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Resource RU Viability Ranking Thread: Abomasnow and Slowking Discussion

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252 Atk Choice Band Pure Power Medicham High Jump Kick vs. 120 HP / 136 Def Alomomola: 399-469 (79.6 - 93.6%)

252 Atk Choice Band Gallade Close Combat vs. 120 HP / 136 Def Alomomola: 294-346 (58.6 - 69%)

252 Atk Choice Band Gallade Close Combat vs. 252 HP / 252+ Def Skarmory: 40-48 (11.9 - 14.3%)

252 Atk Choice Band Pure Power Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 55-65 (16.4 - 19.4%)

252 Atk Choice Band Pure Power Medicham Zen Headbutt vs. 120 HP / 136 Def Alomomola: 246-289 (49.1 - 57.6%)

252 Atk Choice Band Gallade Zen Headbutt vs. 120 HP / 136 Def Alomomola: 195-231 (38.9 - 46.1%)

just a few calcs to demonstrate why I disagree; HJK is about...37.5% more powerful, and of course your Zen Headbutt is still a fair bit stronger.

as for the third slot (fourth should really be Trick / priority), is Knock Off *that* much better than Baton Pass? Well, i guess, but Baton Pass isn't nothing either.

in short, Medicham is a damn threat who takes souls, whereas Gallade is just that bit weaker which makes me not feel as threatened by him. In terms of setup, bulk up + bp is also quite threatening, possibly more than SD.
 
tehy Congrats, you proved that CB Medicham > CB Gallade, even though my argument was SD Gallade > non-Scarf Medicham, which includes CB. Also wtf is up with your Skarm calc @_@

+2 252+ Atk Gallade Close Combat vs. 120 HP / 136 Def Alomomola: 429-505 (85.6 - 100.7%) -- 6.3% chance to OHKO
+2 252 Atk Life Orb Gallade Close Combat vs. 120 HP / 136 Def Alomomola: 507-598 (101.1 - 119.3%) -- guaranteed OHKO

Sure, Cham does massive damage against Alomo from the get-go, but it's not like it OHKOes so by extension it isn't much more efficient than SD Gallade at beating Alomo. Also, earlier I elaborated on the use of Protect which can make Medicham hesitate in going for the kill, which opens up more options for the opponent to respond: by either switching to a resist or staying in and Protect, which in turn would make it trickier for the Medicham user to play around. No such plays against Gallade however, as it can switch moves while hitting you crazy hard with its boosted attacks. I still stand by my notion that Gallade is the best wallbreaking Fighting-type in the tier, which robs away a huge niche Medicham would've had, leaving the latter with only Scarf as its best (only notable) niche.
 
tehy Congrats, you proved that CB Medicham > CB Gallade, even though my argument was SD Gallade > non-Scarf Medicham, which includes CB. Also wtf is up with your Skarm calc @_@

+2 252+ Atk Gallade Close Combat vs. 120 HP / 136 Def Alomomola: 429-505 (85.6 - 100.7%) -- 6.3% chance to OHKO
+2 252 Atk Life Orb Gallade Close Combat vs. 120 HP / 136 Def Alomomola: 507-598 (101.1 - 119.3%) -- guaranteed OHKO

Sure, Cham does massive damage against Alomo from the get-go, but it's not like it OHKOes so by extension it isn't much more efficient than SD Gallade at beating Alomo. Also, earlier I elaborated on the use of Protect which can make Medicham hesitate in going for the kill, which opens up more options for the opponent to respond: by either switching to a resist or staying in and Protect, which in turn would make it trickier for the Medicham user to play around. No such plays against Gallade however, as it can switch moves while hitting you crazy hard with its boosted attacks. I still stand by my notion that Gallade is the best wallbreaking Fighting-type in the tier, which robs away a huge niche Medicham would've had, leaving the latter with only Scarf as its best (only notable) niche.

and my argument was cb medicham > cb gallade; your overall argument is gallade > medicham, so I focused on a difference facet of that than your original post did.

the skarm calc...i was going to explain. i wanted a smaller number to more easily calculate overall percentages, so i changed Steel to Fairy, conferring a quad-resist. the alomo calc is to show how that difference can matter when expressed in terms of a bulky defensive mon. and believe me, as an alomo user, i know exactly how to abuse protect to ward off Medicham...but as that calc demonstrates, switching in is pretty unpleasant to begin with, so although it's an unfortunate factor for Medicham it isn't the end of the world either. again, these calcs are just to show power difference, not so much a specific KO it garners (which i'd love to produce but I don't know of such a calc)

to me, Medicham's flagship wallbreaker set is LO Bulk Up / Dual STAB / Baton Pass. See, Gallade can be 1v1'd down and can find itself unable to break a certain wall, but Medicham can just BP those boosts away to another mon, possibly just punching through. to use an example we share a bit of history on, it's like floatzel if it had Medicham's ridiculous power. is it better than SD gallade ? I don't know, in practice neither really gets any usage; i will say that SD gallade is probably better against balance or anything that lacks a hard stop to it, while Medicham is also pretty good (also hits initially much harder, which is nice) and most importantly can't really be hard-stopped at all.

also Medicham has the niche of Scarf; in short, I think they should stay at least level
 
and my argument was cb medicham > cb gallade; your overall argument is gallade > medicham, so I focused on a difference facet of that than your original post did.
This point would be more valid if I brought up CB Gallade in the first place, but I explicitly stated only SD Gallade instead to get that point across. Obviously that did not work.

the skarm calc...i was going to explain. i wanted a smaller number to more easily calculate overall percentages, so i changed Steel to Fairy, conferring a quad-resist. the alomo calc is to show how that difference can matter when expressed in terms of a bulky defensive mon. and believe me, as an alomo user, i know exactly how to abuse protect to ward off Medicham...but as that calc demonstrates, switching in is pretty unpleasant to begin with, so although it's an unfortunate factor for Medicham it isn't the end of the world either. again, these calcs are just to show power difference, not so much a specific KO it garners (which i'd love to produce but I don't know of such a calc)
There isn't much point in calcing raw power difference if the stronger threat does not nab KOes much more efficiently than the supposed weaker one. Sure, Cham does more damage to Alomo turn 1, but you're still KOing it in two turns, in which case SD Gallade has an easier and much safer time doing so.

to me, Medicham's flagship wallbreaker set is LO Bulk Up / Dual STAB / Baton Pass. See, Gallade can be 1v1'd down and can find itself unable to break a certain wall, but Medicham can just BP those boosts away to another mon, possibly just punching through. to use an example we share a bit of history on, it's like floatzel if it had Medicham's ridiculous power. is it better than SD gallade ? I don't know, in practice neither really gets any usage; i will say that SD gallade is probably better against balance or anything that lacks a hard stop to it, while Medicham is also pretty good (also hits initially much harder, which is nice) and most importantly can't really be hard-stopped at all.
If that is really its flagship wallbreaker set I would suggest you take it up to here. The point about 1v1 can kind of fall apart quickly when you consider that BU + Baton Pass Medicham would still require specific teammate support like SD Gallade would. For example, one of the biggest (only) true obstacles for SD Gallade to break would be Aromatisse (even tho a healthy Gallade can actually beat Aroma 1v1 if the latter switches into an SD), but all Gallade really needs to do is first Knock Off its Leftovers, then deny its Wish recovery with a Roar user such as Mega Steelix or Mega Camerupt or whatnot; with Aromatisse softened up and unable to recover, Gallade can get right down to breaking down the opponent's cores.

For BUPass Medicham, you not only want recipients to deal with bulky Fairies, but bulky Psychics and Ghosts as well. This not only makes it harder to cover for Medicham, but also leaves Medicham out of the picture until said bulky Fairies / Psychics / Ghosts are actually taken out (as opposed to Gallade simply needing them weakened before it begins steamrolling things on its own). There is also the issue of your recipient being forced out even with its boost, so the progress you'd make at breaking the opponent's core can still be limited. So while the concept of BUPass Medicham is neat, it still seems less effective than simply having Gallade do the job itself with some mild Wish-denying support.

also Medicham has the niche of Scarf; in short, I think they should stay at least level
Scarf Medicham doesn't threaten its target playstyle (offense) as well as Gallade terrorizes its target playstyles (stall and balance). Add to the fact that Gallade can outperform Medicham at the wallbreaking role, and it only seems logical than Gallade be ranked higher than Medicham; Medicham doesn't even have to drop a rank as far as I'm concerned, so long as Gallade sits above than it on the Viability Rankings.
 
This point would be more valid if I brought up CB Gallade in the first place, but I explicitly stated only SD Gallade instead to get that point across. Obviously that did not work.

and i explicitly stated CB medicham...obviously that did not work either? are CB sets non-viable? because if they are, which CB set is better is worth denotating in an argument about the mon as a whole. yes, i'm aware that your argument revolves around sd gallade > nonscarf cham, but my counter-argument is that CB medicham is better than CB gallade, which is why i'd use it in a CB role. Would i use it overall over SD? idk, i think that they do perform different roles; also, now we get into Bu + BP

punchshroom said:
There isn't much point in calcing raw power difference if the stronger threat does not nab KOes much more efficiently than the supposed weaker one. Sure, Cham does more damage to Alomo turn 1, but you're still KOing it in two turns, in which case SD Gallade has an easier and much safer time doing so.

alomo specifically was simply a calc designed to denotate sheer power, though i think you're aware of this as well and making a larger point about the nature of this power in general. Fine, but being this much stronger means there are going to be specific 2HKOes or OHKOes garnered, especially when you take into account, say, foes being worn down, where Medicham is getting those OHKOes far sooner than Gallade.


punchshroom said:
If that is really its flagship wallbreaker set I would suggest you take it up to here. The point about 1v1 can kind of fall apart quickly when you consider that BU + Baton Pass Medicham would still require specific teammate support like SD Gallade would. For example, one of the biggest (only) true obstacles for SD Gallade to break would be Aromatisse (even tho a healthy Gallade can actually beat Aroma 1v1 if the latter switches into an SD), but all Gallade really needs to do is first Knock Off its Leftovers, then deny its Wish recovery with a Roar user such as Mega Steelix or Mega Camerupt or whatnot; with Aromatisse softened up and unable to recover, Gallade can get right down to breaking down the opponent's cores.

For BUPass Medicham, you not only want recipients to deal with bulky Fairies, but bulky Psychics and Ghosts as well. This not only makes it harder to cover for Medicham, but also leaves Medicham out of the picture until said bulky Fairies / Psychics / Ghosts are actually taken out (as opposed to Gallade simply needing them weakened before it begins steamrolling things on its own). There is also the issue of your recipient being forced out even with its boost, so the progress you'd make at breaking the opponent's core can still be limited. So while the concept of BUPass Medicham is neat, it still seems less effective than simply having Gallade do the job itself with some mild Wish-denying support.

BU medicham doesn't need support so much as it provides it; pair it with something that beats all of those threats, and it's quite possible for it to wreak havoc (drapion is a big 1), whereas it seems like Gallade needs support to sweep. Keep in mind that this medicham is also hitting harder off the bat; in fact, +1 hjk does a bit more than +2 Close Combat. As a stall player, the idea of Medicham baton passing boosts away to some other sweeper makes taking him on a lot harder. honestly, you should have stuff that is o.k. against Medicham's checks and counters anyhow, and making that stuff physical isn't *that* difficult either. any physical attacker appreciates a boost without the counter coming out as said boost is achieved

punchshroom said:
Scarf Medicham doesn't threaten its target playstyle (offense) as well as Gallade terrorizes its target playstyles (stall and balance). Add to the fact that Gallade can outperform Medicham at the wallbreaking role, and it only seems logical than Gallade be ranked higher than Medicham; Medicham doesn't even have to drop a rank as far as I'm concerned, so long as Gallade sits above than it on the Viability Rankings.

but I don't think that's the case, necessarily.

+2 252 Atk Life Orb Gallade Zen Headbutt vs. 252 HP / 252+ Def Aromatisse: 292-344 (71.9 - 84.7%)

252+ Atk Choice Band Gallade Zen Headbutt vs. 252 HP / 252+ Def Aromatisse: 186-219 (45.8 - 53.9%) -- 2.3% chance to 2HKO after Leftovers recovery

252+ Atk Choice Band Pure Power Medicham Zen Headbutt vs. 252 HP / 252+ Def Aromatisse: 232-274 (57.1 - 67.4%)

it's a fair argument to make that SD gallade is better against balance, but just speaking personally as a stall player, I don't find it that scary, and don't find it more threatening than CB medicham (who can even whip out a Trick at any time.) it'll sweep me from time to time, but so will Medicham.
 
and i explicitly stated CB medicham...obviously that did not work either? are CB sets non-viable? because if they are, which CB set is better is worth denotating in an argument about the mon as a whole. yes, i'm aware that your argument revolves around sd gallade > nonscarf cham, but my counter-argument is that CB medicham is better than CB gallade, which is why i'd use it in a CB role. Would i use it overall over SD? idk, i think that they do perform different roles; also, now we get into Bu + BP
Should probably have made this clear: CB isn't even on the forefront of my mind when discussing Gallade sets, since it is obvious Medicham does that better, hence there would be little reason to use CB Gallade in the first place. What I'm getting here is that SD Gallade kind of outperforms CB Medicham itself, while you're coming off as purposely bringing up an inferior Gallade set to justify CB Cham.

alomo specifically was simply a calc designed to denotate sheer power, though i think you're aware of this as well and making a larger point about the nature of this power in general. Fine, but being this much stronger means there are going to be specific 2HKOes or OHKOes garnered, especially when you take into account, say, foes being worn down, where Medicham is getting those OHKOes far sooner than Gallade.
This is true, but Medicham's main KOing move yields much more risks than Gallade's, plus Cham being Choice locked would also make it easier to play around (especially in the case of Regen mons), meaning that Medicham can struggle to actually snag KOes more effectively than Gallade would.

BU medicham doesn't need support so much as it provides it; pair it with something that beats all of those threats, and it's quite possible for it to wreak havoc (drapion is a big 1), whereas it seems like Gallade needs support to sweep. Keep in mind that this medicham is also hitting harder off the bat; in fact, +1 hjk does a bit more than +2 Close Combat. As a stall player, the idea of Medicham baton passing boosts away to some other sweeper makes taking him on a lot harder. honestly, you should have stuff that is o.k. against Medicham's checks and counters anyhow, and making that stuff physical isn't *that* difficult either. any physical attacker appreciates a boost without the counter coming out as said boost is achieved
The way I see it, most of Medicham's BU recipients + Medicham still don't have the sheer steamrolling potential than Gallade has; in fact Gallade is one of the biggest threats to slower teams since Pangoro. In essence, Gallade only needs very minimal support to clean bulkier teams by itself, while Medicham's recipients may still need additional support outside of Cham's Baton Pass in order to properly clean up. I get that the idea of Medicham's Baton Pass gives its teammates a good head start, but for stall teams, BU Cham itself doesn't actually seem like something that needs 'taking on' since most stall teams should be able to inherently respond to it; so what if +1 HJK is stronger than +2 CC, that doesn't change the fact that Medicham is still easier to wall than Gallade due to the former's limited coverage. Thus, stall teams only really need to worry about Medicham's teammates rather than Cham itself, and if those teammates still find themselves walled by an individual threat each, Cham's presence can be notably diminished as a result. As for Gallade, it is more or less a one-man army against stall that just needs some mild support for bulky Fairies, as opposed to teammates that need to be able to take out bulky Fairies, Psychics, Ghosts, etc., which makes it much more of an efficient wallbreaker. In my honest opinion, it seems your experiences with BUPass Medicham seems to stem from you trying it out and pleased that it works well, and not realizing that SD Gallade can break down cores in a much simpler manner.

+2 252 Atk Life Orb Gallade Zen Headbutt vs. 252 HP / 252+ Def Aromatisse: 292-344 (71.9 - 84.7%)

252+ Atk Choice Band Gallade Zen Headbutt vs. 252 HP / 252+ Def Aromatisse: 186-219 (45.8 - 53.9%) -- 2.3% chance to 2HKO after Leftovers recovery

252+ Atk Choice Band Pure Power Medicham Zen Headbutt vs. 252 HP / 252+ Def Aromatisse: 232-274 (57.1 - 67.4%)

it's a fair argument to make that SD gallade is better against balance, but just speaking personally as a stall player, I don't find it that scary, and don't find it more threatening than CB medicham (who can even whip out a Trick at any time.) it'll sweep me from time to time, but so will Medicham.
On the surface, it does look like Medicham has a more favorable matchup against Aromatisse, but in reality this requires so much predictions that actually achieving said 2HKO is far trickier than you let on. Even if you got the first prediction right, that doesn't mean you're homefree; you have to call out Aromatisse's next switch, and you're still not free to start spamming HJKs willy-nilly, since Aromatisse can threaten Protects to punish you; Tricking away the CB on anything but Aromatisse would also rob you of any chance to beat Aroma. All Gallade has to do is SD and Zen Headbutt twice, because Gallade's bulk allows it to beat Aromatisse 1v1; if they switch you simply destroy them with your next attack. It is also easy to force Aromatisse into KO range with Knock Off + the aforementioned 'Roar to deny Wish' strategy. Hell, you can even put freaking Roseli Berry on Gallade just to smoothen the Aromatisse matchup.

+2 252+ Atk Gallade Zen Headbutt vs. 252 HP / 252+ Def Aromatisse: 246-291 (60.5 - 71.6%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Aromatisse Moonblast vs. 0 HP / 4 SpD Gallade: 180-212 (64.9 - 76.5%) -- guaranteed 2HKO
0 SpA Aromatisse Moonblast vs. 0 HP / 4 SpD Roseli Berry Gallade: 90-106 (32.4 - 38.2%) -- 97.2% chance to 3HKO

CB Cham needs to make the right predictions to truly give stall a hard time. Gallade barely needs to plan ahead: if it gets the chance to SD it can blow open holes in slower teams without much thought at all. That is a huge difference between their wallbreaking capability, and I'm willing to bet you've just not played experienced Gallade players to notice this crucial fact.

Edit: tehy
in short i don't feel that these two are so far off; the fact that you agree that CB is better, scarf is better, means that...well, I feel medicham is better, but I can see how gallade has the advantage versus balance. and one final note-it's not that I used BU + BP medicham, rather that I lost to it. Gallade is also a dangerous offensive threat, but not one i've lost to yet; admittedly, no one on ladder uses it, so...Dx
Scarf is the only main set that Cham does better than Gallade, because from what I've seen from the analysis and this conversation, CB Cham isn't even particularly favored in the first place; heck, people argued that CB Gallade does outclass CB Cham (I guess Knock Off is that much of a deal). In any case, even if Cham pulls off Scarf and (now very arguably) CB better than Gallade, Gallade is still more consistent against bulky teams and even fast teams at the same time due to its high Special Defense. The calc of BU Medicham against Reuniclus is pretty impressive, though at this point you might want to bring that up on the analysis instead of me.
 
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Should probably have made this clear: CB isn't even on the forefront of my mind when discussing Gallade sets, since it is obvious Medicham does that better, hence there would be little reason to use CB Gallade in the first place. What I'm getting here is that SD Gallade kind of outperforms CB Medicham itself, while you're coming off as purposely bringing up an inferior Gallade set to justify CB Cham.

so you admit that the argument i made is correct ? fair enough. i'm also arguing CB cham does somewhat different things than SD gallade, although as an LO 3 attacks mon by nature SD gallade can do much of what CB medicham does.

punchshroom said:
This is true, but Medicham's main KOing move yields much more risks than Gallade's, plus Cham being Choice locked would also make it easier to play around (especially in the case of Regen mons), meaning that Medicham can struggle to actually snag KOes more effectively than Gallade would.


The way I see it, most of Medicham's BU recipients + Medicham still don't have the sheer steamrolling potential than Gallade has; in fact Gallade is one of the biggest threats to slower teams since Pangoro. In essence, Gallade only needs very minimal support to clean bulkier teams by itself, while Medicham's recipients may still need additional support outside of Cham's Baton Pass in order to properly clean up. I get that the idea of Medicham's Baton Pass gives its teammates a good head start, but for stall teams, BU Cham itself doesn't actually seem like something that needs 'taking on' since most stall teams should be able to inherently respond to it; so what if +1 HJK is stronger than +2 CC, that doesn't change the fact that Medicham is still easier to wall than Gallade due to the former's limited coverage. Thus, stall teams only really need to worry about Medicham's teammates rather than Cham itself, and if those teammates still find themselves walled by an individual threat each, Cham's presence can be notably diminished as a result. As for Gallade, it is more or less a one-man army against stall that just needs some mild support for bulky Fairies, as opposed to teammates that need to be able to take out bulky Fairies, Psychics, Ghosts, etc., which makes it much more of an efficient wallbreaker. In my honest opinion, it seems your experiences with BUPass Medicham seems to stem from you trying it out and pleased that it works well, and not realizing that SD Gallade can break down cores in a much simpler manner.

Well, why is it legitimately more threatening? Basically because it can punch through Reuniclus and Jellicent better, and hit Spiritomb fairly hard. However, any stall team lacking these and going with a softer check / going with spiritomb isn't too bothered about this, or any more bothered about it than it is about Medicham. However, again, Medicham has as much power at +1, and it's a fine wallbreaker on its own. It just has a cool panic button (which doubles as a momentum button too). Check it:

+1 252 Atk Life Orb Pure Power Medicham High Jump Kick vs. 252 HP / 252+ Def Reuniclus: 218-257 (51.4 - 60.6%)

so that's not really a counter per se; the fact that Focus Blast does 0 and that bulk up armors you against Psyshock means that you can either go for the 2HKO right off the bat, or just BU predicting a recover, and reuniclus can't even punish the recover.

+1 252 Atk Life Orb Pure Power Medicham Zen Headbutt vs. 252 HP / 200+ Def Jellicent: 296-348 (73.2 - 86.1%)

dies overall; you can BP out afterwards

Finally,

+2 252 Atk Life Orb Gallade Knock Off (97.5 BP) vs. 252 HP / 252+ Def Spiritomb: 183-216 (60.1 - 71%)

you actually can't break through and it gets to rest, or

+2 252 Atk Gallade Knock Off (97.5 BP) vs. 252 HP / 252+ Def Spiritomb: 141-166 (46.3 - 54.6%)

that's about 0% to 2HKO.

in short, it's not an insanely better wallbreaker, while Medicham can arguably just BP away to something that can take on spiritomb (to be fair, this would really just be Emboar, or some very strong lum attacker).

here's another fun calc :

252 Atk Life Orb Gallade Close Combat vs. 252 HP / 188+ Def Unaware Quagsire: 211-250 (53.5 - 63.4%)

252 Atk Life Orb Pure Power Medicham High Jump Kick vs. 252 HP / 188+ Def Quagsire: 286-339 (72.5 - 86%)

why is this relevant ? well, quagsire can't switch directly in either way, but if you can get it in, it can Curse up and be safe, unless of course it's against a Medicham.

in short, Bu + BP is about as thretening as Gallade, and maybe more.
punchshroom said:
On the surface, it does look like Medicham has a more favorable matchup against Aromatisse, but in reality this requires so much predictions that actually achieving said 2HKO is far trickier than you let on. Even if you got the first prediction right, that doesn't mean you're homefree; you have to call out Aromatisse's next switch, and you're still not free to start spamming HJKs willy-nilly, since Aromatisse can threaten Protects to punish you; Tricking away the CB on anything but Aromatisse would also rob you of any chance to beat Aroma. All Gallade has to do is SD and Zen Headbutt twice, because Gallade's bulk allows it to beat Aromatisse 1v1; if they switch you simply destroy them with your next attack. It is also easy to force Aromatisse into KO range with Knock Off + the aforementioned 'Roar to deny Wish' strategy. Hell, you can even put freaking Roseli Berry on Gallade just to smoothen the Aromatisse matchup.

+2 252+ Atk Gallade Zen Headbutt vs. 252 HP / 252+ Def Aromatisse: 246-291 (60.5 - 71.6%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Aromatisse Moonblast vs. 0 HP / 4 SpD Gallade: 180-212 (64.9 - 76.5%) -- guaranteed 2HKO
0 SpA Aromatisse Moonblast vs. 0 HP / 4 SpD Roseli Berry Gallade: 90-106 (32.4 - 38.2%) -- 97.2% chance to 3HKO

CB Cham needs to make the right predictions to truly give stall a hard time. Gallade barely needs to plan ahead: if it gets the chance to SD it can blow open holes in slower teams without much thought at all. That is a huge difference between their wallbreaking capability, and I'm willing to bet you've just not played experienced Gallade players to notice this crucial fact.

it's true that I haven't; above posts can note that I haven't played many Gallade users. however, BU + BP medicham can deal a lot of damage to Aromatisse, or even win via Roseli berry. Or, he can just Baton Pass out scotfree into something dangerous as hell, like maybe Durant, escavalier, Mega Steelix, or Cobalion.

in short i don't feel that these two are so far off; the fact that you agree that CB is better, scarf is better, means that...well, I feel medicham is better, but I can see how gallade has the advantage versus balance. and one final note-it's not that I used BU + BP medicham, rather that I lost to it. Gallade is also a dangerous offensive threat, but not one i've lost to yet; admittedly, no one on ladder uses it, so...Dx
 
I feel like the arguments for Gallade and against Medicham echo the ones that took place in OU, except we have items and Medicham clearly benefits more from items than Gallade (I have a low opinion of OU Gallade too btw). Swords Dance isn't even a boon, as Tehy noted, but also Knock Off is being ridiculously overhyped in utility, since Medicham could still probably kick through things that aren't ghosts and you don't just knock over things like Spiritomb and Cofagrigus, no matter how much you want to.

Gallade is just a ridiculously overhyped mon and Medicham is underhyped. Even bad sets like Life Orb Fake Out + Bullet Punch cham (assuming High Jump Kick is there somewhere) are hugely threatening to balance from turn 1, and I don't see how SD Gallade doing slightly better against balance teams is a huge deal when they both completely shred through the ones that don't specifically have checks for them. Bulk Up + Baton Pass lets Medicham punish balance for trying to check it, something Gallade can't hope to do. Gallade certainly has access to very cool and very underrated moves in Wil O Wisp and Memento, but I often struggle to think of how I could fit these onto any Gallade set that isn't outclassed by Medicham. Medicham also has a decent Life Orb 3 Attacks + Recover that Gallade kind of wishes he had, which lets Medicham destroy things like Togetic without giving up a whole lot.

Sub Bulk Up's higher special defense is also certainly helpful, but it's still checked by Spiritomb and honestly isn't the best set for either of them. Not only that, the popularity of fighting types in the tier leaves me repeatedly thinking; Why should I use Gallade over any other fighting type? The Swords Dance set just isn't threatening enough for me to see a large point in using it over Lee, Medicham, Cobalion, Virizion (who I also find massively overrated), Scrafty, Emboar, or even Gurdurr, all of which also have the distinction of tearing apart common balance cores. If anything, I would advocate Gallade drop to B- because it has no real niche and just kind of gets by because it's slightly easier to use than better mons.

At the very least, I think Gallade should be at least 1 rank lower than Medicham.

BTW, Cool partners for the sub bulk up set are physical/mixed houndoom, mega steelix, cobalion, durant, emboar, fletchindr, glalie, rhyperior, and spiritomb, plus anything with recovery or calm mind, so it's not exactly hard to fit on teams either.

EDIT: Kind of wanted to make some other nominations and stuff

Braviary for B. I feel like this is a weird one, but Braviary's whole problem is that it was pretty mindless to defensively check even at +2 with Cress and Doublade so omnipresent, plus it has some serious competition with Emboar and Tyrantrum as a scarf. Now, having used it, I realized not only is the Life Orb set decent, it's one of the best mons for pressuring teams reliant on Defog. Few teams can handle it's high BP moves coming off a life orb, +2 123 attack stat, which means that defogging can easily become a trade situation. Flygon can't even threaten it out if it doesn't have Life Orb Outrage and rocks up. 80 speed is shaky but fast enough to run Adamant (and honestly too slow to want to run Jolly), and access to good coverage and roost is nice. It also forms a pretty amazing core with Fletchindr, another underrated mon who only got better, and very few mons are consistent checks to either or both. Downsides are that, without a boost, it's not getting past things like Megalix or Rhyperior, and that it's still slow as hell, but it's better than pretty much anything else in B- other than Gurdurr and maybe Gorebyss.

Gurdurr for B. This is obvious and this mon is an amazing offensive check to a lot of things, especially Scrafty and sort of Cobalion. It's main flaw is that it also loses to a lot of common things and it's only a shaky status absorb.

Kabutops for B- and/or Shiftry for C+. These mons seem pretty interchangeable in that they're both hazard removers with decent priority, absolutely horrible defensive typings, decent speed, and serious 4MSS. I like Shiftry but I feel it's not really any more consistent at hazard removal than Kabutops, and they both lose to most of the same high level threats. C+ just seems like a bad place for something like Kabutops, who certainly isn't great but is the best bet for an offensive spinner - which is a better role than offensive defogger btw - other than the iffy spin Lee. Aqua Jet is also a nice and unique priority, and both of these mons are top picks for Rain and Sun. They just seem so similar and interchangeable that I can't understand why they're not the same place, except I would possibly argue Kabutops is better - and I've used both before.

Meloetta for A+. Not sure why it ever left (did it?), Meloetta is still one of the most diverse and powerful mons in the tier. Sub CM is still great and is one of the few sub set up mons that isn't pressured by Noivern and doesn't auto-lose if a Reuniclus is on the field, specs is still great, scarf and AV are still decent and useful, colbur sets are still good at what they do, and so on. It has an amazing movepool and you don't *have* to run Dazzling Gleam, which I think is where people might be going wrong (since Dgleam is relatively weak and doesn't offer a huge coverage bonus over stab + fighting). Relic Song sets are still kind of whatever but they *do* outspeed Noivern.
 
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gallade.gif
From B to B+ / A-

Gallade's access to Swords Dance and all the coverage moves it needs (Zen Headbutt, Knock Off) make it arguably, or even inarguably, the best wallbreaking Fighting-type in the whole tier. It can run down slower teams like a knife sword through butter, and even against faster teams that don't give it a chance to boost, it can instead make use of its great Special Defense to tank a hit and punch a giant hole in their team. Physical fraility and lack of priority (unlike Hitmonlee) are pretty bad news for it, but it is still very consistent and very threatening. I might even push it for A but I'm feeling a tad generous.


medicham.gif
From B+ to B / B-

Now this mon is a tad overhyped; people keep using this and ignore Gallade, though that is mostly because they don't even know Gallade is RU. Medicham has a host of problems that don't bode well for it: the most obvious ones being it is just as slow as Gallade, but doesn't have high Special Defense nor Swords Dance. Its main STAB, High Jump Kick, is risky to use, due to the Ghosts in the tier that are either prominent (Jellicent) or just supremely screw it over (Spiritomb, Mummy Cofagrigus), plus Protect users like Alomo and Aroma can make it hasty about 'finishing the job'. It also doesn't have coverage for bulky Psychics, most notably Reuniclus, but things like Uxie and Mesprit also come to mind. All these qualities really make me wonder if non-Scarf Medicham is even worth using over SD Gallade, much less in general.

Medicham isn't overhyped rofl. If anything is overhyped it's gallade just because muh knock off and swords dance but when I used gallade it was really underwhelming. Sure gallade has good special bulk but it has no resistances to abuse with it. The swords dance set hardly can set up on anything bar alomomola, qwilfish, or some other passive wall thanks to it's lack of resistances and awful physical bulk. Aside from passive walls it is extremely pressured to even set up swords dance which makes wallbreaking with it easier said then done.

Yes medicham doesn't doesn't have swords dance and knock off.Yes it is frail but It does have much more immediate fire power which means it doesn't have to waste a turn using swords dance. The lack off knock off sucks but medicham can just baton pass out and it's not like it has 5 teammates in the back to deal with psychic types. Jellicent and aromatisse hate taking zen headbutt a seven if both run physically defensive spreads both are 2hkod.
 
I think the main thing that prevents Gallade from making a splash in this meta is the fact that Cobalion and, to a lesser extent, Virizion exist, both of which can perform the role of Fighting type sweeper much better than Gallade. Gallade may have better coverage with its STABs + Knock Off,which theoretically makes it harder to deal with for bulky teams, but not only are the musketeers very capable of breaking through bulky cores themselves (SubSD Cobalion is the bane of stall), they bring extra boons to the table that Gallade can't boast (their speed is much higher and as a result, their matchup vs offense is waaay better than Gallade's, their bulk and better defensive typing gives them more setup opportunity and general defensive utility). These are the Pokemon Gallade should be compared to, not Medicham, which has a whole different niche in being a wallbreaker with massive initial power (no setup required) or a strong revenge killer/cleaner. The problem with Gallade is not that it's a bad standalone Pokemon, but that it faces tremendous competition from other Pokemon in the tier.

I feel like Gallade's in the right rank as of now, as it's certainly dangerous, but partially outperformed by other Pokemon. Medicham faces less competition from other mons in the tier (Hitmonlee is the only one that really applies, but Medicham has some tricks up its sleeve to make it different from Hitmonlee), so I feel like it's fine in B+, although B wouldn't be wrong either.
 
Figured I'd chime in on the Gallade vs. Medicham discussion as I have experience using both (on the same team at that! lol)

Gallade: Gallade isn't really like Medicham or the musketeers imo. Unlike Medicham, it breaks down defensive cores with its coverage while still maintaining a high level of power. It has more reliable moves to spam in Knock Off and Close Combat to help to make up for the power difference the two have. Unlike the musketeers, Gallade doesn't always need a boost to threaten Stall thanks to its much higher initial Attack and powerful 3-move coverage. Its higher Special Defense than Medicham lets it perform well as a wallbreaker vs. more defensive teams while not faltering as much against offensive teams. That said, Gallade is more of a middle-ground of sorts between Medicham and the musketeers. Unlike Medicham it can boost its Attack, but doesn't have the raw power of Pure Power HJK. While it doesn't need a boost as much as the musketeers do to threaten stall teams, Gallade struggles to sweep past more offensive teams due to its lower Speed compared to the musketeers. Also, I feel a lot of people aren't understanding the point of SD Gallade. You boost against Stall teams to destroy them with your powerful 3-move coverage. Against offense, you don't need to boost. You have the raw power to threaten most offensive mons without a SD boost. Use your above average SpDef to tank a hit while doing this if necessary. Gallade is probably fine in B+ rank as it has obvious issues with competition and is more of a middle ground between a lot of the Fighting-types in RU atm.

Kabutops / Shiftry: Kabutops's main issue is that it struggles with a lot of the top threats in the current meta. Offensive spinning is fine, but when you're losing to most top threats in the tier (Cobalion, Flygon, Scrafty, Meloetta, Durant, etc.) that's going to hinder you a ton. I think it should stay C+ rank for this reason. As for Shiftry, I'm fine with it dropping to C+ rank. Flygon takes away one of its key roles as a Defogger with offensive presence and takes it a step further with its solid defensive typing, which allows Flygon to go a bit more defensive while not losing momentum on offensive teams thanks to access to U-turn. Not sure if Shiftry's SD set is good enough to keep it at B- since it's kinda frail and can't setup on many top threats atm.

Braviary: Kind of underrated right now. I haven't had a chance to use it myself, but the Scarf set is kinda nice with the fast pace of the meta and all the Fighting mons around. Life Orb has good wallbreaking potential since it has Roost to shrug off LO and Brave Bird recoil vs. more defensive teams and is basically a nuke vs. offensive teams that lack reliable defensive responses. Combine this with the fact that there aren't many Pokemon in S and A ranks that can reliably handle its moves outside of Rhyperior and Mega Lix (and maybe Tyrantrum) both of which lack reliable recovery and I think it's a solid B rank mon. The Speed hurts any non-Scarf set and the Scarf set does need to run Jolly or it loses to Jolteon, but Braviary certainly has its uses now that we have an actual good Defogger in the tier.

Meloetta: Another set I want to mention is LO 4 Attacks. Being able to switch moves can be pretty dangerous with Meloetta thanks to its solid coverage and high Special Attack. What's more is that last slot on the set is really customizable. Dazzling Gleam can bash Tomb around. Energy Ball blows up Rhyperior and Toad. Hell, you could probably get away with Shadow Ball to check Delphox if you need it. Specs, SubCM, and AV are also all nice at what they're designed to do, and this gives Melo the versatility it needs to make A+ rank imo. Oh, and it's one of the few offensive mons that can actually stomach a hit from Noivern right now, which is kinda nice.
 
I'm sure the majority of us would like to know what Swanna actually does and what set you believe makes it viable enough to be ranked, especially if you want people to support your "nomination". What does Swanna do that Pokemon like Pelipper and Shiftry can't do better?
 
munchlax.gif


For C

Some bulky shit right here. Been testing it seems pretty fun. Mini Curselax, with thick fat it beats Mega Glalie 1v1 ez. it can set up on most things barring strong fighting types and things with strong fighting type attacks. maybe set up fodder for scrafty but teammates can probs help with that.

252 Atk Scrafty High Jump Kick vs. +1 160 HP / 96 Def Eviolite Munchlax: 248-294 (54.9 - 65.1%) -- guaranteed 2HKO
(assuming you curse on the switch into the scrafty)

+1 0 Atk Munchlax Body Slam vs. 0 HP / 4 Def Scrafty: 106-126 (39.1 - 46.4%) -- guaranteed 3HKO after Leftovers recovery

so under some circumstances it may even be able to beat scrafty.

252 Atk Pure Power Medicham High Jump Kick vs. +1 160 HP / 96 Def Eviolite Munchlax: 390-458 (86.4 - 101.5%) -- 12.5% chance to OHKO

+1 0 Atk Munchlax Body Slam vs. 0 HP / 0 Def Medicham: 153-180 (58.6 - 68.9%) -- guaranteed 2HKO

most likely loses to the rest of the fights tho. (Especially Cobalion)

252 SpA Choice Specs Meloetta Hyper Voice vs. 160 HP / 252+ SpD Eviolite Munchlax: 117-138 (25.9 - 30.5%) -- guaranteed 4HKO



I found it to be a cool mon and i think it deserves to be around C rank
 
Swanna is a better offensive mon than pelipper, and i don't even think it's comparable to shiftry, i mean, both can defog, that's it lol
It doesn't even have to run defog, a rain dance roost 2 attacks set is viable as well
 
Swanna is a better offensive mon than pelipper, and i don't even think it's comparable to shiftry, i mean, both can defog, that's it lol
It doesn't even have to run defog, a rain dance roost 2 attacks set is viable as well
I rain Dance Roost set is outclassed by Uxie or Lipeard as a. rain Setter and Ludicolo as a rain sweeper and what does Offensive swanna do that Flygon or Shiftry can't
 
Ok, First:
You said swanna is outclassed by uxie and liepard as a rain setter, no, i don't even have to explain why
Second:Ludicolo doesn't have recovery and water + flying is better than water + grass, so yea, no.
Also, guys, swanna isn't a top tier mon, i just want it to be ranked since as its stands, it's just as viable as any mon on that list.
 
Mega Steelix A+ ---> A-

If you look at A+ and S ranks, you will find that every pokemon there has a variant that can beat Mega Steelix, even Taunt + Super Fang Noivern shuts it down. If that is t enough we can also take the fact that Cobalion outshines Steelix as a rock steel setter, and has access to better stall moves like Taunt.

For C

Some bulky shit right here. Been testing it seems pretty fun. Mini Curselax, with thick fat it beats Mega Glalie 1v1 ez. it can set up on most things barring strong fighting types and things with strong fighting type attacks. maybe set up fodder for scrafty but teammates can probs help with that.

252 Atk Scrafty High Jump Kick vs. +1 160 HP / 96 Def Eviolite Munchlax: 248-294 (54.9 - 65.1%) -- guaranteed 2HKO
(assuming you curse on the switch into the scrafty)

+1 0 Atk Munchlax Body Slam vs. 0 HP / 4 Def Scrafty: 106-126 (39.1 - 46.4%) -- guaranteed 3HKO after Leftovers recovery

so under some circumstances it may even be able to beat scrafty.
I think most Scraftys nowadays run Drain Punch.
 
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They do but that doesn't mean High Jump Kick isn't almost always the better choice. I don't think basing the threat Scrafty offers on the ladder being bad is a good idea.

Edit: Why is Samurott B? I've been meaning to ask this for a while and I have no idea what it does in the meta anymore, with SD Megahorn not being really needed. I think Taunt/Encore sets are both questionable quality with more consistent offensive threats having these moves and the meta just seems really samurott-negative but I've also never seen or heard of anyone actually using it.
 
High Jump Kick is just superior to Drain Punch like 99% of the time since without it Scrafty really has a hard time sweeping (mediocre attack stat and the fact that it doesn't use Life Orb).

I also used Swanna a fair bit and it is pretty cool (like D rank cool or I guess C-) but that's just because the ladder is the ladder. It is pretty strong with LO Hurricane and Scald in Rain and hard to take down with hydration meaning that it poops on all these passive Pokemon that Alomomola and a million others are pretty handily + has a nice speed tier. Never used Defog on it tho
 
High Jump Kick is just superior to Drain Punch like 99% of the time since without it Scrafty really has a hard time sweeping (mediocre attack stat and the fact that it doesn't use Life Orb).

I also used Swanna a fair bit and it is pretty cool (like D rank cool or I guess C-) but that's just because the ladder is the ladder. It is pretty strong with LO Hurricane and Scald in Rain and hard to take down with hydration meaning that it poops on all these passive Pokemon that Alomomola and a million others are pretty handily + has a nice speed tier. Never used Defog on it tho
 
High Jump Kick is just superior to Drain Punch like 99% of the time since without it Scrafty really has a hard time sweeping (mediocre attack stat and the fact that it doesn't use Life Orb).

I also used Swanna a fair bit and it is pretty cool (like D rank cool or I guess C-) but that's just because the ladder is the ladder. It is pretty strong with LO Hurricane and Scald in Rain and hard to take down with hydration meaning that it poops on all these passive Pokemon that Alomomola and a million others are pretty handily + has a nice speed tier. Never used Defog on it tho

Braviary can probably gain a few ranks too ngl it is pretty cool at the moment
 
galbia

It really depends on what EVs you give it. Offensive? High Jump Kick. Defensive? Drain Punch (heals some health, not much I think). I'm just saying, and that's from what I know.
 
galbia

It really depends on what EVs you give it. Offensive? High Jump Kick. Defensive? Drain Punch (heals some health, not much I think). I'm just saying, and that's from what I know.
wait what kind of EVs would you give to DD Scrafty outside of 252 Atk / 252 Spe / 4 Def Jolly? Drain Punch has value on CB just because it has a free slot to work with :/
 
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