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Empty is correct that Shellos should be ranked properly. I think B- is a great spot for it, it can still function as well as it did in past gens, and has a few new defensive teras to make things interesting in lategame scenarios.
I'm also going to push for Meowth to B. This is not the most friendly meta to meowth with tera ghost sweepers everywhere, but Tera Normal allows Meowth to be a fantastic wallbreaker. The lack of good ghost types and weak armor onix not existing in the tier mean you can spam Fake Out unopposed, which is a big improvement. You just can't come in on a shellder or a weak armor vull or a Magby and revenge them anymore because they all run Tera Ghost. I just got reqs using Meowth and topladder, and its definitely weaker than in metas like SturdyJuice Onix meta in SM, but it feels far stronger than it was in SWSH and far stronger than it was at the start of SV. As long as Foongus, Mienfoo, Mare, Evio Chou, Toedscool, etc exist, I think meowth will have a niche spot on certain hyper offense teams due to how hard STAB Fake Out + Deedge hit with tera Normal. Great cleaner and great wallbreaker. It feels better than Grookey to me, but not as good as say Elekid, so B is probably the best spot for it imo.
B+ --> A: really good pivot in the current meta. It's hard to switch into and easy to switch in, it gets many opportunities from the likes of Magby, Torchic, Elekid or Vullaby, while checking Shellder and providing a Volt Switch that's really difficult to stop because it's coupled with Hydro and Ice Beam, making Mudbray and Toed non answers. Lately it's also been showing Flip Turn to pivot out of opposing Chinchous, which i think just demonstrates how underranked it is. All teams need a Volt Switch immune mon, and Chinchou is definitely the best one at the job. Also being able to live one boosted Rock Blast from Shellder is invaluable A- --> A+: no need to explain, mon is broken and we are suspect testing it right now, it should be way higher if we dont ban it ourtight. B --> A-: i think this mon is incredibly underrated right now, i've been spamming it like crazy in seasonal and i've been winning totally thanks to it. It is the single fastest mon we have, which means you will always have the first attack at any point, given scarfers are on the lower side of usage. This also means it has the fastest Volt Switch in this tier, even though it's easier to answer than Chinchou's. Still, 20 speed Volt Switch and Knock Off is incredible utility and progress making. Elekid allows you to start the game playing slow, pivoting and knocking, and to end games with fast, uncontested Thunderbolts and Psychics when things are weakened. We've also seen usage of Terablast Grass to hit Chinchou/Mudbray, and Life Orb Elekid to function as a total breaker. It's been seeing more usage in individuals like ssnl than in teamtours like LCBC i believe, but i do think a rise is due. Tinkatink has been having a crazy drop in usage, and i believe it's justified. Tinkatink structures, while being the sturdiest into Vullaby, completely fall flat when playing against Magby or especially Sandshrew-Alola. ashrew completely blanks you and makes sure you never make progress, spinning your rocks in the best case, and sweeping outright with SD in the worst case. It means Tinkatink has to use Thunder Wave in order to try and punish ashrew, which will stop sweeps, but it won't stop spins. All in all, i think the other rockers (Mudbray, Glimmet, Sandshrew-Alola) all have better usecases and are easier to fit on teams than Tinkatink, we can definitely see that in LCBC usage stats and their games. Thus, Tinkatink should drop in my opinion, and change it's place with ashrew, who is much more suited to the current metagame. guys stop lying to yourselves. Yes, Shellos and Chespin have been bad in other LC tiers, but they are proven now. D rank doesn't reflect their usage and viability at all, the mons have a lot of reasons why we should use them. They blank the most threatening mons in the tier (Magby and Foongus, respectively) while also having a lot of other entry points (adig, stunky, vull, mudbray, growlithe, ashrew, goth for Shellos and mudbray, adig, chinchou, elekid, toed for chespin) and thus being able to make progress by setting hazards up. They have the usage and winrate to back this theory up too. An honest rise is due
RANKING ETHOS: - This is my personal opinion <3 on every LC pokemon according to its performance in the [Gen 9] LC tier ONLY.
- LCUU (and LCRU) pokemon will perform differently in a different environment.
- Value is determined by considering many smaller traits and interactions, so as to "build a case" for X pokemons contribution towards a win.
This includes, but is not limited to:
a thorough examination of:
traits (stats, moves, abilities)
strategy precedent (metagame relevant interactions)
and a cross-examination of pokemon similar to X.
What makes X stand apart from other choices in role subsets?
What does X bring to the table?
How is X creating different interactions?
Does X allow for multiple movesets, roles, strategies?
Does X allow for multiple teamstyles?
emptywisdom
exhaustive end Q1. 2025 VR: S+ / Best <- Click for Set Index S / Extreme Value A++ / Great A+ / Good A A- / Flawed B++ B+ B / Usable B- B-- C++ / Borderline Unviable C+ C / Generally Outclassed C- C-- D++ / Sandbagging D+ D E+ / Not Good E F+ / Jokemon F anyone wanna play LCFU? send me a message. F+ and F only :)
thanks
- empty
Now that things have calmed down after the Heat Rock and Magby ban, the VR council should (hopefully) be updating the VR soon. After games from making it to Top 8 of Winter Seasonal and the first couple weeks of LPL 14, here's my ordered list.
S: Best of the best. Almost always makes a team better by adding them.
A+: Metagame staples, just not as strong as S tier.
A: Great-good, but has something that holds them back from joining A+.
A-: The supporting cast.
B+: More defined counterplay than the mons in A-, or just are not as good in the role as mons above it.
B: The last mons that you can reasonably expect an opponent to bring unless they have a pet mon in B- or lower. Could see a few getting brought by one team during a team tour.
B-: The "good" fishing mons. It would only get brought once between three slots in a team tour.
C: The "bad" fishing mons. Same criteria as B-, except I think they are worse than higher-ranked options.
D: The actual bad mons. They can always rise higher, but they need more than one person piloting them to do so.
UR: I would never consider bringing something in this tier.
Nominations from UR Prison UR to B-: From a random joke conversation in February, Life Orb Special Attacking Poliwag genuinely impressed me for a mon I haven't seen since 2022. Just another case of fast mon + LO + tera making a mon usable. Looking at all the mons on my list up to Timburr in B tier, its coverage moves Water move, Ice Beam, Psychic, and Earth Power 2HKOs the entire tier except Shellos. If you like to gamble, you can even click Hypnosis to cripple the sturdier switch-ins. The low bulk, its need to click the correct coverage on the defensive switch-in to do significant damage, and more Elekid usage means I'd have Poliwag in between Drifloon and Snover, lower where I would have ranked it in March while Magby was still in the tier.
UR to B: Belly Drum sets saw success with Tera Fairy Ice Shard and Tera Ghost Salac Berry in LCBC, and I also won with Cetoddle during my LC Winter seasonal run. Realistically could belong at the top of B- above Corphish, but other than Nymble, I've used a Cetoddle before all the other mons in B-. Multiple other players found success with it as well. I believe it can have the promotion to the bottom of B below Chespin but above Timburr.
UR to B-: Putting this right above Poliwag in mid B-. Dual screens and LO Special Attacking sets both saw use recently and won their respective games.
UR to B-: It's not even on the spreadsheet, even after its multiple uses in multiple metas. I'd put it above Tentacool and below Magnemite. Magby ban means there's one less mon it walls while more Electric types are getting used more. It's outclassed by Shellos who I'm quite high on, so it's getting demoted from the low B that I had Slowpoke in for January 2025.
[/SPOILER]
Notable Rises B+ to A: The biggest winner from the Magby ban, becoming the main fast breaker. More Elekid usage means there are now more mons in the tier that die to Earthquake. Rock Blast/Iron Head deals with Vullaby, Substitute can scout defensive Teras and play around Sucker Punch, and Sucker Punch for mons faster than it.
A- to A: Ice and Ground-type moves are still hard to switch into. Its great physical defense helps it either Rapid Spin for speed or Swords Dance for more damage. Ice Shard has also seen more use to help pick off weakened foes that are faster than it.
B+ to A-: Fastest mon in the tier with Psychic coverage to super effectively hit the top 3 mons. Tera Blast Grass does its best Voltorb-Hisui impression to hit Chinchou and Mudbray. Has access to Knock Off to remove items.
B+ to A-: Somehow the most controversial raise I've suggested since it leaves my B+ tier without any mons in it, but I quite like Shellos and what it does in the tier. It is the best mon for switching into Torchic and Snowshrew, access to Stealth Rocks is always great, and Ice Ground coverage is still hard to switch into, even with its lower offensive stats. If you really think my list is that bad, just imagine that Shellos is in B+, and then you'll realize it isn't.
B- to B: Kythr did enough winning with this thing that it's getting promoted. Ground resist, immunity to Sludge Bomb, and access to Spikes are all good tools to have. Hates to see Vullaby but you have teammates for that.
Notable Drops A to A-: I do not have a well-explained reason on why I have Stunky dropping down a tier, it just feels harder to justify on a team than it did in previous metas. I think the main appeal of Stunky is having the strong priority to deal with faster mons/setup sweepers, and the LPL replays where Stunky failed to kill a DDance Axew and then a -1 Tera'd Vullaby are adding to my take.
B to C: I just don't know when or why I would use this mon. It's slow and basically weak to hazards with how much it should be expected to switch into Mienfoo with no form of recovery.
B- to C: Another "why would I use you" mon. MAYBE could be used with Elekid to prevent Mienfoo and Foongus Regenerator, but no one has tried it yet for an assumingly good reason. I've at least seen all the B- mons and a couple in C, but not this thing.
Heres some of the more notable differences or changes on mine:
Alolan Diglett is nuts. I think it was probably always this good but Magby was way easier to slap on teams due to utility vs Foongus, etc Swaps to Chinchou don't really exist besides Foongus and itself. Also rly strong and restricting defensive utility I do kinda just struggle to get as much use out of Stunky nowadays. Not sure why though Its way harder to patch up Mareanie's issues with Magby gone in the tier. Foongus is a huge pain, Chinchou feels impossible to answer Its overrated rn despite not even being properly rated, but Poliwag does have some useful traits for bogusing people I don't really even like it that much because sometimes you just get randomly goobed while using it. Snowshrew is usually p good tho
B- to C: Another "why would I use you" mon. MAYBE could be used with Elekid to prevent Mienfoo and Foongus Regenerator, but no one has tried it yet for an assumingly good reason. I've at least seen all the B- mons and a couple in C, but not this thing.
Most of those games are voltorb hisui meta, and the other one it died in the first 5 turns on its way to losing in a game where the damage it kept on mienfoo was unimportant. A poison type that loses outright to glimmet is a very bad trait for it, and in general the threat it poses is less dangerous than Spore. Because it lacks effective recovery (or in snubs case, better power and coverage), it's not able to trade vs SpA pokes effectively.
Most of those games are voltorb hisui meta, and the other one it died in the first 5 turns on its way to losing in a game where the damage it kept on mienfoo was unimportant. A poison type that loses outright to glimmet is a very bad trait for it, and in general the threat it poses is less dangerous than Spore. Because it lacks effective recovery (or in snubs case, better power and coverage), it's not able to trade vs SpA pokes effectively.
It died because I lost 2 speedties in a row. Torb vs Elekid is not really that different tho, Elekid is clearly worse but disregarding 3 games of effective koffing usage purely because they consist of a key mon that, for all of koffings intents and purposes, acts exactly similar to the mon in question from Greedys post, is just rubbish. Glimmet weakness sucks, but current meta that's better than letting in Sandshrew for free. I digress tho. Not actually pushing for a higher Koffing, just want some respect on the mon and the games it were pivotal to win.
Koffing excels in SWSH because its offensive prowess there is pretty good alongside with its kit being stronger in a meta where Timburr is good. Just about everything in SV hurts Koffing alongside a lot of the trends that previously made Koffing desirable in the first place. In SWSH all of the most threatening mons all aren't physical instead of the majority being special, theres a lack of strong ground types, and most importantly there isn't a top 10 mon that you find on a good majority of teams that just completely shuts it down. Letting in Alolan Sandshrew for free doesn't actually tell the same picture though, nor is Koffing much better in that regard when you consider that you are taking a Knock, U-Turn, and probably hazards all from Mienfoo. After that you are still just gonna die to it. While you may not inherently let Sandshrew come in on you immediately, in practice its not really that much different from being able to at least threaten Spore on it if you haven't used it yet. Which, in that case I think there probbably could be better resource management there if you are concerned about Foongus being deadweight into Snowshrew teams.
I have the answer: it doesn't add anything defensively. Stunky is a dark type, and we use it because dark types are good right? Vullaby is the second best mon we have and that's a dark type. However, we don't use Vullaby because its dark type adds anything (defensively), Vull switches onto the field with its combination of huge bulk and flying type being able to switch into ground types. Stunky isn't a flying type, but rather poison. We use poisons because they switch into fighting type moves, but Stunky being a dark type means it is neutral to fighting types. Thus, Stunky in this metagame resists only poison type attacks, which no one cares about.
In practice this means that Stunky is a mon that you can't get on the field easily enough, relying on bulk rather than typing (which is funny bc dark/poison is one of the best in the game), and as such it should compensate by being an oppressive offensive piece (we have many mons that can't switch in, like Diglett and Torchic, which still work fine because they kill something when they get on the field). Contrary to that, Stunky lacks the firepower necessary to make up for its poor defensive presence, so the only reason to use it really is Sucker Punch. Even Life Orb Stunky doesn't hit as hard as it should (imo) to justify its usage, and so I think you are on the right track in that Stunky is kinda overrated, and I would personally elevate it to say Stunky is bad and it + Elekid should swap spots in your personal VR (Elekid atp is a better Stunky, fast mon with utility but faster, more capable of sweeping and with more utility)
A to A-: I do not have a well-explained reason on why I have Stunky dropping down a tier, it just feels harder to justify on a team than it did in previous metas.
I think the main reasoning of Stunky getting "worse" is that in Voltorb's era, it was that metagame's fast hard-to-switch-into guy, with the bonus of having Sucker Punch to hit anything faster (basically only Voltorb, as it usually was 3atk+protect or 4atk). With Voltorb's departure, a lot of other breakers became available, and most noticeably, still faster than Stunky while having space for its Sucker Punch (often Sub, fire types could also enjoy Wisp). This way, Stunky's role to be unswitchable into was taken by others who, at the same time, can play around Stunky's countermeasure for being slower. I disagree with Eric saying it is not strong enough, because its raw damage calcs obviously have not changed and no new particular defensive piece stops Stunky (Shellos barely dodges the 2HKO if full HP and no hazards are on, and still has to dodge poison), and Aftermath can always be a clutch checkmate piece, however he's right that Stunky has a lot of competition for low-defensive-utility offensive threat, especially compared to before. Ironically I think if Elekid surges in popularity, it would help Stunky as 3atk+sub versions of Elekid are still very rare and at the same time both can annoy Mudbray/Ground types for each other.
B to C: I just don't know when or why I would use this mon. It's slow and basically weak to hazards with how much it should be expected to switch into Mienfoo with no form of recovery.
Hey Greedy_eb,
Snubbull is a Fight Res. with speed control in Thunder Wave. As such, it commonly invites ground types in (Mudbray or Diglett-Alola). You stand to make massive progress by calling out Mienfoo U-turns and using Fire Punch, Earthquake or Theif for item removal.
Snubbull's Fairy type and Intimidate allow it to blanket check physical breakers/sweepers.
Snubbull also has enough tools to pull off an offensive set with Choice Scarf or Bulk Up or Trailblaze.
You basically use it when you cant fit Foongus or Mareanie on a structure. (Even tho its better than Mare)
im gonna update my VR for end of Q2. below are listed all changes (may be subject to edits in future) B+-> A- B+-> B++ B-> B+ if you see any pokemon that should be higher, please send me a team and an explanation id be happy to reconsider <3
thanks for playing lc
We're over halfway into LCPL XIV, but even though I'm stuck in SwSh jail I'm keeping up with the meta through some laddering and testing with my fellow Cosmogs. Here's the VR I submitted for the upcoming update.
S: Best of the best. Almost always makes a team better by adding them.
A+: Metagame staples, just not as strong as S tier.
A: Great-good, but has something that holds them back from joining A+.
A-: The supporting cast.
B+: More defined counterplay than the mons in A-, or just are not as good in the role as mons above it.
B: The last mons that you can reasonably expect an opponent to bring unless they have a pet mon in B- or lower. Could see a few getting brought by one team during a team tour.
B-: The "good" fishing mons. It would only get brought once between three slots in a team tour.
C: The "bad" fishing mons. Same criteria as B-, except I think they are worse than higher-ranked options.
D: The actual bad mons. They can always rise higher, but they need more than one person piloting them to do so.
UR: I would never consider bringing something in this tier.
Notable Rises A- to A: As one of the biggest Shellder deniers of all time, I think this is probably close to the best it has been since 2023. The A tier of cheapos it's with Torchic and Diglett-Alola are natural partners since the Tera types that beat Shellder lose to them and vice versa. The variety of sets with physical/special, moves like Protect or Substitute, and the numerous Tera types make Shellder hard to play against.
B to B+: Double Ground teams and more teams with Water types like Chinchou and Shellder make Grookey a less fishy bring than it has been previously. Grassy Glide priority is always nice to have, and Knock Off + U-turn gives it chances to doing something useful against the bad Vullaby and Foongus matchups.
B to B+: Honestly, I just snubbed it on purpose last time because I thought the B+ tier being empty was funny. It's not getting used enough but it's better than the B mons that it goes here. Broken mon if you hit your Hydro Pumps and Hurricanes though.
Notable Drops A+ to A+???: So even though I've left Mudbray in A+, I think it is no longer inarguably the 4th best mon in the tier like it has been for so long. There's enough of a gap between it and Foongus that I wanted to make this clarification, but it's still easier to slot onto teams than the 3 Cheapos of A Tier that it gets to stay. Just couldn't find a good enough reason to drop it, just a gut feeling that it feels worse.
A to A-: Still good into the core four of Mienfoo Vullaby Foongus Mudbray, but the 3 Cheapos make life difficult. Scald has never burnt anyone in a game of SV LC so we're stuck using Hydro Pump.
A to A-: The fourth cheapo-teer that gets forgotten behind the other three. It's still cheap don't get me wrong, but the other three are much easier to win with so I have lowered its placement.
A- to B+: The other mon that I left out of B+ in my last list, but it does feel notably worse now than it was in April. Crit me not sets still exist, and it did win a game in LCPL XIV, but the more standard set of Stealth Rocks setter can be prone to becoming a Recover bot and not make progress for a team.
A- to B+: TTM was the main spot for Toedscool, and that archetype I is struggling due to its bad matchups against Torchic, Diglett-Alola, and Chinchou. Sandshrew-Alola is a better Rapid Spin user since Ice Ground hits more in the tier than Grass Ground, and Grookey has been a better Ground resist with better damage and access to U-turn.
B to B-: I shouldn't have listened to the bird propaganda three months ago, as of right now bro hasn't been used outside of ADV.
B to B-: No new teams have been made with it, hard to keep it as high a rank as it was without representation.
and B to C: Holy how the mighty have fallen. Losing Knock Off killed Pawniard so hard. Timburr, I don't know how to articulate what its problem is, but it just doesn't feel good to bring.
Hot Topics Glimmet is my favorite Vull answer to use. Forces good sequences for you onto your opponent and (evio) offensive sets dropping speed for special attack are v strong. People choose to be ignorant about how many teams Wingull shreds. Very high upside mon just don't miss This is the only fire resist that actually reliably beats Torchic long term if it isn't grassblast. Putting it lower feels like a disservice but I am in the minority here. Mareanie gets kind of an artificial boost from me compared to normal because now you have to be paranoid of demon Gothita every game now while crying about scarf.
i am coming here in defense of timburr B- to B/B+
i dont think the traits timburr inherently has are bad into the metagame. mach punch, one of the two reasons youd use timburr over mienfoo, is almost as good as ever. the biggest threats to this metagame (diglett, torchic, shellder and vullaby) should be very afraid of priority as potent as it is, being able to pick them up after some chip/rocks
196+ Atk Iron Fist Timburr Mach Punch vs. 0 HP 9 IVs / 36 Def Torchic: 9-12 (47.3 - 63.1%) -- guaranteed 3HKO
Possible damage amounts: (9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 12). This is equivalent to double rocks and a life orb hit.
196+ Atk Iron Fist Timburr Mach Punch vs. 36 HP / 36 Def Tera Ground Diglett-Alola: 9-12 (50 - 66.6%) -- guaranteed 2HKO
Possible damage amounts: (9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 12). Obviously it kills without tera
The other reason to use timburr over mienfoo is ice punch being able to threaten foongus, to the point that, in my opinion, timburr is historically the hardest matchup for foongus teams. Obviously, with foongus at almost 80% usage, timburr gets a very big boost. these kinds of teams (or any) have no mon that can switch into it, with ice punch threatening vullaby and foongus, and drain punch threatening everything else. it can also, depending on the team, pull up with a bulk up set and just win the game on its own, which is always scary.
It does have downsides obviously: you cant (in my opinion) use mienfoo alongside it, its vulnerable to gothita and other special attackers like wingull and elekid, mareanie is annoying and so is opposing tera ghosts. I think the latter is the biggest issue for it, as partners like gothita and your own tera steel can turn the tables on gull/goth/mare etc. With this, i think timburr is a very underrated and underrepresented pokemon in this metagame and, of course, here are some tournament replays that go with it:
my week 1 lcpl: this game showcases perfectly a really good matchup for timburr: foongus team with a torchic. timburr is able to switch in, threaten torchic out (fire blast hitting wouldnt have changed this fact) and win the endgame with mach punch. juan vs colin week 1 lcpl: perfect demonstration of bulk up timburr's ability to just rob games my week 2 lcpl: another demonstration of timburr's incredible matchup into foongus/torchic teams, even if it low rolled twice smh mienfoo would never win that cooper vs zcarlett week 3 lcpl: more proof of timburr beating down foongus teams (most of the teams are foongus teams lol) and also proof of timburr's hard time getting in on the field vs special attackers
It is no secret that Quax is my favorite spinner in the LC tier. The roost set fell off and it seems like everybody disregarded it after that. The set I think is really great is max attack max speed adamant, with 76 in def. Eviolite 4 attack. BB, Jet, liquidation, spin.
Stab water priority is super valuable in this current meta. It completely shuts down threats like torchic and alolan diglet barring Tera. Spin into brave bird kills mienfoo. It trades favorably into vullaby with interactions like spin into jet if they’re already chipped/knocked or liquidation into jet if not. Brave bird 2hkos foongus and spin into Tera fly brave bird kills it too.
It struggles vs waters like shellder, chinchou, and shellos. However I haven’t found this as an issue I couldn’t build around.
Hot Topics Glimmet is my favorite Vull answer to use. Forces good sequences for you onto your opponent and (evio) offensive sets dropping speed for special attack are v strong. People choose to be ignorant about how many teams Wingull shreds. Very high upside mon just don't miss This is the only fire resist that actually reliably beats Torchic long term if it isn't grassblast. Putting it lower feels like a disservice but I am in the minority here. Mareanie gets kind of an artificial boost from me compared to normal because now you have to be paranoid of demon Gothita every game now while crying about scarf.
I really like most of this list, I think loon deserves a bit higher and toad is a little high for my liking. I'm not tapped in on wag, but seeing it be B- intrigues me. I think Quax is somewhere in C tier and not having it on there is weird to me.
Stab water priority is super valuable in this current meta. It completely shuts down threats like torchic and alolan diglet barring Tera. Spin into brave bird kills mienfoo. It trades favorably into vullaby with interactions like spin into jet if they’re already chipped/knocked or liquidation into jet if not. Brave bird 2hkos foongus and spin into Tera fly brave bird kills it too.
i think the issue with quaxly is that it is almost always outclassed by snowshrew and toed.
first, it has generally better offensive properties. spin into triple axel and triple axel into shard both will ko foo, and it’s easy to set up that situation because most people will not throw away their foongus.
vull and foongus are both ohkoed by triple axel
it’s hard to switch in water types like mare and chou becahse of earthquake.
the offensive threat means it’s easier to force switches and do its main job - spin.
second, ice and steel is usually a better defensive type. you can switch in much easier and spin.
toed does not do much damage, but it has far better bulk and utility, which is why it is used more than quaxly. i think the main issue with quaxly is that it is hard for it to hit the field safely.
i’m not gonna go through each replay 1 by 1. quaxly clicks spin in one of these replays; it usually functions as a moxie sweeper. there are better sweepers with priority. some of these games come down to a 50/50 or foo jumping straight.
i think c/d is fine for quaxly (at least it’s ranked this time)
i think the issue with quaxly is that it is almost always outclassed by snowshrew and toed.
first, it has generally better offensive properties. spin into triple axel and triple axel into shard both will ko foo, and it’s easy to set up that situation because most people will not throw away their foongus.
vull and foongus are both ohkoed by triple axel
it’s hard to switch in water types like mare and chou becahse of earthquake.
the offensive threat means it’s easier to force switches and do its main job - spin.
second, ice and steel is usually a better defensive type. you can switch in much easier and spin.
toed does not do much damage, but it has far better bulk and utility, which is why it is used more than quaxly. i think the main issue with quaxly is that it is hard for it to hit the field safely.
i’m not gonna go through each replay 1 by 1. quaxly clicks spin in one of these replays; it usually functions as a moxie sweeper. there are better sweepers with priority. some of these games come down to a 50/50 or foo jumping straight.
Queue the same snowshrew argument everybody talks about. They do different things and fit on different teams. Quaxly beats different mons like dig and chic that shrew does not. It is my fault for not addressing this common misconception in my original post. As for that game that came down to their foo missing HJK, I missed cane on their goth earlier that even let them get to that end game.
Queue the same snowshrew argument everybody talks about. They do different things and fit on different teams. Quaxly beats different mons like dig and chic that shrew does not.
over time, snowshrew can find more opportunities to come in and spin or do damage. that’s the main argument, not that quaxly/snowshrew can win more 1v1s in a vacuum. even if quaxly comes in safely and threatens an rko, it doesn’t do enough damage to punish switches.