolve Minccino is obtained from a girl in a house on Route 6. Technician is the preferred ability to boost the power of multi-hit moves.

Munna

Availability:
Early-game (Dreamyard with a 20% encounter rate at levels 8 and 10).
Typing: Both Munna and Musharna are pure Psychic-types, with Marshal being their only advantageous matchup.
Stats: Munna and Musharna focus on being bulky attackers, with Munna having 67 Special Attack with 76/45/55 bulk. After evolving with a Moon Stone, those stats get increased to 117/85/95 bulk with 107 Special Attack as a Musharna, but the line in general is extremely slow.
Movepool: Munna starts with Yawn, picking up Psybeam at level 11, Moonlight at level 17, Calm Mind at level 35, and Psychic at level 37, after which you should evolve Munna. TM-wise, Musharna can make use of Charge Beam, Shadow Ball, Thunder Wave, Reflect, and Light Screen.
Major Battles: As a Musharna, it does pretty well against Skyla, Brycen, and Drayden/Iris with Psychic, but has problems against the previous Gym Leaders unless you evolve early. If you have Calm Mind, it can do well against Shauntal, Caitlin, and Marshal, often requiring support elsewhere.
Additional Comments: Musharna is good with Calm Mind and Psychic, but keeping it as a Munna until it learns them requires too much investment to recommend. Unevolved, it generally requires Eviolite and 3HKOs most things.

Pansear

Availability: Early-game (Dreamyard (Oshawott) / Pinwheel Forrest (Inner) rustling grass at 10%).
Typing: Fire typing is average Gym-wise aside from Burgh and Brycen.
Stats: The monkeys have all around good stats, most notably 98 offenses and 101 Speed.
Movepool: The weak Incinerate becomes Flame Burst at level 22, with Yawn at 16. Simisear gets Dig, Acrobatics, Shadow Claw, Rock Tomb, Rock Slide, all Fighting-type TMs for wide coverage, and Work Up for setting up. The Fire Blast TM is at Icirrus for a stronger STAB attack.
Major Battles: Aside from Burgh and Brycen, Simisear can handle Shauntal and Grimsley with Work Up, with TM coverage handling almost everything else.
Additional Comments: Although Simisear has great stats and wide coverage, its period as Pansear is terrible, due to relying on the weak Incinerate. Evolve at level 22 after getting a Fire Stone in Castelia City.

Pidove

Availability:
Early-game (40% chance to appear in Route 3).
Typing: Normal hits all bosses bar Shauntal for neutral damage, while Flying helps against Burgh and Marshal, although it makes Elesa difficult.
Stats: Base 105 Attack and 93 Speed are good with decent 80/80/55 bulk as Unfezant. Pidove struggles with slightly low stats for a little bit though.
Movepool: Work Up, Quick Attack, and Air Cutter are going to be its moves for the majority of time until Nimbasa, where it can be taught Return through TM. Fly can also be taught for a physical Flying-type attack, while also providing fast travel across the whole region. Work Up allows it to sweep most matchups post-Elesa. Roost at level 18 allows the line to deal with Clay's Excadrill and Brycen due to removing the Flying typing.
Major Battles: It does well against Burgh and, as Unfezant, defeats all Gym Leaders from Clay (save Excadrill) onwards, typically relying on Work Up boosts. It also does well against Shauntal and Ghetsis, although it is completely useless against N.
Additional Comments: Pidove generally requires a few Work Up boosts to sweep every good matchup. Super Luck is the preferred ability.

Roggenrola (No Trade)

Availability:
Early-game (Wellspring Cave at a 50% encounter rate).
Typing: Rock typing lets the Roggenrola line take on Lenora, Burgh, Elesa, Skyla, Brycen, and N.
Stats: Roggenrola and Boldore are physical tanks, but extremely slow. After evolving into Boldore, it has 105 Attack and excellent bulk with Eviolite.
Movepool: Roggenrola has Headbutt, picking up Rock Blast at level 14 and Iron Defense at level 20. If you keep it unevolved for 2 levels, Roggenrola picks up Rock Slide at level 27, which carries it to Stone Edge at 48, when evolved. Rock Smash, Return, Bulldoze, and Toxic can be taught via TMs.
Major Battles: The line is a great choice for Lenora, Burgh, and (if the only Pokémon in the party so it doesn't get phazed out by Dragon Tail) Drayden/Iris with Iron Defense. Boldore counters Elesa, Skyla, and Brycen well, but should mostly avoid Clay. It will generally be less useful end-game due to 105 Attack not hitting hard enough.
Additional Comments: Boldore remains useful until the Pokémon League, where it falls off due to unfavorable matchups, low stats that do not catch up with the Elite Four, and limited targets to hit with STAB moves. Eviolite is required to make Boldore's bulk manageable.

Sewaddle

Availability:
Early-game (35% chance of appearing in inner Pinwheel Forest).
Typing: Grass notably allows it to hit Water-, Rock-, and Ground-type Pokémon, which Clay uses. Its Bug typing helps with Grass-types, Psychic-types (Caitlin), and Dark-types (Grimsley). However, it is left with many weaknesses; the most fatal being Flying and Fire.
Stats: Sewaddle and Swadloon have good bulk and Attack. Leavanny possesses high Attack and Speed with decent 75/80/80 bulk.
Movepool: It has Bug Bite and Razor Leaf as STAB moves very early (by level 15). Leavanny learns Leaf Blade and Swords Dance at levels 36 and 46. The Return and Shadow Claw TMs are good for Leavanny. X-Scissor should also be taught through TM as well for STAB.
Major Battles: Swadloon takes out Burgh's Leavanny. As a Leavanny, it can take out one of Elesa's Emolga, and beat Clay bar his Excadrill and Brycen save his Beartic. It sweeps the Elite Four except Marshal due to his Pokemon having Stone Edge. It can also take down Ghetsis's Seismitoad and Cofagrigus.
Additional Comments: Leavanny's performance is shaky until it learns Swords Dance, just in time for the Pokémon League, where it majorly improves. Swadloon requires 220 friendship to evolve into Leavanny. Swadloon will likely evolve before Elesa, but definitely before Clay. Use massages in Castelia and the Soothe Bell in Nimbasa to your advantage. Swarm is the preferred ability over Chlorophyll.

Snivy

Availability:
Starter (Nuvema Town).
Typing: Grass typing is bad for 5/8 Gyms aside from Clay (hits super effectively bar Excadrill) and neutral elsewhere save half of Shauntal's team.
Stats: The Snivy line are speedy walls with below-average offenses until Serperior.
Movepool: Shallow. Vine Whip upgrades to Leaf Tornado and, after evolving, to Leaf Blade at 32, with Growth and Leech Seed early on. At level 36, Servine gets Coil but has trouble setting up due to having five weaknesses. Serperior learns Giga Drain at level 44 and Return, Reflect, and Light Screen TMs are in Nimbasa City.
Major Battles: Besides Gyms, Serperior can hit Shauntal's Jellicent and Golurk, Grimsley's Krookodile, N's Carracosta and Ghetsis's Seismitoad.
Additional Comments: Snivy's Grass typing, bad early-game, and overreliance on Coil boosts to sweep major fights make Snivy the least useful starter for the games.

Tirtouga

Availability:
Mid-game (Revived at Nacrene City Museum from a Cover Fossil from Relic Castle, level 25).
Typing: Water/Rock is very not useful, as it makes it much weaker to Clay and Elesa. It does prove useful against Skyla and Brycen though.
Stats: The Tirtouga line has good Attack and Defense, although they lack Special Defense and Speed, with the latter being problematic as Shell Smash boosts sometimes are not enough to outpace everything.
Movepool: It starts off with Aqua Jet, Crunch, and Ancient Power. Ancient Power can be replaced with Rock Tomb via TM for a physical Rock-type attack until Smack Down at level 31 or Rock Slide through TM. Scald can be taught via TM and replaced by the Surf HM, Aqua Tail (level 45), or the Waterfall HM post-Surf. The line can either rely on Curse at level 35 or, when evolved, Shell Smash at level 40 for sweeping, the latter giving more power outright.
Major Battles: Although it struggles against many opponents, it can flawlessly beat Skyla, Brycen, and Drayden. It also performs well against Grimsley and can prove useful against N and Ghetsis.
Additional Comments: Tirtouga's bad typing and Speed issues even after a Shell Smash boost cause it problems for a lot of major fights. Either ability is useful to setup Shell Smash.

Tympole

Availability:
Early-game (40% chance to appear in Pinwheel Forest (Outer)).
Typing: Water lets it hit Clay along with Fire-types and common Rock-types. Water/Ground typing from Palpitoad onward leaves it with only a 4x weakness to Grass. The typing also allows it to do well against Elesa by blocking her Volt Switch.
Stats: Other than HP, which reaches 105 as Seismitoad, the line's stats are generally only decent.
Movepool: It has BubbleBeam at capture and gets Mud Shot at level 16. Palpitoad learns Muddy Water at level 28 and Rain Dance at level 33. TM-wise, Dig (as Sesmitoad), Bulldoze, Rock Slide, Scald, and Brick Break are good options. Seismitoad learns Drain Punch at level 44. Teach it Surf once acquired.
Major Battles: Can beat Burgh bar his Leavanny and is really useful against Elesa. It also has a nice matchup against Clay. Starting from Skyla, it will be heavily reliant on rain for great damage output, although it is bad against Caitlin regardless. However, it is useful against N and Ghetsis.
Additional Comments: Tympole has a generally decent performance as the only Water/Ground type and counter to both Elesa and Clay. Aside from these points, Seismitoad fails to stand out with only balanced stats and reliance on rain (which makes Swift Swim the preferred ability).

Vanillite

Availability:
Mid-game (Cold Storage at 30% encounter rate).
Typing: The Vanillite line are pure Ice-types, only having clear advantages against Brycen (with Flash Cannon) and Drayden/Iris.
Stats: Vanillite and Vanillish excel in Special Attack and Special Defense while having modest other stats. Once it evolves into Vanilluxe late-game, it has great stats all around with fantastic 110 Special Attack and acceptable 79 Speed.
Movepool: Vanillite starts with STAB Avalanche, picking up Mirror Shot for Steel-type coverage and Acid Armor soon. Before evolving at level 35, Vanillite learns the great STAB Ice Beam. Vanillish gets Mirror Coat at level 47 and can be taught Flash Cannon and Light Screen via TM.
Major Battles: Vanillite can do decently against Clay with Acid Armor and Avalanche, though it will likely have difficulty soloing without items. Vanillish does well against Skyla and the 8th Gym, and can take on Brycen if taught Flash Cannon. Against end-game, Vanilluxe tends to have one target it can hit super effectively per battle aside from Marshal, and can turn the tables on special attackers with Mirror Coat.
Additional Comments: Although Vanillite's Ice typing allows it to hit many foes, it also leaves it susceptible to most moves. Furthermore, its final evolution is very late, so patience will be needed when raising it.

Venipede

Availability:
Early-game (Pinwheel Forest (Inner), 15%).
Typing: Bug/Poison, which lets it only have a true advantage against Burgh's Leavanny (Marshal has Stone Edge and Rock Slide).
Stats: Venipede has good Attack, Defense, and Speed, with Whirlipede briefly defensive. Scolipede has fantastic Attack and Speed, but with a shaky bulk.
Movepool: Venipede is unwieldy until Poison Tail at level 19 and Bug Bite at 22 before evolving into Whirlipede and learning Iron Defense. Early on, the line can use Rock Smash, Rock Tomb, Dig, and Return via TMs. As a Scolipede, it can relearn Megahorn via Heart Scale and be taught Poison Jab and Rock Slide via TM later post-Surf.
Major Battles: Whirlipede beats Burgh's Leavanny, but should avoid Elesa. As a Scolipede, it can deal with Clay's Krokorok and use Iron Defense and Dig for Excadrill. Scolipede should sit Skyla out, but takes on Brycen and Drayden/Iris fairly well. Scolipede is decent for Caitlin but should be wary of misses and STAB Psychic. It beats end-game's physical threats with Iron Defense, but should be wary of high critical hit ratio moves.
Additional Comments: Venipede is reliant on Iron Defense boosts to win the majority of the late-game and end-game fights. Both Poison Point and Swarm have their uses, so either ability is fine. Consider catching a Whirlipede once the dark grass inside Pinwheel Forest opens up after beating Burgh to skip the awkwardness of Venipede's early moves.

Virizion


Availability:
Late-game (Pinwheel Forest's Rumination Field after fighting Cobalion, static encounter, level 42).
Typing: Fighting lets it hit Brycen and Grimsley super effectively, while Grass lets it hit the rest of the Water-, Rock-, and Ground-types. However, it is threatened heavily by Flying-type moves. It is also left vulnerable to Caitlin's Psychic-types, though it hits half of Shauntal's team with Grass.
Stats: It has high 108 Speed and 129 Special Defense, along with a good Attack, Special Attack, and HP.
Movepool: It will have Giga Drain and Sacred Sword upon being caught and will learn Swords Dance at level 49. X-Scissor and Work Up can also be taught through TMs.
Major Battles: Virizion does well against every major fight that's left, although it will need healing in some cases. It is useful against N and is really good against Ghetsis, although it does not sweep him.
Additional Comments: Virizion is very hard to catch and requires 2 detours (one for Cobalion and one for itself). Virizion will likely be a little bit higher than your team in levels, so make sure you use it enough to get EVs. Virizion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit against Grimsley and Ghetsis.
 
Last edited:

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
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 foes and tend to be matchup-based enough to need items for sweeping a few opponents. The usefulness of these Pokémon are typically counterbalanced by many notable flaws or very late availability.

Bouffalant


Availability: Late-game (Route 10 at a 20% encounter rate).
Typing: Normal typing is average in the remaining fights save for an immunity to Shauntal and a weakness to Marshal.
Stats: Great 95/95/95 bulk and 110 Attack let Bouffalant tank well and hit hard, though it is slow at 55 Speed.
Movepool: Bouffalant starts with Revenge and the signature move of Head Charge, a 120 Base Power STAB move with 1/4 recoil. Bouffalant learns Megahorn at level 41 and the Payback, Bulldoze, Rock Slide, and Wild Charge TMs for useful coverage, with Return as an alternative STAB attack.
Major Battles: Bouffalant uses Head Charge in most fights, as it out-damages coverage moves unless they hit super effectively. Payback can help against Shauntal (watch out for Cofagrigus's Will-O-Wisp), and Revenge and Megahorn can be useful for Grimsley and Caitlin, respectively. Bouffalant can put in work against N and Ghetsis with coverage and Head Charge, but should avoid Marshal.
Additional Comments: Bouffalant isn't necessarily a weak Pokémon, but it comes too late to contribute much. Reckless is the preferred ability, as it gives Head Charge and Wild Charge a 20% damage boost.

Cottonee

Availability:
Early-game (Pinwheel Forest (Inner) 35% at levels 14-17 (only in Black Version)).
Typing: Grass typing only gives it a definite advantage against Clay and a few other individual targets in major battles. Mostly poor elsewhere.
Stats: Cottonee and Whimsicott have mediocre stats aside from good Speed.
Movepool: Stun Spore and Leech Seed are useful, and Mega Drain (Giga Drain at level 26) provides STAB. Charm at level 28 is useful, but it is generally not recommended to go for Cotton Guard at level 37 as numerous opponents have high critical hit-ratio or super effective moves. Whimsicott gets Tailwind at 28 to replace Stun Spore as well as the Shadow Ball and Light Screen TMs. Hurricane at level 46 gives Flying coverage.
Major Battles: Cottonee struggles against numerous major battles either because of a type disadvantage or simply not hitting hard enough. End-game, it can hit Shauntal's Jellicent, Grimsley's Krookodile, N's Carracosta, and Ghetsis's Sesmitoad for super effective damage and is neutral otherwise. Cottonee can support the team with numerous status moves but struggles to KO anything it doesn't hit super effectively.
Additional Comments: Prankster is recommended, but Cottonee's support options aren't efficient enough to offset its modest bulk or make it worth using. Sun Stone is given by an Ace Trainer in a building in Nimbasa City to evolve Cottonee. In White Version, you can trade a Petilil to Dye in Nacrene City, which has Modest nature and Prankster, is level 15, and has 20/20/20/31/20/20 IVs.

Cryogonal

Availability:
Late-game (Twist Mountain (5% in Winter, 1% in other seasons)).
Typing: Ice typing gives Cryogonal an advantage against Drayden/Iris and about one Pokémon per team end-game, save for Marshal.
Stats: Base 70 HP and 135 Special Defense makes Cryogonal a great special wall, complemented by good 105 Speed and 95 Special Attack. Base 30 Defense means Cryogonal will take reasonable damage from even neutral physical hits.
Movepool: Starts with Aurora Beam, gets Ice Beam at level 33, and Reflect and Light Screen at 37 or via TMs. It gets Flash Cannon via TM for Steel-type coverage. Recover at level 49 can help it wall special attackers late-game with Light Screen and the Substitute TM.
Major Battles: Cryogonal is decent for Brycen with Flash Cannon, though it is unlikely to sweep unless it uses Substitute. Cryogonal sweeps Drayden/Iris; however, if it fails to OHKO, it will take heavy damage. It is good against Shauntal's Cofagrigus and Golurk, Grimsley's Krookodile, Caitlin's Sigilyph and Musharna, N's Zoroark (as long as Night Slash doesn't hit critically) and Vanilluxe, as well as Ghetsis's Cofagrigus, Seismitoad, and Hydreigon.
Additional Comments: Despite coming late and being a pain to find, Cryogonal is a great asset in the last few fights with Ice Beam and fast dual screens. The Levitate ability gives Cryogonal an immunity to Ground-type attacks. Winter occurs in April, August, and December.

Cubchoo

Availability:
Late-game (Route 7 with 30% chance to appear in Winter in both types of grass).
Typing: Ice lets it hit Skyla and Drayden/Iris super effectively, but all major opponents bar Brycen hit it at least neutrally.
Stats: As a Beartic, it possesses high 110 Attack and acceptable bulk, but its Speed is really lacking at base 50.
Movepool: Upon evolving, it will learn Icicle Crash immediately. Brick Break, Rock Slide, Surf, Waterfall, and Shadow Claw are all TMs that can be taught to it. Superpower can also be retaught through the move relearner. As a Cubchoo, its STAB move will be Icy Wind.
Major Battles: Beartic does well against Skyla, Drayden/Iris, and Brycen due to Superpower and Rock Slide. Against the Elite Four, it can only take down Pokémon that are weak to Ice, which are Shauntal's Golurk, Caitlin's Sigilyph, and Grimsley's Krookodile.
Additional Comments: Cubchoo is good only against Pokémon that it can hit super effectively with STAB moves or strong coverage like Superpower. Catch a Cubchoo from normal grass, as dark grass ones will not have Icy Wind as an available move.

Durant

Availability:
End-game (Victory Road's first floor with 40% chance to appear).
Typing: Bug/Steel typing allows it to hit Grimsley and Caitlin super effectively, while resisting them in return. However, it is hit neutrally by Marshal's Fighting moves and is vulnerable to any Fire-type coverage.
Stats: Durant possesses high Attack, high Defense, and Speed that allows it to outpace many opponents, but all other stats are really low.
Movepool: Crunch, Dig, and STAB Iron Head are available on capture. X-Scissor from TM gives Bug-type STAB. Rock Slide via TM is also an option.
Major Battles: Durant doesn't have many fights left, but it can do well against Grimsley and Caitlin. It can also beat N's Archeops, Vanilluxe, and Zoroark with the appropriate STAB move. Watch out for Ghetsis's Hydreigon and Eelektross, as both have Fire-type moves.
Additional Comments: Durant is a strong Pokémon, but its extremely late arrival barely allows it to contribute to what is left of the games. Durant comes with either Swarm or Hustle as Abilities. Hustle makes Durant more powerful but more prone to missing, while Swarm maintains most of its moves' perfect accuracy, so both have their merits. Durant should be trained on Route 10 in order to gain experience and EVs quickly.

Foongus

Availability:
Mid-game (Route 6, 15% (fake items are low leveled, so don't go for them)).
Typing: Grass/Poison typing gives a slight advantage over Clay with weaknesses to Skyla, Brycen, and Caitlin.
Stats: Foongus and Amoonguss have good stats all around save for great HP and absolutely dismal Speed.
Movepool: Foongus gets Giga Drain in time for Clay, can be taught the Payback TM, and gets Toxic at 32, Synthesis at 35, and Protect via TM to help it stall better. Poison-type STAB comes in time for Brycen via the Sludge Bomb TM on Route 8. Spore is too late to be learned.
Major Battles: Other than a resistance to Marshal, it is neutral aside from hitting Shauntal's Jellicent and Golurk, Grimsley's Krookodile, N's Carracosta, and Ghetsis's Seismitoad super effectively.
Additional Comments: Foongus is very unnoteworthy as a Grass/Poison type, with the lack of Spore accessibility being its main flaw.

Frillish

Availability:
Late-game (Driftveil City with Surf (100%), levels 10-25 elsewhere).
Typing: Water/Ghost allows Jellicent to take on Brycen, Marshal, and Caitlin fairly well, but it is average elsewhere, having five weaknesses in total.
Stats: Frillish and Jellicent have great HP and Special Defense, good Special Attack, and average Defense as well as somewhat slow Speed.
Movepool: Surf and Shadow Ball make serviceable STAB moves, and Will-O-Wisp and Recover can be used against physical threats.
Major Battles: Brycen is rather easy for Jellicent due to its Ice resistance, though it is shaky against Drayden/Iris due to Dark-type moves. Jellicent can burn and stall Marshal's team out with Recover rather reliably despite the presence of Payback. Jellicent's special bulk allows it to take on Caitlin, but is uneven against Shauntal. It can hit a few of N's Pokémon like Klinklang and Vanilluxe, as well as Ghetsis's Seismitoad, safely.
Additional Comments: Frillish coming late and under-leveled offsets most of its decent end-game contributions. Cursed Body is the preferred ability over Water Absorb due to greater general use.

Liepard

Availability: Mid-game (Route 5 and 16 with a 20% chance to appear).
Typing: Dark typing gives an advantage against Shauntal and Caitlin, but a weakness to Marshal.
Stats: Liepard has great Speed and decent offenses, but low defenses.
Movepool: Liepard starts with Fake Out and Pursuit, which upgrades to Assurance and Night Slash at levels 31 and 43, respectively. Hone Claws at level 26 is worth using, and Aerial Ace, Rock Smash, Grass Knot, Thunder Wave, and Return can be taught via TMs.
Major Battles: Aside from the above in the Typing section, Liepard hits Skyla's Swoobat and Ghetsis’s Cofagrigus with STAB and Clay's Palpitoad, Ghetsis's Seismitoad, and N's Carracosta with Grass Knot.
Additional Comments: Although Purrloin is available on Route 2, its bad period would put it in E rank; thus, you should generally catch one from Route 5 or 16 (preferably from a dark grass). Limber is the preferred ability.

Maractus

Availability:
Mid-game (10% chance to appear in Desert Resort).
Typing: Grass provides it only with advantage against Clay (whose Excadrill actually beats it). All Gym Leaders either resist Grass or have STAB moves or coverage that hit it super effectively. Its Elite Four matchup is not great either. However, it does beat Water-types and the common Roggenrola line.
Stats: Other than base 86 Attack and 106 Special Attack, its stats are below average save 75 HP.
Movepool: It will start off with Mega Drain and Synthesis and learn Giga Drain at level 26. Acupressure comes at level 29, Petal Dance (its best STAB attack) arrives at level 38, and Sucker Punch is learned at level 42. It can also learn Sunny Day either via TM or at level 45.
Major Battles: Its only good matchup is Clay, although it cannot beat his Excadrill. The rest either hit it super effectively (Elesa's Emolga, Skyla, Brycen) or resist its STAB moves (Drayden/Iris). It also barely provides support for the Elite Four, N, and Ghetsis.
Additional Comments: The only reason this cactus can be constituted as useful is due to 106 Special Attack and Petal Dance making it good for most Route trainers. However, it provides little-to-no support for more major fights. Chlorophyll is preferred over Water Absorb as it allows Maractus to get the most out of Sunny Day.

Mienfoo

Availability:
Late-game (Outside of Dragonspiral Tower with 30% chance to appear in both types of grass).
Typing: Fighting allows it to hit common Normal-types along with Brycen and Grimsley super effectively. However, it is left vulnerable to Shauntal and Caitlin, whose Pokémon can take Fighting-type moves comfortably.
Stats: Mienfoo's Attack and Speed are mediocre at best, with the rest being even lower. Mienfoo gains a significant boost in Attack and Speed upon evolving, however, and can outpace the majority of end-game opponents.
Movepool: Mienfoo will have Drain Punch upon being caught and will learn Jump Kick at level 37. It can be taught Work Up, Brick Break, Acrobatics, and Rock Slide through TMs as well.
Major Battles: Mienfoo does well against Brycen and Drayden/Iris, though for the latter it needs to set up 3 Work Ups. Grimsley is also a good matchup, and Mienshao can defeat N's Zoroark, Klinklang, and Vanilluxe.
Additional Comments: Mienfoo isn't a bad Pokémon, but it doesn't cover what is left of the game well. Regenerator is recommended over Inner Focus to heal 1/3 HP upon switching out, which works well with U-Turn and Mienfoo's high Speed. It is a good idea to catch a Mienfoo from the dark grass from outer Dragonspiral Tower (accessible only in Winter), as it will be caught at a higher level.

Patrat

Availability:
Early-game (Route 1, 50%, levels 2-4).
Typing: Normal-type, giving an advantage to Shauntal and average everywhere else save N (where Watchog is mauled).
Stats: Patrat and Watchog have slightly below-average stats aside from decent Speed and Attack (77 and 85, respectively, as Watchog).
Movepool: Tackle upgrades to Retaliate and later Return, with Bite at level 6 and later Crunch at level 16 being staples. Low Kick via move relearner and TM moves like Dig and Grass Knot have sporadic use. Natural Confuse Ray, natural Hypnosis, and Thunder Wave via TM can provide team support.
Major Battles: Patrat and Watchog are decent in most major fights with Normal STAB and Work Up. Late-game, it can sweep Shauntal and Caitlin with +2 Blackglasses Crunch, and can hit N's Carracosta and Ghetsis's Seismitoad with Grass Knot. Low Kick hits the two Bisharp end-game.
Additional Comments: Patrat is very weak, and Watchog is reliant on Work Up boosts to win every major battle successfully. Keen Eye is the preferred ability to avoid accuracy-lowering from a few opponents, although it is not required.

Shelmet (Trade)

Availability: Late-game (40% chance to appear in Icirrus City puddles in non-Winter seasons).
Stats: Accelgor possesses an unrivaled Speed stat and has a good Special Attack, although its bulk is somewhat lackluster.
Movepool: It will have Mega Drain and Struggle Bug upon capture. It will also have Yawn and Protect, allowing it to put opponents to sleep safely. It learns Giga Drain and Bug Buzz at levels 37 and 44, respectively. Accelgor should be retaught Acid Spray through move relearner and Focus Blast or Sludge Bomb via TM in order to pick up KOs early on.
Major Battles: It does well against Brycen and Drayden/Iris with Acid Spray and a attacking move of choice, and it can also put any problematic Pokémon to sleep with Yawn. This strategy proves unreliable against the rest, but it does have good matchups against Caitlin and Grimsley.
Additional Comments: Accelgor's late arrival and lackluster end-game do not make it a desirable Pokémon.

Stunfisk

Availability:
Late-game (Icirrus City puddles (Spring, Summer, Autumn, 20%, levels 31-32), (Winter, 100% Surfing, levels 15-35)).
Typing: Ground/Electric typing is average against the major battles aside from losing to Brycen and being rather good against Shauntal.
Stats: Great 109/84/99 bulk with good 81 Special Attack (Attack is 66) and sluggish 32 Speed.
Movepool: Mud Shot serves as a special Ground-type STAB move, while Bulldoze and Dig are physical options. Discharge is generally preferable to Thunderbolt due to the 30% paralysis chance. Surf provides Water-type coverage, with Bounce and Revenge at levels 35 and 50, respectively, and Sludge Bomb and Rock Slide (for 30% flinch chance post-paralysis) through TMs being other options.
Major Battles: Bad against Brycen, but good against Shauntal's Chandelure and to an extent Jellicent. Stunfisk has a favorable matchup against Grimsley's Bisharp, Caitlin's Sigilyph, and Ghetsis's Bisharp. Stunfisk is particularly good against several of N's Pokémon and average elsewhere.
Additional Comments: Despite the unique typing, Stunfisk's middling stats and late arrival prevent it doing anything most earlier options do better. Static is the preferred ability over Limber, as it paralyzes contact move users 30% of the time.

Tynamo

Availability:
Late-game (8% chance to appear in Chargestone Cave's lowest floor).
Typing: Electric allows it to hit Skyla and Water-types super effectively. It is not threatened by Ground-type moves due to Levitate.
Stats: As Tynamo, its stats are rather bad. However, its bulk can be fixed with Eviolite, and its Special Attack becomes acceptable with Charge Beam boosts. As Eelektross, it gains great offensive stats and good defensive ones, although its Speed is low.
Movepool: It will have Charge Beam, Thunder Wave, and Spark as moves when caught. It will learn Crunch upon evolving and can be retaught Discharge through the move relearner. If you hold on evolving Eelektrik until level 44, it can also learn Thunderbolt, though it's generally not worth it as it is more beneficial to get Eelektross immediately (although you can also teach it through TM from P2 Laboratory post-Surf). Acrobatics and Grass Knot are also good options for it through TMs.
Major Battles: It can sweep Skyla even as Tynamo, as long as it has Eviolite. Brycen is swept by Eelektross as well. However, from that moment onwards, Eelektross can only take down specific threats that are weak to its coverage, such as Caitlin's Sigilyph and Ghetsis's Seismitoad with Grass Knot, as it generally requires many healing items to sweep any of them. However, it can still help by spreading paralysis with Thunder Wave.
Additional Comments: Tynamo isn't fully useless, but the amount of fights where it contributes majorly are limited. A Thunderstone can be found in Chargestone Cave, so evolve immediately when Tynamo evolves into Eelektrik. Although the upper floors also have Tynamo, they are with a 2% chance of encounter only.

Woobat

Availability:
Early-game (Wellspring Cave, 50%, levels 10-13).
Typing: Psychic/Flying, giving the line an advantage against Burgh, but weaknesses to Lenora's Crunch and Elesa, Brycen, and Grimsley in general. Shaky for Marshal despite Psychic/Flying typing due to Stone Edge. Neutral elsewhere.
Stats: The Woobat line has mediocre bulk and only slightly above average Special Attack, though it is extremely fast.
Movepool: Starts with Confusion and gets Psychic at level 41. Gust upgrades to Air Cutter at 21 and Air Slash at 32. Amnesia and Calm Mind at level 29 can help the line set up but are tricky to pull off. The line also gets TMs like Grass Knot, Thunder Wave, Charge Beam, and Shadow Ball.
Major Battles: Swoobat generally performs decently against Skyla and Drayden/Iris. The naturally learned, albeit niche, Imprison with Shadow Ball and Psychic allows it to boost up to +4 and solo Shauntal. Otherwise, Swoobat is too frail to be taking many hits to set up end-game.
Additional Comments: The Woobat line is extremely fast while lacking damage output until they learn Calm Mind, and even then it's unspectacular. Unaware is the preferred ability, as Klutz makes held items useless.

Yamask

Availability:
Mid-game (50% chance to appear in Relic Castle).
Typing: Ghost typing lets it hit Caitlin and Shauntal super effectively (while being hit super effectively by the latter), but struggles against Grimsley.
Stats: Yamask's good bulk can be buffed via Eviolite. As Cofagrigus, it has high 145 Defense and 105 Special Defense as well as decent 95 Special Attack, but low Speed and HP.
Movepool: It will rely on Hex + Will-O-Wisp for damage output in the beginning. It will learn Ominous Wind at level 25. Cofagrigus also learns Shadow Ball at level 39. Its TM movepool is poor and can only be taught Grass Knot to have something against Normal-types (excluding the Pidove line).
Major Battles: It is useful against Elesa and Shauntal and is pretty good against Brycen and Drayden/Iris. In all other matchups, it can either spread burns or require healing items in order to stay on the field.
Additional Comments: Yamask is useless against Normal- and Dark-types due to lacking a movepool to threaten them outside of Grass Knot. In general, Yamask isn't recommended for an efficient playthrough because its moves aren't suited for in-game outside STAB Shadow Ball.

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 sweep several opponents. These Pokémon either have flaws that outshine their strengths or are decent Pokémon that come too late to be of any major use.

Alomomola

Availability:
Late-game (Driftveil City, Surf in rippling water (95%), levels 10-30 (also found elsewhere)).
Typing: Water's only real benefit for Alomomola is walling Brycen better via resistance; it's average everywhere else save Drayden/Iris.
Stats: Alomomola has massive 160/80/45 bulk, but its Attack and Speed are about average with Special Attack being a low 40.
Movepool: Alomomola is heavily skewed toward status and support moves, with its best ones being Wish (level 37), Protect (Heart Scale/TM), and Toxic and Light Screen from TMs. The only viable offensive moves it gets are Waterfall and Return, with Aqua Ring being available via Heart Scale.
Major Battles: Alomomola functions similarly in all major battles by using Light Screen for team support and stalling with Toxic, Protect, and Wish.
Additional Comments: Alomomola is incapable of beating any major battles left. Hydration is preferred as it can be combined with Rest and the Rain Dance TM for free healing.

Deino

Availability:
End-game (Victory Road 1F (middle and rightmost room), 20%)
Typing: Dark/Dragon typing is only helpful for Shauntal and Caitlin and terrible for Marshal, being neutral elsewhere.
Stats: Deino has underwhelming stats, with Zweilous having roughly average stats aside from Speed. Hydreigon is out of reach at level 64.
Movepool: Crunch and Dragon Rush are primary STAB moves, with the only other options being Work Up, Body Slam (level 48), and Thunder Wave (TM).
Major Battles: Zweilous is good for Shauntal and Caitlin, but bad elsewhere due to lacking stats compared to everything else. Avoid Marshal.
Additional Comments: Deino comes and evolves too late to be useful.

Heatmor

Availability:
Late-game (rough patches outside Victory Road at a 45% encounter rate).
Typing: Fire typing is neutral virtually everywhere against the remaining six fights save for Bisharp and 1/3 of N's team.
Stats: Good mixed offenses and okay HP, with lackluster stats everywhere else.
Movepool: Not much in Heatmor's natural movepool is worth learning aside from Amnesia at level 46 and Flamethrower at level 51. Focus Blast, Fire Blast, Return, Shadow Claw, and Dig can be taught for coverage.
Major Battles: Heatmor will typically be bad in the final fights due to lacking EVs, though it can hit Grimsley's and Ghetsis's Bisharp with STAB and smack Shauntal and Caitlin with Shadow Claw. Marshal has Rock-type coverage for Heatmor, but the anteater can beat N's Vanilluxe and Klinklang.
Additional Comments: Heatmor isn't necessarily a bad Pokémon, but it comes extremely late and is not good against the rest of the game. Neither Gluttony or Flash Fire is particularly helpful for Heatmor.

Karrablast (No Trade)

Availability:
Mid-game (Route 6 at a 25% encounter rate).
Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but that is not going to happen due to its terrible stats.
Stats: Karrablast has bad stats that cannot hold it for long, especially in the end-game. Seriously, evolve it into Escavalier, if possible.
Movepool: It will have Fury Cutter and Headbutt upon being caught and can be taught X-Scissor through TMs. It's not gonna accomplish much with these stats, though.
Major Battles: Due to the factors mentioned above, Karrablast does nothing in major battles.
Additional Comments: If you can't trade with Shelmet to evolve it, do not bother with Karrablast.

Larvesta

Availability:
Late-game (Route 18 (Surf required, received a Larvesta Egg in a house from a Pokémon Ranger)).
Typing: Bug/Fire, giving a 4x weakness to the common Rock-type. Although its STABs hit Brycen, Caitlin, and Grimsley, its bad stats prevent Larvesta from having good matchup against them or anyone else.
Stats: Larvesta's stats are not really high, with Attack topping 85.
Movepool: Larvesta gains new moves every 10 levels, with Flame Charge at 30 and Bug Bite at 40, providing STAB. Acrobatics and Wild Charge via TMs provide coverage.
Major Battles: Brycen isn't inherently favorable for Larvesta due to Vanillish's tendency to use Acid Armor and Beartic's propensity to Swagger and Brine. In all other major battles, Larvesta will get outmuscled due to lacking stats.
Additional Comments: Larvesta is too much of an investment to be worth it. Flame Body is the preferred ability to burn physical attackers using contact moves 30% of the time.

Pawniard

Availability:
Late-game (Route 9 (20% encounter rate)).
Typing: Dark/Steel is helpful for Drayden/Iris, Shauntal, and Caitlin, and is decent elsewhere with nine resistances and two immunities.
Stats: Pawniard and Bisharp have great Attack and good Defense with roughly average other stats.
Movepool: Pawniard has awful starting STAB moves in Metal Claw and Assurance until Night Slash at level 49 and Iron Head at 54 if you hold off evolution two levels. TM-wise, Rock Slide, Low Sweep, Brick Break, Return, and Dig provide useful coverage. Don't use Iron Defense.
Major Battles: Aside from the above mentioned in the Typing section, the line is terrible for Marshal and Grimsley, and N and Ghetsis have coverage for it.
Additional Comments: Defiant is the preferred ability. Due to a lacking movepool and evolving to Bisharp at level 52, the line is a subpar choice.

Rufflet

Availability:
End-game (Route 10 (20% encounter rate, only in White).
Typing: Normal/Flying typing gives the line an advantage against Shauntal and Marshall, being neutral elsewhere aside from Grimsley's Scrafty.
Stats: Rufflet and Braviary have slightly above-average bulk and Speed with great Attack.
Movepool: Slash and Aerial Ace are good starting moves, and Return, Rock Slide, and Fly can be taught via their respective TMs and HM. Tailwind at level 37 and Hone Claws via Heart Scale are the only other feasible options, as Brave Bird is learned too late.
Major Battles: As Rufflet will often be unevolved for end-game, it won't stack up unless you grind to level 54 for Braviary. Caitlin, Marshal, N, and Ghetsis have coverage to hit the line's three weaknesses.
Additional Comments: Rufflet's late arrival and evolution prevent it from being useful. Sheer Force is the preferred ability to give moves with secondary effects a 30% boost.

Shelmet (No Trade)

Availability:
Late-game (40% chance to appear in Icirrus City puddles in non-winter seasons).
Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but it does not beat them due to lacking stats.
Stats: Its stats are pretty bad, leaving it nearly useless against the rest of the game.
Movepool: It will have Mega Drain and Struggle Bug as damaging moves upon being caught, but since it is not evolved, it's not accomplishing much. It will also have Yawn and Protect, allowing it to put its opponents to sleep safely.
Major Battles: None, as its stats are too bad for it to efficiently do something, other than spread sleep status with Yawn.
Additional Comments: If you can't trade with Karrablast to evolve it, do not bother with Shelmet.

Terrakion

Availability:
End-game (The very end of Victory Road (head down the left stairs from the exit). You must have captured, KOed, or run from Cobalion. Level 42).
Typing: Rock/Fighting is pretty mediocre for the final fights, with the only advantages being Grimsley, N, and Ghetsis.
Stats: Terrakion is a sweeper with 129 Attack, 108 Speed, and 91/90/90 bulk.
Movepool: Starts with STAB moves in Rock Slide and Sacred Sword, gets X-Scissor via TM, and learns Swords Dance at level 49.
Major Battles: You may be lucky to take a Psychic from Caitlin's Reuniclus and sweep at +2 with Swords Dance + Expert Belt X-Scissor. It is good for Grimsley, but watch out for Scrafty's Sand-Attack. It takes on N's Vanilluxe and Klinklang and handles Archeops decently well. Ghetsis's Hydreigon is shaky (Hydreigon outspeeds), but you can at least take on Bisharp and Bouffalant (the latter withstands unboosted Sacred Sword, but Terrakion easily takes Earthquake).
Additional Comments: Terrakion comes extremely late and its good stats do not help since it lacks EVs. Terrakion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit against Grimsley and Ghetsis. Dusk Balls to catch it with can be bought from Driftveil.

Thundurus

Availability:
End-game (Roaming Unova in White, triggered by going to Route 7 after trying to go through Route 10's gate with 8 Badges).
Typing: Electric/Flying; Flying lets it hit Marshal super effectively, although Rock coverage is dangerous for it. Electric allows it to hit Flying-types and Water-types super effectively, though no major trainers left specialize in these types. Its typing provides no useful resistances for end-game.
Stats: It has high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable.
Movepool: It can be taught Fly through TM for Flying-type STAB along with Thunderbolt through TM or Discharge at level 43. Brick Break is also an option through TMs. It learns Crunch at level 49.
Major Battles: It can do fine against every member of the Elite Four, but it will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Thundurus at all; at most, Ghetsis's Bisharp is taken out by Brick Break.
Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Thundurus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster ability gives status moves +1 priority, most notably Thunder Wave via TM.

Tornadus

Availability:
End-game (Roaming Unova in Black, triggered by going to Route 7 after trying to go through Route 10's gate with 8 Badges).
Typing: Pure Flying typing hits Marshal super effectively, although Rock coverage is dangerous for it. It provides no useful resistances for what is left.
Stats: It has high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable.
Movepool: TM-wise, it can be taught Acrobatics (its most powerful move) with Brick Break as coverage. Additionally, it learns Crunch at level 49.
Major Battles: It can do fine against every member of the Elite Four, but it will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Tornadus at all; at most, Ghetsis's Bisharp is taken out by Brick Break.
Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Tornadus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster ability gives status moves +1 priority.

Trubbish

Availability:
Mid-game (Routes 16 and 5, 20%).
Typing: Poison, giving a weakness to Clay and Caitlin, with Shauntal and most of Grimsley also resisting Poison STAB. Neutral elsewhere.
Stats: Trubbish has good 50/62/62 bulk and 65 Speed, with Garbodor having good stats all around save Special Attack.
Movepool: Acid Spray (obtained from level 22 or lower Trubbish) gets you by until Sludge Bomb at level 29. Stockpile at level 23 is essential to help Trubbish wall foes, with the Rest TM (immediately available) and later on the Substitute TM helping with this. Toxic at level 36 is a key for major battles, where it will badly poison foes and then set up with Stockpile and heal with Rest. Toxic Spikes can be helpful. Garbodor also learns Amnesia at level 46.
Major Battles: Again, Trubbish and Garbodor generally poison foes, then use Stockpile and Rest, as they don't have the tools to do much else. Most of the end-game in particular will stop this strategy cold aside from potentially Marshal.
Additional Comments: Trubbish contributes little-to-nothing in pretty much every fight. Stench is the preferred ability to flinch slower foes 10% of the time.

Vullaby

Availability:
End-game (Route 10 (20% encounter rate, only in White)).
Typing: Sadly, the Dark/Flying typing isn't helpful for the last few battles aside from Shauntal and Caitlin, and is neutral elsewhere.
Stats: Vullaby and Mandibuzz both have good bulk with decent Speed and dismal offenses.
Movepool: Air Slash and Dark Pulse at level 41 and 46 are your main STAB moves. Toxic, Rest, and Substitute via TMs can help the line wall attacks better. Most of the other status moves Vullaby gets are too situational, aside from Tailwind upon capture and Nasty Plot via Heart Scale.
Major Battles: As Vullaby will often be unevolved for end-game, it won't stack up unless you grind to level 54 for Mandibuzz. Caitlin, Marshall, N, and Ghetsis have coverage to hit the line's four weaknesses.
Additional Comments: Vullaby's late arrival and evolution prevent it from being useful. Either ability is fine for Vullaby, but both are generally situational.


Untiered
These Pokémon can't be obtained in-game without use of events or come post-game and thus can't be tiered. The exceptions are Reshiram and Zekrom, which are barely in time for the end of the game.

Genesect


Keldeo


Kyurem


Landorus


Meloetta


Reshiram


Victini



Zekrom


Zoroark


Zorua
 
Last edited:

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
Reserving this post since no one has posted and in case I need it. Otherwise, you may post now.

Tagging DHR-107 Jellicent shiny finder since you guys mod this subforum and I don't know who would need to be tagged.

Keep in mind that Drumstick and I are discussing atm Virizion for C, as it got largely tiered on the basis that you need to catch Cobalion (you don't) so feel free to weigh in for that as well (main argument being that it's simply better than Coba due to not struggling that much against Marshal and Shauntal and that backtracking to Rumination Field doesn't take long).

I am aware that the entries had some grammatical, punctuational, and spelling errors and I fixed the ones I saw, feel free to let me know if I missed somewhere.

Also if you spot somewhere a "Poke" (in the sense of Pokemon, not the verb "poke") that is not formatted as Poké (aka Pokémon), please let me know, those are for HTML and it's gonna make their lives easier (though I will likely HTML it, depending on how it comes).

E: Do I need specifically 3 QC checks? I am from TFP and there, there is no hard set number on them, but I am not too aware of the requirements here.
E2: Since only Drumstick and I have written the entries, I am gonna apply checks to his entries when he consents them. If he has any issues with a check, he will respond himself.
 
Last edited:

shiny finder

forever searching
is a Community Leaderis a Programmeris a Smogon Discord Contributoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Chatot Wrangler
E: Do I need specifically 3 QC checks? I am from TFP and there, there is no hard set number on them, but I am not too aware of the requirements here.
There are no set number of QCs here as well. With that said, this isn't a typical article since it was migrated from OI. If it's gotten enough exposure over there then you don't need really additional QC over here...which means I'm gonna have to take a back seat on this one DHR-107. Honestly, I'm not familiar with the subject or know anyone who is, so if you have some people who would be good to tag please do.

That said, I do have a few comments from fact-checking. I apologize for the formatting. I took notes as I went and just c/p them here :P Let me know if something doesn't make sense. The majority (though not all) of the entries are from the formatting being a bit inconsistent when the levels for moves are listed. Sometimes you specify that it's after evo and other times you list the level without specifying you assumed it evolved (or it's written as the pre-evo gets it which isn't the case). Personally I'd try to make everything consistent, either by specifying the evolution in the movepool section like you did on some entries or by mentioning the levels assume evolution in the additional comments. Fair warning: numbers were taken by a tired me from Serebii...

I can't do much here, so I'll just say thanks for your efforts guys and leave my comments below :)

Archen: u-turn at 41
Timburr: bulk up and rock slide lvls assume evo
Lillipup: Crunch lvl assume evo
Petilil has broken image (and misspelled) and petal dance at 46
roggenrola (trade): stone edge only if evolved and at 48
dwebble: x-scizor at 35
tepig: move levels assume evolve
ducklett: airslash at 27
munna: CM at 35
Sewaddle: only if evolve to leavanny
snivy: leaf blade if evo; giga if serperior
tirtouga: move levels
tympole: drain punch level assume evo
foongus: synthesis at 35
patrat: bite at lvl 6
yamask: shadow ball level for cofagrigus
rufflet: 30% encounter rate
thundurus: discharge at lvl 43
trubbish: stockpile at lvl 23
trubbish: amnesia lvl assume evo
vullaby: 30% encounter rate
 
There are no set number of QCs here as well. With that said, this isn't a typical article since it was migrated from OI. If it's gotten enough exposure over there then you don't need really additional QC over here...which means I'm gonna have to take a back seat on this one DHR-107. Honestly, I'm not familiar with the subject or know anyone who is, so if you have some people who would be good to tag please do.

That said, I do have a few comments from fact-checking. I apologize for the formatting. I took notes as I went and just c/p them here :P Let me know if something doesn't make sense. The majority (though not all) of the entries are from the formatting being a bit inconsistent when the levels for moves are listed. Sometimes you specify that it's after evo and other times you list the level without specifying you assumed it evolved (or it's written as the pre-evo gets it which isn't the case). Personally I'd try to make everything consistent, either by specifying the evolution in the movepool section like you did on some entries or by mentioning the levels assume evolution in the additional comments. Fair warning: numbers were taken by a tired me from Serebii...

I can't do much here, so I'll just say thanks for your efforts guys and leave my comments below :)

Archen: u-turn at 41
Timburr: bulk up and rock slide lvls assume evo
Lillipup: Crunch lvl assume evo
Petilil has broken image (and misspelled) and petal dance at 46
roggenrola (trade): stone edge only if evolved and at 48
dwebble: x-scizor at 35
tepig: move levels assume evolve
ducklett: airslash at 27
munna: CM at 35
Sewaddle: only if evolve to leavanny
snivy: leaf blade if evo; giga if serperior
tirtouga: move levels
tympole: drain punch level assume evo
foongus: synthesis at 35
patrat: bite at lvl 6
yamask: shadow ball level for cofagrigus
rufflet: 30% encounter rate
thundurus: discharge at lvl 43
trubbish: stockpile at lvl 23
trubbish: amnesia lvl assume evo
vullaby: 30% encounter rate
Thank you so much for the movepool suggestions! Any constructive criticism is very helpful.

And you are welcome in regard to the thanks above.
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
There are no set number of QCs here as well. With that said, this isn't a typical article since it was migrated from OI. If it's gotten enough exposure over there then you don't need really additional QC over here...which means I'm gonna have to take a back seat on this one DHR-107. Honestly, I'm not familiar with the subject or know anyone who is, so if you have some people who would be good to tag please do.

That said, I do have a few comments from fact-checking. I apologize for the formatting. I took notes as I went and just c/p them here :P Let me know if something doesn't make sense. The majority (though not all) of the entries are from the formatting being a bit inconsistent when the levels for moves are listed. Sometimes you specify that it's after evo and other times you list the level without specifying you assumed it evolved (or it's written as the pre-evo gets it which isn't the case). Personally I'd try to make everything consistent, either by specifying the evolution in the movepool section like you did on some entries or by mentioning the levels assume evolution in the additional comments. Fair warning: numbers were taken by a tired me from Serebii...

I can't do much here, so I'll just say thanks for your efforts guys and leave my comments below :)

Archen: u-turn at 41
Timburr: bulk up and rock slide lvls assume evo
Lillipup: Crunch lvl assume evo
Petilil has broken image (and misspelled) and petal dance at 46
roggenrola (trade): stone edge only if evolved and at 48
dwebble: x-scizor at 35
tepig: move levels assume evolve
ducklett: airslash at 27
munna: CM at 35
Sewaddle: only if evolve to leavanny
snivy: leaf blade if evo; giga if serperior
tirtouga: move levels
tympole: drain punch level assume evo
foongus: synthesis at 35
patrat: bite at lvl 6
yamask: shadow ball level for cofagrigus
rufflet: 30% encounter rate
thundurus: discharge at lvl 43
trubbish: stockpile at lvl 23
trubbish: amnesia lvl assume evo
vullaby: 30% encounter rate
Hello, thanks a lot for the comments. I have applied them, I hope I have added them in a good way.

I will be waiting for more checks.

e: forgot to mention, for Dwebble, I just removed the level mention as a whole, it learns it via TM anyways.
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
Hi, it's been a week since this has received any feedback. No one has been tagged to QC this either, so we might as well move it in the next few days to GP if there are no comments, if that's not a problem.

Best Regards
- Ryota and Drumstick
 
GP 1/2
remove add comments

Introduction

Welcome to the Pokémon Black and White in-game tier list! The goal of this list is to rank every Pokémon in Unova in one of the 6 tiers, from S to E, each determining vaguely its viability. The major factor under which each is ranked is efficiency; a Pokémon that is efficient provides faster and easier solutions to major battles, which include Gym Leaders, Elite Four members, and N and Ghetsis at the Pokémon League, than ones that are inefficient,. (period) thus Pokémon in higher ranks, such as S or and A, are considered very efficient, while those in lower tiers, such as D or and E, are considered not very efficient.



What are the tiers?

There are 6 tiers in this list, which are:
  • S-tier
  • A-tier
  • B-tier
  • C-tier
  • D-tier
  • E-tier
Why is a Pokémon in a certain tier?

Pokémon are ranked under the following 5 factors:
  1. Availability: This is how early a Pokémon arrives becomes available ("arrives" implies external downloads and such to me) in the game and how hard it is to find (read: encounter rate). Does it require significant backtracking, require HM moves, or otherwise just have a low encounter rate? This includes backtracking to revive the Plume Fossil or Cover Fossil in Narcrene City after obtaining one of either in the Relic Castle, or catching Water-types, (comma) Cobalion, or or Cobalion/Virizion post-Surf.

  2. Typing: A Pokémon's typing can be of great importance for an efficient playthrough. How does the typing's matchups match-up work against the entire game? If a Pokémon has better typing, (comma) it is often considered a higher rank.

  3. Stats: A Pokémon's stat distribution is crucial for its success. Does the Pokémon have a stat distribution that supplements complements the Pokémon's movepool and typing? If a Pokémon has a stat distribution that favors both its typing and movepool, (comma) it will often be higher on the tier list. In general, a Pokémon that is often slower than it is faster with low Speed will often be ranked lower on a tier list.

  4. Movepool: A Pokémon's movepool (both level-up and TM/HM) are is crucial for it. What moves does it the Pokémon naturally get and can possibly obtain? Unlike with past games, TMs are of infinite use, and thus have no opportunity cost. With that being said, if a Pokémon requires a TM found in a detour off the main path (like TM24 Thunderbolt on Route 18 with Surf, or TM47 Low Sweep in lower Wellspring Cave with Surf), this will knock it will be knocked down a bit.

  5. Major Battles: Major battles consist of Gym Leaders, (comma) and the Elite 4, (comma) and as well as the final battles with N and Ghetsis. How does the Pokémon contribute to major these battles? A Pokémon that contributes to many major battles will often be seen higher than those that do not.
What tools is the player allowed to use?

The player is allowed to use any legitimate means within the cartridge for completing the game efficiently. The player is only allowed to trade to evolve Pokémon and not to receive outside help otherwise. The player is allowed to use items such as X Items, Potions, TMs, and Berries. Keep in mind that items have opportunity costs associated with them and can still negatively contribute to a Pokémon's rank negatively if it requires a multitude of items, such as 2 or more.

Under what conditions were Pokémon tested?

Every Pokémon was tested and ranked under these additional conditions:
  • Every Pokémon was generally on par with the major Trainer's Trainers' levels, at most outleveling their ace by 2 levels. Reasonable levels at the Elite Four generally vary between 48-50.
  • Most tests were done with 5-member teams, although generally it is notably more optimal to run 4 or less, (comma) as they will gain more experience and easily outlevel other opponents.
  • Lucky Egg was completely allowed and and was necessary for bigger teams to reach appropriate levels.
  • Across the Unova region, there are around 12 Rare Candies (discounting Passerby Analytics HQ), some of them requiring backtracking and HMs to be obtained. They are used to reach the aforementioned levels for the Elite Four when using bigger teams.
  • Tampering with the clock was completely allowed (to do what? change the season?) and did not negatively affect negatiely any Pokémon's viability.
  • Viability was determined up until Ghetsis; anything that was is exclusive to post-game (such as the Stone Edge TM) was not taken into account for the Pokémon's viability.
--------------------------------

The List

S-Tier

Reserved for Pokémon who that possess the highest levels of efficiency of the available options in the Pokémon Black & White versions. Pokémon in this tier are able to OHKO or 2HKO an overwhelming majority of opponents foes, limiting the amount of attacks used against them, and possess function with minimal reliance on items to help assist them defeat opponents at like levels. These Pokémon typically show up before the late-game and any flaws they have are absolutely made up by their advantages.

Darumaka


Availability: Early-game (40% chance to appear in Route 4).
Typing: Save Drayden/Iris, Fire hits all Gym Leaders and Elite Four members for at least neutral damage and is hit super effectively only by Clay.
Stats: Darumaka is decently fast and its high Attack buffed up by Hustle allows it to hit every opponent hard,; (semi) with its shaky bulk is fixed by Eviolite. As a Darmanitan, it hits even harder, is way faster, and has enough bulk to take neutral hits well and even survive avoid OHKOs from super effective moves from full.
Movepool: It learns Fire Punch at level 22, Belly Drum (which it can safely set up with as a Darmanitan) at level 30, which as a Darmanitan can use to set up safely, and Flare Blitz at level 33. Hammer Arm comes upon evolution and Superpower is learnt learned (smogon uses american english for consistency) at level 47. TM-wise, it can be taught Brick Break as an alternative to Superpower, Rock Slide, and Dig, the latter being of which is good for Shauntal and Ghetsis's Fire-resistant Pokémon.
Major Battles: As a Darumaka, it only ever struggles against Clay. Burgh and Elesa lose to Darumaka, although it needs Eviolite for both. As a Darmanitan, it sweeps all the other Gym Leaders, with Drayden/Iris falling to Belly Drum. At the Elite Four, it can use Belly Drum strategies again to sweep all but Marshal. It is useful against N and Ghetsis, the latter being swept if you use Substitute and X Speed in conjuction with Belly Drum.
Additional Comments: Although Hustle might be annoying, most of the misses are not fatal,; (semi) it thus Hustle is much more useful than a liability and does not prevent Darumaka from being one of the best choices for an efficient run of the games.

Drilbur

Availability:
Early-game (Dust Clouds in Wellspring Cave).
Typing: Very few opponents resist Drilbur's Ground-type attacks STAB, with Burgh's Leavanny being the exception. Its Ground typing provides it with an immunity to Elesa's Volt Swtich, while its evolution's Steel typing provides it with better matchups against Skyla, Brycen, Drayden/Iris, Shauntal, Caitlin, and Grimsley.
Stats: As a Drilbur, it has a really good Attack stat and good Speed, although the its bulk is not as impressive. As an Excadrill, it gains a significant boost in Attack and HP, allowing it to survive most neutral and some super effective moves. Excadrill's 88 Speed lets it outpace most opponents later on.
Movepool: Until it learns Metal Claw at level 15 and Dig at level 19, it will be relying on Fury Swipes. It learns Rock Slide at level 29 and Earthquake at level 33. Drilbur sets up with Hone Claws until it learns Swords Dance as Excadrill at level 42. It can be taught X-Scissor and Substitute via TMs.
Major Battles: It is capable to contribute of contributing against Burgh and destroys the rest of the Gym Leaders. Starting from 8th Gym Leader onwards, Excadrill can sweep the whole Elite Four minus Marshal simply by setting up one using Swords Dance once. It is also capable of contributing majorly against N and Ghetsis (especially if you are playing in Black, because it can use N's Zekrom as a setup bait).
Additional Comments: Drilbur should be evolved at level 33 to learn Earthquake a little earlier, with which can be boosted with Soft Sand from Desert Resort boosting Ground STAB. Drilbur is arguably one of the best Pokémon in BW and thus it is largely highly recommended to catch one, even if the method is annoying.

Scraggy

Availability:
Early-game (20% chance to appear in Route 4).
Typing: Although it struggles with Skyla, Scraggy's typing allows it to beat Brycen and all of the Elite Four members barring Marshal.
Stats: Scraggy has a good Attack and defensive stats, which can be buffed by Eviolite. Its Speed will eventually cause it problems as a Scrafty, but you should have Speed EVs to outspeed some slower threats.
Movepool: Its only STAB move initially is Faint Attack, until it learns Brick Break at level 20. It can be taught Payback at level 23 to take advantage of its low Speed. High Jump Kick at level 31 and Crunch at level 38 are its strongest STAB moves. TM-wise, it can be taught Work Up and Rock Slide.
Major Battles: Excepting Burgh's Leavanny and Skyla, Scraggy does well against every Gym Leader, although it needs Eviolite for all of them as a Scraggy. It also does well against every Elite Four member bar Marshal and is useful against N and Ghetsis.
Additional Comments: Scraggy should always be used with Moxie over Shed Skin, as Moxie boosts let Scraggy sweep most fights.

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 foes 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.

Archen


Availability: Mid-game (Receive Plume Fossil via from female Backpacker in Relic Castle and revive at Narcrene City at level 25).
Typing: Rock/Flying gives it 5 weaknesses, though only Rock is common. Archen's only real losing matchup is against Elesa; good elsewhere.
Stats: Archen has a fantastic Attack, (comma) coupled with good Speed and Special Attack, but lacking defenses. As an Archeops, these stats skyrocket to 140/112 offenses with a great 110 Speed. The line Both Pokémon must be careful though, as their Defeatist ability halves their offenses at 50% or less HP.
Movepool: It starts with Ancient Power (you can teach Rock Tomb via TM) and learns Acrobatics (its best move) 3 levels later at 28 to replace Pluck. Archen gets Crunch at 35, U-turn at 45 (as Archeops), and Rock Slide via TM. Dig, Focus Blast, and Dragon Claw are options, but the line will mostly be using Acrobatics.
Major Battles: The line's sheer power means it performs well in all major battles save Elesa, though it must stay healthy to avoid Defeatist. Against end-game though, if it doesn't OHKO a Pokémon, they foe, that foe will often come close to knocking it into Defeatist range (a lot are 2HKOed by Acrobatics).
Additional Comments: Archen is one of the strongest Pokémon to use, but Defeatist holds it back despite fantastic offensive capabilities.

Axew


Availability:
Late-game (20% chance of encounter in Mistralton Cave, accessed with Surf).
Typing: Dragon-type is only resisted by the uncommon Steel typing. Ice- and Dragon-types that are strong against the line are rare (outside of Brycen and Drayden/Iris). Dragon typing is great defensively, (comma) as it resists Grass, Fire, Water, and Electric.
Stats: It possesses a really high Attack (especially as Haxorus), good Speed, and acceptable defensive stats. However, as an Axew, it is a little bit frail.
Movepool: Axew will have Dragon Claw upon being caught. It learns Dragon Dance at level 32 and Swords Dance at level 48 as Fraxure. It can also learn Brick Break, Shadow Claw, and X-Scissor through TMs for rotating coverage as Haxorus.
Major Battles: You should have Fraxure for Brycen. It is capable of sweeping all major fights that are left (including Brycen due to AI not clicking choosing Frost Breath). Haxorus is the only Pokémon that can sweep the whole E4 Elite 4 along with N and Ghetsis, due to its rotating coverage.
Additional Comments: It is a good idea to have both DD Dragon Dance and SD Swords Dance, as you need both to sweep N and Ghetsis. Axew prefers Mold Breaker, as it breaks through some Sturdy Pokémon. It can be given Yache Berry against Brycen. Its 4th move should rotate between which opponent you are facing (e.g. Brick Break for Grimsley, N, and Ghetsis, X-Scissor for Caitlin, and so on). Its Slow Exp. experience growth rate is fixed with Lucky Egg.

Timburr (trade)

Availability: Early-game (20% chance of encounter in outer part of Pinwheel Forest).
Typing: Fighting hits common Normal- and Rock-types, (comma) and Lenora, Clay, Brycen, Grimsley, and half of the teams of N's and Ghetsis's teams super effectively.
Stats: It has high Attack and HP and acceptable defenses as Conkeldurr, but it is a little bit slow. Timburr's Special Defense is pretty low, (comma) as well.
Movepool: It will initially rely on Low Kick and Rock Throw. At level 20, it will learn Wake-Up Slap. After evolving, it learns Bulk Up and Rock Slide at levels 29 and 33, respectively, along with Hammer Arm at level 45 and Stone Edge at level 49. It also learns Brick Break and Payback by TM.
Major Battles: It does well against Lenora and can do well against Burgh if it's evolved at that point. It can also contribute to Elesa and sweep the rest of the Gym Leaders. It does well against Marshal and Grimsley, but struggles against the rest.
Additional Comments: If yours has have Sheer Force, do not teach Stone Edge over Rock Slide, as they would have almost the same power, but with Rock Slide being more accurate and having more has more accuracy and PP, unless you want to land critical hits more often. Gurdurr and Conkeldurr share the same level up learnset.

Lillipup

Availability:
Early-game (Route 1 from levels 2-4 at a 50% encounter rate).
Typing: The line are Normal-types and neutral against everything save Shauntal, (comma) whose Ghost-types are immune, (who is immune) and Marshal, (comma) who hits the line super effectively.
Stats: The Lillipup line has solid stats except for Special Attack, with Stoutland having 100 Attack, 80 Speed and 85/90/90 bulk.
Movepool: Tackle and Bite carry Lillipup well until Take Down at level 15 and (as a Herdier) Crunch at level 24. Return via TM at Nimbasa City is the line's best STAB attack once they have high friendship, and the Work Up TM can be useful to boost offensive stats.
Major Battles: The Lillipup line has a solid showing in all major battles, (comma) as few opponents resist Normal, with and Ghost and the rare Steel types being are handled by Crunch and Dig respectively. Work Up can help the line sweep some fights from Elesa onward.
Additional Comments: Get the Vital Spirit Ability as Lillipup, as it turns into Intimidate as a Herdier onward, letting the line take physical hits better.

Oshawott

Availability:
Starter, Nuvema Town.
Typing: Water typing is good everywhere aside from Elesa and the 8th Gym Drayden/Iris.
Stats: Oshawott’s line are mixed attackers with average Speed and decent bulk.
Movepool: Oshawott upgrades from Water Gun to Razor Shell at level 17 to Surf later on. The line also gets the Grass Knot, Dig, and Return as mid-game TMs, and Megahorn can be relearned as Samurott.
Major Battles: STAB Water beats Burgh’s Dwebble, Grimsley’s Kroododile, and Shauntal’s Golurk and Chandelure. Caitlin save Sigilyph is handled with Megahorn, and the line can beat Ghetsis’s Seismitoad and N’s Carracosta with Grass Knot. You can TM Blizzard for the 8th Gym Drayden/Iris, but it is expensive.
Additional Comments: The Torrent Ability gives Water attacks a 50% boost at 1/3 HP or less. (so what? i don't think we really need to be playing bulbapedia here)

Panpour


Availability: Early-game (Dreamyard (Snivy) / Pinwheel Forrest (Inner) rustling Grass at 10%).
Typing: Water typing is good for most Gyms aside from the 8th Drayden/Iris, being effective against Clay and neutral elsewhere.
Stats: The monkeys have mixed 98 offenses, 75/63/63 bulk, (comma) and 101 Speed. (thanks for the numbers. now tell me if they're good or not)
Movepool:
Water Gun becomes the fantastic Scald at level 22. Simipour gets Dig, Acrobatics, Shadow Claw, Rock Tomb, (comma) Rock Slide, /Slide and all Fighting-type TMs for wide coverage. Scald later upgrades to Surf and Blizzard is bought at Icirrus City.
Major Battles: Simipour can hit Burgh’s Dwebble, Shauntal’s Chandelure and Golurk, and Grimsley’s Krookodile with STAB, attacks. with TM coverage handling handles almost everything else.
Additional Comments: The default Ability Gluttony can activate Berries at 50% HP. Evolve at level 22 after getting a Water Stone in Castelia City. (where'd the comments on the pokemon's overall effectiveness go?)

Petilil

Availability: Early-game (35% chance to appear in inner Pinwheel Forest in White, obtainable only by trade in Nacrene City in Black).
Typing: Grass lets it hit Clay as well as Rock-, Ground-, and Water-types, but Burgh and common Bug- and Poison-types generally pose a threat to it. (brycen? drayden/iris? why're we suddenly just pointing out general matchups?)
Stats:
Petilil has a high Special Attack and good bulk. Lilligant has a high Speed and Special Attack, with Special Defense also raised by Quiver Dance.
Movepool: Growth, Mega Drain, Sleep Powder, and Leech Seed are likely the moves it will start with. It learns Synthesis at level 17, Magical Leaf at level 19, Stun Spore at level 22, and Giga Drain at level 26. As a Lilligant, it will learn Quiver Dance at level 28 and Petal Dance at level 46.
Major Battles: As a Lilligant, it can sweep every major fight by setting up Quiver Dances; however, in some cases, it should put them to sleep with use Sleep Powder to acquire boosts safely. It also needs a lot of boosts to take down a lot of teams that have Grass-resistant Poémon in them.
Additional Comments: Once it learns Giga Drain, evolve it before level 28. Sun Stone can be received by from an Ace Trainer in a Nimbasa building. Own Tempo is the preferred Ability to avoid the Confusion Status, including confusion induced by Lilligant's Petal Dance. In Black Version, you can trade a Cottonee to Dye in Nacrene City. The Modest-natured Petilil (Lillil) has the Chlorophyll Ability, is at level 15, (comma) holds with a Cheri Berry, (comma) and has 20/20/20/31/20/20 IVs.

Roggenrola (Trade)

Availability:
Early-game (Wellspring Cave, 50% encounter rate).
Typing: Rock typing lets the line beat Lenora, Burgh, Elesa, Skyla, Brycen, (comma) and N, being resistant to the common Normal-types.
Stats: The Roggenrola line are physical tanks, but are extremely slow. As a Gigalith, it has 135 Attack coupled with 85/130/80 bulk. (objective numbers mean nothing to the intended audience)
Movepool:
Roggenrola has Headbutt, picking up Rock Blast at level 14 and Iron Defense at level 20. If you keep it unevolved for 2 levels, Roggenrola it picks up Rock Slide at level 27, (comma) which carries it to Stone Edge at 48, (comma) when evolved. Rock Smash, Return, Bulldoze and Toxic can be taught via TMs.
Major Battles: The line is a fantastic choice for Lenora, Burgh, (comma) and (if the only Pokémon in the party) (what exactly does this mean) Drayden/Iris with Iron Defense. Gigalith counters Elesa, Skyla and Brycen well, but should avoid Clay. Gigalith 2HKOes neutral endgame targets with Stone Edge and handles N fairly well, especially with setting up Iron Defense on Zekrom in Black. It is useful for Ghetsis’s Eelektross and Bouffalant despite the latter having Earthquake.
Additional Comments: The default Sturdy Ability lets the Roggenrola line survive any hit if it is at full HP. Boldore requires a trade to evolve to Gigalith, and can make good use of Quick Claw or Hard Stone.

Sandile

Availability: Early-game (Route 4 from levels 14-18 at a 40% encounter rate).
Typing: Ground/Dark type gives the line advantages against Elesa, Shauntal and Caitlin, being generally and is average elsewhere.
Stats: Sandile and Krokorok have high Attack and Speed but dismal defenses. Krookodile has good 95/80/70 bulk, 117 Attack, (comma) and 92 Speed.
Movepool: Level 14-15 Sandile start out with Bite, (comma) which is preferable to Assurance otherwise on higher-level ones. Sandile gets the Rock Tomb and Dig TMs as well as Crunch at level 28, (comma) which are staple STAB moves. Later on, Krokorok gets the Brick Break/Low Sweep/Rock Slide/Return Brick Break, Low Sweep, Rock Slide, and Return TMs, (comma) which give it wide coverage. It is recommended to hold off on evolving Krokorok for eight levels to get Earthquake at level 48 as opposed to level 54 as Krookodile.
Major Battles: The Sandile line has a strong showing in all major battles, even ones where it has a disadvantage, thanks to Moxie and good Speed. It can sweep Elesa with Rock Tomb and Dig, fares decently against Clay's Excadrill, is superb against Shauntal and Caitlin and hits 1/3 of N and Ghetsis's teams super effectively (N's Carracosta is shaky due to Sturdy and Aqua Jet). Brycen and Marshal are tough for the line but still workable.
Additional Comments: Moxie is the preferred Ability over Intimidate to increase the line's Attack stat each time it KOes a Pokémon.

Sawk

Availability:
Early-game (Pinwheel Forest (Outer), 10% Black, 5% White (rustling grass)).
Typing: Fighting typing lets Sawk take on Lenora, Brycen, Grimsley, N, (comma) and Ghetsis well, though it loses to Shauntal and Caitlin.
Stats: 125 Attack and 85 Speed make Sawk an effective sweeper with 75/75/75 overall bulk. (use adjectives, not numbers)
Movepool:
Sawk upgrades from Double Kick to Low Sweep to Brick Break to Close Combat throughout the game, with TM moves like Return and Rock Slide providing useful coverage. Work Up and Bulk Up at 33 can help let Sawk boost its Attack.
Major Battles: Sawk wins handily against Lenora, but needs Work Up/ or Bulk Up to sweep most of the other Gyms. Against the Elite 4, Sawk sweeps Grimsley and is neutral against Marshal. STAB Close Combat takes care of half of both N's and Ghetsis’s teams.
Additional Comments: Sturdy is the preferred Ability but not required. Try and to catch a Sawk at level 17 from dark grass to start with Low Sweep.

Throh

Availability:
Early-game (10% chance to appear in grass (White) or 5% chance to appear in rustling grass (Black) in Pinwheel Forest (Outer)). (why is this formatted so differently from sawk)
Typing:
Fighting gives it an advantage against Lenora, Brycen, Grimsley and a resistance to Burgh's Bug-type moves, but it is threatened by Skyla and Caitlin type-wise. Its Fighting STAB is also ineffective against Shauntal's Ghost-types. (again, really different from sawk)
Stats:
Throh possesses high Attack and HP along with good Defense and Special Defense, but it is rather slow.
Movepool: It will have Seismic Toss upon being caught and, based on level, Vital Throw (otherwise learnt learned at level 17). More damaging moves in the form of Revenge, Storm Throw, and Body Slam are learnt at levels 21, 25, and 29, respectively. Bulk Up comes at level 33 and Superpower at level 49. TM-wise, it can be taught Brick Break (outclassed by Storm Throw) and Rock Slide. Payback via TM helps Throh do well against Shauntal.
Major Battles: Throh is really useful against Lenora. It also sweeps all Gym Leaders, even Skyla and onwards, thanks to Bulk Up. Against the Elite Four, it can sweep Grimsley and Marshal reliably, while Shauntal has her team swept by Throh, minus Cofagrigus, if you heal it up a few times. It is also useful against N and Ghetsis, as it can take down a few of their Poémon easily.
Additional Comments: In White, you can find a level 17 Throh fairly easily by going into dark grass with a level 17 Poémon in the lead and using a Repel. Throh generally can set up only 2-3 Bulk Ups at most, as its low Speed means that it will often take a hit before doing anything.
 
Last edited:
B-Tier
Reserved for Pok&ecute;mon 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 number of opponents foes 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.

Dwebble

Availability:
Early-game (Desert Resort, 10%, levels 20-22).
Typing: Bug/Rock typing is peculiar, giving only weaknesses to Water-, Rock- (common), and Steel-types. Matchup-wise, Dwebble has advantages against Elesa, Skyla, Brycen and Grimsley, and to an extent N. It shouldn't be used against Clay and Marshal, however.
Stats: Dwebble has good base 85 Defense, 65 Attack and okay 55 Speed. Crustle has 70/125/75 bulk and 100 Attack, (use adjectives, not numbers) but is sluggish at 45 Speed.
Movepool: Starts with Smack Down and gets Bug Bite and Stealth Rock in a few levels. Dwebble gets the staple Rock Slide at only level 29 which is a staple, complemented by X-Scissor learnt via TM. As Crustle, you can it learns Shell Smash at 43 or via Heart Scale, which turns Crustle it into a somewhat fast sweeper but also lowers its defenses. The Shadow Claw, Dig, Bulldoze, Aerial Ace, and Return TMs round out Crustle's coverage.
Major Battles: Dwebble's Rock STAB and Stealth Rock punish Elesa's Emolga and Volt Switch. The line beats Clay's Krokorok and easily sweeps the last three gyms with Shell Smash. Against the Elite 4, Grimsley is rough due to Sand-Attack and Krookodile's Intimidate. Shauntal and Caitlin are shaky due to special moves, and Marshal is awkward due to Stone Edge. It can take N's Vanilluxe and Zoroark and Ghetsis's Hydreigon as well.
Additional Comments: Ability-wise, Sturdy guarantees Crustle living a hit from full health takes any one hit, while Shell Armor blocks critical hits. Both are great.

Ferroseed

Availability: Late-game (20% chance to appear in Chargestone Cave).
Typing: Steel type gives Ferroseed a huge amount of resistances, including Drayden/Iris, Caitlin, Shauntal, and Grimsley. Its Grass type removes the resistance from typing leaves it neutral against Skyla and Brycen, unfortunately, but it does make it good for Water-type lines, particularly the Seismitoad one. It does fear Fire-types, though.
Stats: The Ferroseed line possesses great Defense and Special Defense, acceptable Attack, and very low Speed, making it usually move last.
Movepool: It will know Metal Claw and Gyro Ball upon being caught and, depending on the level, either Curse (24 or 25) or Iron Defense (26). It learns Power Whip upon evolution and Iron Head at level 46 for more PP. Payback can be learned naturally or via TM.
Major Battles: Ferroseed can do well against Skyla, but needs a lot of Curse boosts to beat her successfully. It also does great against Brycen and extremely well against Drayden/Iris. It takes out Shauntal's Golurk and Jellicent, can beat Grimsley by setting up Curse, and beats Caitlin's Gothitelle and Musharna by virtue of its typing, however, but it struggles against Marshal. It can also beat N's Archeops and Vanilluxe, (comma) along with Ghetsis's Seismitoad.
Additional Comments: Giving it Rocky Helmet from Cold Storage is a good idea, as it and Iron Barbs will harm contact move users of for 1/4 of their HP.

Joltik

Availability:
Late-game (39% chance to appear in Chargestone Cave).
Typing: Electric lets it handle all Flying-types (most notably Skyla) and many Water-types. Its Bug typing allows it to hit Grimsley super effectively, (comma) while also making and makes Ground-type moves neutral. However, Rock and Fire coverage will get into its way.
Stats: It has good Special Attack and high Speed (which makes Electro Ball useful), although its bulk is not impressive.
Movepool: It comes with Bug Bite and Electroweb upon being caught. At levels 29 and 34, (comma) it will learn Electro Ball and Signal Beam respectively. It should be taught Thunder through TM at Icirrus City. Charge Beam is also an option for it, albeit an unnecessary one.
Major Battles: As a Galvantula, it sweeps Skyla and Brycen and can help in the fight against Drayden/Iris. At the Elite Four, it can contribute by taking out specific threats, but generally does not sweep.
Additional Comments: Catch a Joltik with Compound Eyes, as it's needed to achieve 91% accuracy on Thunder.

Karrablast (Trade)

Availability:
Mid-game (Route 6 at a 25% encounter rate).
Typing: Bug/Steel typing gives Escavalier 9 helpful resistances that help out against the final two gyms, Shauntal, Caitlin, N, (comma) and (to an extent) Grimsley. Fire-type moves are rare save for Shauntal's Chandelure, N's Reshiram, (comma) and Ghetsis's Hydriegon and Eelektross.
Stats: Fantastic bulk of 70/105/105 and Attack of 135 make Escavalier an effective tank, though 20 Speed means it will always move second.
Movepool: Rough early, but Escavalier soon gets Iron Head at level 37, the/X-Scissor TM, (comma) and Swords Dance at 52, with Slash/ and Return as coverage.
Major Battles: Escavalier sweeps Clay with Fury Cutter (steal a Persim Berry (from what) for Swagger). Escavalier solos Brycen, the 8th gym Drayden/Iris, and 2/3 of Skyla's team too (use Slash on Swanna). Escavalier handles the endgame well via Iron Defense and Swords Dance, though Shauntal and Ghetsis are shaky.
Additional Comments: Make sure you get a level 26 or lower Karrablast for Fury Cutter. Shed Skin is the preferred Ability as a Karrablast, as it becomes Battle Armor after evolving which helps Escavalier avoid critical hits. You need to trade a Shelmet for a Karrablast so the latter can evolve.

Litwick

Availability: Late-game (100% chance of encounter at Celestial Tower's 2nd floor).
Typing: Fire/Ghost lets hits Bug- and Grass-types as well as major battles with Ice-types (Brycen), Psychic-types (Caitlin), and other Ghost-types (Shauntal). However, Grimsley's Dark-types as well as Water-, Rock-, and Ground-type coverage threaten it significantly.
Stats: As a Litwick, its stats are unimpressive, especially Speed, only getting somewhat acceptable with Lampent. However, as a Chandelure, it possesses a really high 145 Special Attack, a good 80 Speed, (comma) and acceptable 90 Defense and Special Defense.
Movepool: Litwick relies on Flame Burst and Hex + Will-O-Wisp combination as STAB moves. It can be taught Fire Blast and Shadow Ball through TMs.
Major Battles: It does well against Brycen as Lampent or Chandelure and can do well against Drayden. It also performs well against Shauntal and Caitlin and can contribute nicely to every other matchup, either by KOing a specific threat or by spreading burns.
Additional Comments: A Dusk Stone can be found in Mistralton Cave, allowing you to use a Chandelure against Brycen and for more Route trainers, but requires a detour. Another one can be found on Route 10, but it comes later. Litwick's late evolution (level 41) is an offset for Chandelure's destructive nature. Flame Body is the preferred ability, as it burns contact move users 30% of the time.

Pansage

Availability:
Early-game (Dreamyard (Tepig) / Pinwheel Forrest (Inner) rustling Grass at 10%).
Typing: Grass typing is bad or neutral for most Gyms aside from Clay, (comma) being neutral otherwise save and half of Shauntal’s team.
Stats: The monkeys have mixed 98 offenses, 75/63/63 bulk and 101 Speed. (oh boy, more numbers)
Movepool:
Vine Whip becomes Seed Bomb at level 22, and Leech Seed helps at 16. Simisage gets Dig, Acrobatics, Shadow Claw, Rock Tomb/Slide, Rock Slide, and all Fighting-type TMs for wide coverage.
Major Battles: Simisage can hit Shauntal’s Jellicent and Golurk, Grimsley’s Krookodile, N’s Carracosta, (comma) and Ghetsis’s Seismitoad with Seed Bomb, with TM coverage handling almost everything else.
Additional Comments: The default Ability Gluttony can activate Berries at 50% HP. Evolve at level 22 after getting a Leaf Stone in Castelia City.

Sigilyph

Availability:
Mid-game (10% chance to appear in Desert Resort) at level 20.
Typing: Both Psychic and Flying allow it to hit Fighting-types and Marshal super effectively, but is left vulnerable to Shauntal and Grimsley. Common Rock coverage is also problematic.
Stats: Great 97 Speed and 103 Special Attack with acceptable 72/80/80 bulk make Sigilyph great for Route trainers.
Movepool: Sigilyph comes with Psybeam upon being caught, learning Air Cutter one level later. It learns Light Screen and Reflect at levels 24 and 28, respectively (as well as through TMs). Air Slash at level 41 and Psychic at level 44 are Sigiyph's best STAB moves and the last level-up moves it will need. Charge Beam and Shadow Ball can be taught through TMs, and it can be given Fly for utility, but the latter is generally useless for battles.
Major Battles: It can beat Clay bar his Excadrill, Skyla, Drayden/Iris, and Marshal. In every other matchup, the most it can do is set up a Reflect or Light Screen for another teammate to take advantage of.
Additional Comments: Before going through the Desert Resort, make sure to take the 10 Ultra Balls from Professor Juniper in the gate to Nimbasa to make its capture easier. Magic Guard is the preferred ability due to making Sigilyph harder to wear down.

Solosis

Availability: Mid-game (Route 16/5, 30%, only in White Version).
Typing: Psychic typing lets the Solosis line be favorable against Marshal, yet weak to Shauntal and 2/3 of Ghetsis's team; neutral elsewhere.
Stats: Solosis and Duosion have low bulk/ and Speed with high Special Attack. Reuniclus has 110/75/85 bulk (numbers bad) and 125 Special Attack, but 30 Speed.
Movepool: At level 25, Solosis's moves are Psyshock, Recover, Light Screen and Charm, with Reflect and Thunder Wave available as TMs. Otherwise, it has sparse options until Reuniclus with the Shadow Ball, Focus Blast, (comma) and Grass Knot TMs. Hidden Power is also an option if you catch a level 24 or lower Solosis, though its damage is lower.
Major Battles: When not fully evolved, Solosis functions best in major battles as a superb Eviolite user who can hit with Psychic STAB. Late-game, it can take on Caitlin and to an extent Shauntal with Shadow Ball, being neutral elsewhere.
Additional Comments: Magic Guard is recommended as an Ability over Overcoat to prevent indirect damage against the line.

Timburr (No Trade)

Availability:
Early-game (Outer Pinwheel Forest, 20%).
Typing: Fighting hits numerous Normal- and Rock-types and Lenora, Clay, Brycen, Grimsley, and half of the teams of N's and Ghetsis's teams super effectively.
Stats: It has a high Attack of 105 and excellent bulk as a Gurdurr with Eviolite but it is slow at 40 Speed.
Movepool: It will initially rely on Low Kick and Rock Throw, learning Wake-Up Slap at level 20. After evolving, it learns Bulk Up and Rock Slide at levels 29 and 33, respectively, along with Hammer Arm at level 45 and Stone Edge at 49. It also learns Brick Break and Payback via TM.
Major Battles: It does well against Lenora and can do well against Burgh if it's a Gurdurr by that time. It can also help with Elesa and sweep the rest of the Gym Leaders save for Skyla. It does well against Marshal and Grimsley, but has trouble with everyone else.
Additional Comments: If you have Sheer Force, do not teach Stone Edge over Rock Slide, as they would have almost the same power, but with Rock Slide being is more accurate, unless you want to land critical hits more often. Gurdurr and Conkeldurr share the same level up learnset.

Tepig

Availability:
Starter, Nuvema Town.
Typing: The Fire/Fighting typing of Tepig’s evolutions is a mixed bag, giving advantages for Lenora, Burgh, Brycen, Grimsley, N and Ghetsis, but is neutral to Marshal and the 8th Gym; bad elsewhere.
Stats: The Tepig line are mixed attackers with slightly slow Speed and decent bulk.
Movepool: Wide, with Pignite learning Flame Charge, Arm Thrust, and Rollout naturally and Rock Tomb, Dig, Bulldoze, Scald, Grass Knot, and SolarBeam/Grass Knot via TMs. Later on, Emboar has access to the Scald, Rock Slide, Wild Charge, and Low Sweep TMs, (comma) as well as Hammer Arm through the Move Relearner. Fire STAB comes through Heat Crash at level 31 for Pignite and Flamethrower at 43 and Flare Blitz at level 62 for Emboar.
Major Battles: The line loses to Clay, (comma) Skyla, Shauntal, and Caitlin. It takes on Elesa with Eviolite, Grimsley, N, (comma) and Ghetsis, but is shaky due to many weaknesses.
Additional Comments: The Blaze Ability gives Fire attacks a 50% boost at 1/3 HP or less. (so what?)

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 foes but are matchup-based enough to need some item reliance to assist assistance 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.

Audino

Availability:
Early-game (Any rustling grass after obtaining the first badge).
Typing: Audino is a Normal-type, hitting most fights neutrally except for making it neutral against all but Shauntal, (comma) who is immune, (comma) and Marshal, (comma) who hits it super effectively.
Stats: 103/86/86 bulk makes Audino sturdy. 50 Speed and the offensive stats of 60 are mitigated by...
Movepool: Wide. You’ll have Pound and DoubleSlap for STAB until it gets Secret Power at level 20 and Return at Nimbasa, where Thunder Wave, Reflect, (comma) and Light Screen can also be bought. Other TMs include Dig and Grass Knot early on and many Special TMs special attacks like Charge Beam, Shadow Ball, Thunderbolt (detour), (comma) Surf, Thunder, Fire Blast, and Blizzard later on. To utilize these effectively, it is advised to teach Audino Work Up via TM.
Major Battles: With Secret Power/ or Return, Work Up, (comma) and high bulk, Audino takes on many Gyms very well. Audino’s movepool and Reflect/Light Screen screens keep it relevant end-game, with the Substitute and Work Up TMs helping it sweep Shauntal and Ghetsis.
Additional Comments: Get Regenerator as a Ability to heal 1/3 HP upon switch. Catch Audino in the level range of 8-11 in the Dreamyard. (why)

Basculin

Availability:
Late-game (Almost everywhere with Surf, which is obtained after getting six badges).
Typing: Basculin are Water-type, letting them take on Shauntal’s Chandelure, Grimsley’s Krookodile, (comma) and N’s Archeops.
Stats: 92 Attack and 98 Speed make Basculin a physical sweeper that can’t take a hit (you won’t use 80 Special Attack much).
Movepool: It gets Crunch at level 24 and STAB via Aqua Tail at 28 or the Waterfall HM. Double-Edge or the Return TM give Normal-type coverage.
Major Battles: Adaptability Basculin with Adaptability STAB has decent matchups in the remaining fights bar Drayden, with Crunch hitting Shauntal’s Jellicent.
Additional Comments: There is a Basculin trade for Minccino in Driftveil City, and it is inferior due to lacking Adaptabilty Ability. Use Repel with a level 25 Pokémon on Route 6 (near Driftveil) to get a high-level Basculin. Red-Striped Basculin are in Black Version, while Blue-Striped Basculin are in White Version, though the opposite-striped Basculin can be found by Surfing into rippling water and both forms have identical stats. (so who cares)

Blitzle

Availability:
Early-game (20% chance to appear in Route 3).
Typing: Electric allows it to hit all Water-types bar Palpitoad and Seismitoad, along with Skyla and other Flying-types. It leaves it with the sole weakness to of Ground, represented majorly only by Clay.
Stats: Zebstrika has a great Attack stat and an excellent Speed stat, (comma) letting it outpace many foes. Its defensive stats are fine, but not the best.
Movepool: It learns Shock Wave at level 11 and Thunder Wave at level 15. Flame Charge at level 18 allows it to hit the Electric-resistant Grass-types, with other STAB via Spark at level 25 (as Blitzle) and Wild Charge at 47 (as Zebstrika), respectively. The Return TM helps it hit Ground-types.
Major Battles: Flame Charge allows it to beat Burgh's Leavanny, and it does well against Elesa as Zebstrika. It can, surprisingly, take out 2/3 of Clay's team by mitigating Bulldoze Speed drops with Flame Charge, and then hitting with Return. It sweeps Skyla effortlessly and can do well against Brycen. From there, it can only beat specific Electric-weak targets like Shauntal's Jellicent and spread paralysis with Thunder Wave.
Additional Comments: A Zebstrika can also be caught at Route 7, thus skipping Blitzle's rather bad period, but it misses on all previous matchups. The Abilities Lightning Rod and Motor Drive give Special Attack and Speed buffs by one stage respectively when the line is hit by Electric moves. (if you're not gonna comment on usefulness, don't waste the reader's time)

Cobalion

Availability:
Late-game (Mistralton Cave (requires Surf), one static encounter, Guidance Chamber, level 42).
Typing: Fighting/Steel typing gives Cobalion advantages against Brycen, the 8th gym, Grimsley, (comma) N, as well as N and Ghetsis.
Stats: Most of Cobalion's stats are around 90 save 129 Defense, 108 Speed and 72 Special Defense. (so, half. not most. also, raw numbers bad)
Movepool:
It has Iron Head and Sacred Sword, can be taught X-Scissor, Volt Switch and Work Up via TMs, and gets Swords Dance at level 49.
Major Battles: Great for Brycen, but struggles against Drayden, requiring many Work Up uses. Bad for Shauntal and Marshal, but sweeps Grimsley and Caitlin with Swords Dance (the latter with X-Scissor). Rather favorable against N, but you might not sweep due to Focus Blast Zoroark and the legends (Zekrom lives takes a +6 Sacred Sword). Good against Ghetsis, though Hydreigon comes pretty close to OHKOing and outspeeding it.
Additional Comments: Cobalion is a decent late-game option, but a flawed one due to requiring a detour and 90 Attack being underwhelming. (why is this useful summarization missing from most of the others) Dusk Balls to catch it with can be bought from Driftveil. Cobalion's default Justified Ability raises its Attack when hit by a damaging Dark-type move, which you can exploit with Pokémon weak to Dark against Grimsley and Ghetsis.

Deerling

Availability:
Mid-game (35% chance to appear in Route 6).
Typing: Grass allows it to hit Clay and common Rock- and Ground-types super effectively, while Normal hits Bug- and Poison-types neutrally. However, it leaves it in an awkward position against Skyla, Brycen, and Marshal.
Stats: Deerling has good Speed, but the other stats are rather low. As Sawsbuck, it gets a great Speed and Attack with acceptable bulk.
Movepool: Jump Kick and Take Down are notable moves it will have upon being caught. At level 32, it learns its first Grass-type attack STAB, Energy Ball. Upon evolution, at level 37, it learns Horn Leech. It can be taught Return and Wild Charge through TMs and Megahorn through the move relearner.
Major Battles: It can sweep Clay with healing, Brycen, and Drayden/Iris with the exception of Haxorus. It does well against Shauntal, Grimsley, and Caitlin, and can beat Ghetsis's Bisharp and Seismitoad as well.
Additional Comments: You can catch a Deerling from dark grass for higher levels. The Sap Sipper Ability is preferred but not required.

Druddigon

Availability:
Late-game (10% in every season but Winter (in which it doesn't spawn at all) at Dragonspiral Tower’s entrance).
Typing: Dragon typing lets Druddigon hit the remaining opponents neutrally with STAB, being fairly good against Drayden.
Stats: 77/90/90 bulk with 120 Attack makes Druddigon an effective tank, albeit one with a below-average 48 Speed.
Movepool: You start with Dragon Claw and Crunch, and you can immediately give Druddigon Rock Slide and Bulldoze via TM. Revenge is learned at level 35 for Fighting-type coverage and Hone Claws can be taught for a Heart Scale at the Move Reminder.
Major Battles: While Druddigon can be shaky against Brycen, Yache Berry can help, and it has the bulk to take Cryogonal’s Aurora Beam and hit back with Revenge or Rock Slide. You have an edge against the eighth gym because their use of Dragon Tail lets you strike first. End-game, Crunch hits Shauntal and Caitlin, and Revenge can be used for the Fighting-weak targets that Grimsley, N, and Ghetsis use.
Additional Comments: You’ll want Sheer Force over Rough Skin as an Ability to power up Druddigon’s moves with secondary effects.

Ducklett

Availability:
Mid-game (Driftveil Drawbridge shadows).
Typing: Water/Flying; former gives it an advantage against Ground-types (most notably Clay) and Fire-types, while the latter makes it strong against Fighting-types like Marshal, as well as Bug- and Grass-types. However, it is easily picked off by Electric-type moves and Rock-types are shaky.
Stats: Ducklett and Swanna's stats are generally average at best, with highest being 97 Speed alongside 87/87 offenses as Swanna.
Movepool: Level-up-wise, the only notable moves are Air Slash and Roost at level 27 and 30 respectively, and Brave Bird at level 47 as Swanna. TM-wise, it should be taught Scald very soon and potentially Rain Dance at level 34. It makes a great HM slave with STAB Surf and Fly.
Major Battles: It beats Clay save Excadrill and sweeps the other Gyms barring the 8th due to Haxorus. Against the Elite Four, it can beat specific threats, almost sweeping Marshal and Grimsley, though there's always one Pokémon that prevents a sweep. Caitlin is a bad matchup.
Additional Comments: As a Ducklett, it will rely heavily on Mystic Water for damage output. One can be obtained from Nacrene City for saying you picked Oshawott (even if you didn't) before Surf. Keen Eye is more useful than Big Pecks ability-wise, but not required.

Elgyem

Availability:
Late-game (Celestial Tower from third floor onwards, 15%).
Typing: Psychic gives it a type advantage against Marshal, but is left severely weak to Grimsley and vulnerable to Shauntal's Ghost-types.
Stats: Elgyem possesses a good Special Attack, although the other stats are rather mediocre, especially Speed. Upon evolving, its Special Attack becomes a massive 125 and its bulk is acceptable, though it remains sluggish at 40 Speed.
Movepool: Elgyem will be using with Zen Headbutt and (potentially) Hidden Power until it learns Psychic at level 39. It also learns Calm Mind at level 43 and, as Beheeyem, Recover at level 50. The Shadow Ball TM alongside Calm Mind lets it do well against Caitlin and Shauntal. It can be taught Charge Beam for Skyla and Thunderbolt from P2 Laboratory with Surf, though the latter isn't required.
Major Battles: Elgyem can do well against Skyla with Charge Beam and Drayden/Iris (Brycen is average). Against the Elite Four, it loses to Grimsley, but does well against the rest, especially by setting up on them. However, it will generally require healing every fight and it cannot sweep Shauntal fully due to her Golurk outspeeding. You can also use Imprison on Shauntal and Caitlin, locking 3/4 of their teams out of Shadow Ball.
Additional Comments: Hold off Elgyem's evolution by 2 levels so it can learn Calm Mind a little bit earlier. Synchronize is the preferred Ability to afflict the Burn, Paralysis, or Poison status on Elgyem's foes who cripple it with those status punish status.

Emolga

Availability: Mid-game (Routes 5/16, rustling grass, 10% encounter rate at level 22).
Typing: Electric/Flying gives Emolga advantages against Skyla and Marshal. Rock-type moves are common, (comma) but Ice-type moves are rare outside Brycen.
Stats: 103 Speed is solid with average offenses of 75 and somewhat fragile 55/60/60 bulk.
Movepool: Emolga's early Electric-type STAB moves (Shock Wave, Spark, Electro Ball, Volt Switch) are interchangeable. Acrobatics is at level 30 for Flying-type STAB, Light Screen is at level 34, and Discharge is at level 50 (the Thunderbolt TM is an alternative). Agility at level 46 can power up Electro Ball.
Major Battles: Good against Skyla and Marshal and neutral elsewhere. It can do decently against Shauntal's Jellicent, Grimsley's Scrafty, (comma) and Caitlin's Sigilyph (watch out for its Ice Beam from it though).
Additional Comments: You can trade a Boldore for Emolga with Hiker Manny on Route 7. The male Lax-natured Emolga is level 30 with Lum Berry and 20/20/31/20/20/20 IVs. Emolga's default Static Ability paralyzes contact move users 30% of the time, (comma) which and can also powers up Electro Ball.

Golett


Availability: Late-game (Dragonspiral Tower 1F (50%), 2F (100%)).
Typing: Golett and Golurk are Ground/Ghost types with advantages against Caitlin, Marshal, and, to an extent, N and Shauntal.
Stats: Golett and Golurk are slow, but have great Attack and good defenses; Golurk has a exemplary 124 Attack with 89/80/80 bulk.
Movepool: Immediately reteach Shadow Punch for a Heart Scale in Mistralton City and TM Bulldoze on for physical STAB moves. Iron Defense is a great move for Golett against many opponents. By holding off on evolving two extra levels, Golett will learn Earthquake early at level 45 to replace Bulldoze. The fourth slot can be rotated from between Bulldoze, the Brick Break, Low Sweep, Rock Slide, and Substitute TMs, and the Fly HM as Golurk.
Major Battles: If you have Golurk with Earthquake, it can do well at the 8th gym against Drayden/Iris, as Fraxure and Haxorus will generally boost while you 2HKO. Against the Elite 4, it takes on Shauntal and Caitlin with Shadow Punch and helps against Grimsley and Marshal with Iron Defense, Earthquake, and Fly, even reliably soloing Marshal. Golurk performs well against N and is decent for Ghetsis, but watch out for super effective coverage.
Additional Comments: The Iron Fist Ability is preferred over Klutz, as it will give Golett's and Golurk's Shadow Punch a 20% boost.

Gothita

Availability: Mid-game (30% chance to appear on Route 5/16, only in Black Version).
Typing: Psychic lets it beat Marshal and all Poison-types reliably, but is left weak to Shauntal's Ghost-types and Grimsley's Dark-types.
Stats: The whole line's stats are generally not very high, but acceptable, with the exception of Gothitelle's Special Defense, which reaches 110.
Movepool: It has Faint Attack and Psyshock at levels 24 and 25 respectively. As a Gothorita, (comma) it learns Psychic at level 39. Charge Beam and Shadow Ball are recommended moves to be taught through TM, and you can also TM it get Thunderbolt's TM from P2 Laboratory.
Major Battles: As a Gothorita, it does well against Skyla and helps against Brycen. As a Gothitelle, it has a great matchup against Marshal and contributes to Caitlin's and Shauntal's matchups battles.
Additional Comments: You can catch a Gothita from dark grass at level 25, which will have Psyshock immediately. The Frisk Ability is unhelpful.

Klink

Availability:
Late-game (Chargestone Cave (levels 25-27. 1F 29%, 2F 26%)).
Typing: Steel-type gives Klink resistances to the Gyms and the primary STAB moves of Shauntal, Caitlin, and Grimsley, with a weakness to Marshal.
Stats: Klink starts out as a slow master of none due to 70/60 defenses being undermined by 40 HP and 55 Attack. Klang is respectable stats wise aside from 50 base Speed. Klinklang at level 49 has decent 60/115/85 bulk with 100 Attack and 90 Speed.
Movepool: The only physical attacks the line gets are STAB Gear Grind (two-hit move for 50 power each) and the Rock Smash and Return TMs. If you hold off Klang on evolving Klang for three levels, it gets Shift Gear at level 52 to boost Attack and raise Speed. It does not learn Wild Charge via TM.
Major Battles: Klink uses the otherwise niche Charge Beam (learnt learned naturally at 26) to handle Skyla along with Gear Grind. Brycen is handled by Klang's Gear Grind, though Beartic can live take at least one and likely use Swagger. Klang can tackle the 8th gym Drayden/Iris, but will likely be worn down since because it has no way of boosting its own Attack save X items. The Elite Four are largely average thanks to coverage moves, but N and Ghetsis are favorable.
Additional Comments: The Plus and Minus abilities are irrelevant. The Klink line generally has reliability issues due to Gear Grind's 90 accuracy.

Minccino

Availability:
Mid-game (30% chance to appear on Route 5/16).
Typing: Normal lets it hit all major opponents neutrally bar Shauntal and common Rock- and Steel-types, but it is weak to Marshal's Fighting-types.
Stats: Minccino's stats are middling bar 75 Speed. Cinccino's Attack and Speed are high, but is has fragile 75/60/60 bulk.
Movepool: As a Minccino, it will have Encore upon being caught, which is really useful if the opponent uses a status move, as the AI doesn't generally know how to switch. It also learns Swift, Tail Slap (main STAB attack), (comma) and Wake-up-Slap (only useful for the Bisharp end-game) at levels 19, 25, and 31, respectively. As a Cinccino, it can be retaught Bullet Seed and Rock Blast through move relearner for Technician-boosted coverage.
Major Battles: Cinccino can do well against Clay, especially if it locks Excadrill into Hone Claws. It also sweeps the rest of the Gym Leaders without too many problems (although Drayden's Druddigon is problematic due to Rough Skin). It does well against Shauntal, not including Cofagrigus, and fine against Caitlin. It can also be useful against N and Ghetsis.
Additional Comments: A Shiny Stone to evolve Minccino is obtained from a girl in a house on Route 6. Technician is the preferred Ability to boost the power of multi-hit moves.

Munna

Availability:
Early-game (Dreamyard with a 20% encounter rate at levels 8 and 10).
Typing: Both Munna and Musharna are pure Psychic-types, with Marshal being their only advantageous matchup.
Stats: Munna and Musharna focus on being bulky attackers, with Munna having 67 Special Attack with 76/45/55 bulk. After evolving with a Moon Stone, those stats get increased to 117/85/95 bulk with 107 Special Attack as a Musharna, but the line in general are is extremely slow.
Movepool: Munna starts with Yawn, picking up Psybeam at level 11, Moonlight at level 17, Calm Mind at level 35, (comma) and Psychic at level 37, after which you should evolve Munna. TM-wise, Musharna can make use of Charge Beam, Shadow Ball, Thunder Wave, Reflect, and Light Screen.
Major Battles: As a Musharna, it does pretty well against Skyla, Brycen, (comma) and the 8th gym Drayden/Iris with Psychic, but has problems against the previous Gym Leaders unless you evolve early. If you have Calm Mind, it can do well against Shauntal, Caitlin, (comma) and Marshal, often requiring support elsewhere.
Additional Comments: If you evolve Munna early, Musharna will start falling off soon after Clay, (comma) as it will have Psybeam as STAB forever. If you evolve Munna later, it will 3HKO things throughout its life as a Munna, but tank hits rather well with Eviolite. You can get a Musharna in the Dreamyard's rustling grass (before you get a Moon Stone from Lenora in Pinwheel Forest) but this is unreliable with a 5% encounter rate.

Pansear

Availability: Early-game (Dreamyard (Oshawott) / Pinwheel Forrest (Inner) rustling grass at 10%).
Typing: Fire typing is average Gym-wise aside from Burgh and Brycen, being neutral otherwise.
Stats:
The monkeys have mixed 98 offenses, 75/63/63 bulk and 101 Speed. (numbers bad)
Movepool:
The weak Incinerate becomes Flame Burst at level 22, (comma) with Yawn at 16. Simisear gets Dig, Acrobatics, Shadow Claw, Rock Tomb/Slide, Rock Slide, and all Fighting-type TMs for wide coverage. The Fire Blast TM is at Icirrus for a stronger STAB attack.
Major Battles: Aside from Burgh and Brycen, Simisear can handle Shauntal and Grimsley with Work Up, with TM coverage handling almost everything else.
Additional Comments: The default Ability Gluttony activates Berries at 50% HP. Evolve at level 22 after getting a Fire Stone in Castelia City.

Pidove

Availability:
Early-game (40% chance to appear in Route 3).
Typing: Normal hits all bosses bar Shauntal for neutral damage, while Flying helps against Burgh and Marshal, although it makes Elesa difficult.
Stats: 105 Attack and 93 Speed are good with decent 80/80/55 bulk as Unfezant. Pidove struggles with slightly low stats for a little bit though.
Movepool: Work Up, Quick Attack, and Air Cutter are going to be its moves for the majority of time until Nimbasa, where it can be taught Return through TM. Fly can also be taught for a physical Flying-type attack STAB, while also providing fast travel across the whole region. Work Up allows it to sweep most matchups post-Elesa. Roost at level 18 allows the line to deal with Clay's Excadrill and Brycen due to removing the Flying typing.
Major Battles: It does well against Burgh and, (comma) as a Unfezant, (comma) defeats all Gym Leaders from Clay (save Excadrill) onwards, typically relying on Work Up boosts. It also does well against Shauntal and Ghetsis, although it is completely useless against N.
Additional Comments: Pidove generally requires a few Work Up boosts to sweep every good matchup. Super Luck is the preferred Ability.

Roggenrola (No Trade)

Availability:
Early-game (Wellspring Cave at a 50% encounter rate).
Typing: Rock typing lets the Roggenrola line take on Lenora, Burgh, Elesa, Skyla, and Brycen, in addition to N.
Stats: Roggenrola and Boldore are physical tanks, but are extremely slow. After evolving into Boldore, it has 105 Attack and excellent bulk with Eviolite.
Movepool: Roggenrola has Headbutt, picking up Rock Blast at level 14 and Iron Defense at level 20. If you keep it unevolved for 2 levels, Roggenrola picks up Rock Slide at level 27, (comma) which carries it to Stone Edge at 48, when evolved. Rock Smash, Return, Bulldoze, (comma) and Toxic can be taught via TMs.
Major Battles: The line is a great choice for Lenora, Burgh, (comma) and (if the only Pokémon in the party) (i now realize you're talking about dragon tail, which is VITAL to be explicit about) Drayden/Iris with Iron Defense. Boldore counters Elesa, Skyla, and Brycen well, but should mostly avoid Clay. It will generally be less useful end-game due to 105 Attack not hitting hard enough.
Additional Comments: The Sturdy Ability lets the Roggenrola line survive any hit at full HP. Eviolite is required to make Boldore’s bulk manageable.

Sewaddle

Availability:
Early-game (35% chance of appearing in inner Pinwheel Forest).
Typing: Grass notably allows it to hit Water-, Rock-, and Ground-type Pokémon, (comma) which Clay uses. Its Bug typing helps with Grass-types, Psychic-types (Caitlin), and Dark-types (Grimsley). However, it is left with many weaknesses, the most fatal being Flying and Fire.
Stats: Sewaddle and Swadloon have good bulk and Attack. Leavanny possesses high Attack and Speed with decent 75/80/80 bulk.
Movepool: It has Bug Bite and Razor Leaf as STAB moves very early (by level 15). Leavanny learns Leaf Blade and Swords Dance at levels 36 and 46, respectively. The Return and Shadow Claw TMs are good for Leavanny. X-Scissor should also be taught through TM as well for Bug STAB.
Major Battles: Swadloon takes out Burgh's Leavanny. As a Leavanny, it can take out one of Elesa's Emolga and beat Clay bar his Excadrill and Brycen save his Beartic. It sweeps all the Elite Four except Marshal due to Stone Edge. It can also take down Ghetsis's Seismitoad and Cofagrigus.
Additional Comments: Swadloon requires 220 friendship to evolve into Leavanny. Swadloon will likely evolve before Elesa, but definitely before Clay. Use massages in Castelia and the Soothe Bell in Nimbasa to your advantage. Swarm is the preferred Ability over Chlorophyll.

Snivy

Availability:
Starter, Nuvema Town.
Typing: Grass typing is bad for 5/8 Gyms aside from Clay (hits super effectively bar Excadrill) and neutral elsewhere save half of Shauntal’s team.
Stats: The Snivy line are speedy walls with below average offenses until Serperior.
Movepool: Shallow. Vine Whip upgrades to Leaf Tornado and, after evolving, to Leaf Blade at 32, with Growth and Leech Seed early on. At level 36, Servine gets Coil but has trouble setting up due to having 5 weaknesses. Serperior learns Giga Drain at level 44 and Return, Reflect, and Light Screen TMs are in Nimbasa City.
Major Battles: Besides Gyms, Serperior can hit Shauntal’s Jellicent and Golurk, Grimsley’s Krookodile, N’s Carracosta and Ghetsis’s Seismitoad.
Additional Comments: Overgrow gives Grass attacks a 50% boost at 1/3 HP or less. Snivy is a mediocre Grass-type and the worst Unova starter.

Tirtouga

Availability:
Mid-game (Revived at Nacrene City Museum from a Cover Fossil from Relic Castle, level 25).
Typing: Water/Rock is not useful, as it makes it much weaker to Clay and Elesa. It does prove useful against Skyla and Brycen though. (so... it IS useful)
Stats:
The Tirtouga line has a good Attack and Defense stat, although they lack Special Defense and Speed, with the latter being problematic, as Shell Smash boosts sometimes are not enough to outpace everything.
Movepool: It starts off with Aqua Jet, Crunch, and Ancient Power. Ancient Power can be replaced with Rock Tomb via TM for a physical Rock-type attack STAB until Smack Down at level 31 or Rock Slide through TM. Scald can be taught via TM and replaced by the Surf HM, Aqua Tail (level 45), (comma) or the Waterfall HM post-Surf. The line can either rely on Curse at level 35 or, when evolved, Shell Smash at level 40 for sweeping, the latter giving more power outright.
Major Battles: Although it struggles against many opponents, it can flawlessly beat Skyla, Brycen, and Drayden. It also performs well against Grimsley and can prove useful against N and Ghetsis.
Additional Comments: Due to low Speed, you may need 2 Shell Smashes boosts to outpace everything. Sturdy or and Solid Rock are both good Abilities.

Tympole

Availability:
Early-game (40% chance to appear in Pinwheel Forest (Outer)).
Typing: Water lets it hit Clay along with Fire-types and common Rock-types. Water/Ground typing from Palpitoad onward leaves it with only a 4x weakness to Grass. The typing also allows it to do well against Elesa by blocking off her Volt Switches.
Stats: Other than HP, which reaches 105 as Seismitoad, the line's stats are generally only decent all around.
Movepool: It has BubbleBeam at capture and gets Mud Shot at level 16. Palpitoad learns Muddy Water at level 28 and Rain Dance at level 33. TM-wise, Dig (as Sesmitoad), Bulldoze, Rock Slide, Scald, and Brick Break are good options. Seismitoad learns Drain Punch at level 44. Teach it Surf once acquired.
Major Battles: Can beat Burgh bar his Leavanny and is really useful against Elesa. It also has a nice matchup against Clay. Starting from Skyla, it will be heavily reliant on rain for great damage output, although it is bad against Caitlin regardless. However, it is useful against N and Ghetsis.
Additional Comments: Since it will be relying heavily on rain, getting one with the Swift Swim Ability is a good idea. Level 17 Tympole can be found in the dark grass of Pinwheel Forest (Outer), so you will likely want to catch one from there.

Vanillite

Availability:
Mid-game (Cold Storage at 30% encounter rate).
Typing: The Vanillite line are pure Ice-types, only having clear advantages against Brycen (with Flash Cannon) and the 8th Gym Drayden/Iris.
Stats: Vanillite and Vanillish excel in Special Attack and Special Defense while having modest other stats. Once it evolves into Vanilluxe late-game, it has great stats all around with a fantastic 110 Special Attack and an acceptable 79 Speed.
Movepool: Vanillite starts with STAB Avalanche, picking up Mirror Shot for Steel-type coverage and Acid Armor soon. Before evolving at level 35, Vanillite learns the great STAB Ice Beam. Vanillish gets Mirror Coat at level 47 and can be taught Flash Cannon and Light Screen via TM.
Major Battles: Vanillite can do decently against Clay with Acid Armor and Avalanche, though it will likely have difficulty soloing without items. Vanillish does well against Skyla and the 8th Gym, and can take on Brycen if taught Flash Cannon. Against end-game, Vanilluxe tends to have one target it can hit super effectively per battle aside from Marshal, and can turn the tables on special attackers with Mirror Coat.
Additional Comments: Vanillite evolves at level 35 and 47 into Vanillish and Vanilluxe respectively, so patience is needed when raising it.

Venipede

Availability:
Early-game (Pinwheel Forest (Inner), 15%).
Typing: Bug/Poison, which lets it only have a true advantage against Burgh’s Leavanny (Marshal has Stone Edge and Rock Slide).
Stats: Venipede has good Attack, Defense and Speed, with Whirlipede briefly defensive. Scolipede has 100 Attack, 112 Speed and 60/89/69 bulk. (numbers bad)
Movepool:
Venipede is unwieldy until Poison Tail at level 19 and Bug Bite at 22 before evolving into Whirlipede and learning Iron Defense. Early on, the line can use Rock Smash, Rock Tomb, Dig, and Return via TMs. As a Scolipede, the line it can relearn Megahorn via Heart Scale and teach be taught Poison Jab and Rock Slide via TM later post-Surf.
Major Battles: Whirlipede beats Burgh's Leavanny, but should avoid Elesa. As a Scolipede, it can deal with Clay's Krokorok and use Iron Defense and Dig for Excadrill. Scolipede should sit Skyla out, but takes on Brycen and the 8th Gym Drayden/Iris fairly well. Scolipede is decent for Caitlin but should be careful of misses and STAB Psychic. It beats end-game's physical threats with Iron Defense, but should be wary of high-critical hit ratio moves.
Additional Comments: Both Poison Point and Swarm have their uses, so either ability is fine. Consider catching a Whirlipede once the dark grass inside Pinwheel Forest opens up after beating Burgh to skip the awkwardness of Venipede's early moves.

Virizion


Availability:
Late-game (Pinwheel Forest's Rumination Field after fighting Cobalion, static encounter, level 42).
Typing: Fighting lets it hit Brycen and Grimsley super effectively, while Grass lets it hit the rest of the Water-, Rock-, and Ground-types. However, it is threatened heavily by Flying-type moves. It is also left vulnerable to Caitlin's Psychic-types, though it hits half of Shauntal's team with Grass STAB.
Stats: It has a high 108 Speed and 129 Special Defense, along with a good Attack, Special Attack, and HP.
Movepool: It will have Giga Drain and Sacred Sword upon being caught and will learn Swords Dance at level 49. X-Scissor and Work Up can also be taught through TMs.
Major Battles: Virizion does well against every major fight that's left, although it will need healing in some cases. It is useful against N and is really good against Ghetsis, although it does not sweep him.
Additional Comments: Virizion is very hard to catch and requires 2 detours (one for Cobalion and one for itself). Virizion will likely be a little bit higher than your team in levels, so make sure you use it enough to get EVs. Virizion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit with Pokémon weak to Dark against Grimsley and Ghetsis.
 
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 foes and tend to be matchup-based enough to need items for 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 availability.

Bouffalant


Availability: Late-game (Route 10 at a 20% encounter rate).
Typing: Normal typing is average in the remaining fights save for an immunity to Shauntal and a weakness to Marshal.
Stats: Great 95/95/95 bulk and a 110 Attack lets Bouffalant tank well and hit hard, though it is slow at 55 Speed.
Movepool: Bouffalant starts with Revenge and the signature move of Head Charge, a 120 power Base Power STAB move with 1/4 recoil. Bouffalant learns Megahorn at level 41 and the Payback, (comma) Bulldoze, Rock Slide, and Wild Charge TMs provide for useful coverage, with Return as an alternative STAB attack.
Major Battles: Bouffalant uses Head Charge in most fights (including the 8th Gym), as it typically outdamages coverage moves unless they hit super effectively. Payback can help against Shauntal (watch out for Cofagrigus's Will-O-Wisp), (comma) and Revenge and Megahorn can be useful for Grimsley and Caitlin, respectively. Bouffalant can put in work against N and Ghetsis with coverage and Head Charge, but should avoid Marshal.
Additional Comments: Reckless is the preferred Ability, as it gives Head Charge and Wild Charge a 20% damage boost.

Cottonee

Availability:
Early-game (Pinwheel Forest (Inner) 35% at levels 14-17 (only in Black Version)).
Typing: Grass typing only gives it a definite advantage against Clay and a few other individual targets in major battles. Mostly poor elsewhere.
Stats: Cottonee and Whimsicott have mediocre stats aside from good Speed and overall average bulk.
Movepool: Stun Spore and Leech Seed are useful, and Mega Drain (Giga Drain at level 26) provides STAB. Charm at level 28 is useful, but it is generally not recommended to go for Cotton Guard at level 37, (comma) as numerous opponents have high critical hit-ratio or super effective moves. Whimsicott gets Tailwind at 28 to replace Stun Spore as well as the Shadow Ball and Light Screen TMs. Hurricane at level 46 gives Flying coverage.
Major Battles: Cottonee struggles against numerous major battles either through a type disadvantage or simply not hitting hard enough. End-game, it can hit Shauntal's Jellicent, Grimsley's Krookodile, N's Carracosta, (comma) and Ghetsis's Sesmitoad and is neutral otherwise. Cottonee can support the team with numerous status moves but will generally won't faint struggles to KO anything it doesn't hit super effectively.
Additional Comments: Prankster is the preferred ability to give Cottonee's status moves a +1 priority. Sun Stone is given by an Ace Trainer in a building in Nimbasa City to evolve Cottonee. In White Version, you can trade a Petilil to Dye in Nacrene City. The Modest-natured Cottonee (Fluffee) has the Prankster Ability, is level 15 with a Cheri Berry, and has 20/20/20/31/20/20 IVs.

Cryogonal

Availability:
Late-game (Twist Mountain (5% in Winter, 1% in other seasons)).
Typing: Ice typing gives Cryogonal an advantage against the 8th Gym Drayden/Iris and about one Pokémon per team end-game, save for Marshal who it is weak to.
Stats: 70 HP and 135 Special Defense makes Cryogonal a great special wall, complemented by good 105 Speed and 95 Special Attack. The physical bulk of 30 Defense means Cryogonal will take reasonable damage from even neutral physical hits.
Movepool: Starts with Aurora Beam, gets Ice Beam at level 33 and Reflect and Light Screen at 37 or via TMs. It gets Flash Cannon via TM for Steel-type coverage. Recover at level 49 can help it wall special attackers late-game with Light Screen and the Substitute TM.
Major Battles: Cryogonal is decent for Brycen with Flash Cannon, though it is unlikely to sweep unless it uses Substitute. Cryogonal sweeps the 8th Gym Drayden/Iris, though if it fails to OHKO it will take heavy damage. It is good against Shauntal's Cofagrigus and Golurk, Grimsley's Krookodile, Caitlin's Sigilyph and Musharna, N's Zoroark (as long as Night Slash doesn't crit hit critically) and Vanilluxe, as well as Ghetsis's Cofagrigus, Seismitoad, and Hydreigon.
Additional Comments: The Levitate ability gives Cryogonal an immunity to Ground-type attacks. Winter occurs in April, August, and December.

Cubchoo

Availability:
Late-game (Route 7 with 30% chance to appear in winters in both types of grass).
Typing: Ice lets it hit Skyla and Drayden/Iris super effectively, but almost all major opponents bar Brycen hit it at least neutrally.
Stats: As a Beartic, it possesses a high 110 Attack and acceptable HP, Defense, and Special Defense bulk, but its Speed is really lacking at base 50.
Movepool: Upon evolving, it will learn Icicle Crash immediately. Brick Break, Rock Slide, Surf, Waterfall, and Shadow Claw are all TMs that can be taught to it. Superpower can also be retaught through the move relearner. As a Cubchoo, its STAB move will be Icy Wind.
Major Battles: Beartic does well against Skyla and Drayden/Iris, along with Brycen due to Superpower and/or Rock Slide. Against the Elite Four, it can only take down Pokémon that are weak to Ice, which are Shauntal's Golurk, Caitlin's Sigilyph, (comma) and Grimsley's Krookodile.
Additional Comments: Catch a Cubchoo from normal grass, as dark grass ones will not have Icy Wind as an available move.

Durant

Availability:
End-game (Victory Road's first floor with 40% chance to appear).
Typing: Bug/Steel typing allows it to hit Grimsley and Caitlin super effectively, while resisting them in return. However, it is hit neutrally by Marshal's Fighting moves and is vulnerable to any Fire-type coverage.
Stats: Durant possesses a high Attack, high Defense, and Speed that allows it to outpace many opponents, but all other stats are really low.
Movepool: Crunch, Dig, and STAB Iron Head are available on capture. X-Scissor from TM gives Bug-type STAB. Rock Slide via TM is also an option.
Major Battles: Durant doesn't have much many fights left, but it can do well against Grimsley and Caitlin. It can also beat N's Archeops, Vanilluxe, and Zoroark with the appropriate STAB move. Watch out for Ghetsis's Hydreigon and Eelektross, as both have Fire-type moves.
Additional Comments: Durant comes with either Swarm or Hustle as Abilities, with Hustle making it more powerful, but more prone to missing, while Swarm maintains most of its moves' perfect accuracy. Durant should be trained on Route 10 in order to gain experience and EVs quickly.

Foongus

Availability:
Mid-game (Route 6, 15% (fake items are low leveled, so don't go for them)).
Typing: Grass/Poison typing gives a slight advantage to over Clay with weaknesses to Skyla, Brycen, (comma) and Caitlin.
Stats: Foongus and Amoonguss have good stats all around save for great HP and absolutely dismal Speed.
Movepool: Foongus gets Giga Drain in time for Clay, can be taught the Payback TM, and gets Toxic at 32, Synthesis at 35, and Protect via TM respectively to help it stall better. Poison-type STAB comes in time for Brycen via the Sludge Bomb TM on Route 8. Spore is too late to be learned.
Major Battles: Other than a resistance to Marshal, it is mostly neutral aside from hitting Shauntal's Jellicent and Golurk as well as Grimsley's Krookodile, N's Carracosta, (comma) and Ghetsis's Seismitoad super effectively.
Additional Comments: The Effect Spore Ability punishes contact users 30% of the time with either poisoning (9%), paralysis (10%), or sleep (11%).

Frillish

Availability:
Late-game (Driftveil City with Surf (100%), levels 10-25 elsewhere).
Typing: Water/Ghost allows Jellicent to take on Brycen, Marshal, and Caitlin fairly well and is average elsewhere, having 5 weaknesses in total.
Stats: Frillish and Jellicent have great HP and Special Defense, good Special Attack, and average Defense as well as somewhat slow Speed.
Movepool: Surf and Shadow Ball make serviceable STAB moves and Will-O-Wisp and Recover can be used against physical threats.
Major Battles: Brycen is rather easy for Jellicent due to its Ice resistance, though it is shaky against the 8th Gym Drayden/Iris due to Dark-type moves. Jellicent can burn Marshal and stall him Marshal's team out with Recover rather reliably despite the presence of Payback. Jellicent’s special bulk allows it to take on Caitlin, but is uneven against Shauntal. It can hit a few of N’s Pokémon like Klinklang and Vanilluxe, as well as Ghetsis’s Seismitoad, (comma) safely.
Additional Comments: Cursed Body is the preferred Ability over Water Absorb due to greater general use.

Liepard

Availability: Mid-game (Route 5 and 16 with a 20% chance to appear).
Typing: Dark typing gives an advantage against Shauntal and Caitlin, but a weakness to Marshal.
Stats: Liepard has a great Speed and decent offenses, but low defenses.
Movepool: Liepard starts with Pursuit, which upgrades to Assurance and Night Slash at levels 31 and 43 respectively, and Fake Out. Hone Claws at level 26 is worth using and Aerial Ace, Rock Smash, Grass Knot, Thunder Wave, and Return can be taught via TMs.
Major Battles: Aside from the above in the Typing section, Liepard hits Skyla’s Swoobat and Ghetsis’s Cofagrigus with STAB and Clay’s Palpitoad, Ghetsis’s Seismitoad, and N’s Carracosta with Grass Knot.
Additional Comments: Although Purrloin is available on Route 2, its bad period would put it in E rank, thus you should generally catch one from Route 5 or 16 (preferably from a dark grass). Limber is the preferred Ability.

Maractus

Availability:
Mid-game (10% chance to appear in Desert Resort).
Typing: Grass provides it only with advantage against Clay (whose Excadrill actually beats it). All Gym Leaders either resist Grass or have STAB moves or coverage that hit it super effectively. Its Elite Four matchup is not great either. However, it does beat Water-types and the common Roggenrola line.
Stats: Other than 86 Attack and 106 Special Attack, its other stats are below average save 75 HP.
Movepool: It will start off with Mega Drain and Synthesis and will learn Giga Drain at level 26. Acupressure comes at level 29, Petal Dance (its best STAB attack) arrives at level 38, (comma) and Sucker Punch is learned at level 42.
Major Battles: Its only good matchup is Clay, although it cannot beat his Excadrill. The rest either hit it super effectively (Elesa's Emolga, Skyla, Brycen) or resist its STAB moves (Drayden/Iris). It also barely provides support for the Elite Four, N, and Ghetsis.
Additional Comments: The only reason this cactus can be constituted as useful is due to 106 Special Attack and Petal Dance making it good for most Route trainers, although it provides little-to-none support for more major fights.

Mienfoo

Availability:
Late-game (Outside of Dragonspiral Tower with 30% chance to appear in both types of grass).
Typing: Fighting allows it to hit common Normal-types, (comma) along with Brycen and Grimsley super effectively. However, it is left vulnerable to Shauntal and Caitlin, whose Pokémon can take Fighting-type moves comfortably.
Stats: Mienfoo's Attack and Speed are mediocre at best, with the rest being even lower. Mienfoo gains a significant boost in Attack and Speed upon evolving, however, and can outpace the majority of the end-game opponents.
Movepool: Mienfoo will have Drain Punch upon being caught and will learn Jump Kick at level 37. It can be taught Work Up, Brick Break, Acrobatics, and Rock Slide through TMs as well.
Major Battles: Mienfoo does well against Brycen and Drayden/Iris, though for the latter it needs to set up 3 Work Ups. Grimsley is also a good matchup, and Mienshao can defeat N's Zoroark, Klinklang, and Vanilluxe.
Additional Comments: It is a good idea to catch a Mienfoo from the dark grass from outer Dragonspiral Tower (accessible only in Winter), as it will be caught at a higher level. Keep in mind that Mienfoo is heavily reliant on Jump Kick, which is fatal if it misses. Regenerator is the preferred Ability.

Patrat

Availability:
Early-game (Route 1, 50%, levels 2-4).
Typing: Normal-type, giving an advantage to Shauntal and average everywhere else save N (where Watchog is mauled).
Stats: Patrat and Watchog have slightly below average stats aside from decent Speed and Attack (77 and 85 respectively as Watchog).
Movepool: Tackle upgrades to Retaliate and later Return, with Bite at level 6 and later Crunch at level 16 being staples. Low Kick via move relearner and TM moves like Dig and Grass Knot have sporadic use. Natural Confuse Ray, natural Hypnosis, and Thunder Wave via TM can provide team support.
Major Battles: Patrat and Watchog are decent in most major fights with Normal STAB and Work Up. Late-game, it can sweep Shauntal and Caitlin with +2 Blackglasses Crunch, and can hit N's Carracosta and Ghetsis's Seismitoad with Grass Knot. Both Bisharp end-game are beat by Low Kick.
Additional Comments: Keen Eye is the preferred Ability to avoid accuracy-lowering from a few opponents, although it is not required.

Shelmet (Trade)

Availability: Late-game (40% chance to appear in Icirrus City puddles in non-winter seasons).
Stats: Accelgor possesses an unrivaled Speed stat and has a good Special Attack, although its bulk is somewhat lackluster.
Movepool: It will have Mega Drain and Struggle Bug upon capture. It will also have Yawn and Protect, allowing it to put opponents to sleep safely. It learns Giga Drain and Bug Buzz at levels 37 and 44 respectively. Accelgor should be retaught Acid Spray through move relearner and Focus Blast or Sludge Bomb via TM in order to pick up KOs early on.
Major Battles: It does well against Brycen and Drayden/Iris with Acid Spray and a attacking move of choice, and it can also put any problematic Pokémon to sleep with Yawn. This strategy proves unreliable against the rest, but it does have good matchups against Caitlin and Grimsley. Against Ghetsis, Accelgor should outspeed Hydreigon but the latter is only 2HKOed by STAB Bug Buzz, though only Fire Blast OHKOs Accelgor. (this sentence is a mess of clauses. is this even useful? does the hydreigon always go for fire blast or what)
Additional Comments:
It has to manage with the weak Mega Drain and Struggle Bug until it learns more powerful moves.

Stunfisk

Availability:
Late-game (Icirrus City puddles (Spring, Summer, Autumn, 20%, levels 31-32), (Winter, 100% Surfing, levels 15-35)).
Typing: Ground/Electric typing is average against the major battles aside from losing to Brycen and being rather good against Shauntal.
Stats: Great 109/84/99 bulk with good 81 Special Attack (Attack is 66) with a and sluggish 32 Speed.
Movepool: Mud Shot/ and Mud Bomb serve as special Ground-type STAB moves, (comma) while Bulldoze and Dig are physical options with Bulldoze and Dig on the physical side. Discharge is generally preferable to Thunderbolt (level 45/TM) due to the 30% paralysis chance. Muddy Water (level 40), Scald, (comma) and Surf provide Water-type coverage, with Bounce (35), Revenge (50), and Sludge Bomb and Rock Slide (for 30% flinch chance post-parylsis) through TMs being other options. (yet more inconsistent presentation of info with other entries)
Major Battles:
Bad against Brycen, but good against Shauntal's Chandelure and to an extent Jellicent. Stunfisk has a favorable matchup against Grimsley's Bisharp, Caitlin's Sigilyph, as well as and Ghetsis's Bisharp. Stunfisk is particularly good against several of N's Pokémon and average elsewhere.
Additional Comments: Static is the preferred Ability over Limber, (comma) as it paralyzes contact move users 30% of the time.

Tynamo

Availability:
Late-game (8% chance to appear in Chargestone Cave's lowest floor).
Typing: Electric allows it to hit Skyla and Water-types super effectively. It is not threatened by Ground-type moves due to Levitate.
Stats: As Tynamo, its stats are rather bad, but its bulk can be fixed with Eviolite, while its Special Attack becomes acceptable with Charge Beam boosts. As Eelektross, it gains great offensive stats and good defensive ones, although its Speed is low.
Movepool: It will have Charge Beam, Thunder Wave, and Spark as moves when caught. It will learn Crunch upon evolving and can be retaught Discharge through move relearner. If you hold up on evolving Eelektrik until level 44, it can also learn Thunderbolt, though it's generally not worth it (because?) (although you can also teach it through TM from P2 Laboratory with Surf). Acrobatics and Grass Knot are also good options for it through TMs.
Major Battles: It can sweep Skyla even as Tynamo, as long as it has Eviolite. Brycen is swept by Eelektross as well. However, from that moment onwards, Eelektross can only take down specific threats that are weak to its coverage, such as Caitlin's Sigilyph and Ghetsis's Seismitoad with Grass Knot, as it generally requires many healing items to sweep any of them, although it can help by spreading paralysis with Thunder Wave.
Additional Comments: A Thunderstone can be found in Chargestone Cave, so evolve immediately when Tynamo evolves into Eelektrik. Although the upper floors also have Tynamo, they are with a 2% chance of encounter only, thus you should stick with the lowest floor.

Woobat

Availability:
Early-game (Wellspring Cave, 50%, levels 10-13).
Typing: Psychic/Flying, giving the line an advantage against Burgh, but weaknesses to Lenora's Crunch and Elesa, Brycen, and Grimsley in general. Shaky for Marshal despite Psychic/Flying typing due to Stone Edge. Neutral elsewhere.
Stats: The Woobat line has mediocre bulk and only slightly above average Special Attack, though the line it is extremely fast.
Movepool: Starts with Confusion and gets Psychic at level 41. Gust upgrades to Air Cutter at 21 and later Air Slash at 32. Amnesia and Calm Mind at level 29 can help the line set up but are tricky to pull off. The line also gets TMs like Grass Knot, Thunder Wave, Charge Beam, (comma) and Shadow Ball.
Major Battles: Swoobat generally performs decently against Skyla and the 8th gym Drayden/Iris. The naturally learned albeit niche Imprison with Shadow Ball and Psychic allows it to boost up to +4 and solo Shauntal. Otherwise, Swoobat is too frail to be taking many hits to set up end-game.
Additional Comments: Unaware is the preferred ability, as Klutz makes held items useless.

Yamask

Availability:
Mid-game (50% chance to appear in Relic Castle).
Typing: Ghost typing lets it hit Caitlin and Shauntal super effectively (while being hit super effectively by the latter), but struggles against Grimsley.
Stats: Yamask's good bulk can be buffed via Eviolite. As Cofagrigus, it has high 145 Defense and 105 Special Defense as well as a decent 95 Special Attack, but low Speed and HP.
Movepool: It will rely on Hex + Will-O-Wisp for damage output in the beginning. It will learn Ominous Wind at level 25. Cofagrigus also learns Shadow Ball at level 39. Its TM movepool is poor, and can only be taught Grass Knot to have something against Normal-types (excluding the Pidove line).
Major Battles: It is useful against Elesa and Shauntal and is pretty good against Brycen and Drayden/Iris. In all other matchups, it can either spread burns, or is reliant on healing items in order to stay on the field.
Additional Comments: As Yamask uses Will-O-Wisp quite often, keeping Hex might be a good idea. It is useless against Normal- and Dark-types due to lacking a movepool to threaten them, outside of Grass Knot. Mummy replaces contact attackers' abilities with Mummy when the line is hit.

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 their strengths or are otherwise decent Pokémon that come too late to be of any major use.

Alomomola

Availability:
Late-game (Driftveil City, Surf in rippling water (95%), levels 10-30 (also found elsewhere)).
Typing: Water typing's only real benefit for Alomomola is walling Brycen better via resistance,; (semi) it's average everywhere else save the 8th Gym Drayden/Iris.
Stats: Alomomola has a massive 160/80/45 bulk, but its Attack and Speed are about average with Special Attack being a low 40.
Movepool: Alomomola is heavily skewed toward status and support moves, with its best ones being Wish (level 37), Protect (Heart Scale/TM), and Toxic and Light Screen from TMs. The only viable offensive moves it gets are Waterfall and Return, with Aqua Ring being available via Heart Scale.
Major Battles: Alomomola functions similarly in all major battles by using Light Screen for team support and stalling with Toxic, Protect, and Wish.
Additional Comments: Hydration is the preferred ability, (comma) as it can be combed with Rest and the Rain Dance TM for free healing, but isn't required. (really not getting why this thing's terrible)

Deino

Availability:
End-game (Victory Road 1F (middle and rightmost room), 20%)
Typing: Dark/Dragon typing is only helpful for Shauntal and Caitlin and terrible for Marshal, being neutral elsewhere.
Stats: Deino has underwhelming stats, with Zweilous having roughly average stats aside from Speed. Hydreigon is feasibly out of reach at level 64.
Movepool: Crunch and Dragon Rush are primary STAB moves, with the only other options being Work Up, Body Slam (level 48), (comma) and Thunder Wave (TM).
Major Battles: Zweilous is good for Shauntal and Caitlin, but bad elsewhere due to lacking stats compared to everything else. Avoid Marshal.
Additional Comments: Even though Deino evolves to Zweilous at 50 in time for the Elite Four. (bruh)

Heatmor

Availability:
Late-game (rough patches outside Victory Road at a 45% encounter rate).
Typing: Fire typing is neutral virtually everywhere against the remaining six fights save for Bisharp and 1/3 of N's team.
Stats: Good mixed offenses and okay HP, with lackluster stats everywhere else.
Movepool: Not much in Heatmor's natural movepool is worth learning aside from Amnesia at level 46 and Flamethrower at level 51. Focus Blast, Fire Blast, Return, Shadow Claw, and Dig can be taught for coverage.
Major Battles: Heatmor will typically be bad in the final fights due to lacking EVs, though it can hit Grimsley's and Ghetsis's Bisharp with STAB and smack Shauntal and Caitlin with Shadow Claw. Marshal has Rock-type coverage for Heatmor, but the anteater can beat N's Vanilluxe and Klinklang.
Additional Comments: Neither Gluttony or Flash Fire are is particularly helpful for Heatmor.

Karrablast (No Trade)

Availability:
Karrablast is found on Route 6 at a 25% encounter rate.
Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but that is not going to happen due to multiple reasons. (those "reasons" aren't quite clear here; just bad stats making it impossible to take a hit?)
Stats:
Karrablast has bad stats which that cannot hold it for long, especially in the end-game. Seriously, evolve it into Escavalier, if possible.
Movepool: It will have Fury Cutter and Headbutt upon being caught and can be taught X-Scissor through TMs. It's not gonna accomplish much with these stats, though.
Major Battles: Due to the factors mentioned above, Karrablast does nothing in major battles.
Additional Comments: If you can't trade with Shelmet to evolve it, do not bother with Karrablast.

Larvesta

Availability:
Route 18 (Surf required, received a Larvesta Egg in a house from a Pokémon Ranger which hatches at level 1).
Typing: Bug/Fire, giving a 4x weakness to the common Rock-type. (thanks sherlock, what happened to the gym matchups)
Stats:
85 Attack and 60 Speed, with other stats being mostly 55. (numbers bad)
Movepool:
Larvesta gains new moves every 10 levels, with Flame Charge at 30 and Bug Bite at 40, providing STAB. Acrobatics and Wild Charge via TMs provide coverage.
Major Battles: Brycen isn't inherently favorable for Larvesta due to Vanillish's tendency to use Acid Armor and Beartic's propensity to Swagger and Brine. In all other major battles, (comma) Larvesta will get outmuscled due to lacking stats.
Additional Comments: Flame Body is the preferred ability to burn physical attackers using contact moves 30% of the time.

Pawniard

Availability:
Route 9 (20% encounter rate).
Typing: Dark/Steel is helpful for the 8th Gym Drayden/Iris, Shauntal, and Caitlin, and is decent elsewhere with nine resistances and two immunities.
Stats: Pawniard and Bisharp have great a Attack and good Defense with roughly average other stats.
Movepool: Pawniard has awful starting STAB moves in Metal Claw and Assurance until Night Slash at level 49 and Iron Head at 54 if you hold off evolution two levels. TM-wise, Rock Slide, Low Sweep, (comma) /Brick Break, Return, and Dig provide useful coverage. Don't use Iron Defense.
Major Battles: Aside from the above mentioned in the Typing section, the line is terrible for Marshal and Grimsley, and N and Ghetsis have coverage for it.
Additional Comments: Defiant is the preferred Ability. Due to a lacking movepool and evolving to Bisharp at level 52, the line is a subpar choice.

Rufflet

Availability:
Route 30 (20% encounter rate, only in White).
Typing: Normal/Flying typing gives the line an advantage against Shauntal and Marshall, being neutral elsewhere aside from Grimsley's Scrafty.
Stats: Rufflet and Braviary have slightly above average bulk and Speed with great Attack.
Movepool: Slash and Aerial Ace are good starting moves, and Return, Rock Slide, and Fly can be taught via their respective TMs and HM. Tailwind at level 37 and Hone Claws via Heart Scale are the only other feasible options, as Brave Bird is learned too late.
Major Battles: As Rufflet will often be unevolved for end-game, it won't stack up unless you grind to level 54 for Braviary. Caitlin, Marshal, N, and Ghetsis have coverage to hit the line's 3 weaknesses.
Additional Comments: Sheer Force is the preferred Ability to give moves with secondary effects a 30% boost.

Shelmet (No Trade)

Availability:
Late-game (40% chance to appear in Icirrus City puddles in non-winter seasons).
Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but it does not beat them due to lacking stats.
Stats: Its stats are pretty bad, leaving it nearly useless against the rest of the game.
Movepool: It will have Mega Drain and Struggle Bug as damaging moves upon being caught, but since it is not evolved, it's not accomplishing much. It will also have Yawn and Protect, allowing it to put its opponents to sleep safely.
Major Battles: None, as its stats are too bad for it to efficiently do something, other than spread sleep status with Yawn.
Additional Comments: If you can't trade with Karrablast to evolve it, do not bother with Shelmet.

Terrakion

Availability:
The very end of Victory Road (head down the left stairs from the exit). You must have captured, fainted KOed, or run from Cobalion. Level 42.
Typing: Rock/Fighting is pretty mediocre for the final fights, with the only advantages being Grimsley, N, and Ghetsis.
Stats: Terrakion is a sweeper with 129 Attack, 108 Speed, and 91/90/90 bulk.
Movepool: Starts with STAB moves in Rock Slide and Sacred Sword, gets X-Scissor via TM, (comma) and Swords Dance comes at level 49.
Major Battles: You may be lucky to live take a Psychic from Caitlin's Reuniclus and sweep at +2 with Swords Dance + Expert Belt X-Scissor. It is good for Grimsley, but watch out for Scrafty's Sand-Attack. It takes on N's Vanilluxe and Klinklang, and handles Archeops decently well. Ghetsis's Hydreigon is shaky (it outspeeds), but you can at least take on Bisharp and Bouffalant (the latter lives withstands unboosted Sacred Sword, (comma) but you Terrakion easily live EQ takes Earthquake).
Additional Comments: Terrakion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit with Pokémon weak to Dark against Grimsley and Ghetsis. Dusk Balls to catch it with can be bought from Driftveil.

Thundurus

Availability:
End-game (Roaming Unova in White, triggered by going to Route 7 after trying to go through Route 10's gate with 8 badges).
Typing: Electric/Flying; Flying lets it hit Marshal super effectively, although Rock coverage is dangerous for it. Electric allows it to hit Flying-types and Water-types super effectively, though no major trainers left specialize in these types. Its typing provides no useful resistances for end-game.
Stats: It has a high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable in regard to its performance.
Movepool: It can be taught Fly through TM for Flying-type STAB along with Thunderbolt through TM or Discharge at level 43. Brick Break is also an option through TMs. It learns Crunch at level 49 and can be retaught Reversal for a strong Fighting-type move as well, but the latter isn't useful.
Major Battles: It can do fine against every member of the Elite Four, but will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Thundurus at all,; (semi) at most, (comma) Ghetsis's Bisharp is taken out by Brick Break.
Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Tornadus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster Ability gives status moves +1 priority, most notably Thunder Wave via TM.

Tornadus

Availability:
End-game (Roaming Unova in Black, triggered by going to Route 7 after trying to go through Route 10's gate with 8 badges).
Typing: Pure Flying typing hits Marshal super effectively, although Rock coverage is dangerous for it. It provides no useful resistances for what is left.
Stats: It has a high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable in regard to its performance.
Movepool: TM-wise, It can be taught Acrobatics (its most powerful move) with Brick Break as coverage. Additionally, it learns Crunch at level 49 and can be retaught Reversal for stronger Fighting-type move, but the latter isn't useful.
Major Battles: It can do fine against every member of the Elite Four, but will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Tornadus at all,; (semi) at most, (comma) Ghetsis's Bisharp is taken out by Brick Break.
Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Tornadus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster ability gives status moves +1 priority.

Trubbish

Availability:
Mid-game (Routes 16 and 5, 20%).
Typing: Poison, giving a weakness to Clay and Caitlin, with Shauntal and most of Grimsley also resisting Poison STAB. Neutral elsewhere.
Stats: Trubbish has good 50/62/62 bulk and 65 Speed, with Garbodor having good stats all around save Special Attack.
Movepool: Acid Spray (obtained from level 22 or lower Trubbish) gets you by until Sludge Bomb at level 29. Stockpile at level 23 is essential to help Trubbish wall things, with the Rest TM (immediately available) and later on the Substitute TM helping with this. Toxic at level 36 is a key for major battles, where it will badly poison foes and then set up with Stockpile and heal with Rest. Toxic Spikes can be helpful. Garbodor also learns Amnesia at level 46.
Major Battles: Again, Trubbish and Garbodor generally poison foes, Stockpile and then Rest then use Stockpile and Rest, as they don't have the tools to do much else. Most of the end-game in particular will stop this strategy cold aside from potentially Marshal.
Additional Comments: Stench is the preferred Ability to flinch slower foes 10% of the time.

Vullaby

Availability:
Route 30 (20% encounter rate, only in White).
Typing: Sadly, the Dark/Flying typing isn't helpful for the last few battles aside from Shauntal and Caitlin, and is neutral elsewhere.
Stats: Vullaby and Mandibuzz both have good bulk with decent Speed and dismal offenses.
Movepool: Air Slash and Dark Pulse at level 41 and 46 are your main STAB moves. Toxic, Rest, (comma) and Substitute via TMs can help the line wall attacks better. Most of the other status moves Vullaby gets are too situational, aside from Tailwind upon capture and Nasty Plot via Heart Scale.
Major Battles: As Vullaby will often be unevolved for end-game, it won't stack up unless you grind to level 54 for Mandibuzz. Caitlin, Marshall, N, (comma) and Ghetsis have coverage to hit the line's 4 weaknesses.
Additional Comments: Either ability is fine for Vullaby, but both are generally situational.


Untiered
These Pokémon can't be obtained in-game without use of events or come post-game and thus can't be tiered. The exceptions are Reshiram and Zekrom, who which are barely in time for the end of the game.
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
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 foes and tend to be matchup-based enough to need items for 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 availability.

Bouffalant


Availability: Late-game (Route 10 at a 20% encounter rate).
Typing: Normal typing is average in the remaining fights save for an immunity to Shauntal and a weakness to Marshal.
Stats: Great 95/95/95 bulk and a 110 Attack lets Bouffalant tank well and hit hard, though it is slow at 55 Speed.
Movepool: Bouffalant starts with Revenge and the signature move of Head Charge, a 120 power Base Power STAB move with 1/4 recoil. Bouffalant learns Megahorn at level 41 and the Payback, (comma) Bulldoze, Rock Slide, and Wild Charge TMs provide for useful coverage, with Return as an alternative STAB attack.
Major Battles: Bouffalant uses Head Charge in most fights (including the 8th Gym), as it typically outdamages coverage moves unless they hit super effectively. Payback can help against Shauntal (watch out for Cofagrigus's Will-O-Wisp), (comma) and Revenge and Megahorn can be useful for Grimsley and Caitlin, respectively. Bouffalant can put in work against N and Ghetsis with coverage and Head Charge, but should avoid Marshal.
Additional Comments: Reckless is the preferred Ability, as it gives Head Charge and Wild Charge a 20% damage boost.

Cottonee

Availability:
Early-game (Pinwheel Forest (Inner) 35% at levels 14-17 (only in Black Version)).
Typing: Grass typing only gives it a definite advantage against Clay and a few other individual targets in major battles. Mostly poor elsewhere.
Stats: Cottonee and Whimsicott have mediocre stats aside from good Speed and overall average bulk.
Movepool: Stun Spore and Leech Seed are useful, and Mega Drain (Giga Drain at level 26) provides STAB. Charm at level 28 is useful, but it is generally not recommended to go for Cotton Guard at level 37, (comma) as numerous opponents have high critical hit-ratio or super effective moves. Whimsicott gets Tailwind at 28 to replace Stun Spore as well as the Shadow Ball and Light Screen TMs. Hurricane at level 46 gives Flying coverage.
Major Battles: Cottonee struggles against numerous major battles either through a type disadvantage or simply not hitting hard enough. End-game, it can hit Shauntal's Jellicent, Grimsley's Krookodile, N's Carracosta, (comma) and Ghetsis's Sesmitoad and is neutral otherwise. Cottonee can support the team with numerous status moves but will generally won't faint struggles to KO anything it doesn't hit super effectively.
Additional Comments: Prankster is the preferred ability to give Cottonee's status moves a +1 priority. Sun Stone is given by an Ace Trainer in a building in Nimbasa City to evolve Cottonee. In White Version, you can trade a Petilil to Dye in Nacrene City. The Modest-natured Cottonee (Fluffee) has the Prankster Ability, is level 15 with a Cheri Berry, and has 20/20/20/31/20/20 IVs.

Cryogonal

Availability:
Late-game (Twist Mountain (5% in Winter, 1% in other seasons)).
Typing: Ice typing gives Cryogonal an advantage against the 8th Gym Drayden/Iris and about one Pokémon per team end-game, save for Marshal who it is weak to.
Stats: 70 HP and 135 Special Defense makes Cryogonal a great special wall, complemented by good 105 Speed and 95 Special Attack. The physical bulk of 30 Defense means Cryogonal will take reasonable damage from even neutral physical hits.
Movepool: Starts with Aurora Beam, gets Ice Beam at level 33 and Reflect and Light Screen at 37 or via TMs. It gets Flash Cannon via TM for Steel-type coverage. Recover at level 49 can help it wall special attackers late-game with Light Screen and the Substitute TM.
Major Battles: Cryogonal is decent for Brycen with Flash Cannon, though it is unlikely to sweep unless it uses Substitute. Cryogonal sweeps the 8th Gym Drayden/Iris, though if it fails to OHKO it will take heavy damage. It is good against Shauntal's Cofagrigus and Golurk, Grimsley's Krookodile, Caitlin's Sigilyph and Musharna, N's Zoroark (as long as Night Slash doesn't crit hit critically) and Vanilluxe, as well as Ghetsis's Cofagrigus, Seismitoad, and Hydreigon.
Additional Comments: The Levitate ability gives Cryogonal an immunity to Ground-type attacks. Winter occurs in April, August, and December.

Cubchoo

Availability:
Late-game (Route 7 with 30% chance to appear in winters in both types of grass).
Typing: Ice lets it hit Skyla and Drayden/Iris super effectively, but almost all major opponents bar Brycen hit it at least neutrally.
Stats: As a Beartic, it possesses a high 110 Attack and acceptable HP, Defense, and Special Defense bulk, but its Speed is really lacking at base 50.
Movepool: Upon evolving, it will learn Icicle Crash immediately. Brick Break, Rock Slide, Surf, Waterfall, and Shadow Claw are all TMs that can be taught to it. Superpower can also be retaught through the move relearner. As a Cubchoo, its STAB move will be Icy Wind.
Major Battles: Beartic does well against Skyla and Drayden/Iris, along with Brycen due to Superpower and/or Rock Slide. Against the Elite Four, it can only take down Pokémon that are weak to Ice, which are Shauntal's Golurk, Caitlin's Sigilyph, (comma) and Grimsley's Krookodile.
Additional Comments: Catch a Cubchoo from normal grass, as dark grass ones will not have Icy Wind as an available move.

Durant

Availability:
End-game (Victory Road's first floor with 40% chance to appear).
Typing: Bug/Steel typing allows it to hit Grimsley and Caitlin super effectively, while resisting them in return. However, it is hit neutrally by Marshal's Fighting moves and is vulnerable to any Fire-type coverage.
Stats: Durant possesses a high Attack, high Defense, and Speed that allows it to outpace many opponents, but all other stats are really low.
Movepool: Crunch, Dig, and STAB Iron Head are available on capture. X-Scissor from TM gives Bug-type STAB. Rock Slide via TM is also an option.
Major Battles: Durant doesn't have much many fights left, but it can do well against Grimsley and Caitlin. It can also beat N's Archeops, Vanilluxe, and Zoroark with the appropriate STAB move. Watch out for Ghetsis's Hydreigon and Eelektross, as both have Fire-type moves.
Additional Comments: Durant comes with either Swarm or Hustle as Abilities, with Hustle making it more powerful, but more prone to missing, while Swarm maintains most of its moves' perfect accuracy. Durant should be trained on Route 10 in order to gain experience and EVs quickly.

Foongus

Availability:
Mid-game (Route 6, 15% (fake items are low leveled, so don't go for them)).
Typing: Grass/Poison typing gives a slight advantage to over Clay with weaknesses to Skyla, Brycen, (comma) and Caitlin.
Stats: Foongus and Amoonguss have good stats all around save for great HP and absolutely dismal Speed.
Movepool: Foongus gets Giga Drain in time for Clay, can be taught the Payback TM, and gets Toxic at 32, Synthesis at 35, and Protect via TM respectively to help it stall better. Poison-type STAB comes in time for Brycen via the Sludge Bomb TM on Route 8. Spore is too late to be learned.
Major Battles: Other than a resistance to Marshal, it is mostly neutral aside from hitting Shauntal's Jellicent and Golurk as well as Grimsley's Krookodile, N's Carracosta, (comma) and Ghetsis's Seismitoad super effectively.
Additional Comments: The Effect Spore Ability punishes contact users 30% of the time with either poisoning (9%), paralysis (10%), or sleep (11%).

Frillish

Availability:
Late-game (Driftveil City with Surf (100%), levels 10-25 elsewhere).
Typing: Water/Ghost allows Jellicent to take on Brycen, Marshal, and Caitlin fairly well and is average elsewhere, having 5 weaknesses in total.
Stats: Frillish and Jellicent have great HP and Special Defense, good Special Attack, and average Defense as well as somewhat slow Speed.
Movepool: Surf and Shadow Ball make serviceable STAB moves and Will-O-Wisp and Recover can be used against physical threats.
Major Battles: Brycen is rather easy for Jellicent due to its Ice resistance, though it is shaky against the 8th Gym Drayden/Iris due to Dark-type moves. Jellicent can burn Marshal and stall him Marshal's team out with Recover rather reliably despite the presence of Payback. Jellicent’s special bulk allows it to take on Caitlin, but is uneven against Shauntal. It can hit a few of N’s Pokémon like Klinklang and Vanilluxe, as well as Ghetsis’s Seismitoad, (comma) safely.
Additional Comments: Cursed Body is the preferred Ability over Water Absorb due to greater general use.

Liepard

Availability: Mid-game (Route 5 and 16 with a 20% chance to appear).
Typing: Dark typing gives an advantage against Shauntal and Caitlin, but a weakness to Marshal.
Stats: Liepard has a great Speed and decent offenses, but low defenses.
Movepool: Liepard starts with Pursuit, which upgrades to Assurance and Night Slash at levels 31 and 43 respectively, and Fake Out. Hone Claws at level 26 is worth using and Aerial Ace, Rock Smash, Grass Knot, Thunder Wave, and Return can be taught via TMs.
Major Battles: Aside from the above in the Typing section, Liepard hits Skyla’s Swoobat and Ghetsis’s Cofagrigus with STAB and Clay’s Palpitoad, Ghetsis’s Seismitoad, and N’s Carracosta with Grass Knot.
Additional Comments: Although Purrloin is available on Route 2, its bad period would put it in E rank, thus you should generally catch one from Route 5 or 16 (preferably from a dark grass). Limber is the preferred Ability.

Maractus

Availability:
Mid-game (10% chance to appear in Desert Resort).
Typing: Grass provides it only with advantage against Clay (whose Excadrill actually beats it). All Gym Leaders either resist Grass or have STAB moves or coverage that hit it super effectively. Its Elite Four matchup is not great either. However, it does beat Water-types and the common Roggenrola line.
Stats: Other than 86 Attack and 106 Special Attack, its other stats are below average save 75 HP.
Movepool: It will start off with Mega Drain and Synthesis and will learn Giga Drain at level 26. Acupressure comes at level 29, Petal Dance (its best STAB attack) arrives at level 38, (comma) and Sucker Punch is learned at level 42.
Major Battles: Its only good matchup is Clay, although it cannot beat his Excadrill. The rest either hit it super effectively (Elesa's Emolga, Skyla, Brycen) or resist its STAB moves (Drayden/Iris). It also barely provides support for the Elite Four, N, and Ghetsis.
Additional Comments: The only reason this cactus can be constituted as useful is due to 106 Special Attack and Petal Dance making it good for most Route trainers, although it provides little-to-none support for more major fights.

Mienfoo

Availability:
Late-game (Outside of Dragonspiral Tower with 30% chance to appear in both types of grass).
Typing: Fighting allows it to hit common Normal-types, (comma) along with Brycen and Grimsley super effectively. However, it is left vulnerable to Shauntal and Caitlin, whose Pokémon can take Fighting-type moves comfortably.
Stats: Mienfoo's Attack and Speed are mediocre at best, with the rest being even lower. Mienfoo gains a significant boost in Attack and Speed upon evolving, however, and can outpace the majority of the end-game opponents.
Movepool: Mienfoo will have Drain Punch upon being caught and will learn Jump Kick at level 37. It can be taught Work Up, Brick Break, Acrobatics, and Rock Slide through TMs as well.
Major Battles: Mienfoo does well against Brycen and Drayden/Iris, though for the latter it needs to set up 3 Work Ups. Grimsley is also a good matchup, and Mienshao can defeat N's Zoroark, Klinklang, and Vanilluxe.
Additional Comments: It is a good idea to catch a Mienfoo from the dark grass from outer Dragonspiral Tower (accessible only in Winter), as it will be caught at a higher level. Keep in mind that Mienfoo is heavily reliant on Jump Kick, which is fatal if it misses. Regenerator is the preferred Ability.

Patrat

Availability:
Early-game (Route 1, 50%, levels 2-4).
Typing: Normal-type, giving an advantage to Shauntal and average everywhere else save N (where Watchog is mauled).
Stats: Patrat and Watchog have slightly below average stats aside from decent Speed and Attack (77 and 85 respectively as Watchog).
Movepool: Tackle upgrades to Retaliate and later Return, with Bite at level 6 and later Crunch at level 16 being staples. Low Kick via move relearner and TM moves like Dig and Grass Knot have sporadic use. Natural Confuse Ray, natural Hypnosis, and Thunder Wave via TM can provide team support.
Major Battles: Patrat and Watchog are decent in most major fights with Normal STAB and Work Up. Late-game, it can sweep Shauntal and Caitlin with +2 Blackglasses Crunch, and can hit N's Carracosta and Ghetsis's Seismitoad with Grass Knot. Both Bisharp end-game are beat by Low Kick.
Additional Comments: Keen Eye is the preferred Ability to avoid accuracy-lowering from a few opponents, although it is not required.

Shelmet (Trade)

Availability: Late-game (40% chance to appear in Icirrus City puddles in non-winter seasons).
Stats: Accelgor possesses an unrivaled Speed stat and has a good Special Attack, although its bulk is somewhat lackluster.
Movepool: It will have Mega Drain and Struggle Bug upon capture. It will also have Yawn and Protect, allowing it to put opponents to sleep safely. It learns Giga Drain and Bug Buzz at levels 37 and 44 respectively. Accelgor should be retaught Acid Spray through move relearner and Focus Blast or Sludge Bomb via TM in order to pick up KOs early on.
Major Battles: It does well against Brycen and Drayden/Iris with Acid Spray and a attacking move of choice, and it can also put any problematic Pokémon to sleep with Yawn. This strategy proves unreliable against the rest, but it does have good matchups against Caitlin and Grimsley. Against Ghetsis, Accelgor should outspeed Hydreigon but the latter is only 2HKOed by STAB Bug Buzz, though only Fire Blast OHKOs Accelgor. (this sentence is a mess of clauses. is this even useful? does the hydreigon always go for fire blast or what)
Additional Comments:
It has to manage with the weak Mega Drain and Struggle Bug until it learns more powerful moves.

Stunfisk

Availability:
Late-game (Icirrus City puddles (Spring, Summer, Autumn, 20%, levels 31-32), (Winter, 100% Surfing, levels 15-35)).
Typing: Ground/Electric typing is average against the major battles aside from losing to Brycen and being rather good against Shauntal.
Stats: Great 109/84/99 bulk with good 81 Special Attack (Attack is 66) with a and sluggish 32 Speed.
Movepool: Mud Shot/ and Mud Bomb serve as special Ground-type STAB moves, (comma) while Bulldoze and Dig are physical options with Bulldoze and Dig on the physical side. Discharge is generally preferable to Thunderbolt (level 45/TM) due to the 30% paralysis chance. Muddy Water (level 40), Scald, (comma) and Surf provide Water-type coverage, with Bounce (35), Revenge (50), and Sludge Bomb and Rock Slide (for 30% flinch chance post-parylsis) through TMs being other options. (yet more inconsistent presentation of info with other entries)
Major Battles:
Bad against Brycen, but good against Shauntal's Chandelure and to an extent Jellicent. Stunfisk has a favorable matchup against Grimsley's Bisharp, Caitlin's Sigilyph, as well as and Ghetsis's Bisharp. Stunfisk is particularly good against several of N's Pokémon and average elsewhere.
Additional Comments: Static is the preferred Ability over Limber, (comma) as it paralyzes contact move users 30% of the time.

Tynamo

Availability:
Late-game (8% chance to appear in Chargestone Cave's lowest floor).
Typing: Electric allows it to hit Skyla and Water-types super effectively. It is not threatened by Ground-type moves due to Levitate.
Stats: As Tynamo, its stats are rather bad, but its bulk can be fixed with Eviolite, while its Special Attack becomes acceptable with Charge Beam boosts. As Eelektross, it gains great offensive stats and good defensive ones, although its Speed is low.
Movepool: It will have Charge Beam, Thunder Wave, and Spark as moves when caught. It will learn Crunch upon evolving and can be retaught Discharge through move relearner. If you hold up on evolving Eelektrik until level 44, it can also learn Thunderbolt, though it's generally not worth it (because?) (although you can also teach it through TM from P2 Laboratory with Surf). Acrobatics and Grass Knot are also good options for it through TMs.
Major Battles: It can sweep Skyla even as Tynamo, as long as it has Eviolite. Brycen is swept by Eelektross as well. However, from that moment onwards, Eelektross can only take down specific threats that are weak to its coverage, such as Caitlin's Sigilyph and Ghetsis's Seismitoad with Grass Knot, as it generally requires many healing items to sweep any of them, although it can help by spreading paralysis with Thunder Wave.
Additional Comments: A Thunderstone can be found in Chargestone Cave, so evolve immediately when Tynamo evolves into Eelektrik. Although the upper floors also have Tynamo, they are with a 2% chance of encounter only, thus you should stick with the lowest floor.

Woobat

Availability:
Early-game (Wellspring Cave, 50%, levels 10-13).
Typing: Psychic/Flying, giving the line an advantage against Burgh, but weaknesses to Lenora's Crunch and Elesa, Brycen, and Grimsley in general. Shaky for Marshal despite Psychic/Flying typing due to Stone Edge. Neutral elsewhere.
Stats: The Woobat line has mediocre bulk and only slightly above average Special Attack, though the line it is extremely fast.
Movepool: Starts with Confusion and gets Psychic at level 41. Gust upgrades to Air Cutter at 21 and later Air Slash at 32. Amnesia and Calm Mind at level 29 can help the line set up but are tricky to pull off. The line also gets TMs like Grass Knot, Thunder Wave, Charge Beam, (comma) and Shadow Ball.
Major Battles: Swoobat generally performs decently against Skyla and the 8th gym Drayden/Iris. The naturally learned albeit niche Imprison with Shadow Ball and Psychic allows it to boost up to +4 and solo Shauntal. Otherwise, Swoobat is too frail to be taking many hits to set up end-game.
Additional Comments: Unaware is the preferred ability, as Klutz makes held items useless.

Yamask

Availability:
Mid-game (50% chance to appear in Relic Castle).
Typing: Ghost typing lets it hit Caitlin and Shauntal super effectively (while being hit super effectively by the latter), but struggles against Grimsley.
Stats: Yamask's good bulk can be buffed via Eviolite. As Cofagrigus, it has high 145 Defense and 105 Special Defense as well as a decent 95 Special Attack, but low Speed and HP.
Movepool: It will rely on Hex + Will-O-Wisp for damage output in the beginning. It will learn Ominous Wind at level 25. Cofagrigus also learns Shadow Ball at level 39. Its TM movepool is poor, and can only be taught Grass Knot to have something against Normal-types (excluding the Pidove line).
Major Battles: It is useful against Elesa and Shauntal and is pretty good against Brycen and Drayden/Iris. In all other matchups, it can either spread burns, or is reliant on healing items in order to stay on the field.
Additional Comments: As Yamask uses Will-O-Wisp quite often, keeping Hex might be a good idea. It is useless against Normal- and Dark-types due to lacking a movepool to threaten them, outside of Grass Knot. Mummy replaces contact attackers' abilities with Mummy when the line is hit.

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 their strengths or are otherwise decent Pokémon that come too late to be of any major use.

Alomomola

Availability:
Late-game (Driftveil City, Surf in rippling water (95%), levels 10-30 (also found elsewhere)).
Typing: Water typing's only real benefit for Alomomola is walling Brycen better via resistance,; (semi) it's average everywhere else save the 8th Gym Drayden/Iris.
Stats: Alomomola has a massive 160/80/45 bulk, but its Attack and Speed are about average with Special Attack being a low 40.
Movepool: Alomomola is heavily skewed toward status and support moves, with its best ones being Wish (level 37), Protect (Heart Scale/TM), and Toxic and Light Screen from TMs. The only viable offensive moves it gets are Waterfall and Return, with Aqua Ring being available via Heart Scale.
Major Battles: Alomomola functions similarly in all major battles by using Light Screen for team support and stalling with Toxic, Protect, and Wish.
Additional Comments: Hydration is the preferred ability, (comma) as it can be combed with Rest and the Rain Dance TM for free healing, but isn't required. (really not getting why this thing's terrible)

Deino

Availability:
End-game (Victory Road 1F (middle and rightmost room), 20%)
Typing: Dark/Dragon typing is only helpful for Shauntal and Caitlin and terrible for Marshal, being neutral elsewhere.
Stats: Deino has underwhelming stats, with Zweilous having roughly average stats aside from Speed. Hydreigon is feasibly out of reach at level 64.
Movepool: Crunch and Dragon Rush are primary STAB moves, with the only other options being Work Up, Body Slam (level 48), (comma) and Thunder Wave (TM).
Major Battles: Zweilous is good for Shauntal and Caitlin, but bad elsewhere due to lacking stats compared to everything else. Avoid Marshal.
Additional Comments: Even though Deino evolves to Zweilous at 50 in time for the Elite Four. (bruh)

Heatmor

Availability:
Late-game (rough patches outside Victory Road at a 45% encounter rate).
Typing: Fire typing is neutral virtually everywhere against the remaining six fights save for Bisharp and 1/3 of N's team.
Stats: Good mixed offenses and okay HP, with lackluster stats everywhere else.
Movepool: Not much in Heatmor's natural movepool is worth learning aside from Amnesia at level 46 and Flamethrower at level 51. Focus Blast, Fire Blast, Return, Shadow Claw, and Dig can be taught for coverage.
Major Battles: Heatmor will typically be bad in the final fights due to lacking EVs, though it can hit Grimsley's and Ghetsis's Bisharp with STAB and smack Shauntal and Caitlin with Shadow Claw. Marshal has Rock-type coverage for Heatmor, but the anteater can beat N's Vanilluxe and Klinklang.
Additional Comments: Neither Gluttony or Flash Fire are is particularly helpful for Heatmor.

Karrablast (No Trade)

Availability:
Karrablast is found on Route 6 at a 25% encounter rate.
Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but that is not going to happen due to multiple reasons. (those "reasons" aren't quite clear here; just bad stats making it impossible to take a hit?)
Stats:
Karrablast has bad stats which that cannot hold it for long, especially in the end-game. Seriously, evolve it into Escavalier, if possible.
Movepool: It will have Fury Cutter and Headbutt upon being caught and can be taught X-Scissor through TMs. It's not gonna accomplish much with these stats, though.
Major Battles: Due to the factors mentioned above, Karrablast does nothing in major battles.
Additional Comments: If you can't trade with Shelmet to evolve it, do not bother with Karrablast.

Larvesta

Availability:
Route 18 (Surf required, received a Larvesta Egg in a house from a Pokémon Ranger which hatches at level 1).
Typing: Bug/Fire, giving a 4x weakness to the common Rock-type. (thanks sherlock, what happened to the gym matchups)
Stats:
85 Attack and 60 Speed, with other stats being mostly 55. (numbers bad)
Movepool:
Larvesta gains new moves every 10 levels, with Flame Charge at 30 and Bug Bite at 40, providing STAB. Acrobatics and Wild Charge via TMs provide coverage.
Major Battles: Brycen isn't inherently favorable for Larvesta due to Vanillish's tendency to use Acid Armor and Beartic's propensity to Swagger and Brine. In all other major battles, (comma) Larvesta will get outmuscled due to lacking stats.
Additional Comments: Flame Body is the preferred ability to burn physical attackers using contact moves 30% of the time.

Pawniard

Availability:
Route 9 (20% encounter rate).
Typing: Dark/Steel is helpful for the 8th Gym Drayden/Iris, Shauntal, and Caitlin, and is decent elsewhere with nine resistances and two immunities.
Stats: Pawniard and Bisharp have great a Attack and good Defense with roughly average other stats.
Movepool: Pawniard has awful starting STAB moves in Metal Claw and Assurance until Night Slash at level 49 and Iron Head at 54 if you hold off evolution two levels. TM-wise, Rock Slide, Low Sweep, (comma) /Brick Break, Return, and Dig provide useful coverage. Don't use Iron Defense.
Major Battles: Aside from the above mentioned in the Typing section, the line is terrible for Marshal and Grimsley, and N and Ghetsis have coverage for it.
Additional Comments: Defiant is the preferred Ability. Due to a lacking movepool and evolving to Bisharp at level 52, the line is a subpar choice.

Rufflet

Availability:
Route 30 (20% encounter rate, only in White).
Typing: Normal/Flying typing gives the line an advantage against Shauntal and Marshall, being neutral elsewhere aside from Grimsley's Scrafty.
Stats: Rufflet and Braviary have slightly above average bulk and Speed with great Attack.
Movepool: Slash and Aerial Ace are good starting moves, and Return, Rock Slide, and Fly can be taught via their respective TMs and HM. Tailwind at level 37 and Hone Claws via Heart Scale are the only other feasible options, as Brave Bird is learned too late.
Major Battles: As Rufflet will often be unevolved for end-game, it won't stack up unless you grind to level 54 for Braviary. Caitlin, Marshal, N, and Ghetsis have coverage to hit the line's 3 weaknesses.
Additional Comments: Sheer Force is the preferred Ability to give moves with secondary effects a 30% boost.

Shelmet (No Trade)

Availability:
Late-game (40% chance to appear in Icirrus City puddles in non-winter seasons).
Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but it does not beat them due to lacking stats.
Stats: Its stats are pretty bad, leaving it nearly useless against the rest of the game.
Movepool: It will have Mega Drain and Struggle Bug as damaging moves upon being caught, but since it is not evolved, it's not accomplishing much. It will also have Yawn and Protect, allowing it to put its opponents to sleep safely.
Major Battles: None, as its stats are too bad for it to efficiently do something, other than spread sleep status with Yawn.
Additional Comments: If you can't trade with Karrablast to evolve it, do not bother with Shelmet.

Terrakion

Availability:
The very end of Victory Road (head down the left stairs from the exit). You must have captured, fainted KOed, or run from Cobalion. Level 42.
Typing: Rock/Fighting is pretty mediocre for the final fights, with the only advantages being Grimsley, N, and Ghetsis.
Stats: Terrakion is a sweeper with 129 Attack, 108 Speed, and 91/90/90 bulk.
Movepool: Starts with STAB moves in Rock Slide and Sacred Sword, gets X-Scissor via TM, (comma) and Swords Dance comes at level 49.
Major Battles: You may be lucky to live take a Psychic from Caitlin's Reuniclus and sweep at +2 with Swords Dance + Expert Belt X-Scissor. It is good for Grimsley, but watch out for Scrafty's Sand-Attack. It takes on N's Vanilluxe and Klinklang, and handles Archeops decently well. Ghetsis's Hydreigon is shaky (it outspeeds), but you can at least take on Bisharp and Bouffalant (the latter lives withstands unboosted Sacred Sword, (comma) but you Terrakion easily live EQ takes Earthquake).
Additional Comments: Terrakion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit with Pokémon weak to Dark against Grimsley and Ghetsis. Dusk Balls to catch it with can be bought from Driftveil.

Thundurus

Availability:
End-game (Roaming Unova in White, triggered by going to Route 7 after trying to go through Route 10's gate with 8 badges).
Typing: Electric/Flying; Flying lets it hit Marshal super effectively, although Rock coverage is dangerous for it. Electric allows it to hit Flying-types and Water-types super effectively, though no major trainers left specialize in these types. Its typing provides no useful resistances for end-game.
Stats: It has a high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable in regard to its performance.
Movepool: It can be taught Fly through TM for Flying-type STAB along with Thunderbolt through TM or Discharge at level 43. Brick Break is also an option through TMs. It learns Crunch at level 49 and can be retaught Reversal for a strong Fighting-type move as well, but the latter isn't useful.
Major Battles: It can do fine against every member of the Elite Four, but will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Thundurus at all,; (semi) at most, (comma) Ghetsis's Bisharp is taken out by Brick Break.
Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Tornadus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster Ability gives status moves +1 priority, most notably Thunder Wave via TM.

Tornadus

Availability:
End-game (Roaming Unova in Black, triggered by going to Route 7 after trying to go through Route 10's gate with 8 badges).
Typing: Pure Flying typing hits Marshal super effectively, although Rock coverage is dangerous for it. It provides no useful resistances for what is left.
Stats: It has a high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable in regard to its performance.
Movepool: TM-wise, It can be taught Acrobatics (its most powerful move) with Brick Break as coverage. Additionally, it learns Crunch at level 49 and can be retaught Reversal for stronger Fighting-type move, but the latter isn't useful.
Major Battles: It can do fine against every member of the Elite Four, but will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Tornadus at all,; (semi) at most, (comma) Ghetsis's Bisharp is taken out by Brick Break.
Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Tornadus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster ability gives status moves +1 priority.

Trubbish

Availability:
Mid-game (Routes 16 and 5, 20%).
Typing: Poison, giving a weakness to Clay and Caitlin, with Shauntal and most of Grimsley also resisting Poison STAB. Neutral elsewhere.
Stats: Trubbish has good 50/62/62 bulk and 65 Speed, with Garbodor having good stats all around save Special Attack.
Movepool: Acid Spray (obtained from level 22 or lower Trubbish) gets you by until Sludge Bomb at level 29. Stockpile at level 23 is essential to help Trubbish wall things, with the Rest TM (immediately available) and later on the Substitute TM helping with this. Toxic at level 36 is a key for major battles, where it will badly poison foes and then set up with Stockpile and heal with Rest. Toxic Spikes can be helpful. Garbodor also learns Amnesia at level 46.
Major Battles: Again, Trubbish and Garbodor generally poison foes, Stockpile and then Rest then use Stockpile and Rest, as they don't have the tools to do much else. Most of the end-game in particular will stop this strategy cold aside from potentially Marshal.
Additional Comments: Stench is the preferred Ability to flinch slower foes 10% of the time.

Vullaby

Availability:
Route 30 (20% encounter rate, only in White).
Typing: Sadly, the Dark/Flying typing isn't helpful for the last few battles aside from Shauntal and Caitlin, and is neutral elsewhere.
Stats: Vullaby and Mandibuzz both have good bulk with decent Speed and dismal offenses.
Movepool: Air Slash and Dark Pulse at level 41 and 46 are your main STAB moves. Toxic, Rest, (comma) and Substitute via TMs can help the line wall attacks better. Most of the other status moves Vullaby gets are too situational, aside from Tailwind upon capture and Nasty Plot via Heart Scale.
Major Battles: As Vullaby will often be unevolved for end-game, it won't stack up unless you grind to level 54 for Mandibuzz. Caitlin, Marshall, N, (comma) and Ghetsis have coverage to hit the line's 4 weaknesses.
Additional Comments: Either ability is fine for Vullaby, but both are generally situational.


Untiered
These Pokémon can't be obtained in-game without use of events or come post-game and thus can't be tiered. The exceptions are Reshiram and Zekrom, who which are barely in time for the end of the game.
Hi, thanks a ton for the GP check, it's really appreciated!

We tried to address the summary issues so we wrote a short summary for (I believe) all mons. If you (not forcing you, after all the work you have done lol) or anyone else wants to give a comment and let us know if we can improve them in some ways, we will address it.

This should be ready for GP check #2
 

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
add remove comments
Introduction

Welcome to the Pokémon Black and White in-game tier list! The goal of this list is to rank every Pokémon in Unova in one of the 6 six tiers, from S to E, each vaguely determining vaguely its viability. The major factor under which each is ranked is efficiency; a Pokémon that is efficient provides faster and easier solutions to major battles, which include Gym Leaders, Elite Four members, and N and Ghetsis at the Pokémon League, than ones that are inefficient. Pokémon in higher ranks, such as S and A, are considered very efficient, while those in lower tiers, such as D and E, are considered not very efficient.



What are the tiers?

There are 6 tiers in this list (RC) which are:
  • S-tier
  • A-tier
  • B-tier
  • C-tier
  • D-tier
  • E-tier
Why is a Pokémon in a certain tier?

Pokémon are ranked under the following 5 five factors:
  1. Availability: This is how early a Pokémon becomes available in the game and how hard it is to find (read: encounter rate). Does it require significant backtracking, require HM moves, or just have a low encounter rate? This includes backtracking to revive the Plume Fossil or Cover Fossil in Narcrene City after obtaining one in the Relic Castle, or as well as catching Water-types, Cobalion, or Virizion post-Surf.

  2. Typing: A Pokémon's typing can be of great importance for an efficient playthrough. How do the typing's matchups work against the entire game? If a Pokémon has better typing, (comma) it is often considered a higher rank.

  3. Stats: A Pokémon's stat distribution is crucial for its success. Does the Pokémon have a stat distribution that complements the Pokémon's its movepool and typing? If a Pokémon has a stat distribution that favors both its typing and movepool, it will often be higher on the tier list. In general, a Pokémon with low Speed will often be ranked lower.

  4. Movepool: A Pokémon's movepool (both level-up and TM/HM) is crucial. What moves does the Pokémon naturally get and can possibly obtain? Unlike with past games, TMs are of infinite use (RC) and thus have no opportunity cost. With that being said, if a Pokémon requires a TM found in a detour off the main path (like TM24 Thunderbolt on Route 18 with Surf (RC) or TM47 Low Sweep in lower Wellspring Cave with Surf), it will be knocked down a bit.

  5. Major Battles: Major battles consist of Gym Leaders, the Elite 4, and the final battles with N and Ghetsis. How does the Pokémon contribute to these battles? A Pokémon that contributes to many major battles will often be seen higher than those that do not.
What tools is the player allowed to use?

The player is allowed to use any legitimate means within the cartridge for completing the game efficiently. The player is only allowed to trade to evolve Pokémon and not to receive outside help otherwise. The player is allowed to use items such as X Items, Potions, TMs, and Berries. Keep in mind that items have opportunity costs associated with them and can negatively contribute to a Pokémon's rank if it requires a multitude of items, such as 2 two or more.

Under what conditions were Pokémon tested?

Every Pokémon was tested and ranked under these additional conditions:
  • Every Pokémon was generally on par with the major Trainers' levels, at most outleveling their ace by 2 two levels. Reasonable levels at the Elite Four generally vary between 48-50.
  • Most tests were done with 5 five-member teams, although it is notably more optimal to run 4 four or less, as they will gain more experience and easily outlevel opponents.
  • Lucky Egg was completely allowed and and was necessary for bigger teams to reach appropriate levels.
  • Across the Unova region, there are around 12 twelve Rare Candies (discounting Passerby Analytics HQ), some of them requiring backtracking and HMs to be obtained. They are used to reach the aforementioned levels for the Elite Four when using bigger teams.
  • Tampering with the clock to obtain items or Pokémon that are only available in specific seasons was completely allowed and did not negatively affect any Pokémon's viability.
  • Viability was determined up until Ghetsis; anything that is exclusive to post-game (such as the Stone Edge TM) was not taken into account for the Pokémon's viability.


The List

S-Tier

Reserved for Pokémon that possess the highest levels of efficiency. Pokémon in this tier are able to OHKO or 2HKO an overwhelming majority of foes, limit the amount of attacks used against them, and function with minimal reliance on items to defeat opponents at like similar levels. These Pokémon typically show up before the late-game,(AC) and any flaws they have are absolutely made up by their advantages.

Darumaka


Availability: Early-game (40% chance to appear in Route 4).
Typing: Save for Drayden/Iris, Fire hits all Gym Leaders and Elite Four members for at least neutral damage and is hit super effectively only by Clay.
Stats: Darumaka is decently fast,(AC) and its high Attack buffed up by Hustle allows it to hit every opponent foe hard; its shaky bulk is fixed by Eviolite. As a Darmanitan, it hits even harder, is way faster, and has enough bulk to take neutral hits well and even avoid OHKOs from super effective moves.
Movepool: It learns Fire Punch at level 22, Belly Drum (which it can safely set up with as a Darmanitan) at level 30, and Flare Blitz at level 33. Hammer Arm comes upon evolution,(AC) and Superpower is learned at level 47. TM-wise, it can be taught Brick Break as an alternative to Superpower, Rock Slide, and Dig, the latter of which is good for Shauntal and Ghetsis's Fire-resistant Pokémon.
Major Battles: As a Darumaka, it only ever struggles against Clay. Burgh and Elesa lose to Darumaka, although it needs Eviolite for both. As a Darmanitan, it sweeps all the other Gym Leaders, with Drayden/Iris falling to Belly Drum. At the Elite Four, it can use Belly Drum strategies again to sweep all but Marshal. It is useful against N and Ghetsis, the latter being swept if you use Substitute and X Speed in conjuction with Belly Drum.
Additional Comments: Although Hustle might be annoying, most of the misses are not fatal; it does not prevent Darumaka from being one of the best choices for an efficient run of the games.

Drilbur

Availability:
Early-game (Dust Clouds in Wellspring Cave).
Typing: Very few opponents foes resist Drilbur's Ground-type attacks, with Burgh's Leavanny being the exception. Its Ground typing provides it with an immunity to Elesa's Volt Swtich Switch, while its evolution's Steel typing provides it with better matchups against Skyla, Brycen, Drayden/Iris, Shauntal, Caitlin, and Grimsley.
Stats: As a Drilbur, it has a really good Attack stat and good Speed, although its bulk is not as impressive. As an Excadrill, it gains a significant boost in Attack and HP, allowing it to survive most neutral and some super effective moves. Excadrill's base 88 Speed lets it outpace most opponents foes later on.
Movepool: Until it learns Metal Claw at level 15 and Dig at level 19, it will be relying on Fury Swipes. It learns Rock Slide at level 29 and Earthquake at level 33. Drilbur sets up with Hone Claws until it learns Swords Dance as Excadrill at level 42. It can be taught X-Scissor and Substitute via TMs.
Major Battles: It is capable of contributing against Burgh and destroys the rest of the Gym Leaders. Excadrill can sweep the whole Elite Four minus Marshal simply by using Swords Dance once. It is also capable of contributing majorly against N and Ghetsis (especially if you are playing in Black, because it can use N's Zekrom as setup bait).
Additional Comments: Drilbur should be evolved at level 33 to learn Earthquake a little earlier, which can be boosted with Soft Sand from Desert Resort. Drilbur is arguably one of the best Pokémon in BW and thus is highly recommended to catch, even if the method is annoying.

Scraggy

Availability:
Early-game (20% chance to appear in Route 4).
Typing: Although it struggles with Skyla, Scraggy's typing allows it to beat Brycen and all of the Elite Four members barring Marshal.
Stats: Scraggy has good Attack and defensive stats, which can be buffed by Eviolite. Its Speed will eventually cause it problems as a Scrafty, but you should have Speed EVs to outspeed some slower threats.
Movepool: Its only STAB move initially is Faint Attack (AC) until it learns Brick Break at level 20. It can be taught Payback at level 23 to take advantage of its low Speed. High Jump Kick at level 31 and Crunch at level 38 are its strongest STAB moves. TM-wise, it can be taught Work Up and Rock Slide.
Major Battles: Excepting Burgh's Leavanny and Skyla, Scraggy does well against every Gym Leader, although it needs Eviolite for all of them as a Scraggy. It also does well against every Elite Four member bar Marshal and is useful against N and Ghetsis.
Additional Comments: The combination of a strong movepool and a good typing that hits threatens a lot of major opponents makes Scraggy a very good choice for a run of the games. Always use one with Moxie over Shed Skin.

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 foes and are not very reliant on items to succeed, but they either have some visible flaws that hurt their efficiency or have their usefulness counterbalanced by a late arrival.

Archen


Availability: Mid-game (Receive Plume Fossil from female Backpacker in Relic Castle and revive at Narcrene City at level 25).
Typing: Rock / Flying(spacing) gives it 5 five weaknesses, though only Rock is common. Archen's only real losing matchup is against Elesa; it's good elsewhere.
Stats: Archen has fantastic Attack coupled with good Speed and Special Attack, but it has lacking defenses. As an Archeops, these stats skyrocket to 140/112 offenses with great 110 Speed. Both Pokémon must be careful though, as their Defeatist ability halves their offenses at 50% or less HP.
Movepool: It starts with Ancient Power (you can teach Rock Tomb via TM) and learns Acrobatics (its best move) 3 three levels later at 28 to replace Pluck. Archen gets Crunch at 35, U-turn at 45 (as Archeops), and Rock Slide via TM. Dig, Focus Blast, and Dragon Claw are options, but the line will mostly be using Acrobatics.
Major Battles: The line's sheer power means it performs well in all major battles save Elesa, though it must stay healthy to avoid Defeatist. Against end-game threats, if it doesn't OHKO a foe, that foe will often come close to knocking it into Defeatist range (a lot are 2HKOed by Acrobatics).
Additional Comments: Archen is one of the strongest Pokémon to use, but Defeatist holds it back.

Axew


Availability:
Late-game (20% chance of encounter in Mistralton Cave, accessed with Surf).
Typing: Dragon is only resisted by the uncommon Steel typing. Ice- and Dragon-types that are strong against the line are rare (outside of Brycen and Drayden/Iris). Dragon is great defensively, as it resists Grass, Fire, Water, and Electric.
Stats: It possesses really high Attack (especially as Haxorus), good Speed, and acceptable defensive stats. However, as an Axew, it is a little bit frail.
Movepool: Axew will have Dragon Claw upon being caught. It learns Dragon Dance at level 32 and Swords Dance at level 48 as Fraxure. It can also learn Brick Break, Shadow Claw, and X-Scissor through TMs for rotating coverage as Haxorus.
Major Battles: You should have Fraxure for Brycen. It is capable of sweeping all major fights that are left (including Brycen due to AI not choosing Frost Breath). Haxorus is the only Pokémon that can sweep the whole Elite 4 along with N and Ghetsis (RC) due to its rotating coverage.
Additional Comments: Despite coming late, Axew is a good Pokémon to use, as it can sweep every major fight left, with Mold Breaker being the preferred Ability ability. Its coverage such as Brick Break, Rock Slide, and X-Scissor can be rotated to suit major battles. Its Slow experience growth rate is fixed with Lucky Egg.

Timburr (trade)

Availability: Early-game (20% chance of encounter in outer part of Pinwheel Forest).
Typing: Fighting hits common Normal- and Rock-types, Lenora, Clay, Brycen, Grimsley, and half of N's and Ghetsis's teams super effectively.
Stats: It has high Attack and HP and acceptable defenses as Conkeldurr, but it is a little bit slow. Timburr's Special Defense is pretty low as well.
Movepool: It will initially rely on Low Kick and Rock Throw. At level 20, it will learn Wake-Up Slap. After evolving, it learns Bulk Up and Rock Slide at levels 29 and 33, respectively, along with Hammer Arm at level 45 and Stone Edge at level 49. It also learns Brick Break and Payback by TM.
Major Battles: It does well against Lenora and can do well against Burgh if it's evolved at that point. It can also contribute to Elesa and sweep the rest of the Gym Leaders. It does well against Marshal and Grimsley, but struggles against the rest.
Additional Comments: Conkeldurr remains useful until the Pokémon League, where it falls off due to unfavorable matchups. However, Conkeldurr still hits roughly 1/3 of end-game with its STAB attacks. If yours has Sheer Force, do not teach Stone Edge over Rock Slide, as they have almost the same power, but Rock Slide has more accuracy and PP. Gurdurr and Conkeldurr share the same level up learnset.

Lillipup

Availability:
Early-game (Route 1 from levels 2-4 at a 50% encounter rate).
Typing: The line's members are Normal-types and neutral against everything save Shauntal, whose Ghost-types are immune, and Marshal, who hits the line super effectively.
Stats: The Lillipup line has solid stats except for Special Attack, with Stoutland having 100 Attack, 80 Speed and 85/90/90 bulk.
Movepool: Tackle and Bite carry Lillipup well until Take Down at level 15 and (as a Herdier) Crunch at level 24. Return via TM at Nimbasa City is the line's best STAB attack once they have high friendship, and the Work Up TM can be useful to boost offensive stats.
Major Battles: The Lillipup line has a solid showing in all major battles, as few opponents resist Normal, and Ghost-(AH) and the rare Steel-types are handled by Crunch and Dig. Work Up can help the line sweep some fights from Elesa onward.
Additional Comments: Lillipup is consistently a great Pokémon for Gym Leaders (RC) but is too reliant on Work Up boosts to do its job at the Pokémon League. Get the Vital Spirit Ability abilityas Lillipup, as it turns into Intimidate as a Herdier onward, letting the line take physical hits better.

Oshawott

Availability:
Starter, Nuvema Town.
Typing: Water typing is good everywhere aside from Elesa and Drayden/Iris.
Stats: Oshawott's line are has mixed attackers with average Speed and decent bulk.
Movepool: Oshawott upgrades from Water Gun to Razor Shell at level 17 to Surf later on. The line also gets the Grass Knot, Dig, and Return as mid-game TMs, and Megahorn can be relearned as Samurott.
Major Battles: Water beats Burgh's Dwebble, Grimsley's Kroododile, and Shauntal's Golurk and Chandelure. Caitlin save Sigilyph is handled with Megahorn, and the line can beat Ghetsis's Seismitoad and N's Carracosta with Grass Knot. You can TM Blizzard for Drayden/Iris, but it is expensive.
Additional Comments: Oshawott is the best starter to pick, as its Water typing and strong moves make it more consistent in major fights than the other starters.

Panpour

Availability: Early-game (Dreamyard (Snivy) / Pinwheel Forrest (Inner) rustling Grass at 10%).
Typing: Water typing is good for most Gyms aside from Drayden/Iris, being effective against Clay and neutral elsewhere.
Stats: The monkeys have all-around(AH) good stats, most notably 98 offenses and 101 Speed.
Movepool: Water Gun becomes the fantastic Scald at level 22. Simipour gets Dig, Acrobatics, Shadow Claw, Rock Tomb, Rock Slide, and all Fighting-type TMs for wide coverage (RC) and Work Up for setting up. Scald later upgrades to Surf,(AC) and Blizzard is bought at Icirrus City.
Major Battles: Simipour can hit Burgh's Dwebble, Shauntal's Chandelure and Golurk, and Grimsley's Krookodile with STAB attacks. TM coverage handles almost everything else.
Additional Comments: Panpour's Water typing and wide coverage allow it to beat most Gym Leaders, but it is still reliant on Work Up boosts for the Pokémon League. Evolve at level 22 after getting a Water Stone in Castelia City.

Petilil

Availability: Early-game (35% chance to appear in inner Inner Pinwheel Forest in White, obtainable only by trade in Nacrene City in Black).
Typing: Grass lets it hit Clay as well as Rock-, Ground-, and Water-types, but Burgh, Brycen, Drayden/Iris, and common Bug- and Poison-types generally pose a threat to it.
Stats: Petilil has high Special Attack and good bulk. Lilligant has high Speed and Special Attack, with its Special Defense also raised by Quiver Dance.
Movepool: Growth, Mega Drain, Sleep Powder, and Leech Seed are likely the moves it will start with. It learns Synthesis at level 17, Magical Leaf at level 19, Stun Spore at level 22, and Giga Drain at level 26. As a Lilligant, it will learn Quiver Dance at level 28 and Petal Dance at level 46.
Major Battles: As a Lilligant, it can sweep every major fight by setting up Quiver Dance; however, in some cases, it should use Sleep Powder to acquire boosts safely. It also needs a lot of boosts to take down a lot of teams that have Grass-resistant Poémon.
Additional Comments: Once it learns Giga Drain, evolve it before level 28. Sun Stone can be received from an Ace Trainer in a Nimbasa City building. Although Petilil can overpower all major fights, it needs a lot of Quiver Dance boosts to beat resists resistant foes, as it relies solely on Grass-type STAB moves. Own Tempo is the preferred Ability ability to avoid confusion induced by Lilligant's Petal Dance. In Black Version, you can trade a Cottonee to Dye in Nacrene City, which has a Modest nature and the Chlorophyll Ability ability, is at level 15, and has 20/20/20/31/20/20 IVs.

Roggenrola (Trade)

Availability:
Early-game (Wellspring Cave, 50% encounter rate).
Typing: Rock typing lets the line beat Lenora, Burgh, Elesa, Skyla, Brycen, and N, being resistant to the common Normal-types.
Stats: The Roggenrola line members are physical tanks, but they are extremely slow. As a Gigalith, it has a great 135 Attack stat coupled with a high overall bulk.
Movepool: Roggenrola has Headbutt, picking up Rock Blast at level 14 and Iron Defense at level 20. If you keep it unevolved for 2 two levels, it picks up Rock Slide at level 27, which carries it to Stone Edge at 48 when evolved. Rock Smash, Return, Bulldoze and Toxic can be taught via TMs.
Major Battles: The line is a fantastic choice for Lenora, Burgh, and (if it's the only Pokémon in the party so it doesn't get phazed out by Dragon Tail) Drayden/Iris with Iron Defense. Gigalith counters Elesa, Skyla,(AC) and Brycen well, but it should avoid Clay. Gigalith 2HKOes neutral end-game(AH) targets with Stone Edge and handles N fairly well, especially with setting up Iron Defense on Zekrom in Black. It is useful for Ghetsis’s Eelektross and Bouffalant despite the latter having Earthquake.
Additional Comments: Gigalith remains useful until the Pokémon League, where it falls off due to unfavorable matchups and limited targets to hit with STAB moves. It can make good use of Hard Stone and Quick Claw.

Sandile

Availability: Early-game (Route 4 from levels 14-18 at a 40% encounter rate).
Typing: Ground / Dark(spacing) gives the line advantages against Elesa, Shauntal,(AC) and Caitlin, and is but it's average elsewhere.
Stats: Sandile and Krokorok have high Attack and Speed but dismal defenses. Krookodile has good 95/80/70 bulk, 117 Attack, and 92 Speed.
Movepool: Level 14-15 Sandile start out with Bite, which is preferable to Assurance on higher-level ones. Sandile gets the Rock Tomb and Dig TMs as well as Crunch at level 28, which are staple STAB moves. Later on, Krokorok gets the Brick Break, Low Sweep, Rock Slide, and Return TMs, which give it wide coverage. It is recommended to hold off on evolving Krokorok for eight levels to get Earthquake at level 48 as opposed to level 54 as Krookodile.
Major Battles: The Sandile line has a strong showing in all major battles, even ones where it has a disadvantage, thanks to Moxie and good Speed. It can sweep Elesa with Rock Tomb and Dig, fares decently against Clay's Excadrill, is superb against Shauntal and Caitlin,(AC) and hits 1/3 of N and Ghetsis's teams super effectively (N's Carracosta is shaky due to Sturdy and Aqua Jet). Brycen and Marshal are tough for the line but still workable.
Additional Comments: Krookodile is one of the best late-game sweepers available, with its STAB moves having little resists few answers. Moxie aids this and makes it incredibly effective once it has Earthquake.

Sawk

Availability:
Early-game (Pinwheel Forest (Outer), 10% Black, 5% White (rustling grass)).
Typing: Fighting typing lets Sawk take on Lenora, Brycen, Grimsley, N, and Ghetsis well, though it loses to Shauntal and Caitlin.
Stats: Sawk's high Attack and Speed, coupled with acceptable bulk, make it an excellent sweeper
Movepool: Sawk upgrades from Double Kick to Low Sweep to Brick Break to Close Combat throughout the game, with TM moves like Return and Rock Slide providing useful coverage. Work Up and Bulk Up at level 33 let Sawk boost its Attack.
Major Battles: Sawk wins handily against Lenora (RC) but needs Work Up or Bulk Up to sweep most of the other Gyms. Against the Elite 4, Sawk sweeps Grimsley and is neutral against Marshal. STAB Close Combat takes care of half of both N's and Ghetsis's teams.
Additional Comments: Sawk is very effective out of the box, but STAB moves are resisted fairly often, and its adequate defensive stats don't hold up as well towards the end of the game. Sturdy is the preferred Ability ability but not required. Try to catch a Sawk at level 17 from dark grass to start with Low Sweep.

Throh

Availability:
Early-game (Pinwheel Forest (Outer), 10% White, 5% Black (rustling grass)).
Typing: Fighting typing lets Sawk Throh take on Lenora, Brycen, Grimsley, N, and Ghetsis well, though it loses to Shauntal and Caitlin.
Stats: Throh possesses high Attack and HP along with good Defense and Special Defense, but it is rather slow.
Movepool: It will have Seismic Toss upon being caught and, based on level, Vital Throw (otherwise learned at level 17). More damaging moves in the form of Revenge, Storm Throw, and Body Slam are at levels 21, 25, and 29, respectively. Bulk Up comes at level 33 and Superpower at level 49. TM-wise, it can be taught Brick Break (outclassed by Storm Throw) and Rock Slide. Payback via TM helps Throh do well against Shauntal.
Major Battles: Throh is really useful against Lenora. It also sweeps all Gym Leaders, even Skyla and onwards, thanks to Bulk Up. Against the Elite Four, it can sweep Grimsley and Marshal reliably, while Shauntal has her team swept by Throh, minus Cofagrigus, if you heal it up a few times. It is also useful against N and Ghetsis, as it can take down a few of their Poémon easily.
Additional Comments: Throh is good for most major fights, but it is overall dependant dependent on many Bulk Up boosts, which becomes problematic at the Pokémon League. In White, you can find a level 17 Throh fairly easily by going into dark grass with a level 17 Poémon in the lead and using a Repel. Throh generally can set up only 2-3 Bulk Ups at most, as its low Speed means that it will often take a hit before doing anything.

first two posts, will do the other two tomorrow edit: idk if it'll be today but i'll try for this week
 
Last edited:
Minor nitpick of CryoGyro's pass - Bulldoze is also a TM, so it doesn't need to be implicitly excluded from the list.
Golett


Availability: Late-game (Dragonspiral Tower 1F (50%), 2F (100%)).
Typing: Golett and Golurk are Ground/Ghost types with advantages against Caitlin, Marshal, and, to an extent, N and Shauntal.
Stats: Golett and Golurk are slow, but have great Attack and good defenses; Golurk has exemplary 124 Attack with 89/80/80 bulk.
Movepool: Immediately reteach Shadow Punch for a Heart Scale in Mistralton City and TM Bulldoze for physical STAB moves. Iron Defense is a great move for Golett against many opponents. By holding off on evolving two extra levels, Golett will learn Earthquake early at level 45 to replace Bulldoze. The fourth slot can be rotated between the Bulldoze, the Brick Break, Low Sweep, Rock Slide, and Substitute TMs, and the Fly HM as Golurk.
Major Battles: If you have Golurk with Earthquake, it can do well against Drayden/Iris, as Fraxure and Haxorus will generally boost while you 2HKO. Against the Elite 4, it takes on Shauntal and Caitlin with Shadow Punch and helps against Grimsley and Marshal with Iron Defense, Earthquake, and Fly, even reliably soloing Marshal. Golurk performs well against N and is decent for Ghetsis, but watch out for super effective coverage.
Additional Comments: The Iron Fist Ability is preferred over Klutz, as it will give Golett's and Golurk's Shadow Punch a 20% boost.
 

shiny finder

forever searching
is a Community Leaderis a Programmeris a Smogon Discord Contributoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Chatot Wrangler
add remove comment
B-Tier
Reserved for Pok&ecute;mon 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 number of foes and may have require a bit of item reliance to sweep opponents' teams. These Pokémon are very useful, (AC) but either have several visible flaws holding them back or come are encountered fairly late.

Dwebble

Availability:
Early-game (Desert Resort, 10%, levels 20-22).
Typing: Bug/Rock typing is peculiar, giving only weaknesses to Water-, Rock- (common), and Steel-types. Matchup-wise, Dwebble has advantages against Elesa, Skyla, Brycen, (AC) and Grimsley, and, (AC) to an extent, (AC) N. It shouldn't be used against Clay and Marshal.
Stats: Dwebble has good base 85 Defense, 65 Attack, and okay 55 Speed. Crustle has good overall bulk and great Attack, but is sluggish at base 45 Speed.
Movepool: Dwebble starts Starts with Smack Down and gets Bug Bite and Stealth Rock in a few levels. Dwebble gets the staple Rock Slide at only level 29, complemented by X-Scissor via TM. As Crustle, it learns Shell Smash at level 43 or via Heart Scale, which turns it into a somewhat fast sweeper. The Shadow Claw, Dig, Bulldoze, Aerial Ace, and Return TMs round out Crustle's coverage.
Major Battles: Dwebble's Rock STAB and Stealth Rock punish Elesa's Emolga and Volt Switch. The line beats Clay's Krokorok and easily sweeps the last three gyms Gyms with Shell Smash. Against the Elite Four 4, Grimsley is rough due to Sand-Attack and Krookodile's Intimidate. Shauntal and Caitlin are shaky due to special moves, and Marshal is awkward due to Stone Edge. It can take N's Vanilluxe and Zoroark and Ghetsis's Hydreigon.
Additional Comments: Dwebble is a Pokémon with several good matchups after it is taught Shell Smash. Ability-wise, Sturdy guarantees Dwebble lives any hit from full health, while Shell Armor blocks critical hits; change to semicolon both are great.

Ferroseed

Availability: Late-game (20% chance to appear in Chargestone Cave).
Typing: Steel-type gives Ferroseed a huge amount of resistances, which are notable in the battles against including Drayden/Iris, Caitlin, Shauntal, and Grimsley. Its Grass typing leaves it neutral against Skyla and Brycen, unfortunately, but it does make it good against for Water-type lines, particularly the Seismitoad one. It does fear Fire-types, though.
Stats: The Ferroseed line possesses great Defense and Special Defense, acceptable Attack, and very low Speed, making it usually move last.
Movepool: It will know Metal Claw and Gyro Ball upon being caught and, depending on the level, either Curse (24 or 25) or Iron Defense (26). It learns Power Whip upon evolution and Iron Head at level 46 for more PP. Payback can be learned naturally or via TM.
Major Battles: Ferroseed can do well against Skyla, but it needs a lot of Curse boosts to beat her. It also does great against Brycen and extremely well against Drayden/Iris. It takes out Shauntal's Golurk and Jellicent, can beat Grimsley's team by setting up Curse, and beats Caitlin's Gothitelle and Musharna by virtue of its typing. However, but it struggles against Marshal. It can also beat N's Archeops and Vanilluxe along with Ghetsis's Seismitoad.
Additional Comments: Ferroseed's great typing makes it useful against most major fights, but its low Speed means that it will always take a hit before doing anything. It is also reliant on Curse boosts to win matchups. Giving Ferroseed Rocky Helmet from Cold Storage is a good idea, as it and Iron Barbs will harm contact move users for 1/4 of their HP.

Joltik

Availability:
Late-game (39% chance to appear in Chargestone Cave).
Typing: Electric I'd specify if you mean moves or type here lets it handle all Flying-types (most notably Skyla) and many Water-types. Its Bug typing allows it to hit Grimsley super effectively and makes Ground-type moves neutral. However, foes' Rock and Fire coverage will get into its way.
Stats: It has good Special Attack and high Speed (which makes Electro Ball useful), although its bulk is not impressive.
Movepool: It comes with Bug Bite and Electroweb upon being caught. At levels 29 and 34, it will learn Electro Ball and Signal Beam. It should be taught Thunder through TM at Icirrus City. Charge Beam is also an option, albeit an unnecessary one.
Major Battles: As a Galvantula, it sweeps Skyla and Brycen and can help in the fight against Drayden/Iris. At the Elite Four, it can contribute by taking out specific threats, but generally does not sweep.
Additional Comments: Joltik's usefulness is generally limited only to Pokémon that are either frail or are weak to Electric or Bug. Catch a Joltik with Compound Eyes, as it's needed to achieve 91% accuracy on Thunder.

Karrablast (Trade)

Availability:
Mid-game (Route 6 at a 25% encounter rate).
Typing: Bug/Steel typing gives Escavalier 9 nine resistances that help out against the final two gyms Gyms, Shauntal, Caitlin, N, (AC) and (to an extent) Grimsley. Fire-type moves are rare save for Shauntal's Chandelure, N's Reshiram, and Ghetsis's Hydriegon Hydreigon and Eelektross.
Stats: Fantastic bulk of 70/105/105 and Attack of 135 make Escavalier an effective tank, though base 20 Speed means it will always move second.
Movepool: Rough early, but Escavalier soon gets Iron Head at level 37, the/ remove slashX-Scissor TM, and Swords Dance at 52, with Slash and Return as coverage.
Major Battles: Escavalier sweeps Clay with Fury Cutter (steal a Persim Berry from a wild Tympole for Swagger). Escavalier solos Brycen, Drayden/Iris, and 2/3 of Skyla's team too (use Slash on Swanna). Escavalier handles the end-(AH)game well via Iron Defense and Swords Dance, though Shauntal and Ghetsis are shaky.
Additional Comments: Escavalier is an incredibly dominant Pokémon that, while a hassle to get going, has a place in almost all remaining major battles. While the slow Speed can leave it open to status and taking hits constantly, the advantages it possesses make it worthwhile. Make sure you get a level 26 or lower Karrablast for Fury Cutter. Shed Skin is the preferred Ability as a Karrablast, as it becomes Battle Armor after evolving which helps Escavalier avoid critical hits.

Litwick

Availability: Late-game (100% chance of encounter at Celestial Tower's 2nd floor).
Typing: Fire/Ghost hits Bug- and Grass-types hard as well as major battles with Ice-types (Brycen), Psychic-types (Caitlin), and other Ghost-types (Shauntal). However, Grimsley's Dark-types as well as Water-, Rock-, and Ground-type coverage threaten it significantly.
Stats: As a Litwick, its stats are unimpressive, especially Speed, only getting somewhat acceptable with Lampent. However, as a Chandelure, it possesses really high base 145 Special Attack, good base 80 Speed, and acceptable base 90 Defense and Special Defense.
Movepool: Litwick relies on Flame Burst and Hex + Will-O-Wisp as STAB moves. It can be taught Fire Blast and Shadow Ball through TMs.
Major Battles: It does well against Brycen as Lampent or Chandelure, (AC) and can do well against Drayden. It also performs well against Shauntal and Caitlin and can contribute nicely to every other matchup, either by KOing a specific threat or by spreading burns.
Additional Comments: A Dusk Stone can be found in Mistralton Cave, allowing you to use a Chandelure against Brycen and for more Route trainers, but requires a detour. Another one can be found on Route 10, but it comes later. Litwick's late evolution (level 41) is an offset for Chandelure's destructive nature. Flame Body is the preferred ability, as it burns contact move users 30% of the time.

Pansage

Availability:
Early-game (Dreamyard (Tepig) / Pinwheel Forrest (Inner) rustling Grass grass at 10%).
Typing: Grass typing is bad or neutral for most Gyms aside from Clay and half of Shauntal's team.
Stats: The monkeys have all around good stats, most notably base 98 offenses and 101 Speed.
Movepool: Vine Whip becomes Seed Bomb at level 22, and Leech Seed helps at 16. Simisage gets Dig, Acrobatics, Shadow Claw, Rock Tomb, Rock Slide, all Fighting-type TMs for wide coverage, and Work Up for setting up.
Major Battles: Simisage can hit Shauntal's Jellicent and Golurk, Grimsley's Krookodile, N's Carracosta, and Ghetsis's Seismitoad with Seed Bomb, with TM coverage handling almost everything else.
Additional Comments: Although Pansage has a wide coverage and great stats, its Grass typing causes it problems in a lot of situations. Evolve at level 22 after getting a Leaf Stone in Castelia City.

Sigilyph

Availability:
Mid-game (10% chance to appear in Desert Resort) at level 20.
Typing: Both Psychic-(AH) and Flying-type moves allow it to hit Fighting-types and Marshal super effectively, but this typing leaves it is left vulnerable to Shauntal and Grimsley. Common Rock coverage is also problematic.
Stats: Great base 97 Speed and 103 Special Attack with acceptable 72/80/80 bulk make Sigilyph great for Route trainers.
Movepool: Sigilyph comes with Psybeam upon being caught capture, learning Air Cutter one level later. It learns Light Screen and Reflect at levels 24 and 28. Air Slash at level 41 and Psychic at level 44 are Sigiyph's Sigilyph's best STAB moves and the last level-up moves it will need. Charge Beam and Shadow Ball can be taught through TMs, and it can be given Fly for utility, but the latter is generally useless for battles.
Major Battles: It can beat Clay bar his Excadrill, Skyla, Drayden/Iris, and Marshal. In every other matchup, the most it can do is set up a Reflect or Light Screen for another teammate to take advantage of.
Additional Comments: Sigilyph's contributions to major fights aren't generally high, but it is nonetheless a good Pokémon that can clean route Route trainers easily. Before going through the Desert Resort, make sure to take the 10 Ultra Balls from Professor Juniper in the gate to Nimbasa to make Sigilyph's capture easier. Magic Guard is the preferred ability due to making Sigilyph harder to wear down.

Solosis

Availability: Mid-game (Route 16/5, 30%, only in White Version).
Typing: Psychic typing lets the Solosis line be favorable against Marshal, yet weak to Shauntal and 2/3 of Ghetsis's team; neutral elsewhere.
Stats: Solosis and Duosion have low bulk and Speed with high Special Attack. Reuniclus has good bulk and high Special Attack, but low Speed.
Movepool: At level 25, Solosis's moves are Psyshock, Recover, Light Screen, (AC) and Charm, with Reflect and Thunder Wave available as TMs. Otherwise, it has sparse options until Reuniclus, (AC) when it gets with the Shadow Ball, Focus Blast, and Grass Knot TMs. Hidden Power is also an option if you catch a level 24 or lower Solosis, though its damage is lower.
Major Battles: When not fully evolved, Solosis functions best in major battles as a superb Eviolite user. Late-game, it can take on Caitlin and to an extent Shauntal with Shadow Ball, being neutral elsewhere.
Additional Comments: While slow, Solosis is incredibly powerful and can hold its own with Eviolite, especially after becoming Duosion. While a little tricky to get going and lacking in coverage for a while, the Solosis line is a big player in most major battles due to its sheer power. Magic Guard is recommended as an Ability over Overcoat to prevent indirect damage.

Timburr (No Trade)

Availability:
Early-game (Outer Pinwheel Forest, 20%).
Typing: Fighting hits numerous Normal- and Rock-types and Lenora, Clay, Brycen, Grimsley, and half of N's and Ghetsis's teams super effectively.
Stats: It has high base Attack of 105 and excellent bulk as a Gurdurr with Eviolite, (AC) but is slow at base 40 Speed.
Movepool: It will initially rely on Low Kick and Rock Throw, learning Wake-Up Slap at level 20. After evolving, it learns Bulk Up and Rock Slide at levels 29 and 33, (AC) along with Hammer Arm at level 45 and Stone Edge at 49. It also learns Brick Break and Payback via TM.
Major Battles: It does well against Lenora and can do well against Burgh if it's a Gurdurr by that time. It can also help with Elesa and sweep the rest of the Gym Leaders save for Skyla. It does well against Marshal and Grimsley, but has trouble with everyone else.
Additional Comments: Gurdurr remains useful until the Pokémon League, where it falls off due to unfavorable matchups and low stats that do not catch up with the Elite Four. However, Gurdurr still hits roughly 1/3 of endgame with STAB. If you have Sheer Force, do not teach Stone Edge over Rock Slide, as they would have almost the same power, but Rock Slide is more accurate. Gurdurr and Conkeldurr share the same level up learnset.

Tepig

Availability:
Starter (Nuvema Town). changed formatting for parlellism with other entries
Typing: The Fire/Fighting typing of Tepig's evolutions is a mixed bag, giving advantages for Lenora, Burgh, Brycen, Grimsley, N, (AC) and Ghetsis, but is neutral to Marshal and the 8th Gym; bad elsewhere.
Stats: The Tepig line are mixed attackers with slightly slow Speed and decent bulk.
Movepool: Wide, with Pignite learning Flame Charge, Arm Thrust, and Rollout naturally and Rock Tomb, Dig, Bulldoze, Grass Knot, and SolarBeam via TMs. Later on, Emboar has access to the Scald, Rock Slide, Wild Charge, and Low Sweep TMs as well as Hammer Arm through the move relearner Move Relearner making this lowercase for consistency. Fire comes through Heat Crash at level 31 for Pignite and Flamethrower at 43.
Major Battles: The line loses to Clay, Skyla, Shauntal, and Caitlin. It takes on Elesa with Eviolite, Grimsley, N, and Ghetsis, but is shaky due to many weaknesses.
Additional Comments: Although Tepig starts off with very strong matchups, it eventually falls off due to the lack of powerful STAB moves without drawbacks.

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 foes but are matchup-based enough to need some item assistance in sweeping some opponents' teams. These Pokémon are useful; however, they but either have several visible flaws holding them back or barely make up for their late arrivals.


Audino

Availability:
Early-game (Any rustling grass after obtaining the first badge Badge).
Typing: Audino is a Normal-type, making it neutral against all but Shauntal, who is immune, and Marshal, who hits it super effectively.
Stats: Base 103/86/86 bulk makes Audino sturdy. Base 50 Speed and the offensive base stats of 60 are mitigated by movepool.
Movepool: Wide. You'll have Pound and DoubleSlap for STAB until it gets Secret Power at level 20 and Return at Nimbasa, where Thunder Wave, Reflect, and Light Screen can also be bought. Other TMs include Dig and Grass Knot early on and many special attacks like Charge Beam, Shadow Ball, Thunderbolt (detour), Surf, Thunder, Fire Blast, and Blizzard later on. To utilize these effectively, it is advised to teach Audino Work Up via TM.
Major Battles: With Secret Power or Return, Work Up, and high bulk, Audino takes on many Gyms very well. Audino's movepool and screens keep it relevant end-game, with the Substitute and Work Up TMs helping it sweep Shauntal and Ghetsis.
Additional Comments: Audino is a surprisingly good choice for a team member. While the low offensive stats may turn players away, with Work Up, smart use of Regenerator, and a wide movepool including both Reflect/Light Screen for team support, Audino can fill several roles if the player uses it correctly. Catch Audino in the level range of 8-11 in the Dreamyard so it will be higher leveled than it would be on Route 2.

Basculin

Availability:
Late-game (Almost everywhere with Surf, which is obtained after getting six badges Badges).
Typing: Basculin are Water-type, letting them take on Shauntal's Chandelure, Grimsley's Krookodile, and N's Archeops.
Stats: Base 92 Attack and 98 Speed make Basculin a physical sweeper that can't take a hit (you won't use 80 Special Attack much).
Movepool: It gets Crunch at level 24 and STAB via Aqua Tail at 28 or the Waterfall HM. Double-Edge or the Return TM give Normal-type coverage.
Major Battles: Adaptability Basculin has decent matchups in the remaining fights bar Drayden, with Crunch hitting Shauntal's Jellicent.
Additional Comments: Basculin is pretty strong due to its Adaptability-boosted Water-type moves, but it is hindered by its late arrival. There is a Basculin trade for Minccino in Driftveil City, and but it is inferior due to lacking Adaptabilty. Use Repel with a level 25 Pokémon on Route 6 (near Driftveil) to get a high-level Basculin.

Blitzle

Availability:
Early-game (20% chance to appear in Route 3).
Typing: Electric allows it to hit all Water-types bar Palpitoad and Seismitoad, along with Skyla and other Flying-types. It leaves it with the sole weakness of Ground, predominately represented majorly only by Clay.
Stats: Zebstrika has a great Attack stat and an excellent Speed stat, letting it outpace many foes. Its defensive stats are fine, but not the best.
Movepool: It learns Shock Wave at level 11 and Thunder Wave at level 15. Flame Charge at level 18 allows it to hit Electric-resistant Grass-types. It receives other with other STAB moves via Spark at level 25 (as Blitzle) and Wild Charge at 47 (as Zebstrika). The Return TM helps it hit Ground-types.
Major Battles: Flame Charge allows it to beat Burgh's Leavanny, and it does well against Elesa as Zebstrika. It can, surprisingly, take out 2/3 of Clay's team by mitigating Bulldoze Speed drops with Flame Charge, and then hitting with Return. It sweeps Skyla effortlessly and can do well against Brycen. From there, it can only beat specific Electric-weak targets like Shauntal's Jellicent and spread paralysis with Thunder Wave.
Additional Comments: Blitzle is generally very weak until it evolves into Zebstrika, which maintains a good performance until end-game. A Zebstrika can also be caught at Route 7, thus skipping Blitzle's rather bad period, but then it avoids misses on all previous matchups.

Cobalion

Availability:
Late-game (Mistralton Cave (requires Surf), one static encounter, Guidance Chamber, level 42).
Typing: Fighting/Steel typing gives Cobalion advantages against Brycen, the 8th gym Gym, Grimsley, N, and Ghetsis.
Stats: Cobalion's stats are average at worst. It has high bulk and passable 90 offenses.
Movepool: It has Iron Head and Sacred Sword; can be taught X-Scissor, Volt Switch, (AC) and Work Up via TMs; and gets Swords Dance at level 49. note the change to semicolons after sacred sword and tms
Major Battles:
Great for Brycen, but struggles against Drayden, requiring many Work Up uses. Bad for Shauntal and Marshal, but sweeps Grimsley and Caitlin with Swords Dance (the latter with X-Scissor). Rather favorable against N, but you might not sweep due to Focus Blast Zoroark and the legends (Zekrom takes a +6 Sacred Sword). Good against Ghetsis, though Hydreigon comes pretty close to OHKOing and outspeeding it.
Additional Comments: Cobalion is a decent late-game option, but a flawed one due to requiring a detour and underwhelming base 90 Attack being underwhelming. Dusk Balls to catch it with can be bought from Driftveil. Cobalion's default Justified Ability raises its Attack when hit by a damaging Dark-type move, which you can exploit against Grimsley and Ghetsis.

Deerling

Availability:
Mid-game (35% chance to appear in Route 6).
Typing: Grass moves allow allows it to hit Clay and common Rock- and Ground-types super effectively, while Normal hits Bug- and Poison-types neutrally. However, it leaves it in an awkward position against Skyla, Brycen, and Marshal.
Stats: Deerling has good Speed, but the other stats are rather low. As Sawsbuck, it gets a great Speed and Attack with acceptable bulk.
Movepool: Jump Kick and Take Down are notable moves it will have upon being caught. At level 32, it learns its first Grass-type attack, Energy Ball. Upon evolution, at level 37, it learns Horn Leech. It can be taught Return and Wild Charge through TMs and Megahorn through the move relearner.
Major Battles: It can sweep Clay with healing, Brycen, and Drayden/Iris with the exception of Haxorus. It does well against Shauntal, Grimsley, and Caitlin, and can beat Ghetsis's Bisharp and Seismitoad as well.
Additional Comments: Deerling's high amount of weaknesses are present in a lot of major fights, but, as a Sawsbuck, it is generally pretty good. The Sap Sipper Ability is preferred but not required. You can catch a Deerling from dark grass for higher levels.

Druddigon

Availability:
Late-game (10% in every season but Winter (in which it doesn't spawn at all) at Dragonspiral Tower's entrance).
Typing: Dragon typing lets Druddigon hit the remaining opponents neutrally with STAB, being fairly good against Drayden.
Stats: Base 77/90/90 bulk with 120 Attack makes Druddigon an effective tank, albeit one with a below-average 48 Speed.
Movepool: You Druddigon starts start with Dragon Claw and Crunch, and you can immediately give Druddigon Rock Slide and Bulldoze via TM. Revenge is learned at level 35 for Fighting-type coverage, (AC) and Hone Claws can be taught for a Heart Scale at the move relearner Move Reminder.
Major Battles: While Druddigon can be shaky against Brycen, Yache Berry can help, and it has the bulk to take Cryogonal's Aurora Beam and hit back with Revenge or Rock Slide. You have an edge against the eighth gym Gym because their use of Dragon Tail lets you Druddigon strike first. End-game, Crunch hits Shauntal and Caitlin, and Revenge can be used for the Fighting-weak targets that Grimsley, N, and Ghetsis use.
Additional Comments: Druddigon is decent against the end-game, but comes too late to be great. You'll want Sheer Force over Rough Skin as an Ability to power up Druddigon's moves with secondary effects.

Ducklett

Availability:
Mid-game (Driftveil Drawbridge shadows).
Typing: Water/Flying; former gives it an advantage against Ground-types (most notably Clay) and Fire-types, while the latter makes it strong against Fighting-types like Marshal, as well as Bug- and Grass-types. However, it is easily picked off by Electric-type moves, (AC) and Rock-types are shaky.
Stats: Ducklett and Swanna's stats are generally average at best, with the highest being 97 Speed alongside 87/87 offenses as Swanna.
Movepool: Level-up-wise, the only notable moves are Air Slash and Roost at level 27 and 30, and Brave Bird at level 47 as Swanna. TM-wise, it should be taught Scald very soon and potentially Rain Dance at level 34. It makes a great HM slave with STAB Surf and Fly.
Major Battles: It beats Clay save Excadrill and sweeps the other Gyms barring the 8th due to Haxorus. Against the Elite Four, it can beat specific threats, almost sweeping Marshal and Grimsley, though there's always one Pokémon that prevents a sweep. Caitlin is a bad matchup.
Additional Comments: Ducklett is incredibly weak, (AC) and Swanna falls off at the Pokémon League. However, Ducklett makes a good HM Slave. As a Ducklett, it will rely heavily on Mystic Water for damage output. One can be obtained from Nacrene City for saying you picked Oshawott (even if you didn't) before Surf. Keen Eye is more useful than Big Pecks abilityAbility-wise, but not required. while I think ability should be lowercase, I capitalized here for consistency with the rest of your article.

Elgyem

Availability:
Late-game (Celestial Tower from third floor onwards, 15%).
Typing: Psychic gives it a type advantage against Marshal; however, but it is left severely weak to Grimsley and vulnerable to Shauntal's Ghost-types.
Stats: Elgyem possesses a good Special Attack, although the other stats are rather mediocre, especially Speed. Upon evolving, its Special Attack becomes a massive 125, (AC) and its bulk is acceptable, though it remains sluggish at 40 Speed.
Movepool: Elgyem will be using with Zen Headbutt and (potentially) Hidden Power until it learns Psychic at level 39. It also learns Calm Mind at level 43 and, as Beheeyem, Recover at level 50. The Shadow Ball TM alongside Calm Mind lets it do well against Caitlin and Shauntal. It can be taught Charge Beam for Skyla and Thunderbolt from P2 Laboratory with Surf, though the latter isn't required. I bolded with surf because you should clarify whether you are teaching tbolt/CB + surf, or it requires surf to get tbolt. Idk if it even gets surf but it's a little confusing
Major Battles:
Elgyem can do well against Skyla with Charge Beam and Drayden/Iris (Brycen is average). Against the Elite Four, it loses to Grimsley, but does well against the rest, especially by setting up on them. However, it will generally require healing every fight, (AC) and it cannot sweep Shauntal fully due to her Golurk outspeeding Elgyem. You Elgyem can also use Imprison on Shauntal and Caitlin, locking 3/4 of their teams out of Shadow Ball.
Additional Comments: Elgyem maintains consistent performance for what is left of the game, but it is very reliant on healing items and stat boosts to be efficient. Hold off Elgyem's evolution by 1 one level so it can learn Calm Mind a little bit earlier. Synchronize is the preferred Ability to punish status.

Emolga

Availability: Mid-game (Routes 5/16, rustling grass, 10% encounter rate at level 22).
Typing: Electric/Flying typing gives Emolga advantages against Skyla and Marshal. Rock-type moves are common, but Ice-type moves are rare outside Brycen.
Stats: Base 103 Speed is solid with average offenses of 75 and somewhat fragile 55/60/60 bulk.
Movepool: Emolga's early Electric-type moves (Shock Wave, Spark, Electro Ball, Volt Switch) are interchangeable. Acrobatics is at level 30 for Flying-type STAB, Light Screen is at level 34, and Discharge is at level 50 (the Thunderbolt TM is an alternative). Agility at level 46 can power up Electro Ball.
Major Battles: Good against Skyla and Marshal and neutral elsewhere. It can do decently against Shauntal's Jellicent, Grimsley's Scrafty, (remove paren and Caitlin's Sigilyph (watch out for its Ice Beam though).
Additional Comments: Emolga has a decent mid-game due to an excellent typing and STAB combination, but even that can't save it due to lacking stats late-game. You can trade a Boldore for Emolga with Hiker Manny on Route 7. The male Lax-natured Emolga is level 30 with Lum Berry and 20/20/31/20/20/20 IVs. Emolga's default Static Ability paralyzes contact move users 30% of the time, which powers up Electro Ball.

Golett


Availability: Late-game (Dragonspiral Tower 1F (50%), 2F (100%)).
Typing: Golett and Golurk are Ground/Ghost types with advantages against Caitlin, Marshal, and, to an extent, N and Shauntal.
Stats: Golett and Golurk are slow, but have great Attack and good defenses; Golurk has exemplary 124 Attack with 89/80/80 bulk.
Movepool: Immediately reteach Shadow Punch for a Heart Scale in Mistralton City and TM Bulldoze on for physical STAB moves. Iron Defense is a great move for Golett against many opponents. By holding off on evolving two extra levels, Golett will learn Earthquake early at level 45 to replace Bulldoze. The fourth slot can be rotated between the Bulldoze, Brick Break, Low Sweep, Rock Slide, and Substitute TMs, and the Fly HM as Golurk.
Major Battles: If you have Golurk with Earthquake, it can do well against Drayden/Iris, as Fraxure and Haxorus will generally boost while you 2HKO. Against the Elite Four 4, it takes on Shauntal and Caitlin with Shadow Punch and helps against Grimsley and Marshal with Iron Defense, Earthquake, and Fly, even reliably soloing Marshal. Golurk performs well against N and is decent for Ghetsis, but watch out for super effective coverage.
Additional Comments: Golett is generally good, but its late arrival means that it isn't able to participate in many battles. The Iron Fist Ability is preferred over Klutz, as it will give Golett's and Golurk's Shadow Punch a 20% boost.

Gothita

Availability: Mid-game (30% chance to appear on Route 5/16, only in Black Version).
Typing: Psychic lets it beat Marshal and all Poison-types reliably, but is left weak to Shauntal's Ghost-types and Grimsley's Dark-types.
Stats: The whole line's stats are generally not very high, but acceptable, with the exception of Gothitelle's Special Defense, which reaches 110.
Movepool: It has Faint Attack and Psyshock at levels 24 and 25. As a Gothorita, it learns Psychic at level 39. Charge Beam and Shadow Ball are recommended moves to be taught through TM, and you can also get Thunderbolt's TM from P2 Laboratory.
Major Battles: As a Gothorita, it does well against Skyla and helps against Brycen. As a Gothitelle, it has a great matchup against Marshal and contributes to Caitlin's and Shauntal's battles.
Additional Comments: Gothita is the definition of "average"; it doesn't generally perform badly, but it also doesn't perform spectacularly. You can catch a Gothita from dark grass at level 25, which will have Psyshock immediately. The Frisk Ability is unhelpful.

Klink

Availability:
Late-game (Chargestone Cave (levels 25-27. 1F 29%, 2F 26%)).
Typing: Steel gives Klink resistances to the Gyms and the primary STAB moves of Shauntal, Caitlin, and Grimsley, with a weakness to Marshal.
Stats: Klink starts out as a slow master-of-none (AHs) due to 70/60 defenses being undermined by base 40 HP and 55 Attack. Klang is respectable aside from base 50 base Speed. Klinklang at level 49 has decent 60/115/85 bulk with 100 Attack and 90 Speed.
Movepool: The only physical attacks the line gets are STAB Gear Grind (two-hit move for 50 power each) and the Rock Smash and Return TMs. If you hold off on evolving Klang for three levels, it gets Shift Gear at level 52 to boost Attack and raise Speed. It does not learn Wild Charge via TM.
Major Battles: Klink uses the otherwise niche Charge Beam (learned naturally at 26) to handle Skyla along with Gear Grind. Brycen is handled by Klang's Gear Grind, though Beartic can take at least one and likely use Swagger. Klang can tackle Drayden/Iris, but will likely be worn down because it has no way of boosting its own Attack save X items. The Elite Four are largely average thanks to coverage moves, but N and Ghetsis are favorable.
Additional Comments: Due to its shallow movepool, Klink is an average Pokémon that excels best when it has a type advantage due to its shallow movepool. Gear Grind has reliability issues with 90 accuracy and Shift Gear isn't particularly notable in the final fights aside from Ghetsis and Caitlin to an extent.

Minccino

Availability:
Mid-game (30% chance to appear on Route 5/16).
Typing: Normal lets it hit all major opponents neutrally bar Shauntal and common Rock- and Steel-types, but it is weak to Marshal's Fighting-types.
Stats: Minccino's stats are middling bar 75 Speed. Cinccino's Attack and Speed are high, but is has fragile 75/60/60 bulk.
Movepool: As a Minccino, it will have Encore upon being caught, which is really useful if the opponent foe uses a status move, as the AI doesn't generally know how to switch. It also learns Swift, Tail Slap (main STAB attack), and Wake-up-Slap (RH) (only useful for the Bisharp end-game) at levels 19, 25, and 31. As a Cinccino, it can be retaught Bullet Seed and Rock Blast through move relearner for Technician-boosted coverage.
Major Battles: Cinccino can do well against Clay, especially if it locks Excadrill into Hone Claws. It also sweeps the rest of the Gym Leaders without too many problems (although Drayden's Druddigon is problematic due to Rough Skin). It does well against Shauntal, not including Cofagrigus, and fine against Caitlin. It can also be useful against N and Ghetsis.
Additional Comments: Minccino is a very strong Pokémon, but is reliant on its multi-hit moves hitting more than 2 times to secure OHKOs or 2HKOs. A Shiny Stone to evolve Minccino is obtained from a girl in a house on Route 6. Technician is the preferred Ability to boost the power of multi-hit moves.

Munna

Availability:
Early-game (Dreamyard with a 20% encounter rate at levels 8 and 10).
Typing: Both Munna and Musharna are pure Psychic-types, with Marshal being their only advantageous matchup.
Stats: Munna and Musharna focus on being bulky attackers, with Munna having 67 Special Attack with 76/45/55 bulk. After evolving with a Moon Stone, those stats get increased to 117/85/95 bulk with 107 Special Attack as a Musharna, but the line in general is extremely slow.
Movepool: Munna starts with Yawn, picking up Psybeam at level 11, Moonlight at level 17, Calm Mind at level 35, and Psychic at level 37, after which you should evolve Munna. TM-wise, Musharna can make use of Charge Beam, Shadow Ball, Thunder Wave, Reflect, and Light Screen.
Major Battles: As a Musharna, it does pretty well against Skyla, Brycen, and Drayden/Iris with Psychic, but has problems against the previous Gym Leaders unless you evolve early. If you have Calm Mind, it can do well against Shauntal, Caitlin, and Marshal, often requiring support elsewhere.
Additional Comments: Musharna is good with Calm Mind and Psychic, but keeping it as a Munna until it learns them requires too much investment to recommend. Unevolved, it generally requires Eviolite and 3HKOs most things.

Pansear

Availability: Early-game (Dreamyard (Oshawott) / Pinwheel Forrest (Inner) rustling grass at 10%).
Typing: Fire typing is average Gym-wise aside from Burgh and Brycen.
Stats: The monkeys have all around good stats, most notably 98 offenses and 101 Speed.
Movepool: The weak Incinerate becomes Flame Burst at level 22, with Yawn at 16. Simisear gets Dig, Acrobatics, Shadow Claw, Rock Tomb, Rock Slide, all Fighting-type TMs for wide coverage, and Work Up for setting up. The Fire Blast TM is at Icirrus for a stronger STAB attack.
Major Battles: Aside from Burgh and Brycen, Simisear can handle Shauntal and Grimsley with Work Up, with TM coverage handling almost everything else.
Additional Comments: Although Simisear has great stats and wide coverage, its period as Pansear is terrible, due to relying on the weak Incinerate. Evolve at level 22 after getting a Fire Stone in Castelia City.

Pidove

Availability:
Early-game (40% chance to appear in Route 3).
Typing: Normal hits all bosses bar Shauntal for neutral damage, while Flying helps against Burgh and Marshal, although it makes Elesa difficult.
Stats: Base 105 Attack and 93 Speed are good with decent 80/80/55 bulk as Unfezant. Pidove struggles with slightly low stats for a little bit though.
Movepool: Work Up, Quick Attack, and Air Cutter are going to be its moves for the majority of time until Nimbasa, where it can be taught Return through TM. Fly can also be taught for a physical Flying-type attack, while also providing fast travel across the whole region. Work Up allows it to sweep most matchups post-Elesa. Roost at level 18 allows the line to deal with Clay's Excadrill and Brycen due to removing the Flying typing.
Major Battles: It does well against Burgh and, as Unfezant, defeats all Gym Leaders from Clay (save Excadrill) onwards, typically relying on Work Up boosts. It also does well against Shauntal and Ghetsis, although it is completely useless against N.
Additional Comments: Pidove generally requires a few Work Up boosts to sweep every good matchup. Super Luck is the preferred Ability.

Roggenrola (No Trade)

Availability:
Early-game (Wellspring Cave at a 50% encounter rate).
Typing: Rock typing lets the Roggenrola line take on Lenora, Burgh, Elesa, Skyla, and Brycen, and in addition to N.
Stats: Roggenrola and Boldore are physical tanks, but extremely slow. After evolving into Boldore, it has 105 Attack and excellent bulk with Eviolite.
Movepool: Roggenrola has Headbutt, picking up Rock Blast at level 14 and Iron Defense at level 20. If you keep it unevolved for 2 levels, Roggenrola picks up Rock Slide at level 27, which carries it to Stone Edge at 48, when evolved. Rock Smash, Return, Bulldoze, and Toxic can be taught via TMs.
Major Battles: The line is a great choice for Lenora, Burgh, and (if the only Pokémon in the party so it doesn't get phazed out by Dragon Tail) Drayden/Iris with Iron Defense. Boldore counters Elesa, Skyla, and Brycen well, but should mostly avoid Clay. It will generally be less useful end-game due to 105 Attack not hitting hard enough.
Additional Comments: Boldore remains useful until the Pokémon League, where it falls off due to unfavorable matchups, low stats that do not catch up with the Elite Four, and limited targets to hit with STAB moves. Eviolite is required to make Boldore's bulk manageable.

Sewaddle

Availability:
Early-game (35% chance of appearing in inner Pinwheel Forest).
Typing: Grass notably allows it to hit Water-, Rock-, and Ground-type Pokémon, which Clay uses. Its Bug typing helps with Grass-types, Psychic-types (Caitlin), and Dark-types (Grimsley). However, it is left with many weaknesses; (semicolon) the most fatal being Flying and Fire.
Stats: Sewaddle and Swadloon have good bulk and Attack. Leavanny possesses high Attack and Speed with decent 75/80/80 bulk.
Movepool: It has Bug Bite and Razor Leaf as STAB moves very early (by level 15). Leavanny learns Leaf Blade and Swords Dance at levels 36 and 46. The Return and Shadow Claw TMs are good for Leavanny. X-Scissor should also be taught through TM as well for STAB.
Major Battles: Swadloon takes out Burgh's Leavanny. As a Leavanny, it can take out one of Elesa's Emolga, (AC) and beat Clay bar his Excadrill and Brycen save his Beartic. It sweeps all the Elite Four except Marshal due to his Pokemon having Stone Edge. It can also take down Ghetsis's Seismitoad and Cofagrigus.
Additional Comments: Leavanny's performance is shaky until it learns Swords Dance, just in time for the Pokémon League, where it majorly improves. Swadloon requires 220 friendship to evolve into Leavanny. Swadloon will likely evolve before Elesa, but definitely before Clay. Use massages in Castelia and the Soothe Bell in Nimbasa to your advantage. Swarm is the preferred Ability over Chlorophyll.

Snivy

Availability:
Starter (Nuvema Town). parallelism
Typing:
Grass typing is bad for 5/8 Gyms aside from Clay (hits super effectively bar Excadrill) and neutral elsewhere save half of Shauntal's team.
Stats: The Snivy line are speedy walls with below-average (AH) offenses until Serperior.
Movepool: Shallow. Vine Whip upgrades to Leaf Tornado and, after evolving, to Leaf Blade at 32, with Growth and Leech Seed early on. At level 36, Servine gets Coil but has trouble setting up due to having 5 five weaknesses. Serperior learns Giga Drain at level 44 and Return, Reflect, and Light Screen TMs are in Nimbasa City.
Major Battles: Besides Gyms, Serperior can hit Shauntal's Jellicent and Golurk, Grimsley's Krookodile, N's Carracosta and Ghetsis's Seismitoad.
Additional Comments: Snivy's Grass typing, bad early-game, and overreliance on Coil boosts to sweep major fights make Snivy the least useful starter for the games.

Tirtouga

Availability:
Mid-game (Revived at Nacrene City Museum from a Cover Fossil from Relic Castle, level 25).
Typing: Water/Rock is very not useful, as it makes it much weaker to Clay and Elesa. It does prove useful against Skyla and Brycen though.
Stats: The Tirtouga line has good Attack and Defense, although they lack Special Defense and Speed, with the latter being problematic, (RC) as Shell Smash boosts sometimes are not enough to outpace everything.
Movepool: It starts off with Aqua Jet, Crunch, and Ancient Power. Ancient Power can be replaced with Rock Tomb via TM for a physical Rock-type attack until Smack Down at level 31 or Rock Slide through TM. Scald can be taught via TM and replaced by the Surf HM, Aqua Tail (level 45), or the Waterfall HM post-Surf. The line can either rely on Curse at level 35 or, when evolved, Shell Smash at level 40 for sweeping, the latter giving more power outright.
Major Battles: Although it struggles against many opponents, it can flawlessly beat Skyla, Brycen, and Drayden. It also performs well against Grimsley and can prove useful against N and Ghetsis.
Additional Comments: Tirtouga's bad typing and Speed issues even after a Shell Smash boost cause it problems for a lot of major fights. Either Ability is useful to setup Shell Smash.

Tympole

Availability:
Early-game (40% chance to appear in Pinwheel Forest (Outer)).
Typing: Water lets it hit Clay along with Fire-types and common Rock-types. Water/Ground typing from Palpitoad onward leaves it with only a 4x weakness to Grass. The typing also allows it to do well against Elesa by blocking her Volt Switch.
Stats: Other than HP, which reaches 105 as Seismitoad, the line's stats are generally only decent.
Movepool: It has BubbleBeam at capture and gets Mud Shot at level 16. Palpitoad learns Muddy Water at level 28 and Rain Dance at level 33. TM-wise, Dig (as Sesmitoad), Bulldoze, Rock Slide, Scald, and Brick Break are good options. Seismitoad learns Drain Punch at level 44. Teach it Surf once acquired.
Major Battles: Can beat Burgh bar his Leavanny and is really useful against Elesa. It also has a nice matchup against Clay. Starting from Skyla, it will be heavily reliant on rain for great damage output, although it is bad against Caitlin regardless. However, it is useful against N and Ghetsis.
Additional Comments: Tympole has a generally decent performance as the only Water/Ground type and counter to both Elesa and Clay. Aside from these points, Seismitoad fails to stand out with only balanced stats and reliance on rain (which makes Swift Swim the preferred Ability).

Vanillite

Availability:
Mid-game (Cold Storage at 30% encounter rate).
Typing: The Vanillite line are pure Ice-types, only having clear advantages against Brycen (with Flash Cannon) and Drayden/Iris.
Stats: Vanillite and Vanillish excel in Special Attack and Special Defense while having modest other stats. Once it evolves into Vanilluxe late-game, it has great stats all around with fantastic 110 Special Attack and acceptable 79 Speed.
Movepool: Vanillite starts with STAB Avalanche, picking up Mirror Shot for Steel-type coverage and Acid Armor soon. Before evolving at level 35, Vanillite learns the great STAB Ice Beam. Vanillish gets Mirror Coat at level 47 and can be taught Flash Cannon and Light Screen via TM.
Major Battles: Vanillite can do decently against Clay with Acid Armor and Avalanche, though it will likely have difficulty soloing without items. Vanillish does well against Skyla and the 8th Gym, and can take on Brycen if taught Flash Cannon. Against end-game, Vanilluxe tends to have one target it can hit super effectively per battle aside from Marshal, and can turn the tables on special attackers with Mirror Coat.
Additional Comments: Although Vanillite's Ice typing allows it to hit many foes, it also leaves it susceptible to most moves. Furthermore, its final evolution is very late, so patience will be needed when raising it.

Venipede

Availability:
Early-game (Pinwheel Forest (Inner), 15%).
Typing: Bug/Poison, which lets it only have a true advantage against Burgh's Leavanny (Marshal has Stone Edge and Rock Slide).
Stats: Venipede has good Attack, Defense, (AC) and Speed, with Whirlipede briefly defensive. Scolipede has fantastic Attack and Speed, but with a shaky bulk.
Movepool: Venipede is unwieldy until Poison Tail at level 19 and Bug Bite at 22 before evolving into Whirlipede and learning Iron Defense. Early on, the line can use Rock Smash, Rock Tomb, Dig, and Return via TMs. As a Scolipede, it can relearn Megahorn via Heart Scale and be taught Poison Jab and Rock Slide via TM later post-Surf.
Major Battles: Whirlipede beats Burgh's Leavanny, (RC) but should avoid Elesa. As a Scolipede, it can deal with Clay's Krokorok and use Iron Defense and Dig for Excadrill. Scolipede should sit Skyla out, but takes on Brycen and Drayden/Iris fairly well. Scolipede is decent for Caitlin but should be careful wary of misses and STAB Psychic. It beats end-game's physical threats with Iron Defense, but should be wary of high-(RH)critical hit ratio moves.
Additional Comments: Venipede is reliant on Iron Defense boosts to cheese out win the majority of the late-game and end-game fights, but they generally allow it to win most of them. Both Poison Point and Swarm have their uses, so either Ability is fine. Consider catching a Whirlipede once the dark grass inside Pinwheel Forest opens up after beating Burgh to skip the awkwardness of Venipede's early moves.

Virizion


Availability:
Late-game (Pinwheel Forest's Rumination Field after fighting Cobalion, static encounter, level 42).
Typing: Fighting lets it hit Brycen and Grimsley super effectively, while Grass lets it hit the rest of the Water-, Rock-, and Ground-types. However, it is threatened heavily by Flying-type moves. It is also left vulnerable to Caitlin's Psychic-types, though it hits half of Shauntal's team with Grass.
Stats: It has high 108 Speed and 129 Special Defense, along with a good Attack, Special Attack, and HP.
Movepool: It will have Giga Drain and Sacred Sword upon being caught and will learn Swords Dance at level 49. X-Scissor and Work Up can also be taught through TMs.
Major Battles: Virizion does well against every major fight that's left, although it will need healing in some cases. It is useful against N and is really good against Ghetsis, although it does not sweep him.
Additional Comments: Virizion is very hard to catch and requires 2 detours (one for Cobalion and one for itself). Virizion will likely be a little bit higher than your team in levels, so make sure you use it enough to get EVs. Virizion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit against Grimsley and Ghetsis.
 

shiny finder

forever searching
is a Community Leaderis a Programmeris a Smogon Discord Contributoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Chatot Wrangler
add remove comment
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 foes and tend to be matchup-based enough to need items for sweeping a few opponents. The usefulness of these Pokémon are typically counterbalanced by many visible notable flaws or very late availability.

Bouffalant


Availability: Late-game (Route 10 at a 20% encounter rate).
Typing: Normal typing is average in the remaining fights save for an immunity to Shauntal and a weakness to Marshal.
Stats: Great 95/95/95 bulk and 110 Attack let Bouffalant tank well and hit hard, though it is slow at 55 Speed.
Movepool: Bouffalant starts with Revenge and the signature move of Head Charge, a 120 Base Power STAB move with 1/4 recoil. Bouffalant learns Megahorn at level 41 and the Payback, Bulldoze, Rock Slide, and Wild Charge TMs for useful coverage, with Return as an alternative STAB attack.
Major Battles: Bouffalant uses Head Charge in most fights, as it out-damages (AH) coverage moves unless they hit super effectively. Payback can help against Shauntal (watch out for Cofagrigus's Will-O-Wisp), and Revenge and Megahorn can be useful for Grimsley and Caitlin, respectively. Bouffalant can put in work against N and Ghetsis with coverage and Head Charge, but should avoid Marshal.
Additional Comments: Bouffalant isn't necessarily a weak Pokémon, but it comes too late to contribute much. Reckless is the preferred Ability, as it gives Head Charge and Wild Charge a 20% damage boost.

Cottonee

Availability:
Early-game (Pinwheel Forest (Inner) 35% at levels 14-17 (only in Black Version)).
Typing: Grass typing only gives it a definite advantage against Clay and a few other individual targets in major battles. Mostly poor elsewhere.
Stats: Cottonee and Whimsicott have mediocre stats aside from good Speed.
Movepool: Stun Spore and Leech Seed are useful, and Mega Drain (Giga Drain at level 26) provides STAB. Charm at level 28 is useful, but it is generally not recommended to go for Cotton Guard at level 37, (RC) as numerous opponents have high critical hit-ratio (RH) or super effective moves. Whimsicott gets Tailwind at 28 to replace Stun Spore as well as the Shadow Ball and Light Screen TMs. Hurricane at level 46 gives Flying coverage.
Major Battles: Cottonee struggles against numerous major battles either through because of a type disadvantage or simply not hitting hard enough. End-game, it can hit Shauntal's Jellicent, Grimsley's Krookodile, N's Carracosta, and Ghetsis's Sesmitoad for super effective damage and is neutral otherwise. Cottonee can support the team with numerous status moves but struggles to KO anything it doesn't hit super effectively.
Additional Comments: Prankster is recommended, but Cottonee's support options aren't efficient enough to offset its modest bulk or make it worth using. Sun Stone is given by an Ace Trainer in a building in Nimbasa City to evolve Cottonee. In White Version, you can trade a Petilil to Dye in Nacrene City, which has Modest nature and Prankster, is level 15, and has 20/20/20/31/20/20 IVs.

Cryogonal

Availability:
Late-game (Twist Mountain (5% in Winter, 1% in other seasons)).
Typing: Ice typing gives Cryogonal an advantage against Drayden/Iris and about one Pokémon per team end-game, save for Marshal.
Stats: Base 70 HP and 135 Special Defense makes Cryogonal a great special wall, complemented by good 105 Speed and 95 Special Attack. Base 30 Defense means Cryogonal will take reasonable damage from even neutral physical hits.
Movepool: Starts with Aurora Beam, gets Ice Beam at level 33, (AC) and Reflect and Light Screen at 37 or via TMs. It gets Flash Cannon via TM for Steel-type coverage. Recover at level 49 can help it wall special attackers late-game with Light Screen and the Substitute TM.
Major Battles: Cryogonal is decent for Brycen with Flash Cannon, though it is unlikely to sweep unless it uses Substitute. Cryogonal sweeps Drayden/Iris; however, though if it fails to OHKO, (AC) it will take heavy damage. It is good against Shauntal's Cofagrigus and Golurk, Grimsley's Krookodile, Caitlin's Sigilyph and Musharna, N's Zoroark (as long as Night Slash doesn't hit critically) and Vanilluxe, as well as Ghetsis's Cofagrigus, Seismitoad, and Hydreigon.
Additional Comments: Despite coming late and being a pain to find, Cryogonal is a great asset in the last few fights with Ice Beam and fast dual screens. The Levitate Ability ability gives Cryogonal an immunity to Ground-type attacks. Winter occurs in April, August, and December.

Cubchoo

Availability:
Late-game (Route 7 with 30% chance to appear in Winter winters in both types of grass).
Typing: Ice lets it hit Skyla and Drayden/Iris super effectively, but all major opponents bar Brycen hit it at least neutrally.
Stats: As a Beartic, it possesses high 110 Attack and acceptable bulk, but its Speed is really lacking at base 50.
Movepool: Upon evolving, it will learn Icicle Crash immediately. Brick Break, Rock Slide, Surf, Waterfall, and Shadow Claw are all TMs that can be taught to it. Superpower can also be retaught through the move relearner. As a Cubchoo, its STAB move will be Icy Wind.
Major Battles: Beartic does well against Skyla, (AC) and Drayden/Iris, along with and Brycen due to Superpower and Rock Slide. Against the Elite Four, it can only take down Pokémon that are weak to Ice, which are Shauntal's Golurk, Caitlin's Sigilyph, and Grimsley's Krookodile.
Additional Comments: Cubchoo is good only against Pokémon that it can hit super effectively with STAB moves or strong coverage like Superpower. Catch a Cubchoo from normal grass, as dark grass ones will not have Icy Wind as an available move.

Durant

Availability:
End-game (Victory Road's first floor with 40% chance to appear).
Typing: Bug/Steel typing allows it to hit Grimsley and Caitlin super effectively, while resisting them in return. However, it is hit neutrally by Marshal's Fighting moves and is vulnerable to any Fire-type coverage.
Stats: Durant possesses high Attack, high Defense, and Speed that allows it to outpace many opponents, but all other stats are really low.
Movepool: Crunch, Dig, and STAB Iron Head are available on capture. X-Scissor from TM gives Bug-type STAB. Rock Slide via TM is also an option.
Major Battles: Durant doesn't have many fights left, but it can do well against Grimsley and Caitlin. It can also beat N's Archeops, Vanilluxe, and Zoroark with the appropriate STAB move. Watch out for Ghetsis's Hydreigon and Eelektross, as both have Fire-type moves.
Additional Comments: Durant is a strong Pokémon, but its extremely late arrival barely allows it to contribute to what is left of the games. Durant comes with either Swarm or Hustle as Abilities. with Hustle making it makes Durant more powerful, (RC) but more prone to missing, while Swarm maintains most of its moves' perfect accuracy, so both have their merits. Durant should be trained on Route 10 in order to gain experience and EVs quickly.

Foongus

Availability:
Mid-game (Route 6, 15% (fake items are low leveled, so don't go for them)).
Typing: Grass/Poison typing gives a slight advantage over Clay with weaknesses to Skyla, Brycen, and Caitlin.
Stats: Foongus and Amoonguss have good stats all around save for great HP and absolutely dismal Speed.
Movepool: Foongus gets Giga Drain in time for Clay, can be taught the Payback TM, and gets Toxic at 32, Synthesis at 35, and Protect via TM to help it stall better. Poison-type STAB comes in time for Brycen via the Sludge Bomb TM on Route 8. Spore is too late to be learned.
Major Battles: Other than a resistance to Marshal, it is neutral aside from hitting Shauntal's Jellicent and Golurk, (AC) as well as Grimsley's Krookodile, N's Carracosta, and Ghetsis's Seismitoad super effectively.
Additional Comments: Foongus is very unnoteworthy as a Grass/Poison type, with the lack of Spore accessibility being its main flaw.

Frillish

Availability:
Late-game (Driftveil City with Surf (100%), levels 10-25 elsewhere).
Typing: Water/Ghost allows Jellicent to take on Brycen, Marshal, and Caitlin fairly well, (AC) but it and is average elsewhere, having five 5 weaknesses in total.
Stats: Frillish and Jellicent have great HP and Special Defense, good Special Attack, and average Defense as well as somewhat slow Speed.
Movepool: Surf and Shadow Ball make serviceable STAB moves, (AC) and Will-O-Wisp and Recover can be used against physical threats.
Major Battles: Brycen is rather easy for Jellicent due to its Ice resistance, though it is shaky against Drayden/Iris due to Dark-type moves. Jellicent can burn and stall Marshal's team out with Recover rather reliably despite the presence of Payback. Jellicent's special bulk allows it to take on Caitlin, but is uneven against Shauntal. It can hit a few of N's Pokémon like Klinklang and Vanilluxe, as well as Ghetsis's Seismitoad, safely.
Additional Comments: Frillish coming late and under-leveled (AH) offsets most of its decent end-game (AH) contributions. Cursed Body is the preferred Ability over Water Absorb due to greater general use.

Liepard

Availability: Mid-game (Route 5 and 16 with a 20% chance to appear).
Typing: Dark typing gives an advantage against Shauntal and Caitlin, but a weakness to Marshal.
Stats: Liepard has great Speed and decent offenses, but low defenses.
Movepool: Liepard starts with Fake Out and Pursuit, which upgrades to Assurance and Night Slash at levels 31 and 43, respectively and Fake Out. Hone Claws at level 26 is worth using, (AC) and Aerial Ace, Rock Smash, Grass Knot, Thunder Wave, and Return can be taught via TMs.
Major Battles: Aside from the above in the Typing section, Liepard hits Skyla's Swoobat and Ghetsis’s Cofagrigus with STAB and Clay's Palpitoad, Ghetsis's Seismitoad, and N's Carracosta with Grass Knot.
Additional Comments: Although Purrloin is available on Route 2, its bad period would put it in E rank; (semicolon) thus, (AC) you should generally catch one from Route 5 or 16 (preferably from a dark grass). Limber is the preferred Ability.

Maractus

Availability:
Mid-game (10% chance to appear in Desert Resort).
Typing: Grass provides it only with advantage against Clay (whose Excadrill actually beats it). All Gym Leaders either resist Grass or have STAB moves or coverage that hit it super effectively. Its Elite Four matchup is not great either. However, it does beat Water-types and the common Roggenrola line.
Stats: Other than base 86 Attack and 106 Special Attack, its stats are below average save 75 HP.
Movepool: It will start off with Mega Drain and Synthesis and learn Giga Drain at level 26. Acupressure comes at level 29, Petal Dance (its best STAB attack) arrives at level 38, and Sucker Punch is learned at level 42. It can also learn Sunny Day either via TM or at level 45.
Major Battles: Its only good matchup is Clay, although it cannot beat his Excadrill. The rest either hit it super effectively (Elesa's Emolga, Skyla, Brycen) or resist its STAB moves (Drayden/Iris). It also barely provides support for the Elite Four, N, and Ghetsis.
Additional Comments: The only reason this cactus can be constituted as useful is due to 106 Special Attack and Petal Dance making it good for most Route trainers. However, although it provides little-to-no support for more major fights. Chlorophyll is preferred over Water Absorb as it allows Maractus to get the most out of Sunny Day.

Mienfoo

Availability:
Late-game (Outside of Dragonspiral Tower with 30% chance to appear in both types of grass).
Typing: Fighting allows it to hit common Normal-types along with Brycen and Grimsley super effectively. However, it is left vulnerable to Shauntal and Caitlin, whose Pokémon can take Fighting-type moves comfortably.
Stats: Mienfoo's Attack and Speed are mediocre at best, with the rest being even lower. Mienfoo gains a significant boost in Attack and Speed upon evolving, however, and can outpace the majority of end-game opponents.
Movepool: Mienfoo will have Drain Punch upon being caught and will learn Jump Kick at level 37. It can be taught Work Up, Brick Break, Acrobatics, and Rock Slide through TMs as well.
Major Battles: Mienfoo does well against Brycen and Drayden/Iris, though for the latter it needs to set up 3 Work Ups. Grimsley is also a good matchup, and Mienshao can defeat N's Zoroark, Klinklang, and Vanilluxe.
Additional Comments: Mienfoo isn't a bad Pokémon, but it doesn't cover what is left of the game well. Regenerator is recommended over Inner Focus to heal 1/3 HP upon switching out, which works well with U-Turn and Mienfoo's high Speed. It is a good idea to catch a Mienfoo from the dark grass from outer Dragonspiral Tower (accessible only in Winter), as it will be caught at a higher level.

Patrat

Availability:
Early-game (Route 1, 50%, levels 2-4).
Typing: Normal-type, giving an advantage to Shauntal and average everywhere else save N (where Watchog is mauled).
Stats: Patrat and Watchog have slightly below-average (AH) stats aside from decent Speed and Attack (77 and 85, respectively, (ACs) as Watchog).
Movepool: Tackle upgrades to Retaliate and later Return, with Bite at level 6 and later Crunch at level 16 being staples. Low Kick via move relearner and TM moves like Dig and Grass Knot have sporadic use. Natural Confuse Ray, natural Hypnosis, and Thunder Wave via TM can provide team support.
Major Battles: Patrat and Watchog are decent in most major fights with Normal STAB and Work Up. Late-game, it can sweep Shauntal and Caitlin with +2 Blackglasses Crunch, and can hit N's Carracosta and Ghetsis's Seismitoad with Grass Knot. Both Bisharp end-game are beat by Low Kick. Is this supposed to be "both beat bisharp end-game..."?
Additional Comments:
Patrat is very weak, (AC) and Watchog is reliant on Work Up boosts to win every major battle successfully. Keen Eye is the preferred Ability to avoid accuracy-lowering from a few opponents, although it is not required.

Shelmet (Trade)

Availability: Late-game (40% chance to appear in Icirrus City puddles in non-winterWinter seasons).
Stats: Accelgor possesses an unrivaled Speed stat and has a good Special Attack, although its bulk is somewhat lackluster.
Movepool: It will have Mega Drain and Struggle Bug upon capture. It will also have Yawn and Protect, allowing it to put opponents to sleep safely. It learns Giga Drain and Bug Buzz at levels 37 and 44, respectively. Accelgor should be retaught Acid Spray through move relearner and Focus Blast or Sludge Bomb via TM in order to pick up KOs early on.
Major Battles: It does well against Brycen and Drayden/Iris with Acid Spray and a attacking move of choice, and it can also put any problematic Pokémon to sleep with Yawn. This strategy proves unreliable against the rest, but it does have good matchups against Caitlin and Grimsley.
Additional Comments: Accelgor's late arrival and lackluster end-game (AH) do not make it a desirable Pokémon.

Stunfisk

Availability:
Late-game (Icirrus City puddles (Spring, Summer, Autumn, 20%, levels 31-32), (Winter, 100% Surfing, levels 15-35)).
Typing: Ground/Electric typing is average against the major battles aside from losing to Brycen and being rather good against Shauntal.
Stats: Great 109/84/99 bulk with good 81 Special Attack (Attack is 66) and sluggish 32 Speed.
Movepool: Mud Shot serves as a special Ground-type STAB move, while Bulldoze and Dig are physical options. Discharge is generally preferable to Thunderbolt due to the 30% paralysis chance. Surf provides Water-type coverage, with Bounce and Revenge at levels 35 and 50, respectively, and Sludge Bomb and Rock Slide (for 30% flinch chance post-paralysis) through TMs being other options.
Major Battles: Bad against Brycen, but good against Shauntal's Chandelure and to an extent Jellicent. Stunfisk has a favorable matchup against Grimsley's Bisharp, Caitlin's Sigilyph, and Ghetsis's Bisharp. Stunfisk is particularly good against several of N's Pokémon and average elsewhere.
Additional Comments: Despite the unique typing, Stunfisk's middling stats and late arrival prevent it doing anything most earlier options do better. Static is the preferred Ability over Limber, as it paralyzes contact move users 30% of the time.

Tynamo

Availability:
Late-game (8% chance to appear in Chargestone Cave's lowest floor).
Typing: Electric allows it to hit Skyla and Water-types super effectively. It is not threatened by Ground-type moves due to Levitate.
Stats: As Tynamo, its stats are rather bad. However, but its bulk can be fixed with Eviolite, while and its Special Attack becomes acceptable with Charge Beam boosts. As Eelektross, it gains great offensive stats and good defensive ones, although its Speed is low.
Movepool: It will have Charge Beam, Thunder Wave, and Spark as moves when caught. It will learn Crunch upon evolving and can be retaught Discharge through the move relearner. If you hold on evolving Eelektrik until level 44, it can also learn Thunderbolt, though it's generally not worth it, (RC) as it is more beneficial to get Eelektross immediately (although you can also teach it through TM from P2 Laboratory with post-Surf). Acrobatics and Grass Knot are also good options for it through TMs.
Major Battles: It can sweep Skyla even as Tynamo, as long as it has Eviolite. Brycen is swept by Eelektross as well. However, from that moment onwards, Eelektross can only take down specific threats that are weak to its coverage, such as Caitlin's Sigilyph and Ghetsis's Seismitoad with Grass Knot, as it generally requires many healing items to sweep any of them. However, although it can still help by spreading paralysis with Thunder Wave.
Additional Comments: Tynamo isn't fully useless, but the amount of fights where it contributes majorly are limited. A Thunderstone can be found in Chargestone Cave, so evolve immediately when Tynamo evolves into Eelektrik. Although the upper floors also have Tynamo, they are with a 2% chance of encounter only.

Woobat

Availability:
Early-game (Wellspring Cave, 50%, levels 10-13).
Typing: Psychic/Flying, giving the line an advantage against Burgh, but weaknesses to Lenora's Crunch and Elesa, Brycen, and Grimsley in general. Shaky for Marshal despite Psychic/Flying typing due to Stone Edge. Neutral elsewhere.
Stats: The Woobat line has mediocre bulk and only slightly above average Special Attack, though it is extremely fast.
Movepool: Starts with Confusion and gets Psychic at level 41. Gust upgrades to Air Cutter at 21 and Air Slash at 32. Amnesia and Calm Mind at level 29 can help the line set up but are tricky to pull off. The line also gets TMs like Grass Knot, Thunder Wave, Charge Beam, and Shadow Ball.
Major Battles: Swoobat generally performs decently against Skyla and Drayden/Iris. The naturally learned, albeit niche, (ACs) Imprison with Shadow Ball and Psychic allows it to boost up to +4 and solo Shauntal. Otherwise, Swoobat is too frail to be taking many hits to set up end-game.
Additional Comments: The Woobat line is extremely fast with while lacking damage output until they learn Calm Mind, and even then it's unspectacular. Unaware is the preferred ability, as Klutz makes held items useless.

Yamask

Availability:
Mid-game (50% chance to appear in Relic Castle).
Typing: Ghost typing lets it hit Caitlin and Shauntal super effectively (while being hit super effectively by the latter), but struggles against Grimsley.
Stats: Yamask's good bulk can be buffed via Eviolite. As Cofagrigus, it has high 145 Defense and 105 Special Defense as well as decent 95 Special Attack, but low Speed and HP.
Movepool: It will rely on Hex + Will-O-Wisp for damage output in the beginning. It will learn Ominous Wind at level 25. Cofagrigus also learns Shadow Ball at level 39. Its TM movepool is poor, (RC) and can only be taught Grass Knot to have something against Normal-types (excluding the Pidove line).
Major Battles: It is useful against Elesa and Shauntal and is pretty good against Brycen and Drayden/Iris. In all other matchups, it can either spread burns, (RC) or is reliant on require healing items in order to stay on the field.
Additional Comments: Yamask is useless against Normal- and Dark-types due to lacking a movepool to threaten them outside of Grass Knot. In general, Yamask isn't recommended for an efficient playthrough because its moves aren't suited for in-game outside STAB Shadow Ball.

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 sweep several opponents. These Pokémon either have flaws that outshine their strengths or are decent Pokémon that come too late to be of any major use.

Alomomola

Availability:
Late-game (Driftveil City, Surf in rippling water (95%), levels 10-30 (also found elsewhere)).
Typing: Water's only real benefit for Alomomola is walling Brycen better via resistance; (semi) are you trying to say (semi-)resistance? In which case this should be moved it's average everywhere else save Drayden/Iris.
Stats: Alomomola has massive 160/80/45 bulk, but its Attack and Speed are about average with Special Attack being a low 40.
Movepool: Alomomola is heavily skewed toward status and support moves, with its best ones being Wish (level 37), Protect (Heart Scale/TM), and Toxic and Light Screen from TMs. The only viable offensive moves it gets are Waterfall and Return, with Aqua Ring being available via Heart Scale.
Major Battles: Alomomola functions similarly in all major battles by using Light Screen for team support and stalling with Toxic, Protect, and Wish.
Additional Comments: Alomomola is incapable of beating any major battles left. Hydration is preferred as it can be combined with Rest and the Rain Dance TM for free healing.

Deino

Availability:
End-game (Victory Road 1F (middle and rightmost room), 20%)
Typing: Dark/Dragon typing is only helpful for Shauntal and Caitlin and terrible for Marshal, being neutral elsewhere.
Stats: Deino has underwhelming stats, with Zweilous having roughly average stats aside from Speed. Hydreigon is out of reach at level 64.
Movepool: Crunch and Dragon Rush are primary STAB moves, with the only other options being Work Up, Body Slam (level 48), and Thunder Wave (TM).
Major Battles: Zweilous is good for Shauntal and Caitlin, but bad elsewhere due to lacking stats compared to everything else. Avoid Marshal.
Additional Comments: Deino comes and evolves too late to be useful.

Heatmor

Availability:
Late-game (rough patches outside Victory Road at a 45% encounter rate).
Typing: Fire typing is neutral virtually everywhere against the remaining six fights save for Bisharp and 1/3 of N's team.
Stats: Good mixed offenses and okay HP, with lackluster stats everywhere else.
Movepool: Not much in Heatmor's natural movepool is worth learning aside from Amnesia at level 46 and Flamethrower at level 51. Focus Blast, Fire Blast, Return, Shadow Claw, and Dig can be taught for coverage.
Major Battles: Heatmor will typically be bad in the final fights due to lacking EVs, though it can hit Grimsley's and Ghetsis's Bisharp with STAB and smack Shauntal and Caitlin with Shadow Claw. Marshal has Rock-type coverage for Heatmor, but the anteater can beat N's Vanilluxe and Klinklang.
Additional Comments: Heatmor isn't necessarily a bad Pokémon, but it comes extremely late and is not good against the rest of the game. Neither Gluttony or Flash Fire is particularly helpful for Heatmor.


For the remaining entries, make sure you format the availability like the earlier entries (i.e. Late-game (encounter info).)

Karrablast (No Trade)

Availability:
Karrablast is found on Route 6 at a 25% encounter rate.
Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but that is not going to happen due to its terrible stats.
Stats: Karrablast has bad stats that cannot hold it for long, especially in the end-game. Seriously, evolve it into Escavalier, if possible.
Movepool: It will have Fury Cutter and Headbutt upon being caught and can be taught X-Scissor through TMs. It's not gonna accomplish much with these stats, though.
Major Battles: Due to the factors mentioned above, Karrablast does nothing in major battles.
Additional Comments: If you can't trade with Shelmet to evolve it, do not bother with Karrablast.

Larvesta

Availability:
Route 18 (Surf required, received a Larvesta Egg in a house from a Pokémon Ranger).
Typing: Bug/Fire, giving a 4x weakness to the common Rock-type. Although its STABs hit Brycen, Caitlin, and Grimsley, its bad stats prevent Larvesta from having good matchup against them or anyone else.
Stats: Larvesta's stats are not really high, with Attack topping 85.
Movepool: Larvesta gains new moves every 10 levels, with Flame Charge at 30 and Bug Bite at 40, providing STAB. Acrobatics and Wild Charge via TMs provide coverage.
Major Battles: Brycen isn't inherently favorable for Larvesta due to Vanillish's tendency to use Acid Armor and Beartic's propensity to Swagger and Brine. In all other major battles, Larvesta will get outmuscled due to lacking stats.
Additional Comments: Larvesta is too much of an investment to be worth it. Flame Body is the preferred ability to burn physical attackers using contact moves 30% of the time.

Pawniard

Availability:
Route 9 (20% encounter rate).
Typing: Dark/Steel is helpful for Drayden/Iris, Shauntal, and Caitlin, and is decent elsewhere with nine resistances and two immunities.
Stats: Pawniard and Bisharp have great Attack and good Defense with roughly average other stats.
Movepool: Pawniard has awful starting STAB moves in Metal Claw and Assurance until Night Slash at level 49 and Iron Head at 54 if you hold off evolution two levels. TM-wise, Rock Slide, Low Sweep, Brick Break, Return, and Dig provide useful coverage. Don't use Iron Defense.
Major Battles: Aside from the above mentioned in the Typing section, the line is terrible for Marshal and Grimsley, and N and Ghetsis have coverage for it.
Additional Comments: Defiant is the preferred Ability. Due to a lacking movepool and evolving to Bisharp at level 52, the line is a subpar choice.

Rufflet

Availability:
Route 30 (20% encounter rate, only in White).
Typing: Normal/Flying typing gives the line an advantage against Shauntal and Marshall, being neutral elsewhere aside from Grimsley's Scrafty.
Stats: Rufflet and Braviary have slightly above-average (AH) bulk and Speed with great Attack.
Movepool: Slash and Aerial Ace are good starting moves, and Return, Rock Slide, and Fly can be taught via their respective TMs and HM. Tailwind at level 37 and Hone Claws via Heart Scale are the only other feasible options, as Brave Bird is learned too late.
Major Battles: As Rufflet will often be unevolved for end-game, it won't stack up unless you grind to level 54 for Braviary. Caitlin, Marshal, N, and Ghetsis have coverage to hit the line's 3 three weaknesses.
Additional Comments: Rufflet's late arrival and evolution prevent it from being useful. Sheer Force is the preferred Ability to give moves with secondary effects a 30% boost.

Shelmet (No Trade)

Availability:
Late-game (40% chance to appear in Icirrus City puddles in non-winter seasons).
Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but it does not beat them due to lacking stats.
Stats: Its stats are pretty bad, leaving it nearly useless against the rest of the game.
Movepool: It will have Mega Drain and Struggle Bug as damaging moves upon being caught, but since it is not evolved, it's not accomplishing much. It will also have Yawn and Protect, allowing it to put its opponents to sleep safely.
Major Battles: None, as its stats are too bad for it to efficiently do something, other than spread sleep status with Yawn.
Additional Comments: If you can't trade with Karrablast to evolve it, do not bother with Shelmet.

Terrakion

Availability:
The very end of Victory Road (head down the left stairs from the exit). You must have captured, KOed, or run from Cobalion. Level 42.
Typing: Rock/Fighting is pretty mediocre for the final fights, with the only advantages being Grimsley, N, and Ghetsis.
Stats: Terrakion is a sweeper with 129 Attack, 108 Speed, and 91/90/90 bulk.
Movepool: Starts with STAB moves in Rock Slide and Sacred Sword, gets X-Scissor via TM, and learns Swords Dance comes at level 49.
Major Battles: You may be lucky to take a Psychic from Caitlin's Reuniclus and sweep at +2 with Swords Dance + Expert Belt X-Scissor. It is good for Grimsley, but watch out for Scrafty's Sand-Attack. It takes on N's Vanilluxe and Klinklang, (RC) and handles Archeops decently well. Ghetsis's Hydreigon is shaky (it Hydreigon outspeeds), but you can at least take on Bisharp and Bouffalant (the latter withstands unboosted Sacred Sword, but Terrakion easily takes Earthquake).
Additional Comments: Terrakion comes extremely late and its good stats do not help since it lacks EVs. Terrakion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit against Grimsley and Ghetsis. Dusk Balls to catch it with can be bought from Driftveil.

Thundurus

Availability:
End-game (Roaming Unova in White, triggered by going to Route 7 after trying to go through Route 10's gate with 8 badgesBadges).
Typing: Electric/Flying; Flying lets it hit Marshal super effectively, although Rock coverage is dangerous for it. Electric allows it to hit Flying-types and Water-types super effectively, though no major trainers left specialize in these types. Its typing provides no useful resistances for end-game.
Stats: It has high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable.
Movepool: It can be taught Fly through TM for Flying-type STAB along with Thunderbolt through TM or Discharge at level 43. Brick Break is also an option through TMs. It learns Crunch at level 49. (remove space)
Major Battles:
It can do fine against every member of the Elite Four, but it will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Thundurus at all; at most, Ghetsis's Bisharp is taken out by Brick Break.
Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Tornadus Thundurus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster Ability gives status moves +1 priority, most notably Thunder Wave via TM.

Tornadus

Availability:
End-game (Roaming Unova in Black, triggered by going to Route 7 after trying to go through Route 10's gate with 8 badgesBadges).
Typing: Pure Flying typing hits Marshal super effectively, although Rock coverage is dangerous for it. It provides no useful resistances for what is left.
Stats: It has high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable.
Movepool: TM-wise, It it can be taught Acrobatics (its most powerful move) with Brick Break as coverage. Additionally, it learns Crunch at level 49.
Major Battles: It can do fine against every member of the Elite Four, but it will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Tornadus at all; at most, Ghetsis's Bisharp is taken out by Brick Break.
Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Tornadus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster ability gives status moves +1 priority.

Trubbish

Availability:
Mid-game (Routes 16 and 5, 20%).
Typing: Poison, giving a weakness to Clay and Caitlin, with Shauntal and most of Grimsley also resisting Poison STAB. Neutral elsewhere.
Stats: Trubbish has good 50/62/62 bulk and 65 Speed, with Garbodor having good stats all around save Special Attack.
Movepool: Acid Spray (obtained from level 22 or lower Trubbish) gets you by until Sludge Bomb at level 29. Stockpile at level 23 is essential to help Trubbish wall things foes, with the Rest TM (immediately available) and later on the Substitute TM helping with this. Toxic at level 36 is a key for major battles, where it will badly poison foes and then set up with Stockpile and heal with Rest. Toxic Spikes can be helpful. Garbodor also learns Amnesia at level 46.
Major Battles: Again, Trubbish and Garbodor generally poison foes, then use Stockpile and Rest, as they don't have the tools to do much else. Most of the end-game in particular will stop this strategy cold aside from potentially Marshal.
Additional Comments: Trubbish contributes little-to-nothing in pretty much every fight. Stench is the preferred Ability to flinch slower foes 10% of the time.

Vullaby

Availability:
Route 30 (20% encounter rate, only in White).
Typing: Sadly, the Dark/Flying typing isn't helpful for the last few battles aside from Shauntal and Caitlin, and is neutral elsewhere.
Stats: Vullaby and Mandibuzz both have good bulk with decent Speed and dismal offenses.
Movepool: Air Slash and Dark Pulse at level 41 and 46 are your main STAB moves. Toxic, Rest, and Substitute via TMs can help the line wall attacks better. Most of the other status moves Vullaby gets are too situational, aside from Tailwind upon capture and Nasty Plot via Heart Scale.
Major Battles: As Vullaby will often be unevolved for end-game, it won't stack up unless you grind to level 54 for Mandibuzz. Caitlin, Marshall, N, and Ghetsis have coverage to hit the line's four 4 weaknesses.
Additional Comments: Vullaby's late arrival and evolution prevent it from being useful. Either ability is fine for Vullaby, but both are generally situational.


Untiered
These Pokémon can't be obtained in-game without use of events or come post-game and thus can't be tiered. The exceptions are Reshiram and Zekrom, which are barely in time for the end of the game.

Genesect


Keldeo


Kyurem


Landorus


Meloetta


Reshiram


Victini



Zekrom


Zoroark


Zorua

Finished this off as discussed Rabia . Thanks again for the list Ryota/DG!
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
took me all day, but I am done! Thanks Rabia and shinyfinder for the GP checks, those were life-savers!

Code is in this gist: https://gist.github.com/RyotaMitaraiWeb/fbcd8519f49594ebbfbd47c271cc9bdd

I have added a "back to top" after each entry, as the list is simply a "how well does a Pokemon perform" rather than "what is the best team", so it'd make sense if a user can easily navigate back to top while checking their (potential) team (also, the TOC links to all of them so it'd make sense to link back too).

if it bares any relevance, I made the script myself.

here is a live preview: https://scms-u-meager_sociable_quarterly.www.smogon.com/ingame/guides/bw_ingametiers_second_edition

We would like to thank everyone that helped in any way, even with small contributions, to reach the end. It was nice working with you!

The Dutch Plumberjack / Quite Quiet
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
Validationwise this checks out but I don't like having a "back to top" after every single mon because it clutters things up a lot + is frankly kind of unnecessary anyways, just having it after every tier should be fine.

Can you also add something so that I can more easily tell tiers apart at a glance while scrolling through it? <hr />, spacing, more prominent formatting on the tier headers, boxes if you can pull it off cleanly, idrc, feel free to come up with something, but if I scroll through this I should feel like I'm seeing 6 distinct walls of text and mons, one for every tier, not 1 huge one.

also this is super minor but consider removing margin-bottom from the <li> in the <ul> of the tiers only, probably looks cleaner + there's also really no need for the spacing when it's just a list of the labels, not something with descriptions that people will need to actually read.

+ put strong tags around the five factors too in the list where you're explaining them

that's all I've got I think Ryota Mitarai idk if QQ has something too

also @ shiny finder when you upload this imo feel free to upload it under the old URL + rename the old one to something else first. Better that than having "second edition" or w/e in this one's url & that way any old links will just redirect to this updated version, but I'd also feel bad about tossing the old one out entirely..
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
Validationwise this checks out but I don't like having a "back to top" after every single mon because it clutters things up a lot + is frankly kind of unnecessary anyways, just having it after every tier should be fine.

Can you also add something so that I can more easily tell tiers apart at a glance while scrolling through it? <hr />, spacing, more prominent formatting on the tier headers, boxes if you can pull it off cleanly, idrc, feel free to come up with something, but if I scroll through this I should feel like I'm seeing 6 distinct walls of text and mons, one for every tier, not 1 huge one.

also this is super minor but consider removing margin-bottom from the <li> in the <ul> of the tiers only, probably looks cleaner + there's also really no need for the spacing when it's just a list of the labels, not something with descriptions that people will need to actually read.

+ put strong tags around the five factors too in the list where you're explaining them

that's all I've got I think Ryota Mitarai idk if QQ has something too

also @ shiny finder when you upload this imo feel free to upload it under the old URL + rename the old one to something else first. Better that than having "second edition" or w/e in this one's url & that way any old links will just redirect to this updated version, but I'd also feel bad about tossing the old one out entirely..
Made the headings with Georgia font and made them a bit bigger, is that fine? Assuming that I read your request correctly.

I have updated the rest as well.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
Made the headings with Georgia font and made them a bit bigger, is that fine? Assuming that I read your request correctly.

I have updated the rest as well.
Separate font families is pretty ugh in general unless there's something you want to simulate with them (like say author's notes or "handwritten" journal entries), if you just want something to stand out they end up looking more jarring than distinctive tbh. Personally I'd just use <hr /> with some spacing around it, that's the simplest and most effective way imo.
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
Separate font families is pretty ugh in general unless there's something you want to simulate with them (like say author's notes or "handwritten" journal entries), if you just want something to stand out they end up looking more jarring than distinctive tbh. Personally I'd just use <hr /> with some spacing around it, that's the simplest and most effective way imo.
added <hr />s, hopefully the spacing is big enough, I tried to make it big enough but not too big.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top