My big NU VR
A+
1. Kabutops
Kabutops is the most irreplaceable mon in NU. Nothing can wall it, and it has awesome defensive value. It is basically the only Fearow check and it hard walls it. It's also by far the best check for almost all Fires. Then add to that it's brutal Slash, which, with a little bit of coverage allows Kabutops to 3hko everything in the metagame.
The sets are
Slash and Hydropump or Surf and then you have two options for your remaining moves. You can go with
Swords Dance and Hyperbeam for the offensive option, or
Submission and Rest for the more defensive option. Submission gives you the 2hko you need on Porygon without requiring Swords Dance. Blizzard does give you a little extra damage against Venusaur, but you have a guaranteed 3hko with Slash anyway. You might choose to run Blizzard over Rest if you like.
2. Mr. Mime
Mr. Mime has Psychic and Thunder Wave. That's basically it for Mr. Mime but it turns out that it's a lot. Special drops and crits make Mr. Mime a massive threat, when it's counters are either itself or some particularly fragile NFE rest users. In most games I will try to trade Mime for Mime, it's just the safest way to deal with it.
The set is
Thunder Wave, Psychic, Thunderbolt, Seismic Toss. Alternatively
Counter gives you the leg up against other Mime's, but it is very hard to lose Thunderbolt. Rest I think is a little dubious given how fragile Mr. Mime is, but it is a good option for when people try to wall you with resting Eggy or Drowzee.
3. Clefable
Clefable has amazing coverage, great defensive stats and Thunder Wave, allowing it to beat basically everything in a 1v1. If something is giving you trouble, just throw Clefable at it. At the very least it will be Paralyzed and low on health at the end of it.
Clefable thrives off of variety, but you almost always will want
Thunder Wave.
Thunderbolt is the next most important move, to stop you getting walled by Kabutops, but Kabutops will be wary of Paralysis and the potential of Thunderbolt, so you can definitely bluff this. I also strongly recommend carrying
Hyperbeam more often than not. It is Clef's best STAB move, as it can generally do enough with it's special moves to bring things into Hyperbeam range.
Blizzard, Body Slam, Counter, Sing are your other options. Double-Edge is generally worse than Body Slam, but does have some uses.
A
4. Charizard
4 and 5 are pretty close here, but I am going with Charizard. Effectively the fastest thing in the game. It checks Fire Types and Venusaur, deals out awesome immediate damage with Fire Blast, Slash and Earthquake, and is a massively threatening sweeper with Swords Dance.
Earthquake is really your only must have.
Fire Blast is pretty close to it, but there is an amazing all physical set with
Slash, Swords Dance and Hyperbeam. Slash gives you the immediate damage you need, and you have quake and Hyperbeam for after you boost, most often you would swap Slash for Fire Blast though.
Fire Spin is always great for pivoting and for chipping things into range of other attacks.
Counter is another awesome option here, especially useful for dealing with other Charizards.
5. Venusaur
By far the best sleeper in the game, it also has Razor Leaf, which makes it a huge threat to anything that doesnt resist it. Unfortunately, a lot of things just hard wall Venu. However, being walled isnt always a disaster, the great thing about Venusaur is because of the massive damage that Razor leaf does, especially to water types, your opponent is often forced into switching when Venu is out. This means Venusaur is great for allowing you to double to your bigger threats. Notably Kabutops, if your opponent is relying on Fire types to take the Razor Leaf hits.
Obviously, Sleep Powder and Razor Leaf are non-negotiable. That leaves two slots for Body Slam, Hyperbeam and Swords Dance.
So I want to note, I think there is a bit of a step down in viability after this point. Perhaps I should call my A-s B+s to accentuate that, but I think that would be a little unfair to them.
A-
6. Dewgong
STAB Blizzard is amazing. Especially when water types can't really hurt Dewgong much, allowing you to freeze them with Ice Beam. Often the best you can hope for against Dewgong is to counter it with your own Dewgong. On the other hand, being an Ice type takes away your fire resistance, so it is a lot harder to switch Dewgong in than most other Waters. But, as always, the best defence is a strong offence, and that is why I have Dewgong way ahead of Blastoise.
Blizzard, Ice Beam, Surf, Rest gives you the best chance to freeze other waters, and keeps your coverage. You could go for a move to hit other Dewgongs with, but your only real option is Toxic and it seems a little pointless to me. Body Slam likewise, just doesnt do enough damage to be worth it IMO.
7. Porygon
The wall! One of the most defining Pokemon in this tier, you dont want to be stuck with a team of mons that can't finish off Porygon. However, if you look down my VRs you may notice that the only thing in the A tiers that Porygon can switch into is Venusaur. Maybe Nidoking if it's very lucky. However, walling Venusaur is very useful, as is Thunder Wave.
Thunder Wave, Thunderbolt, Psychic/Blizzard, Recover. Thunder Wave things, and then recover until they FP. Try not to get paralyzed yourself, but if your opponent is running all offense, then you might have to.
8. Moltres
Possibly my first controversial pick? But it shouldnt be. The stats on Moltres are hilarious. Mr. Mime, the massive special attacking threat, has a less than 50% chance to 3hko with Thunderbolt (not factoring in crits). Clefable and Dewgong are the only two things in the tier that dont resist Fire and can't be OHKOed by a crit Fire Blast. Moltres basically forces your opponent to switch to a counter, but even Blastoise can be 4hkoed by FireBlast and only 3hkoes with Surf. IE, if it tries to switch into a Moltres it can be forced to rest before finishing it off, and if it ever tries to attack the Moltres, it will be in danger of being KOed by a crit. And I haven't even mentioned Fire Spin yet.
Fireblast, Firespin, Filler, Filler. You dont need much more.
Toxic spin is particularly scary, since Moltres is so bulky it can stay in against the likes of Kabutops pretty easily. Plus you can combine that with
Agility. It's also bulky enough to
Rest easily, but the low PP on Fire Blast can be an issue. Otherwise you have
Double-Edge or Hyper Beam, which are nice for that extra damage. Hyperbeam will be guaranteed to finish off Blastoise after 3 Fire Blasts.
9. Nidoking
A massive threat that is immune to paralysis. It has great coverage, but unfortunately it relies pretty heavily on it. Unlike Kabutops which can basically just click Slash, Nidoking is constantly trying to predict it's way around threats. That, plus it's weaknesses to Water, Psychic, Ice and Ground can make it a bit of a crit magnet. But with the right support, can be a fantastic breaker or sweeper.
Earthquake, Thunderbolt, Blizzard, Rock Slide is your set. You can go with
Substitute, but losing any of the coverage moves is a huge pain. Blizzard seems like the easiest move to drop, but it is such a great move you'll definitely miss it.
That's all the As done. Gonna take a break from now and will do some notes on the rest later. They wont be as detailed.
I guess I am leaving you with a cliffhanger for why I haven't ranked Blastoise yet.