Resource SS Monotype Viability Rankings [Crown Tundra]

Conflux

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Could you explain this one to me? I'm fine with the drop, but I don't really understand it or why Garchomp as a Pokemon isn't as valuable as the ones above.
Roxiee said it well but I'll reiterate. Gastrodon provides a Water immunity which is obviously very valuable for Ground, and is a solid wall in general. Landorus-T is a great bulky set up Pokemon that often runs Gravity which supports the rest of the team, has a great ability in Intimidate which can be used to check many physical threats, and provides a Ground immunity. Nidoking is Ground's best Special attacker with incredible coverage all of which is boosted by its Sheer Force and is useful against many types such as Steel, Fairy, Grass, Flying, Poison and more. Mamoswine is a strong wallbreaker and can hit nearly anything for neutral damage thanks to its Ice, Ground, and Dark (or potentially Fighting) coverage. It's helpful against Flying and Dragon-type teams, the latter which is one of the only types you'd wish you had a Garchomp when facing as it's better at dealing with stuff like Kyurem and Dracovish than Mamoswine is. But nonetheless I hope this explains how all of the Pokemon in the A rank have valuble roles that are helpful in multiple matchups as opposed to Garchomp which isn't necessarily bad to have but is less useful than the rest.
 
~ why is primarina ranked on water? the physical bulk of any fairy type on water is very important esp for urshifu-s and primarina has the worst phys bulk of the three fairies. idk what it offers over tapu fini whose bulk more than compensates for the lower spatk not to mention usable speed (and also the option to run sets other than cm with its better movepool). unless u specifically dont want misty terrain? but what water teams would ever use prima.

~ on the other hand, idk if azumarill could go up to B? i feel like it def has its advantages that make it the preferable fairy type for some teams. rain teams may appreciate azu's priority with band + huge power, and even if it is not switching into urshifu-s directly it is picking up a ko in return pretty much every time bc neither dark nor fighting has a switchin to its banded play rough. alternatively, a variety of water teams appreciate sap sipper azu, which not only flips the grass matchup but checks (if not fully counters) threats such as zarude on dark and bulu on fairy, and absorbing leech seed from eg ferro and celesteela.

sap sipper azu does need to run either a move or an item specifically for urshifu-s, as the "standard perishtrap set from sm" is insufficient due to unseen fist. however rocky helmet is not a bad item for azu anyway, as 1 it allows azu to punish u-turn from pokemon such as zarude and rillaboom that it completely counters, 2 it may want/need to absorb knock off anyway 3 the chip damage is also useful against defensive pokemon that rely on leech seed for recovery, particularly for deterring celesteela from using heavy slam (ferro is switching out anyway). tho it is still def not as good as tapu fini as an urshifu-s check without fairy stab, it does well enough as while eg +1 black glasses wicked blow 3hkos 252/252+ azu the combination of rocky helmet and whirlpool damage, or perish song if urshifu instead tries to set up further, is sufficient to create a trade (if urshifu tries to 1v1 rather than switching out).
[other movesets are prob possible but im focusing on rocky helmet with perish/pool/rest/ (protect, or possibly st else like toxic or knock off) here. azu wants to focus on physical bulk regardless, the only special attacks its rly ever be taking anyway are hydregion's flash cannon vs dark, celebi's psychic and possibly amoonguss's sludge bomb vs grass]

eg if u look at matchups, azu is overall prob about as effective vs dark, while it is not the offensive threat that cm tapu fini is, it counters zarude rather than being revenged by it, and it is pretty difficult for dark to break through so there arent a lot of switchins to whirlpool if say azu comes in on zarude using a move other than u-turn. you do need to plan ahead / be careful about taking knock off from eg weavile as then you no longer check urshifu-s but overall sap sipper azu still contributes greatly to the dark mu.
against fighting tapu fini is def better, while azu obv is excellent against grass (completely countering every offensive grass type other than celebi, and pressures the opponent to preserve cradily) where fini is mostly useless. fighting is prob more relevant than grass but since water vs fighting is still probably favorable with sap sipper azu i see the azu vs fini comparison as more or less even against these three types.
fini is much better against dragon, and provides consistent utility of resetting terrain vs psychic and the status immunity is helpful every so often in other mus, but fini also provides very little in some mus like steel where sap sipper azu is def more useful. sap sipper azu is also pretty effective in the mirror, and punishes urshifu-rs with rocky helmet.
so when u look at their effectiveness across matchups i think the gap between tapu fini in A and azu in C is too wide. azu is a perfectly viable alternate fairy type to fini and its not like 90+% of the time u choose fini if u want a fairy as their rankings imply.

also idt u can always identify azu's set (whether sap sipper or huge power) from preview. eg offensive rain teams might consider sap sipper azu, as cb rillaboom's grassy glide is obv a huge threat, perishpool azu can threaten some defensive pokemon and arguably is less of a momentum drain than tapu fini as a healthy azu can sometimes trade with its switchins (if desired).
while ofc the use of comparing generations is very limited, i do feel its useful to emphasize that sap sipper azu is much more useful on water in this gen as it does far better against the offensive grass types of the tier (no mega venusaur), and the fairy typing is very desirable in itself due to urshifu-s etc, and unlike in sm it is not limited to full stall teams. also the 'versatility' of being able to run a completely different set in cb huge power [which was not viable on water in sm].
 
~ why is primarina ranked on water? the physical bulk of any fairy type on water is very important esp for urshifu-s and primarina has the worst phys bulk of the three fairies. idk what it offers over tapu fini whose bulk more than compensates for the lower spatk not to mention usable speed (and also the option to run sets other than cm with its better movepool). unless u specifically dont want misty terrain? but what water teams would ever use prima.

~ on the other hand, idk if azumarill could go up to B? i feel like it def has its advantages that make it the preferable fairy type for some teams. rain teams may appreciate azu's priority with band + huge power, and even if it is not switching into urshifu-s directly it is picking up a ko in return pretty much every time bc neither dark nor fighting has a switchin to its banded play rough. alternatively, a variety of water teams appreciate sap sipper azu, which not only flips the grass matchup but checks (if not fully counters) threats such as zarude on dark and bulu on fairy, and absorbing leech seed from eg ferro and celesteela.

sap sipper azu does need to run either a move or an item specifically for urshifu-s, as the "standard perishtrap set from sm" is insufficient due to unseen fist. however rocky helmet is not a bad item for azu anyway, as 1 it allows azu to punish u-turn from pokemon such as zarude and rillaboom that it completely counters, 2 it may want/need to absorb knock off anyway 3 the chip damage is also useful against defensive pokemon that rely on leech seed for recovery, particularly for deterring celesteela from using heavy slam (ferro is switching out anyway). tho it is still def not as good as tapu fini as an urshifu-s check without fairy stab, it does well enough as while eg +1 black glasses wicked blow 3hkos 252/252+ azu the combination of rocky helmet and whirlpool damage, or perish song if urshifu instead tries to set up further, is sufficient to create a trade (if urshifu tries to 1v1 rather than switching out).
[other movesets are prob possible but im focusing on rocky helmet with perish/pool/rest/ (protect, or possibly st else like toxic or knock off) here. azu wants to focus on physical bulk regardless, the only special attacks its rly ever be taking anyway are hydregion's flash cannon vs dark, celebi's psychic and possibly amoonguss's sludge bomb vs grass]

eg if u look at matchups, azu is overall prob about as effective vs dark, while it is not the offensive threat that cm tapu fini is, it counters zarude rather than being revenged by it, and it is pretty difficult for dark to break through so there arent a lot of switchins to whirlpool if say azu comes in on zarude using a move other than u-turn. you do need to plan ahead / be careful about taking knock off from eg weavile as then you no longer check urshifu-s but overall sap sipper azu still contributes greatly to the dark mu.
against fighting tapu fini is def better, while azu obv is excellent against grass (completely countering every offensive grass type other than celebi, and pressures the opponent to preserve cradily) where fini is mostly useless. fighting is prob more relevant than grass but since water vs fighting is still probably favorable with sap sipper azu i see the azu vs fini comparison as more or less even against these three types.
fini is much better against dragon, and provides consistent utility of resetting terrain vs psychic and the status immunity is helpful every so often in other mus, but fini also provides very little in some mus like steel where sap sipper azu is def more useful. sap sipper azu is also pretty effective in the mirror, and punishes urshifu-rs with rocky helmet.
so when u look at their effectiveness across matchups i think the gap between tapu fini in A and azu in C is too wide. azu is a perfectly viable alternate fairy type to fini and its not like 90+% of the time u choose fini if u want a fairy as their rankings imply.

also idt u can always identify azu's set (whether sap sipper or huge power) from preview. eg offensive rain teams might consider sap sipper azu, as cb rillaboom's grassy glide is obv a huge threat, perishpool azu can threaten some defensive pokemon and arguably is less of a momentum drain than tapu fini as a healthy azu can sometimes trade with its switchins (if desired).
while ofc the use of comparing generations is very limited, i do feel its useful to emphasize that sap sipper azu is much more useful on water in this gen as it does far better against the offensive grass types of the tier (no mega venusaur), and the fairy typing is very desirable in itself due to urshifu-s etc, and unlike in sm it is not limited to full stall teams. also the 'versatility' of being able to run a completely different set in cb huge power [which was not viable on water in sm].
I'm not going to comment on Primarina because realistically the only reason why it would be ranked is Assault Vest, which I have not tried out in the current metagame. As for Azumarill, it's not B ranked because it's a really unsplashable Pokemon. Water teams are stretched tight to fill slots to cover the many holes they face, especially with demon Kyurem rising to prominence. The matchups you mention that Azumarill cover can be handled well by other Water Pokemon. Water teams don't struggle against Dark with tools like Tapu Fini, Flip Turn spam, Urshifu-R, and Keldeo. This is more or less the same case with Fighting, and Azumarill is too slow to handle it regardless. As for Dragon, Azumarill is way too slow to deal with teams efficiently; as Kyurem still takes a dump on the entire team behind a Substitute regardless or not if Azumarill is ran.You can argue Azumarill is good against Grass, but Water teams can already beat Grass through Cloyster's offensive presence and Toxapex's walling. If you would like a Pokemon that is good against Dragon while also covering Flying and Grass, Cloyster is fantastic. Realistically, the only place where you're fitting Sap Sipper Whirlpool Azumarill is on Stall Water teams, which itself faces issues because Kyurem rising to prominence introduced Freeze Dry as another threat teams must prep for defensively, therefore giving the playstyle 7 Pokemon syndrome since you now need to factor in Lapras. Tapu Fini being ranked A is completely justified when it is one of the easiest Pokemon to be fitting onto Water teams because of its role compression, providing Misty Terrain which protects more offensive Water teams like rain from status and can double as Speed control alongside providing Fairy STAB and Defog. The difference in splashability is what creates the gap between it and Azumarill in the viability rankings.
 
As for Dragon, Azumarill is way too slow to deal with teams efficiently; as Kyurem still takes a dump on the entire team behind a Substitute regardless or not if Azumarill is ran.You can argue Azumarill is good against Grass, but Water teams can already beat Grass through Cloyster's offensive presence and Toxapex's walling.
idk if this was a misreading but obv azumarill does not rly do well vs dragon; as i said in my comment, that is a mu where fini is clearly the superior fairy type. (also cloyster def does not do just as well against grass as azu.)

Tapu Fini being ranked A is completely justified when it is one of the easiest Pokemon to be fitting onto Water teams because of its role compression, providing Misty Terrain which protects more offensive Water teams like rain from status and can double as Speed control alongside providing Fairy STAB and Defog.
ive mostly seen sets 'along the lines of' taunt/cm for fini? water has (much) better speed control, and better defoggers.
idk how to interpret 'providing fairy stab' as a description of a niche. eg if you are talking about a response to urshifu-s, one of the main reasons for using a fairy type, that was already addressed. and the dark, fighting, dragon mus generally were discussed, fini having the edge in the latter two esp vs dragon. fini isnt offensively strong so 'providing fairy stab' is rly for these three mus.
sap sipper azu absolutely provides role compression, as a check or counter to (urshifu + rillaboom/zarude/bulu) + rocky helmet (u-turn punisher and sometimes knock off absorber) + leech seed immunity (denying ferro (and celesteela) recovery), and ofc the general function of the set to remove walls, and whatever the fourth slot is (eg protect to scouts choice users, knock off support for the team). for example, azu's ability to shut down ferro's recovery in the steel mu allows offensive teammates, esp choiced, to freely use their water stab rather than eg having to predict between ferro and aegi (except urshifu-rs bc of iron barbs), and in the case of kingdra not rly care that it is checked by ferro.
and yes obv a mon that is restricted to stall water is not going to rise above C rank. huge power azu has some use on water in this meta too so that description doesnt fit azu regardless of the discussion of sap sipper azu here. my entire post was (very clearly, i think) oriented toward arguing that sap sipper azu is not restricted to full stall teams.

struggling a little to engage with / follow what u wrote (eg evthg about kyurem which ofc is a threat to water but im not sure how you meant that to apply here ~ fini is clearly far better vs dragon, vs ice azu still provides a solid response to weavile, but idt kyurem is rly even the main 'comparison' between fini and azu in either mu.) so ofc feel free to elaborate or clarify or etc
 
idk if this was a misreading but obv azumarill does not rly do well vs dragon; as i said in my comment, that is a mu where fini is clearly the superior fairy type. (also cloyster def does not do just as well against grass as azu.)



ive mostly seen sets 'along the lines of' taunt/cm for fini? water has (much) better speed control, and better defoggers.
idk how to interpret 'providing fairy stab' as a description of a niche. eg if you are talking about a response to urshifu-s, one of the main reasons for using a fairy type, that was already addressed. and the dark, fighting, dragon mus generally were discussed, fini having the edge in the latter two esp vs dragon. fini isnt offensively strong so 'providing fairy stab' is rly for these three mus.
sap sipper azu absolutely provides role compression, as a check or counter to (urshifu + rillaboom/zarude/bulu) + rocky helmet (u-turn punisher and sometimes knock off absorber) + leech seed immunity (denying ferro (and celesteela) recovery), and ofc the general function of the set to remove walls, and whatever the fourth slot is (eg protect to scouts choice users, knock off support for the team). for example, azu's ability to shut down ferro's recovery in the steel mu allows offensive teammates, esp choiced, to freely use their water stab rather than eg having to predict between ferro and aegi (except urshifu-rs bc of iron barbs), and in the case of kingdra not rly care that it is checked by ferro.
and yes obv a mon that is restricted to stall water is not going to rise above C rank. huge power azu has some use on water in this meta too so that description doesnt fit azu regardless of the discussion of sap sipper azu here. my entire post was (very clearly, i think) oriented toward arguing that sap sipper azu is not restricted to full stall teams.

struggling a little to engage with / follow what u wrote (eg evthg about kyurem which ofc is a threat to water but im not sure how you meant that to apply here ~ fini is clearly far better vs dragon, vs ice azu still provides a solid response to weavile, but idt kyurem is rly even the main 'comparison' between fini and azu in either mu.) so ofc feel free to elaborate or clarify or etc
The difference between Azumarill and Tapu Fini is the importance of the roles they cover. Choice Scarf Tapu Fini is definitely a thing if you follow tournament play, and it's mainly used on rain teams to give the team another form of Speed control that isn't rain reliant. These types of teams are susceptible to status as well, which is why Misty Terrain is useful, and Tapu Fini Tricking away Choice Scarf against Ferrothorn means it's not completely useless against Steel. The bottom line is that the roles Tapu Fini can compress are far more valuable.

On standard balance teams, the common mold is Toxapex, Swampert/Gastrodon, and 4 other slots. Within those 4 other slots you need hazard removal, a Psychic switchin, and then you have offensive Pokemon like Keldeo and Cloyster filling the rest. Toxapex / Gastrodon / Choice Scarf Defog Rotom-W / Choice Band Crawdaunt / CM Keldeo / Shell Smash Cloyster is a decent example for this. On something standard like this I cannot see how you can fit any Azumarill variant without giving up something important, nor do you need to. Keldeo provides a good answer to Urshifu, Ferrothorn, and Celesteela; although it does not come in; sending it in after another Pokemon has fainted is usually enough to take on the matchups due to how well it can sweep. Toxapex and Cloyster gives you enough counterplay against Grass; Rillaboom is forced to click Wood Hammer in order to break through Toxapex letting you rack up recoil and Cloyster 6-0s if given one free turn and takes out certain Pokemon purely with the threat of it setting up. Toxapex also provides a Knock Off switchin that can carry Rocky Helmet as well to take advantage of it against U-turn Pokemon with Regenerator. Choice Band Crawdaunt means fitting Choice Band Azumarill is unneeded when Crawdaunt has better wallbreaking potential and a Dark typing which forces Psychic Pokemon from clicking freely against your team.

If you were to look at rain teams, they cannot fit any Azumarill either. Sap Sipper Azumarill is purely a momentum drain for an offensive team. Like on balance teams, it is also unneeded. Against Grass you have Pelipper, Toxapex, and Kingdra, for wallbreaking you have Choice Band Crawdaunt, for Steel and Urshifu you have Keldeo. Rain teams can also cover the many roles Azumarill fills well to the point where using it is just having a dead slot which is purely unoptimal for building. I know your post was arguing that Sap Sipper Azumarill can be used on non Stall teams, but this is exactly why it should only be used on them as they aim to deal with everything defensively, while Choice Band Azumarill is hard to justify using over the stronger Crawdaunt with a good defensive typing. Why do you need Azumarill to cover these roles when other Pokemon like Crawdaunt, Cloyster, Toxapex, Keldeo, and Pelipper do it better?
 
The difference between Azumarill and Tapu Fini is the importance of the roles they cover. Choice Scarf Tapu Fini is definitely a thing if you follow tournament play, and it's mainly used on rain teams to give the team another form of Speed control that isn't rain reliant. These types of teams are susceptible to status as well, which is why Misty Terrain is useful, and Tapu Fini Tricking away Choice Scarf against Ferrothorn means it's not completely useless against Steel. The bottom line is that the roles Tapu Fini can compress are far more valuable.

On standard balance teams, the common mold is Toxapex, Swampert/Gastrodon, and 4 other slots. Within those 4 other slots you need hazard removal, a Psychic switchin, and then you have offensive Pokemon like Keldeo and Cloyster filling the rest. Toxapex / Gastrodon / Choice Scarf Defog Rotom-W / Choice Band Crawdaunt / CM Keldeo / Shell Smash Cloyster is a decent example for this. On something standard like this I cannot see how you can fit any Azumarill variant without giving up something important, nor do you need to. Keldeo provides a good answer to Urshifu, Ferrothorn, and Celesteela; although it does not come in; sending it in after another Pokemon has fainted is usually enough to take on the matchups due to how well it can sweep. Toxapex and Cloyster gives you enough counterplay against Grass; Rillaboom is forced to click Wood Hammer in order to break through Toxapex letting you rack up recoil and Cloyster 6-0s if given one free turn and takes out certain Pokemon purely with the threat of it setting up. Toxapex also provides a Knock Off switchin that can carry Rocky Helmet as well to take advantage of it against U-turn Pokemon with Regenerator. Choice Band Crawdaunt means fitting Choice Band Azumarill is unneeded when Crawdaunt has better wallbreaking potential and a Dark typing which forces Psychic Pokemon from clicking freely against your team.

If you were to look at rain teams, they cannot fit any Azumarill either. Sap Sipper Azumarill is purely a momentum drain for an offensive team. Like on balance teams, it is also unneeded. Against Grass you have Pelipper, Toxapex, and Kingdra, for wallbreaking you have Choice Band Crawdaunt, for Steel and Urshifu you have Keldeo. Rain teams can also cover the many roles Azumarill fills well to the point where using it is just having a dead slot which is purely unoptimal for building. I know your post was arguing that Sap Sipper Azumarill can be used on non Stall teams, but this is exactly why it should only be used on them as they aim to deal with everything defensively, while Choice Band Azumarill is hard to justify using over the stronger Crawdaunt with a good defensive typing. Why do you need Azumarill to cover these roles when other Pokemon like Crawdaunt, Cloyster, Toxapex, Keldeo, and Pelipper do it better?
well this is limited to teams that choose keldeo > urshifu-rs, which are unlikely to have any need for tapu fini either for the reasons u mentioned at urshifu, as well as tending to have less interest in misty terrain. also pex isnt entirely mandatory on offensive teams using sap sipper azu, tho it tends to be useful for its general bulk/recovery + poison immunity anyway.
pex is not rly a grassy glide switchin if (any) hazard is up unless it has bunker

but ty for ur more detailed comments and i 'agree' that bc of azu's inability to trap whirlwind skarmory, its effectiveness vs steel / as an urshifu-rs partner is significantly worsened (and the steel mu is one of the reasons one might use azu over fini on teams with urshifu-rs). azu does greatly open up 'special attackers' ie kingdra vs steel as ferro can only switch in a couple times due to azu denying its recovery but this means azu only fits on [basically one rain team] of pelipper / urshifu-rs / kingdra / azu / swampert / (probably choice of crawdaunt/slowking) which ofc is a significant limitation of viability
 
Slowking Galar.png

B -> A (Poison)
The King is, in my opinion, an extremely important mon for poison teams, and one of the many reasons why the type has such a strong defensive backbone. A max spdef set with assault vest allows the king to switch-in to practically any special attack that isn't a STAB choice specs or boosted dark/ghost move, while simultaneously dishing out some solid damage with future sight/sludge bomb/fire blast or flamethrower/EQ. Its ridiculous 525 spdef stat and ability to regain HP by switching out with regenerator makes things a lot easier for Amoonguss, Toxapex, and Galarian Weezing, being able to switch into powerful special attacks that those mons want no part of. The King also helps with matchups against types that feature fearsome special attackers, such as psychic, dragon, electric, and fire. In addition, it helps tip the steel matchup into poison's favor when paired alongside Nidoking, OHKOing or 2HKOing Ferrothorn with its fire coverage, barraging Heatran with EQs, and allowing the OTHER poison king to run coverage that isn't flamethrower or for it to carry stealth rock. For these reasons, I believe that Galarian Slowking should be in A Rank on Poison.
 
719[1].png

Diancie for B-tier Rock

A physically defensive Diancie is capable of threatening entire Dark teams without any offensive EV investment by OHKOing Tyranitar, Bisharp, Hydreigon, and Urshifu, and 2HKOing Mandibuzz under Trick Room with Body Press and Moonblast. In addition, its ability to soak up fighting moves allows it to set up Trick Room to the benefit of Rock's other slow attackers such as Stakataka and Rhyperior who would otherwise be unable to obtain any momentum against Close Combat-using choice attackers such as G-Zapdos, Zeraora, Terrakion, and Urshifu.

In conclusion, Diancie's stellar 150 base defense, Fighting-neutral typing, signature defense-boosting move Diamond Storm, and access to Trick Room and Body Press gives it the unique the ability to enable Rock's propensity for slower powerhouses while also covering their weakness to Fighting without ever becoming passive.
 
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D->B-tier (Rock)


Stakataka is a very strong pokemon, being able to threaten entire teams, as with one Beast Boost activation, which is easily achievable given its 134 attack, it can OHKO a large portion of the metagame, with STAB Gyro Balls (often in the 100-150 BP range) as well as moves like Earthquake, STAB Stone Edge and Heat crash. All of this, feasable once Stakataka manages to set up Trick room.

It can become a big offensive threat versus ground, once Hippowdon is chipped enough/fainted, despite the 4x ground weakness (which can be worked around, by equipping it with an air balloon). It can also threaten Grass, Bug (which can sometimes become a problem), Fairy (a bad MU for Rock), and almost any team which does not have many pokemon that resist steel-type attacks, or are not slow/bulky enough.

It is also great defensively, with its whopping 211 Defence stat and 101 Sp. Def, allowing it to counter Banded Rillaboom, with Grassy Glide being a 3HKO, which gives stakataka the ability to set up Trick Room and OHKO. Also it can easily defeat Scizor, Tapu Fini, Banded Tapu Bulu (locked into even Wood Hammer) in the same manner, assuming a clean switch in.

That being said, it does have difficulty coming in sometimes and might have difficulty gaining traction, like when battling steel, water, or most notably, fighting. It can easily swap in on a Earthquake when battling ground,utilising an air balloon of course. Same applies to dragon, other rock teams, as well as a couple other types. It does not have much difficulty coming in when fighting neutral matchups, like poison, electric etc.

In conclusion, it is a great offensive threat, capable of tanking multiple hits and firing back with a powerful STAB Gyro Ball in Trick room. It also has an easy time switching on most team, barring certain types. This is why I believe it belongs in B tier.
 

roxiee

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Stakataka :stakataka: (Rock) D->C.
This pretty much an unexplored Pokemon and when People think of Stakataka, the first thing that comes to mind is Trick Room. After sinking my head in the builder, I thought of a Substitute set and after running a few tests, I started using a Substitute set that improves some matchups like Grass, Steel, and Poison. Its speed is able to outspeeds Pokemon like Ferrothorn, specially defensive Aegislash after a Sticky Web, and etc. Its notable addition in Heat Crash improves the matchup a lot and I tested this on the ladder (and as usual there are fewer competitive games) but it did fine. Here is a replay showcasing it vs a Steel team though.

Cradily :cradily: (Rock) B -> C.
The consistent Fighting-type coverage on Water teams from Pokemon like Barraskewda, Keldeo, and Urshifu makes me question that it's on the same level as Rhyperior or Barbaracle. Yes, it provides Water immunity for Dracovish but let's think, Cradily doesn't do anything but for Water, since it instantly dies to Water moves and it fails to break Toxapex and other defensive cores while it just sits there in the Dragon matchup and prays? Selections like Omastar, Nihilego, and Barbaracle have better matchups in the Dragon and Water respectively. The Ground matchup is pretty much winnable with Air Balloon Barbaracle also but I don't see the point in keeping this at B considering Rock already struggles to make "great/good" progress against select types.

Vikavolt :vikavolt: (Bug) D -> C.
Vikavolt is an underrated selection I feel for Bug teams. Its overall bulk in conjunction with reliable recovery in Roost allows this to be a great choice of Sticky Web setters for Bug teams. A lot of faster Bug-types like Scizor, Volcarona, Buzzwole, and Ribombee extremely appreciate Vikavolt's ability to slow pivot them safely with Volt Switch. Additionally, Levitate also betters its chances against Rising Voltage Regieleki teams. The Havens game during MWCOP showcases Vikavolt's potential in the Electric matchup as the wincon was positioning Volcarona in to sweep the team. The sample teams have already updated acknowledging Vikavolt's presence on Bug, so why not bump it up on the Viability Rankings as well.


252+ SpA Choice Specs Transistor Regieleki Rising Voltage (70 BP) vs. 252 HP / 220+ SpD Vikavolt in Electric Terrain: 135-160 (37.7 - 44.6%) -- guaranteed 2HKO after Stealth Rock (vs) 252+ SpA Choice Specs Transistor Regieleki Rising Voltage (140 BP) vs. 252 HP / 220+ SpD Vikavolt in Electric Terrain: 271-320 (75.6 - 89.3%) -- guaranteed OHKO after Stealth Rock.

Amoonguss :amoonguss: (Grass) C -> B.
Amoonguss and Appletun shouldn't be on the same rankings and its ability to remove Tspikes makes it an overall better utility user. Not too much to say about this because someone said it was supposed to be at B, but this is a little reminder.

Celebi :celebi: (Grass) B -> C.
I feel like Celebi isn't fit for the usable ranking anymore especially with the addition of Galarian Slowking. Its Niche(C) could possibly be improving the Steel matchup with Aura + EP but a lot of Grass teams are simply using Amoonguss over this. Additionally, the combination of Rillaboom and Bulk Up Zarude has a nice matchup against Steel and they aren't for one specific matchup. Celebi also has the possibility of running Future Sight for the Poison matchup but the issue with that is getting Glowking out or getting something in safely to pressure it. I got one KO on a Nidoking and after my Kebia Berry trigger, the match went downhill, you can ask smub about that lol.

Heatran :heatran: (Fire) Lower.
Just going to take a moment to analyze the Pokemon on the Fire VR. Heatran doesn't belong on hyper offensive screen teams and it's more fit for balance. I'd say the standard balance team is composed of Torkoal, Cinderace, Victini, Blacephalon, Volcarona, and some type of Ground immunity through Air Balloon....or Moltres...lol. The current Sample set on the samples is running a Magma Storm set and Choice Band Victini + Psychic QD Volcarona can already make good progress in the Poison matchup. Not to mention, one of the main reasons Galarian Slowking runs Earthquake is to prevent its team from being trap spammed by Heatran.

I would've added more replays and etc but I hear its a vr update soon from a random bird~
 
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Stakataka :stakataka: (Rock) D->C.
This pretty much an unexplored Pokemon and when People think of Stakataka, the first thing that comes to mind is Trick Room. After sinking my head in the builder, I thought of a Substitute set and after running a few tests, I started using a Substitute set that improves some matchups like Grass, Steel, and Poison. Its speed is able to outspeeds Pokemon like Ferrothorn, specially defensive Aegislash after a Sticky Web, and etc. Its notable addition in Heat Crash improves the matchup a lot and I tested this on the ladder (and as usual there are fewer competitive games) but it did fine. Here is a replay showcasing it vs a Steel team though.
why not just use aggron. aggron has quite usable speed with rock's sticky web support, and its better stab move in head smash is imo more important than staka's access to heat crash, eg for a substitute set it would just run head smash + eq, ferrothorn is a non issue anyway since it cant break the sub and head smash does more than enough to scizor. band is also possible, tho would not be effective in the steel mu.
its not quite as bulky esp on the special side but the physical bulk is generally more important for its grass and steel neutralities and speed and head smash are worth more than the bulk imo, while trick room tends to be awkward on rock
(i even liked aggron on rock in sm monotype, esp as a bulu check vs fairy, but it was very hard to fit on a team)
 
why not just use aggron. aggron has quite usable speed with rock's sticky web support, and its better stab move in head smash is imo more important than staka's access to heat crash, eg for a substitute set it would just run head smash + eq, ferrothorn is a non issue anyway since it cant break the sub and head smash does more than enough to scizor. band is also possible, tho would not be effective in the steel mu.
its not quite as bulky esp on the special side but the physical bulk is generally more important for its grass and steel neutralities and speed and head smash are worth more than the bulk imo, while trick room tends to be awkward on rock
(i even liked aggron on rock in sm monotype, esp as a bulu check vs fairy, but it was very hard to fit on a team)
aggron doesnt have beast boost lol
 
aggron doesnt have beast boost lol
beast boost rly isnt very useful for a substitute staka. in the shown replay roxiee didnt even ev it to boost attack bc the bulk is (arguably) worth more, and the defense boosts still arent going to rly help for fighting and ground attacks. (for a choice band set it wouldnt rly matter either bc staka is forced out easily outside of trick room.)
beast boost is ofc important for a trick room sweeper set and that is another discussion, but what was brought up here is other potential movesets. ofc, the threat of a potential trick room before the set is revealed is [worth something]
or maybe u didnt read the nomination that i was responding to and thats why u brought up beast boost
 

roxiee

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beast boost rly isnt very useful for a substitute staka. in the shown replay roxiee didnt even ev it to boost attack bc the bulk is (arguably) worth more, and the defense boosts still arent going to rly help for fighting and ground attacks. (for a choice band set it wouldnt rly matter either bc staka is forced out easily outside of trick room.)
beast boost is ofc important for a trick room sweeper set and that is another discussion, but what was brought up here is other potential movesets. ofc, the threat of a potential trick room before the set is revealed is [worth something]
or maybe u didnt read the nomination that i was responding to and thats why u brought up beast boost
that's false bro and aggron does nothing for :) fighting and ground. I don't remember saying it does and pointing out the weakness of a mon doesn't mean its 100% inviable, take Scizor and Ferrothon for example. Trick room is inconsistent in singles and it always has been. Stak has a lot of potential and there is a reason why Stakataka is higher than Aggron on the SM Viability Rankings. The replay just showcases Stakataka getting opportunities to break steel teams with Heat Crash + Coverage. Some other possible explorable options that were discussed in the room were Body Press to allow it to boost its defenses instead of Atk. If Aggron isn't using Sub, it gets countered by Excadrill and if its using Band/LO, its too weak
 
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that's false bro and aggron does nothing for :) fighting and ground. I don't remember saying it does and pointing out the weakness of a mon doesn't mean its 100% inviable, take Scizor and Ferrothon for example. Trick room is inconsistent in singles and it always has been. Stak has a lot of potential and there is a reason why Stakataka is higher than Aggron on the SM Viability Rankings. The replay just showcases Stakataka getting opportunities to break steel teams with Heat Crash + Coverage. Some other possible explorable options that were discussed in the room were Body Press to allow it to boost its defenses instead of Atk. If Aggron isn't using Sub, it gets countered by Excadrill and if its using Band/LO, its too weak
im very confused by a lot of this (is "bro" at me? and what is it that is 'false') but yes obviously both staka and aggron are pretty useless vs ground due to gastrodon and arent getting chances to do much vs fighting. the only thing i said about fighting and ground type attacks was that a defense boost doesnt rly help with them, which u arent disagreeing with idt, and that was not in response to you but the other comment saying that i was ignoring beast boost.
i agree with u at trick room's inconsistency, especially on rock
u brought up substitute stakataka and i asked what is has to offer over substitute aggron, and u were talking about it in the steel matchup so thats what i was focusing on. ferro and scizor were brought up as the two targets of heat crash (as opposed to earthquake), and why substitute aggron is fine against them without a fire move. sub aggron with webs outspeeds everything on steel other than [scarfer] and air balloon heatran, and breaks about as well. (btw staka didnt even use heat crash in the replay u linked)
i am not saying aggron is better than staka, im just commenting to the specific set you proposed / linked in your nomination.
 
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roxiee

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im very confused by a lot of this (is "bro" at me? and what is it that is 'false') but yes obviously both staka and aggron are pretty useless vs ground due to gastrodon and arent getting chances to do much vs fighting. the only thing i said about fighting and ground type attacks was that a defense boost doesnt rly help with them, which u arent disagreeing with idt, and that was not in response to you but the other comment saying that i was ignoring beast boost.
i agree with u at trick room's inconsistency, especially on rock
u brought up substitute stakataka and i asked what is has to offer over substitute aggron, and u were talking about it in the steel matchup so thats what i was focusing on. ferro and scizor were brought up as the two targets of heat crash (as opposed to earthquake), and why substitute aggron is fine against them without a fire move. sub aggron with webs outspeeds everything on steel other than [scarfer] and air balloon heatran, rather than just ferro, and breaks about as well. (btw staka didnt even use heat crash in the replay u linked)
i am not saying aggron is better than staka, im just commenting to the specific set you proposed / linked in your nomination.
I'm confused on you bringing up aggron and then the statement "its defenses aren't going to help with fighting and ground attacks" when that applies to both though. The set I am referencing is this shown below and its evs are affixed so it boosts Atk instead of defense. the evs in the replay was on me but it was moreso showcasing its potential in getting rid of Ferrothorn in the Steel and possibly Grass matchup. I haven't tested Aggron at all except in NU but I feel like Beast Boost betters its sweeping capabilities against more defensive Pokemon in the Steel matchup like Skarmory, Corviknight, or Celesteela. I do want to give kudos to Aggron because it outspeeds Skarmory and 2HKOs it with Head Smash. I can't really nominate an unranked Pokemon without a replay. Additionally using fire coverage is way more consistent and idt using steel coverage is a necessity. You also mentioned Choice Band being a possibility in your first post and it was def not a better option over SubStak. As mentioned before in terms for stak, Decem mentioned Body Press possibly being better, but I'll get some tests with both and update you on it

252+ Atk Aggron Head Smash vs. 252 HP / 252+ Def Skarmory: 136-162 (40.7 - 48.5%) -- guaranteed 3HKO
Stakataka @ Leftovers
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Lonely Nature
IVs: 14 Def
- Substitute
- Heat Crash
- Earthquake
- Stone Edge

Aggron @ Leftovers
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Head Smash
- Fire Punch
- Earthquake
 
ok i thought the full defense evs on staka had been intentional. sorry if the ground and fighting moves sentence was confusing
yes steel coverage isnt ~needed. edit: this sentence is wrong, i somehow messed up, i thought ferro couldnt break the sub with power whip (ofc body press does) i dont think aggron should bother with fire punch in the last slot anyway since it beats ferro regardless and head smash is sufficient for scizor. aggron could maybe run body press in the fourth slot? but probably j heavy slam for fairies.
the ferro matchup is then def better for staka with heat crash
(aggron 'could' run bulk, eg 252 hp / 0 def would make ferro's power whip usually not break its sub and would make celesteela's flamethrower fail to break its sub under sand, but that would mean not outspeeding skarmory which is almost certainly more important)
~ magnet rise could maybe be an oo since aggron has ok speed with webs up

for sure at needing to see its effectiveness in practice before considering a nomination.
 
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roxiee

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ok i thought the full defense evs on staka had been intentional. sorry if the ground and fighting moves sentence was confusing
yes steel coverage isnt ~needed but i dont think aggron should bother with fire punch in the last slot anyway since it beats ferro regardless and head smash is sufficient for scizor. aggron could maybe run body press in the fourth slot? but probably j heavy slam for fairies.

for sure at needing to see its effectiveness in practice before considering a nomination.
well ferrothorn breaks its sub possibly via whip/press which is the problem, same goes for stak, I wouldn't say it 1v1s without fire coverage but press seems interesting I guess yeah but id prefer the 2hko over 3hko. yeah you can ev it on defense also but then head smash and eq becomes weaker

252 Atk Aggron Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 176-208 (50 - 59%) -- 67.2% chance to 2HKO after Leftovers recovery
0 Def Aggron Body Press vs. 252 HP / 252+ Def Ferrothorn: 116-138 (32.9 - 39.2%) -- 9.6% chance to 3HKO after Leftovers recovery
 
Slowking Galar.png

UR -> B (Psychic)
I was rather shocked to see the King unranked on psychic. When paired with Slowbro, it can form a solid regen defensive core that can effectively complement one another’s weaknesses. Galarian Slowking can remove t-spikes, and switch-in on special attacks that threaten Slowbro, while Slowbro can sponge the earthquakes and other physical moves that the King wants no part of. The King’s future sight coverage can scare pokemon out, making things easier for your wallbreakers. Sludge bomb is a solid poison STAB move, hitting fairies decently hard, and allowing it to fish for poisons. F-blast/flamethrower and EQ coverage can be a pain in the neck for steel teams to deal with, threatening both Heatran and Ferrothorn. Overall, the King is a ridiculously good spdef sponge that can also deal solid damage in return, and I believe that it at least deserves to be ranked on psychic because of these reasons.


C -> B (Electric)
While outclassed by Alolan Raichu, Regieleki is still a really nice pokemon to have on electric. Specs rising voltage + terrain + transistor is ridiculous, OHKOing or 2HKOing basically everything that isn’t a ground type or volt absorber (including Blissey and Galarian Slowking). Rising voltage, however, isn’t the only thing that leki is useful for. It’s ridiculous speed 548 max speed stat allows Leki to outspeed basically every pokemon without a choice scarf, as well as most pokemon with one. It can successfully outspeed and revenge OHKO choice scarfed Dracovish with a specs+transistor thunderbolt without terrain having to be up. Leki's obvious drawback is the fact that it has literally no coverage, making it useless against pokemon that are ground types or volt absorbers (although it can spin away hazards which can be nice at times).
 
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B -> C (Poison)

Gengar overall is still an ok Pokémon, however its nowhere near as good as the other Pokémon in B tier considering its a niche pick on balanced teams which I consider far worse than stall teams on poison.

Gengar has fierce competition from the likes of Nidoking and Nihilego as a special wallbreaker and revenge killer on poison and doesn't do either job nearly as well as either Pokémon. Poison's rigid team structure practically mandates 4 Pokémon slots being Toxapex, Amoonguss, Weezing Galar and a Psychic immunity with the remaining two slots determining whether you want a balanced or stall build for the team. On balanced builds poison teams generally prefer Nihilego as a scarfer/sweeper due to its ability to set up stealth rocks, revenge kill Volcarona at +1, hit Moltres Galar and Hydreigon hard with power gem and dazzling gleam respectively and take on Kyurem if substitute is broken. Nihilego also has access to Meteor beam which can give it a +1 to special attack while attacking while Gengar takes a turn to set up nasty plot which is generally harder to do because of Gengar's inferior bulk.

On Stall teams Gengar doesn't find any place because as a breaker Gengar is hard outclassed by Nidoking which can melt through steel teams with flamethrower + earth power coverage which is practically mandatory on poison teams, and Slowking-Galar is necessary on these teams for longevity vs most of the special attackers in the tier. This really just leaves scarf Gengar as a means to deal with Ghost and Psychic matchups, both of which are annoyed heavily by rest talk Drapion and in Psychic's case Slowking Galar, and not to mention Gengar's frailty and weakness to both of those types meaning it won't be taking any hits on a type that relies on its bulk to outlast opponents.
 

C -> B (Water)

After Decem helped me build built me a balance water squad I've been liking Cloyster a whole lot on water, so here I am with this nom!

Shell Smash and Skill Link allow this mon to cheese a bunch of different matchups and while needing room, it is still not a hard mon to just slot in for balance teams that require an offensive way to pressure teams that they're weak to. I think the ability to put in work vs types like flying, grass, dragon, fairy etc all being types that shit on balance water is really good and worthy of B tier. It doesn't outright win any of these easily since it obviously requires chip on stuff like klefki and steela but with teammates like scarftom and daunt this pressure can be applied throughout the match. Most required teammates for the clam are usually slapped onto balance anyways, like rotom/fini's ability to cripple a defensive mon by tricking their scarf and crawdaunt's stabs being able to dent pretty much all defensive cores. Spear and Blast are really good coverage when considering their bp and the lack of good defensive steel that resists ice on types cloyster targets, and Ice shard picks off revenge killers like rilla pretty easily. Rotom-W and Suicune are both sitting in B as solid mons on balance water themselves and Cloyster definitely has the merits to join them.
 
Here to save the Rock Type VR

B -> S/A (Rock) - Rhyperior is the cornerstone for Rock as a type, when you build this type, you will always have Shuckle, Tyranitar, Terrakion, and Rhyperior with the other 2 slots being left for your own desire. Rhyperior has grown out of the WP 4 attacks phase and now can comfortably run Leftovers/Helmet/Band/Scope Lens (s/o fylkir), or even a berry of choice. Rhyperior does not belong in the same ranks as niche mons like Barbaracle, Cradily, and Lycanroc-Dusk as these mons would usually serve as a way to prep for a certain type. With the prominence of Electric and Flying in the current meta of SS, I can't think of a better mon than Rhyperior (While also being good in practically every mu except like grass and water). No real downside to picking this mon up, one of the most important mons on the type, stop sleeping and give this mon the respect it deserves.


D -> C (Rock) - Staka being D rank next to a mon like Crustle should be an infraction on Smogon, I don't know how this was allowed to go down.... Staka losing Z-Move in SS was a blow for sure, but with gaining Heat Crash to punish Steel and still having the insane power of Gyro Ball, it makes you really think twice before just skipping this mon in the builder. On top of everything else, you have really nice natural bulk which can play into your favor if a choice locked pokemon clicks an attack that Staka would love to come in on and the rest is history. No Z-Move is the real handicap for this mon, but I still think he could get a boost in the ranks.


D -> UR (Rock)- I don't know why this Pokemon is here, I get that Solrock gets Trick Room, but so does Diancie and I dont think anyone can disagree that Diancie > Solrock, not much to say here, Solrock sucks and Diancie is way better


UR -> D (Rock)- Diancie with no Mega is very sad to see, but I still think Diancie deserves a spot on the VR, it's better than Solrock as a pure Trick Room user. I don't think Diancie should be on most teams, but I could at least live with it being on a team over Solrock. You still get Diamond Storm and Moonblast which can give some types a hard time, but it's not really that important to have, main point is that this mon is way better than Solrock.

I could have probably kept going, but this is a lil taste to the VR council and hopefully you donkeys implement these changes.
 
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Here to save the Rock Type VR

B -> S/A (Rock) - Rhyperior is the cornerstone for Rock as a type, when you build this type, you will always have Shuckle, Tyranitar, Terrakion, and Rhyperior with the other 2 slots being left for your own desire. Rhyperior has grown out of the WP 4 attacks phase and now can comfortably run Leftovers/Helmet/Band/Scope Lens (s/o fylkir), or even a berry of choice. Rhyperior does not belong in the same ranks as niche mons like Barbaracle, Cradily, and Lycanroc-Dusk as these mons would usually serve as a way to prep for a certain type. With the prominence of Electric and Flying in the current meta of SS, I can't think of a better mon than Rhyperior (While also being good in practically every mu except like grass and water). No real downside to picking this mon up, one of the most important mons on the type, stop sleeping and give this mon the respect it deserves.


D -> C (Rock) - Staka being D rank next to a mon like Crustle should be an infraction on Smogon, I don't know how this was allowed to go down.... Staka losing Z-Move in SS was a blow for sure, but with gaining Heat Crash to punish Steel and still having the insane power of Gyro Ball, it makes you really think twice before just skipping this mon in the builder. On top of everything else, you have really nice natural bulk which can play into your favor if a choice locked pokemon clicks an attack that Staka would love to come in on and the rest is history. No Z-Move is the real handicap for this mon, but I still think he could get a boost in the ranks.


D -> UR (Rock)- I don't know why this Pokemon is here, I get that Solrock gets Trick Room, but so does Diancie and I dont think anyone can disagree that Diancie > Solrock, not much to say here, Solrock sucks and Diancie is way better


UR -> D (Rock)- Diancie with no Mega is very sad to see, but I still think Diancie deserves a spot on the VR, it's better than Solrock as a pure Trick Room user. I don't think Diancie should be on most teams, but I could at least live with it being on a team over Solrock. You still get Diamond Storm and Moonblast which can give some types a hard time, but it's not really that important to have, main point is that this mon is way better than Solrock.

I could have probably kept going, but this is a lil taste to the VR council and hopefully you donkeys implement these changes.
i agree with everything on this post wholeheartedly, except that i dont think it goes far enough which of course means i propose a little bit more

:stakataka: put this man in b it fucks like 4 types by itself and its kinda cute, crashy said all there is to say about it read his post

:diancie: also b. beats dragon, fighting and dark almost by itself + adds to one of the spiciest tr cores in the meta which is for sure the most fun archetype outside of quad band

:cradily:
B->C but unironically unranked - this mon is for sure dogshit and while it provides a water immunity it doesnt actually help in the water mu because its so fucking passive it does nothing, like offense teams just kill it with shit like cc skewda and knock daunt and bulky teams just switch pex in and cradily does what exactly, nothing thats fucking what. vs non water teams its useless except vs the odd vish dragon ( they still kill you with outrage and heaven forbid you switch into a crawdaunt knock LOL) get rid of this mon so goons never think its good please for the love of god.

:barbaracle: B->C its literally omastar without meteor beam (ik it gets it but like 54 spattack) but with a grass move, this is only here because it was decent before the newest dlc get rid of it from b please

:archeops: ur->c i am doing this in honour of the fucking goat Minecraftboy34 but his team is for sure fire and you should check it out, endeavor archeops is heat as fuck as a taunt lead and is definitely better than shuckle if you dont need webs (aka trick room team), i have for sure been fucked by it on ladder even knowing the set
 
:scrafty:
UR -> D/C (Fighting) - Reason is recently Urshifu Single Strike style is banned so the team has no psychic check which makes it more vulnerable. Scrafty fits the spot well due to its decent attack, more bulky and dark typing ensures check for psychic threat. Access of bulk up with inditimate ensures it wont OHKO (barring fairy moves) and has knock off, drain punch and lot of coverage move to check walls and has poison jab to threat fairy switchins. Now its time to use scrafty again like we used to in past gens.
 

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