URs
:Gourgeist-L: S: Incredible power and bulk with a ton of variability. CB might see the most usage, and rightfully so; Poltergeist solidifies it as a wallbreaker. Even with CB sets it 1v1s faster attackers with super effective coverage like Persian, the Mimes, and Gastly thanks to its natural bulk and priority. Its hard to say what this things counters really are, as even something like Vullaby or anything itemless to be Poltergeist-proof has to worry about Trick. Not to mention the physdef sets, which are stellar walls in their own right. And there’s even experimental sets with Flame Charge and Weakness Policy, SubSeed sets, you name it. Gourg is easily the meta-dominator at the moment, and is only held back due to its relevant weaknesses and vulnerabilities every set has to face.

A+: Star walling capabilities with a lot of tricks up its sleeve. Passivity isnt its biggest issue now that it can run Poltergeist and / or Shadow Sneak to beat the Mimes and Gourgeist if it really wanted. Even with a Knock Off weakness, when it loses its item it still is super bulky, and has the upside of being immune to Poltergeist then. Regardless, Dusclops at its best is a wall thays a staple for stall and bulkier teams, and is undoubtedly top tier.

A+: One of the best general walls thanks to its passable all-around bulk and Regenerator + Recover. Having a Normal resistance is also great, and being one of the few walls that can run Rocky Helmet and not Eviolite is awesome for punishing Persian, Silvally-Ice, and Klang. It also fits nearly everywhere as a bulky Stealth Rock user, and status with Scald and Toxic is always punishing. Theres a decent amount of variability in coverage and spreads that I believe can be tweaked and explored too; special def with Power Gem / Stone Edge to 2HKO Galarian Mime? Why not! Can’t get enough of this mon, just wish it didn’t have such a weakpoint to the ever-relevant Grass. At least there aren’t any offensive Electric types to worry about!

A+: I had first thought this would be absolutely broken due to its coverage and Speed tier alone, but the meta’s adaptation of more priority-based attackers and relevant walls like Dusclops and Bronzor have somewhat put it in check. Still awesome for its coverage that will always keep you guessing, especially when it can run Rapid Spin and Nasty Plot to boost it. Sometimes they’re together in the same set, and even that’s dangerous. Super centralizing nonetheless, never forget about this mon when teambuilding.

A: Not as much utility as its Galarian form, but Fairy as a subtype rocks. It’s also a tad stronger, and finds itself using Choice Specs and Scarf sets more than Nasty Plot or the like. That’s totally fine cause it’s great at these roles, and is one of the best fully-evolved special attackers to support in this fashion. Another reason it isn’t on par with its other form is that it’s frailer physically and vulnerable to hazards, which makes it easier to pick off in a priority-dominate meta.

A: We last left Pyukumuku at A-, so this could be seen as a rise of sorts. I believe it’s justified due to the need of a general Unaware wall that stall benefits from, and stall got tons better with Dusclops, Corsola, Gourg, Shiinotic, and all the new NFE walls to choose from. It virtually has one weakness as offensive Electric types don’t exist and Electric coverage is somewhat rare; you’re more likely to run into Freeze Dry if anything. This rise is dual parts justified with me believing stall is better and that there are great mons that need Pyukumuku’s Unaware as a backbone to support them against sweepers and some setup-based stallbreakers late game.

A-: Shii probably had a better chance to shine if there wasn’t so many viable Grass-types already, but that’s not saying there isn’t room for it to be worthwhile. Strength Sap and Spore are still two great status moves to abuse, and like Corsola, a wall being able to hold an item like Rocky Helmet is a blessing in this meta. This is compounded by its ability Effect Spore for some cheeky status fishing when switching in on Fake Out and U-turn from Persian and Mienfoo, but there’s something missing about it. Gourg essentially is the better wall unless the team really can’f afford another Ghost- and Dark-type weakness, as the reality is Gourg walls much of the same mons like Machoke, Persian, and Ground-types. It gains an edge against Darks like Scraggy and Krokorok, but then loses an edge against Cufant and Klang. All in all it’s a decent sidegrade to Gourg defensively but is no where near Gourg offensively with its Choice Specs set, which isn’t too worthwhile in the first place.

A-: Surprisingly good? This mon somewhat fits into the mantra I preached earlier that ZU is a priority meta, and having First Impression is a blessing for fetch. It’s also a strong Brave Bird user for all the Grass-types, but is sadly slower than Gourg and ties with Ivysaur. There’s also a slight 4mss situation where it love to fit Roost, Leaf Blade, Defog, Swords Dance, Close Combat, Knock Off, and even Quick Attack but it obviously can’t fit it all and you’ll need to work around its short comings. That said, those shortcomings aren’t too hard to patch, and there’s a lot to get out of this lil birb.

B+: While really strong, it’s still only a mono-Psychic type. Even its defensive boosting sets kinda have competition with Duosion, while anything offensive has the Mimes to compete with. With Nasty Plot, this thing is virtually Oranguru but a little bit faster, a little bit stronger, and access to Competitive so it has a niche on hyper hazards / webs. Again though the competition with better Psychics and even Oranguru’s Ghost immunity makes it short of the A ranks imo, unless I’m really missing the hype of its niche on hyper hazards / webs.

B+: Not much more to say about this mon other than that it’s an expendable Stealth Rock user that can beat most other Stealth Rock setters. Scald and Earth Power hits almost every setter for super effective damage, while nailing a Jigglypuff with Toxic is also satisfying. It can be kept around to check Wartortle or Toxic a wall like Pyuk if needed, but without recovery and no stand-out stats it’s somewhat pigeonholed into the B ranks.

B+: Tested out this mon a lot and it’s been a pleasure to use! Strong Water / Ice coverage for its Choice Specs set is awesome, and Flip Turn to pivot when predicting switches is also satisfying. Its pretty strong, with not much liking to come into a specs Hydro Pump or super effective Ice Beam, and even has noticeable defense despite being without an Eviolite. It works best on VoltTurn teams where it doubles as the team’s punisher and an additional pivot, and will need the support of faster pivots like Persian and Galarian Linoone so it isn’t revenge killed so easily by faster threats. It also competes with a few better Water-types while only being mono-Water itself.

B: It’s actually okay as Togetic replacement that instead of clearing hazards sets them. Can wall some special attackers but not the strongest of like Octilerry nor Nasty Plot Goth / Mimes, but at least can get its hazard up and chip with Seismic Toss.
:lickitoung: B: Decent special wall with a great utility movepool. Again another stall option worth entertaining, and with Oblivious it has the added bonus of not immediately falling to Taunt Galarian Linoone nor Torracat. Still a tad bit passive with a weak Knock Off and Seismic Toss, not to mention the inability to fit all the support it wants due to its recovery, Wish and Protect, requiring two move slots.

B-: not impressed by this mon, and it even competes as a lead rocker with Onix and Dwebble. I think it’s okay due to STAB Knock Off being legit, but nothing to write home about.

B-: Probably a brave post to have this above C but Stunky’s typing alone solidifies it as relevant. Dark/Poison is incredibly anti-meta, giving it switch-ins to all the relevant Ghost- and Psychic-types so that it can Crunch and Sucker Punch them. With Taunt and Aftermath, walls and physical attackers can always be inconvenienced, and Stunky never goes wasted. You can squeeze the last bit of utility out of it with Defog, Toxic, or Play Rough as well to round it out. The biggest downside is its stats, being a whole league down then everything else worth mentioning.

C: Sturdy with dual hazards is cool. Hazards are just awesome in general here and being able to set 2 from the get go can be worthwhile when it works. Also beats down Natu with Stone Edge and Knock Off, with Knock also being good if you decided removing Machoke’s Eviolite was more important than a layer of Spikes.