Metagame SV PU Metagame Discussion - Indigo Disk (Tiering survey @ #16)

ishtar

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This thread will serve the purpose of functioning as a way for the community to engage in subject matters regarding the tier outside of NP threads which usually revolve around one individual suspected Pokemon, element or metagame shift. While NP threads should maintain the purpose of focusing on new drops/possible bans, this thread will focus on general Metagame Discussion, as the name implies, and offer a bit more freedom in what you can talk about regarding SV PU! If you're ever confused as to where your writeup should be posted in, feel free to message a Forum Staff member!
 
Hello! I am here to yap! I love to yap, educationally! Today I am yapping about...

FIRE TYPES :)

My fire type power rankings
1. Arcanine
2. Redbull
3. Rotom-Heat
4. Salazzle
5. Delphox
6. Oricorio
7. Coal

Everything else is not worth it right now in my opinion. Before I get into the actual mons, I just want to take a moment to say the fire type competition in this tier is FIERCE. I think it might be the most competitivve type for these pokemon to compete in for a niche right now. Why is this? Well, one reason is the necessity for a florges answer on every team, another reason is the high value majority of these pokemon bring to the table, and a lack of reliable fire type answers longterm. This is why I chose this type to analyze first, because it is one of the most important types to understand in the meta right now. Every team needs to have solid responses to the fire type slot, and that is sometimes a tall order actually with the diversity in these pokemon.


:arcanine:
Arcanine is dominant in this current meta, with good reason. Arcanine provides so much in one slot, it is hard to justify using other fire types, and this is my go-to florges resist rn. Arcanine provides defensive utility via its fairy resistance, and intimidate allowing it to soft check many physical attackers. With morning sun, you have the longevity to be a defensive answer in the early/mid game, and with curse you have a lategame wincon. Extremespeed allows you to fit nice speed control and all of these traits make arcanine a top 2 mon in the meta for me right now. The beauty of using curse Arcanine is that all of its counters lack recovery, alllowing arcanine to have a strong chance of outlasting its answers in the lategame. This potentially puts arcanine over the edge, but that's a conversation for another day.

Choice Band Arcanine is SO FUN and very viable. Pair it with hazard removal, give it close combat, and it will do great things. It used to really hate helmet gastro, but with gastro gone it is even better. There is genuinely little to no switchins to this set, with its only real downsides being that it doesnt provide as much utility as curse set, and its lack of longevity between rocks and recoil. With all of this said, Arcanine is the strongest fire type in PU right now. I highly recommend it on majority of builds honestly, and this is where competition already starts for other fire types. It is tough to justify these other fire types over Arcanine, but they certainly have their moments still. There is also a bulky arcanine set with scorching sands, special fire attack, etc. But I am less familiar with that set so I will let someone else yap about that. What I do know about it though is that it counters curse Arcanine, which i find to be funny.

:tauros-paldea-blaze:
It was honestly tough choosing a number two fire type, because the next few are all very similar in viability with different use-cases. However, my logic is this: If you want a fairy switchin that is a fire type, Arcanine is almost always the solution. However, you can get away with using other options as your fairy resist, and this is where I think redbull builds make a lot of sense. FIrstly, redbull also has intimidate, with a typing that allows it to switch into similar things that arcanine can switch into. While it doesn't have recovery, it makes up for that in a couple of ways. One, it is a fighting type, which already is going to distinguish a niche for itself over other fire types. Flare Blitz+Close Combat is really nice, with only a handful of pokemon reliably resisting both. It has coverage to make up for that, and that coverage secures 2hkos on majority of answers. It has a variety of sets it can run between Choice Band, Choice Scarf, Muscle Band, Leftovers Bulk Up, and honestly there is probably room for more experimentation/creativity. The Choice Band set genuinely has little to no reliable answers if your opponent makes the right predicts, and base 100 speed is wonderful to back it up. The Choice Scarf set is honestly my favorite, because 100 speed scarfer is nearly top-tier in terms of speed control, while it has the power to potentially clean late game with tera fighting close combat or one of its other attacks. The Muscle Band set hits quite hard still while doing great at baiting counters and acting like it is a choice set. Lastly, the bulk up set has improved in my option, as you don't need to run the trailblaze version anymore really. With Gastrodon gone, flame charge+teraroundquake+close combat is superior in my opinion, and does an even better job at sweeping. The biggest drawback of using redbull is that you can't use it as your fairy resist, so you have to run something like copperajah with it. Something else that can be annoying at times is the prevalance of articuno-galar, and honestly this affects arcanine to an extent too. If you switch at the wrong time into tauros and guno gets a competitive boost, you are losing a mon. This is not nearly enough of a shortcoming though for either pokemon, and the intimidate utility is generally worth it. I think tauros carves a very distinguishable niche in the fire type category and does a great job at it, and that puts it at number two for me.

:rotom-heat:
Man do I hate rotom-heat. But i must admit, it is in an amazing place currently. So what does rotom-h do to give it a unique niche over the other fire types? It has levitate, a ton of utility, breaking potential, and very respectable stats all around. Firstly, levitate in particular is actually really useful on this pokemon. It is the only fire type on this list outside of oricorio that has the ground weakness flipped into an immunity. This paired with tera steel allows it to answer specific threats like rhydon really well and flip the narrative on that matchup. Rotom's typing also lets it be a pretty decent fairy answer, with either trick to cripple CM florges, nasty plot to outboost florges, and pain split for longevity vs choice sets. It even beats tera ground florges, so it is really reliable in that role. Also, its stats allow it to have a highly customizable ev spread, making it to where you never really know what to put in the calc for it until you hit it with an attack at least once. With will-o-wisp and potentially thunder wave, it can cripple many would-be answers as well, and with volt switch you have a pivot. Truly, rotom-heat is a bag full of tricks. However, the reason it is third and not higher than tauros or arcanine for me, is the fact that I still think arcanine is the better fire type on most sructures, and its stabs are pretty easy to resist. It can circumvent this to an extent with pain split and nasty plot and its status moves, but often times you need to tera to beat these pokemon and flip that matchup which can be quite the investment considering you only get one tera. On top of this, you have to really choose what you need in the moveset and ev spread, and opt out of the other options, meaning there is often scenarios where you wish you had a different utility move or different ev spread in whatever scenario you are in. With all of that said, rotom-heat is still in a great place right now, maybe even A+ in viablity with tauros. It was really tough to choose between these two on who is better than the other. A well-played rotom-heat that knows its matchups and how to take advantage of pain split+nplot wins games, simple as that.

:salazzle:
Salazzle is about equal in viability to the above two fire types. It packs an unavoidable toxic which can be great, it can pack fast encore which is always useful, it is one of the fastest pokemon in the tier naturally, it dual resists fairy, has great offensive firepower (hahahaha) and it can even get away with running knock off to cripple switchins like rhydon. You can run terablast ground to get past would-be counters, and on hyper offense sash lazzle can be very threatening too. HDB is the most standard on other playstyles in my experience, and with its speed it gets many opportunities to revenge kill things and check opposing mons. Like the above pokemon, every team should have a salazzle answer, and salazzle can make an awesome offensive partner for something with toxic and knock off to cripple things for its partner. Specs seems potentially underexplored, and with all of this noted, you might be wondering why it is only number four. Well, simply put, the competition is that fierce and I do think a limited number of teams can justify this pokemon, primarily more offensive teams. While Salazzle 4x resists fairy, it dies to psychic noise and that makes it unreliable vs Florges, the best pokemon in the tier (in my opinion). This makes it one of those mons where you could only rlly fit it on teams that have steel type for florges, but tauros creates strong competition for that type of structure with its defensive utility and equal level of breaking power. Salazzle really shines on offense in my opinion, where it can be a valuable asset for other offensive pokemon and even get off sweeps itself pretty easily with nasty plot. This should really put in perspective how strong the fire types are, because I consider salazzle to at least be an A rank mon if not A+ too lol.

:delphox:
I LOVE delphox. However, I have to be a realist and say its tough being a delphox with all of this fire type competition. I think it shines the most right now in terrain teams, because it can run grassy seed+calm mind+stored power in grassy terrain and do excellent, or agility nplot on psyterrain with expanding force. Both are menaces to face and many teams are not prepared for fire/psychic coverage. On other teams, it can excel with encore+gknot or nplot+gknot, giving it the niche of reliably beating rhydon and similar answers weak to gknot that other fire types cannot do without using tera really. Funnily enough, losing gastrodon was kind of a negative for delphox, because one of its great niches was killing gastro with grass knot. However, it is one of the best florges answers outside of arcanine really, so it has that going for it. The real issue with delphox is that the competition is really fierce, and without gastrodon it is even harder to justify delphox over arcanine or rotom-heat on standard teams. Fast encore can be nice like it is for salazzle, but really competes with salazzle because of that too, and salazzle is a top threat with the rest of the fire types mentioned above. I still love delphox and think it is viable, but yeah my biggest recommendation right now for it is to try it on terrain teams. If arcanine happens to be gone in the future, delphox stocks will certainly rise some, but in the meantime its niche has been a little limited. To me, still an A- mon, but I accept B+ as well right now considering gastro being gone taking away a part of its niche and limiting it to terrain more.

:oricorio:
Oricorio is another mon that is extremely hard to justify, but still very viable. Its typing is valuable actually despite the 4x stealth rock weakness, because it allows it to resist redbull's stabs (watch out for stone edge though) and it is also a relatively safe florges answer with taunt/roost. With quiver dance, it can snowball pretty quickly, and with tera, it can win games on hyper offense. I put it below Delphox because Delphox also resists redbull's stabs, is a solid florges answer, and has more distinguishable of a niche. Oricorio is great, but even on hyper offense it can struggle to be more useful than salazzle or bulk up redbull at times, and you kind of have to run HDB because removal is not terribly reliable right now. I think it has its place still on hyper offense, but as I have mentioned many times, fire type competition is fierce. Still a threat to look out for and prepare for, just not going to be nearly as common as the above.

:coalossal:
Coalossal used to be considered meme for the longest time, yet the ladder always keeps it here in PU. However, with the rise of arcanine getting better and better, as well as these other fire types, as well as pokemon like articuno-galar, I can see this thing being useful now. My biggest complaints is of course, the many common type weaknesses, the stealth rock weakness for being a defensive pokemon, the lack of utility,and the lack of offensive presence. However, it simply has the typing to resist/answer very common threats in the tier right now, and I think experimentation with it would serve it very well in this meta, especially with limited removal and spikes. It is only down here due to lack of results/success in competitive play, but I do think the coalossal stocks are rising. I also think once again, it is hard to justify a defensive fire type when there are so many amazing offensive fire types available with defensive utility still. The tldr of this mon is it could be good now, so it is here.


I wanted to do this because I have fun making these types of posts for newer players and also think it is good practice for myself to analyze the meta in this type of way. I might do other types in the future, but anyways I hope you enjoyed and sorry if it was a little long! Until next time PUeople
 
ok so im gonna do the thing that tom did, except with one of my favourite types. The ice type (cliché i know), and this will not be as yap heavy as toms, for the sole reason that im lazy and as the mons get worse, the less i care to explain.

My rankings are:
1. Frosmoth
2. Sandslash-Alola
3. Sneasel
4. Glastrier
5. Froslass
6. Articuno
7. Avalugg-Hisui
8. Cryogonal

Nothing else is really worth it imo so lets get into it.

:frosmoth: ok this mon is just insane. Special bulk which is similar to that of a regi, removal, and pivot moves. This mon is the ultimate utility mon whilst still being really bulky. This mon eats hits from special threats, and has a decent enough spa stat to deal some damage. Oh yeah, the qd dance set, that exists too, ig. I mean its fine… but id rather use other qd mons or even weird set up mons like veluza. This mon lands itself in A for me, but the qd set is more like a C/C- set.

:sandslash-alola: another removal mon huh? This mon is good but not amazing. It has the ability to set rocks which is nice ig? But there are much better rocks setter and this mon is better in other roles namely, a removal sweeper. This mon will try and rspin once to remove hazards and make its speed somewhat bearable, and then sd to deal massive damage. This is hindered by this mon having a very mediocre offensive typing pair though, being ice and steel. These two types do not work well together. The type combination struggles to hit fire and steel types which, fire especially are super prevalent types rn. But other than that, this mon is a potent threat and lands itself in B+ for me.

:sneasel: fast and frail sweeper, finally fitting what this type was intended to do… the speed tier of 115 is super, only being outsped by whims, lazzle and helectrode. This mon is great with cb sets and sd sets, being able sweep through lots of teams, only things that hold this mon back are its weak defensive typing, its frailty and its and the fact that heasel exists, overall it lands itself in the top of B for me.


:glastrier: this mon is super weird, but absolutely has to be respected. Its base attack stat is absolutely nothing to scoff at, but its held back sm by its speed. Overall i really dont have much to say about this mon, the stat spread says it all, overall it lands itself in B.

:froslass: old HO lead ig. Fine spikesetter and can be really tricky with destiny bond. The attacking sets dont really work well as its base 70 in both. Overall its a high B- mon, but outclassed by lycanroc.

:avalugg-hisui: this mon just feels like worse alolaslash. At least it deals more damage and is so bulky on the physical side, it can live a cc usually. But yeah this mon is meh, not much else to say. B-

:cryogonal: this mon is basically stall exclusive, and only runs 4 moves ever, no variety whatsoever in its set, its really predictable, nevertheless its a good mon. Low B-
 
Hi PU, there's a metagame thread now and thats AWESOME!! But let's get right to the content cuz this post is gonna be long, today I come to you as a representative of a PU research project started by Me and a few other awesome and dedicated helpers, with further ado let's get to the mons.

The start of the round of mons was...Kingdra! A mon I actually requested and then promptly couldn't participate on.
:SV/kingdra:
(Shadow Crystal )Crystal:
Kingdra is a mon that I had high expectations for when I began the reasearch and it was absolutely terrible to my experience. Its stats and movepool are simply too powercrept by the tier standards. I tried 3 sets for kingdra those being focus energy+agility offensive DD and physically defensive rest DD and all those sets where simply put inconsistent. It required too much setup to do actual dmg. Offensive DD simply doesnt have bulk required to do that and will just lose to stuff like bellibolt and wo-chien. Agility focus energy is stomped by things like florges and wo chien (again) and is just not strong enough to my liking. It is ok when it gets both crit increase and +2 speed but it just has numerous flaws. Being walled by whimsicot for instance is not at ALL ideal but whims is not really at the top of meta so its manageable. The real issue is it simply doesnt OHKO things like sp.def wo chien and florges and those mons really do annoy dra (whether koing with moonblast or knocking of scope lens and basically ur entire setup is now a waste). This is all considering how hard its for kingdra to get 2 turns to setup and still be in a position to sweep. DD dra was just awful. Offensive DD was just straight up garbage it was too weak and too slow to do dmg. Bulky dra felt really nice with DD but that was mostly cuz it has a good mu into k9 and it needs legit 6 DD to do great consistent dmg. If dra had victory dance it would be a different story but it doesnt and that makes this set so much more inconsistent. Overall I felt really did not enjoy using kingdra and always I felt that place was better utilized by a better mon like cram or qwil for bulky water and scrafty or even Dragon Dance Altaria and Flapple would have been better for DD wincons since a lot of the times when I was staring at opponent with that +5 dra I felt dd alt could had gotten +5 a lot quicker and could have done it cleaner like vs smthn like belli.I am not at all saying DD alt is even *viable* but I personally felt it would have been better in many cases I got dra to +5 and dra had NOT a single sweep even after all that work. It simply is too slow too weak and due to how much setup it needs, too frail. In vaccum its a viable mon but in practice it just sucks and its really hard to not use other better options u can choose from. The only thing I can see for it is if rain teams pick up steam and its good on rain ofc. (whats more iconic than kingdra and rain) but until then this mon is just meme pick. Overall Kingdra is not truly terrible pick but its just a bad mon that there is no real reason to be used unless u want to use it because u like it and not anything else. The stringent comp it faces with mons (especially tatsugiri nullifying the otherwise solid specs set) is absolutely horrible aswell. Overall my gradings for dra are:
Defensive : C
Offensive: C-
Utility: D+
Overall C-

(VyoletRayn)Vy:
I don't really know where to start, Kingdra looks promising, or at least, that's what someone who doesn't know about it would say, because one thing for sure is that Kingdra is plain bad.
There's no way around it, it's one of the mons that suffers the most from 4 moveslots syndrome, you always need another move to be actually reliable with kingdra.
Movepool is already limited but even with the few options that it has you can't really make your mind on what to run, you'll either need a tremendous amount of setup, or an outrageous amount of support to make it *playable*, not even viable.
The only niche set that could do something would be CritDra, but even then, you need a turn of setup and will still miss some crucial KOs
Stat wise, it's poor, it's not enough, it's never enough, you'll always miss some important rolls, you'll never be bulky enough, fast enough and powerful enough with enough setup
Dragon Dance sounded interesting so that's what I rushed into and honestly : it's even worse than you could imagine, not getting some KOs at +3 is something almost unheard of, you can't really achieve anything with it, adding the lack of coverage to it and you're done for

Kingdra is just too weak for PU, seeing a king falling from such a low throne is hard enough to revoke its title and call it Dra

Defensive : C
Offensive : D
Utility : D
Overall : UR/D(both were provided)

(Corvy)Corvy:
Well it's Kingdra. It suffers massively from being a third evo introduced in gen 2. Like my siblings in christ, wtf are these stats supposed to achieve on their own? Decent bulk at 95/95 but mediocre HP at 75. 95/95 SpA and Attack would've been decent 25 years ago but sadly we live in 2025. We don't have access to damp rock or good rain setters/teams that would want Kingdra with them, so swift swim already kinda falls flat. Specs sets with swift swim seem nice, until you realize that we have Florges here which just absolutely annihilates this sad excuse of a pokemon. After that you go "Well I'll go sniper with Agility, Focus energy for 100% crits", and yeah, it's fun, but then you realize "Damn 95/95 ain't bulky enough to tank shit if it wants to kill anything post boost". I've pulled off a bunch of sweeps with it, yes, but most of them were by aggro leading it into teams I knew weren't prepared for it. It was a miracle 1/10 match type thing that'd only happen in low ladder, and frankly if it happened anywhere else this mon wouldn't be ranked as low as it has been all gen long.
It's a disappointing mess of a pokemon that doesn't know exactly what it wants to do with its stats or movepool, which is very common in earlier gens. The utility it gets is also very negligible. To its credit it does have Scald and Flip turn which you can do stuff with, but we got way better pivots in the tier and better scalders like Lanturn, which is also kind of not that great.
As a bulky mon it lacks the consistent and reliable recovery it wants. It got all it needs to thrive other than the actual survival factor to do its job.
All in all I'm disappointed, and my week's been ruined. /j

Gradings:
Offensively: C
Defensively: C
Utility: C
Overall: UR since it doesn't thrive ANYWHERE

(Oofhixd)Oof:
Kingdra is a mon that looks good in a vacuum. First off, water/dragon is a great type, and it has reasonable stats across the board, the key word being: reasonable. None of kingdras stats go above 95 let alone the 100 benchmark, and its speed is average at best. One of the 2 main issues with this mon tho, is it needs 2 turns to set up, be it agility+focus energy, or two dds. Chances are that its gonna get killed by then and not get any value. The other main issue is 4mss. 4mss really limits kdra since it only has 2/3 move slots depending on what youre gonna use, whilst having a great movepool, and unfortunately, with 95 in each attacking stat, 2 moves just arent gonna cut it. Even if you are gonna set up, there really isnt any guarantee youll get much value. At +5, waterfall is only doing 60% to hound, which isnt even a very bulky mon. I will say that this mon has some merits being a water type, but overall its outclassed in every role it has. Its a UR from me.

Gradings:
Offensively: C-
Defensively: C
Utility: E
Overall: D+
(Bro gave this thing an E oml..)

As mentioned I didn't get to do much more than a handful of tests with this mon myself so I'll just take these esteemed soldiers word for it sucking so bad, overall ranking was UR for kindra, we weren't a fan I guess.

Onto the next mon we did, Primeape!
:SV/primeape:
Whom appeared to be much better received than the fake king above us.

(VyoletRayn)Vy:
Primeape, more like Ape Prime
This one I wanted to do for a bit, and lads, I'm glad I've built around it.
Overall it already looks promising regarding its acceptable bulk with eviolite, a nice setup set although predictable, can be a niche pick already to play around and surprise unprepared teams.
Now onto the real thing, throughout my tests I've come to this result : its best set is scarf and it's not even close in my opinion.
As it is, one would compare it to passimian, and rightfully so, passimian has more atk, and knock off to its belt, but Primeape's speed tier is SO interesting, having the jump on some key target while also carrying defiant makes it more reliable than passimian. being able to outspeed +1 tatsu, scarf bruxish while being able to threaten them with pivot or good damage output even with 15 less atk is so valuable in a meta where fast sweepers are more than common, making it a great pick against those, also when you can yourself sweep with the ape.
What Primeape has more than passimian is coverage, it might sound easy to say it, but it makes it so much more slappable on more teams as you can change the set to actually complete the team as you see fit.
With lots of intimidate in the tier, some parting shots here and there and most importantly, defoggers, primeape gets a lot of switch-ins and can make uses of each one of them, bringing in a lot of tempo and power at the same time
Side notes : before torterra quickban, primeape was able to outspeed +2 torterra and threaten it/force tera on it with U-turn
You can even go for a simple set with CC, earthquake, one punch & u-turn, while 2 of the moves are changeable, CC and U-turn are mandatory in order to function properly as a breaking scarfer.
Utility wise it's a bit weird to use but it has everything it needs, Taunt, Encore, U-turn, even stealth rocks for some hazards pressure, not the most reliable as you'd need eviolite to make those moves reliable.
A really great mon to use, a pleasure to build around, it facilitates the process and can be so reliable, I tend to think that Primeape might be one of the secret powerhouse so far
here's a funny replay with it : https://replay.pokemonshowdown.com/gen9pu-2280485423-scekg9k1ivhr11g94a18rqqu2bve9qupw
Gradings :
Offense : A
Defense : B-
Utility : B-
Overall : B

(Shadow Crystal)Crystal:
Primeape has become one of the most enjoyable and effective Pokémon to use in the tier following the recent shifts. Among its various sets, the Choice Scarf set stands out as a personal favorite. While the Bulk Up Rage Fist set has potential, it struggles to perform consistently due to the lack of Leftovers recovery, vulnerability to status, and a Knock Off weakness despite its resistance to Dark. In contrast, the Scarf set combines excellent utility, speed, and offensive presence.

So I will mention the Strengths of Choice Scarf Primeape:
Superior Speed Tier:
Primeape's base 95 Speed allows it to outpace significant threats like +1 Tatsugiri, Choice Scarf Bruxish and Rotom-Heat, Hisuian Electrode, and even +1 offensive Quiver Dance Oricorio-Baile. This makes it an excellent option for revenge killing and cleaning late-game.

Exceptional Coverage:
Primeape boasts an array of strong coverage moves:

Stone Edge: Stronger than Passimian's Rock Slide, enabling it to secure key OHKO on physically defensive Oricorio-Baile(pass rock slide fails) and 2HKO Altaria.
Elemental Punches: Ice Punch is particularly valuable against Torterra(before the ban), Venusaur, and Golurk, while still providing coverage against other threats.
Gunk Shot: Essential for dealing with Florges(mainly) and other Tera Fairy mons.
Earthquake: Effectively handles offensive checks like Salazzle and Toxtricity.
Throat Chop: Provides reliable coverage for Psychic- and Ghost-types like Hoopa and Golurk.
The access to U-turn transforms Primeape into a pivoting powerhouse, allowing it to maintain offensive pressure and chip away at checks like Hoopa and Uxie while supporting team momentum and this is what truly makes it almost competitive with Tauros-blaze.
The Defiant ability is invaluable, turning Intimidate, Defog, and Parting Shot into opportunities to boost Primeape's Attack and apply pressure against utility-focused teams.
While less consistent than Scarf, a Choice Band set with Tera Fighting offers incredible wallbreaking power, with few answers outside of Houndstone at +2

So here comes the most obvious qustion, why not Passimian instead?
While Passimian has advantages like higher base Attack (+15) and access to Knock Off, Primeape's higher Speed and superior coverage give it a distinct niche. Stone Edge's raw power, Ice Punch's utility, and Primeape's ability to outspeed crucial threats make it a compelling choice despite Passimian's bulk and offensive prowess.

Limitations:
Primeape does face challenges in certain roles and is by no means perfect:

Bulk Up Rage Fist sets are hindered by Knock Off weakness, lack of reliable recovery, and susceptibility to status.
Scarf sets demand careful prediction, especially when relying on moves like Gunk Shot or Stone Edge which can miss and is very annoying thus.
Despite its unique tools, Primeape often competes with Passimian and more importantly Tauros-blaze for a team slot, which can affect its viability depending on team composition.
Overall, Scarf Primeape is an incredibly versatile and powerful option in the current metagame. Its speed, coverage, and ability to maintain momentum make it a standout choice for teams needing reliable revenge killing and offensive pressure.
Overall Rankings:
Offensive: A
Defensive:B
Utility:C+
Overall: B+

(Corvy)Corvy:
I seem to not be as high on the ape as everyone else is, which is ironic considering I'm the guy who loves all monki mons.

I think it's pretty decent as a scarfer and definitely chips well, causing nuisances to the opponent's team, but that's all it is in my eyes; a minor nuisance. Against most mon you have to opt for u-turn over stab or coverage as you will almost certainly get the shit kicked out of you in return for 60% of your opp's hp.

The coverage it has is nice, I won't hate on it, however that being said I will now proceed to hate on it.
The elemental punches while nice coverage are too weak imo to be considered consistent threats to anything, while gunk shot and stone edge have dogwater accuracy. The damage output is not consistent and outside of CC this mon kinda struggles to output great damage in my opinion.
Another issue for me is the lack of knock off. Yes, it has throat chop, but that is a bandaid fix, where rly this mon would thrive hard if it had knock over it, letting it actually overtake the marsupial as a scarf fighter.

All that being said, I do not think this is a bad mon by any means, I just feel like it's not as good/splashable as the others. I've had decent success while testing it and feel like it definitely has a spot in the meta.
Being able to gunk shot a scarf florg or throat chop a scarf Toxt is massive value. Outspeeding a scarf bruxish is also a huge benefit this mon has over almost any other mon. Once those mons aren't used on the enemy team I felt like the ape had issues doing anything meaningful for me.

The other set I tried was the classic bulk up rage fist build, which has been around since Annihilape was born in November 2022.
It did ok, but was noticably worse than scarf ape. There is too many threats in the tier for Primeape to set up reliably.

Aside from these points I'll adress the ability which primeape should use. Defiant or bust. Yes it is predictable and will be played around by any Non-AI opponent (not often seen on ladder but alas), but it lets you predict your opponent easier by cutting down the options they can feasibly select in any turn, unless they want to risk a +1 Primeape or potential +3 Ape to beat their fav mon. I will count this slightly towards its utility rating, as it is imo an aggressive version of Flame Body/Static; it punishes an opponent for trying to decrease your damage output, while those two abilities punish you for trying to progress the gamestate.

All in all it's a good mon, hasn't blown me off my socks though.

Offensive: B
Defensive: C+
Utility: B-
Overall: B

(Oofhixd)Oof:
Hmmm, i guess its time. I love primeape first and foremost, so no hard feelings here. But overall its just held back by so many things. The first thing its held back by are the multitude of viable fighting types. Let me list every fighting on the VR. Redbull, hecid, pawmot, scrafty, yama, heasel, viri, pass, emboar, hlee. (Honourable mention to hchan). All of these mons compete with the ape in one way or another. Redbull, heasel, viri and pawmot all outspeed it, whilst having a helpful secondary stab, and also dishing out significant damage. This mon has 2 sets, scarf: (which is outclassed by pawmot scarf), and BU: (which is outclassed by redbull BU). Not only that, but this mon is also held back so significantly by its stats. Im sorry but a 455 BST isnt cutting it in a tier with mons which are usually 490-520 BST. If you compare the only mon thats classed as PU which has a BST lower than it, its not a fair comparison, since alolaslash has 25 in its attacking stat its not using, whilst primeape has 60. If you reduce primeape to having 25 in its attacking stat thats its not using, you see that its BST is a measly 430, which is significantly lower than alolaslash. Now, onto that attack stat. 105 is uhhhh good i guess? Its by no means excellent, and its barely scraping whats considered great in this tier. Now lets list off all mons with a higher attack stat in PU, that have a relevant niche (B- or higher) Glastrier, copperajah, rhydon, havalugg, brutus, muds, golurk, grimm, yama, pass, lyc, pawm, hecid, k9, hoopa, redbull, tort (now banned) and sandaconda. You also have zoro, brux, float and mesp at the same BST. Thats a ridiculous 18/19 mons (depending on torr), that outdamage it that are on the VR ON JUST THE PHYSICAL SIDE! Alot of these mons also outspeed ape, making them faster scarf options. Some of these mons are also fighting types, having the same stab options as it. You know what mon fits into ALL of these categories? Redbull. Honestly, redbull outclasses in this mon in so many ways.
Ok now onto the positives of this mon, which surprisingly, are many. First off, its coverage is just brilliant. Uturn, stone edge, elemental punches, rage fist, outrage, poison jab, seed bomb and throat chop. Thats coverage for 10/18 types (even tho it struggles from 4mss), which is insane type coverage. The two sets that this mon can run are scarf and BU. The good thing about scarf is its outspeeding everything except faster scarfers 105 base attack is really nice (granted not amazing), and can deal alot of damage with cc. The other set, and my personal favourite, is BU. The standard BU set is evio, defiant, cc, bu, rfist and uturn. This moveset is really nice because at +1 the amounts of damage are extraordinary, and its pretty fast. Speaking of defiant, have i mentioned it? Defiant is one of the best abilities in the game, meaning that having k9 or redbull switch in on it is lethal, or having this mon switch into a defog, so you have time to take this threat out quickly. Theres one thing i forgot to mention in the weaknesses, the reliability on its team. This mon needs so much support. It either needs sr+ spikes or webs, a hwish mon, 6 other mons that arent total tera hogs, and removal. The amount of support required holds this mon back alot. Overall though, i think that the positives and the negatives are very much things to take into account, and primeape is definitely a mon to consider for your team!

Gradings:
Offensively: A-
Defensively: B
Utility: C+
Overall: B-

Final thoughts:
Again my life's been hectic and riddled with illness so I didn't get enough evidence to make a full post, but as probably the biggest passimian truther for this metagame, I must disagree with any assertion made here that ape is better than it. That being said I see value in this mon as well. From what I can gather the overwhelming consensus places this silly tail-less monkey in B tier.(albeit this isn't a VR post and these are simply pre-emptive ratings)

Thank you for reading this college essa-i mean post. As always you can find me on basically all smogon servers under the name philip/phip/etc. Feel free to contact me if you'd like to join.

Goodnight PU, see you soon.
 
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Yo, I rarely make posts, but I really love this tier, so I’d like to list some Pokémon that seem “hidden” in the current meta but have a lot of potential. I hope to see them appear more frequently during this PUBD.

:kingdra: Kingdra - Ive seen a few Kingdras being used, but its really rare. The CritDra set is extremely efficient, even though it has a niche almost exclusively in HO teams. Still, it’s possible to use sets like Scale Shot or even Scarf effectively.

:emboar: Emboar - Honestly, Ive never seen an Emboar used in PU tournaments since it was banned from ZU. Its a good Pokémon with interesting potential to explore, as its a reliable wallbreaker and can be used as a Scarfer, Band, or even a Sub + 3 Attacks set. It has decent coverage and can break through most of the main walls we have at the moment.

:houndstone: Houndstone - Houndstone was very popular during the hazard stack meta, but after that, it just disappeared. It has defensive potential, as we all know, but I’d like to highlight its offensive potential. Poltergeist, priority, Play Rough is an excellent moveset, combined with a decent (though not outstanding) base atk stat that can be boosted with a Spell Tag or even used as a critical Choice Band user. I dont think its as effective as the two mentioned above, but Id like to see it being useful again.
 
While losing Gastrodon was a big blow to building, I think PU is overall getting along fine, especially since the other Pokemon we lost were very strong and highly centralizing (and impossible to truly account for when used together). I wanna post about a few Pokemon that I think benefit a lot from the recent changes to the tier.

:rotom-heat::salazzle:
While Arcanine and all Fire-types improved with the loss of Gastrodon, I think Rotom-H and Salazzle stand out in particular because they had the hardest time actually getting around Gastrodon. Tera Blast Grass was usable enough on both, but barely anyone used it. Now, Rhydon is the only reliable way to block Rotom-H's Volt Switch and one of the only reliable ways to slow Salazzle down. Meloetta being gone also means one less check to both, and Tornadus leaving also gives Salazzle less competition as speed control. Rotom-H and Salazzle are, imo, both worth keeping an eye on in the near future, but I also expect Coalossal to resurge and other tanky foes like Hoopa, Goodra, and Dudunsparce to see more use, so we'll see how they develop.

:coalossal:
Speaking of Coalossal, guess who actually gets to play the game again? Just scout Arcanine for Close Combat first.

:hoopa::mismagius::houndstone:
Losing Meloetta and Decidueye in the same shift is a godsend for offensive Ghost-types, who honestly like brand-new Pokemon in this meta. No more being walled by one top tier into being revenge killed by the other. Choice Specs Hoopa just clicks right now, Nasty Plot Mismagius brings better Speed and coverage to the table than the likes of Uxie (the Steels and Frosmoth get smacked by Mystical Fire), and Houndstone can force decent progress with Poltergeist spam. Of course, STAB Shadow Ball/Poltergeist becomes even more valuable with how good Galarian Articuno is right now, not to mention lesser Psychic-types like Uxie.

:copperajah::sandslash-alola::magneton::orthworm:
Even with Fire-types eating, Steel-types wall Galarcuno and don't feel like throwing to use anymore! Copperajah and Aloslash were fine before, but they get to do way more without Gastrodon around to "infinitely" wall them, which is neat for hazard stack and balance. Nothing can safely block Magneton's Volt Switch anymore, giving it an interesting niche over its main competition Toxtricity. Mag is still a bit awkward defensively, but it's worth giving a try if you haven't. Orthworm is pretty much the same as it was before, though it does benefit from other Steels getting better and still walls most Rhydon sets.

:dudunsparce-three-segment::grimmsnarl::oricorio::oricorio-sensu::alcremie:
Annoying bulky setup putas, not much else to say. Dudunsparce and Grimmsnarl have been slightly underrated for a while, and Oricorio's been cropping up here and there since SCL. While Alcremie mostly shows up on Terrain teams, it can put in work on normal teams if given the chance.

:qwilfish::mudsdale::palossand::sandaconda:
Other defensive Waters and Grounds that like having less competition. Sandaconda is probably still cheeks, but the other three are for sure good. Offensive Qwilfish is probably also broken now.

:pawmot:
Cute! Also harder to deal with and no longer has to even think about running Seed Bomb.

:whimsicott:
Bella

:bruxish::floatzel:
Harder to sponge hits from, nothing beats them except Wo-Chien; try them sometime!

~~~

Samples will be updated soon enough, but before they are I'll post some teams I've been using at different stages of ladder.

:pawmot::arcanine::dudunsparce-three-segment::qwilfish::uxie::sandslash-alola:
:whimsicott::arcanine::dudunsparce-three-segment::sandslash-alola::bruxish::mudsdale:
:grimmsnarl::rhydon::decidueye-hisui::magneton::qwilfish::articuno-galar:
:avalugg-hisui::mismagius::brute bonnet::oricorio::sneasel-hisui::kingdra: / :avalugg-hisui::mismagius::brute bonnet::oricorio::sneasel-hisui::toxtricity:
:arcanine::rhydon::alcremie::cramorant::skuntank::magneton: / :arcanine::rhydon::alcremie::cramorant::wo-chien::magneton:
:avalugg-hisui::indeedee-f::delphox::hitmonlee::grafaiai::veluza:
:pawmot::florges::dudunsparce-three-segment::palossand::goodra::sandslash-alola:
 
Alright, its a day late but heres the next update on the research project!
The mon we studied this week was persian-alola

:persian-alola: persian-alola :persian-alola:
IMG_1554.jpeg

Here are our analyses!

Corvy:
Fat cat's turn huh? Gotta say I didn't have very high expectations and I may have been right in doing so. The mon did exceed those expectations, but not by much. It has a good supporting movepool and an amazing movepool, but horrendous offenses and rather mediocre defenses.
Yes with fur coat it has high def, but that SpD is attrocious, and the phys power level has risen to a point where without recovery said defense doesn't really cut it, especially combined with that HP stat.

I tested a couple sets, going deep with some like specs and technician sets to see how far this cat can go and if there is niches I initially overlooked. Here are my results.

Foul Play, Pshot, and TWave seem like the three cornerstone moves of this mon, while the third slot can be anything rly. Dpulse, knock off, pgem, and even things like snarl and chilling water seem like viable options for that slot.

Now here come the issues;
You'd want this mon to check things like hoopa and guno, which sure it can do, but only to an extent. With guno you trigger weakness policy and get nuked by hurricane or tblast, while Hoopa is a 50/50 based on focus miss. Otherwise you can try and cripple the enemy team with twave which imo is just not a reliable move.
In addition to that most of our physical mons are either speed tied or resist foul play, making it rough to get any decent mileage out of anything here.

Not saying this mon is complete trash like Kingdra and Pyroar, which we researched before, since it does have a niche and can actually do things in any given game, but it's also just not as good as Primeape or Magneton, which you can expect things from in a game.

The typing is a double edged sword. For one it is a very good offensive type, but on a utility mon it just seems a bit wasted. You check prankster, but the prevalent prankster mons in the tier both have fairy type stab which make this poor cat lose all 9 lives at once.

I can't give it a super high score and recommend it to be built around or slotted into any team when Grimmsnarl exists and does almost everything Alocat does but better.

Offensive: C
Defensive: C+
Utility: B+
Overall: C+

Vy:
I haven't been convinced about persian-alola so far, but I still think it has some good points that can have uses in PU

Mono Dark ain't that good of a type but it still has its perks, stab knock off, being immune to prankster moves and resisting sucker punch isn't something you'd skip so easily on a mon that also has fur coat, thus leading to few investments in defense while still being reliable enough to do its thing.
it's fast, like almost salazzle fast, and can even outspeed the base 100 speed without running a speed boosting nature, making it so you can actually find some ways with other natures.
Thing about alopers is : it's flawed, like really flawed
you want a mon that checks the psychics of the tier but they all have good coverage that hit on a poor special bulk, making it not that much reliable in the special side.
movepool is fairly limited, even tho you wanna run the 4 same moves, you're not up to much variety if you're willing to, or you'll have to change the set completely, from a pivot to a full offensive one, with nasty plot for example, which can surprise but you're basically going 5v6 for the rest of the game, as the dark type without coverage isn't good enough to justify it.

So overall, a ok-ish mon, would be so great in the previous meta with meloetta, but in this one, and most likely in the future ones, it won't have that much going for it.

Offensive : C
Defensive : C+
Utility : A-
Overall : C+

Crystal: Persian-Alola is a cool Mon. On one hand it has really respectable bulk and frankly phenomenal speed tier and this is what imo gives it a great niche in the tier. It's really bulky for such a fast Mon and gets abnoxious disrupting tools like knock off twave and foul play aswell as parting shot. This really goes a long way to differentiate it from its main competition grimmsnarl. It's pivot moves aren't blocked by the skunktanks and other darks which is really crucial for such a momentum grabbing weapon. Persian also can disrupt safe Grimm checks like rhydon with knock off and could even stay in and taunt the rocks or foul play break through with SD. This leads to really frustrating scenarios for opp and makes it's an amazing teammate to mons like hoopa (who loves twave +parting shot support) golurk and oricorio baile. It however struggles to really see usage and for good reason. It's low sp. Def and mid HP means it doesn't really check the special attacking ghost and psychic types like hoopa and delphox nearly aswell as it would like. It also has a mid offenses meaning it struggles to really threaten mons (like florges which is why imo twave is nearly mandatory to prevent florg from coming in unscathed or smthn like ark9 or oricorio baile to cover the ges mu. It regardless forms good cores with them so that's not too bad). I also felt multiples times to run all of foul play knock off parting shot twave and taunt all in one set but it can have only 4 of them which limits it. The biggest iss with pers imo tho is it wants to play like tornadus t in uu. It want to just spam knock pivot over and over with good bulk but that's where the real kicker comes in. It can't regenerate its health and this undercuts it's viability really much. It is good in shorter games but in lengthier games the necessity to predict and not take unnecessary chip become a lot more important and isn't really easy. For instance if can get worn down pretty quickly by smthn like hoopa shadow ball

Grimm is also awful competition since it can do stuff similarly while being overall a better Mon aswell as sub bu Grimm eats pers for years as long as it don't switch in to knock first. Grimm is like the only think that really holds pers back too much tho and there are several teams that would absolutely love Persian over Grimm (like hoopa shaymin oricorio) they prefer pers slowly Chipping down checks like rhydon Skunk etc.. And providing momentum and a pretty bulky tank. There for here are my rankings:
Offensive: C
Defensive: B-
Utility: A-
Overall: B-

Oof:
Ok im gonna keep this short because ive been busy today and ive left it to the last minute.

Persian alola has so many advantageous traits that makes it sound amazing. But it isnt THAT amazing. 115 speed is really nice especially for a knock off mon, but it speed ties with other 115 mons such as ambi and sneasel. The standard set is 252 in def, 252 in speed with a speed boosting nature, and 4 in hp, with fur coat as the ability, woth the moveset of knock off, taunt, parting shot and twave/foul play. There are other sets that ive tried dont seem to be worth it. The flaws of this mon are just abysmal though. Grimm is just a flaw in itself. Grimm rn is just a great mon, and possibly in the best spot its ever been in. This mon has an inferior typing and movepool to grimm, the only redeeming thing being this mons speed. Other than that, this mon is inferior to grimm, and yes, ive tried the wackiest sets oh- oh- we dont talk abo- https://pokepast.es/6bb1ab7e24b65ad9 shush. But yeah alot of times you will want the speed of this instead of grimm, and dark is easily one of the best typings in the tier right now.
Gradings:
Offensive: D+
Defensive: B
Utility: A
Overall: B-

Now for the overall gradings:
Offensive: C
Defensive: B-
Utility: A-
Overall: B-/C+

Alright, this post was pretty short as we were all pretty busy this week. if you wanna join dm me (oofhixd2792) or just oof on the PU server! Cya all next week!
 
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Alright, my turn to do the results of our weekly research which is : Mismagius !

:mismagius:

I'll start with my gradings :

I haven't been really convinced by Mismagius, though it has things going for itNasty plot is huge on such a mon with a nice speed tier, getting the jump on crucial targets, and being an offensive ghost type is always a bonus, giving life orb for more breaking capacity or leftovers for more sustainability, it really thrives on some specific matchups, you really wanna spam Shadow ball
Having access to trick also opens up for choice locked sets that can cripple defensive key targets, making it not unpredictable, but hard to deal with

Now, the downsides, it's frail, like really frail, and ghost type brings not much defensively atm to justify its uses, drops to the weakest knock off users, or is at least brought down to really low HP, its physical defensive stats are horrendous, tho it can try to switch on special moves, but its base HP won't let it do it anyway.

This frailty keeps it from going full utility, with taunt, will o wisp and such, you can't be a fast support with such poor bulk and knock off/sucker punch weaknessIt's fairly limited when you play nasty plot, you want to have too many coverage moves with your stab, but it doesn't deal as much as you would want to

Overall I'd say Mismagius has a small niche as a special ghost type attacker that is faster than hoopa, brings some interesting matchups but not enough to play it on a regular


Offensively : B-
Defensively : UR(D)
Utility : C
Overall : C

Oof :

Ah mismagius. I havent had time to do much research this week but i certainly have done SOME. It is an ok cm sweeper, but it lacks damage. It is an ok np sweeper, but thats if it can get set up. This mon faces the same issue as kdra with bring able to live a hit before getting setup (although this mon admittedly isnt facing as big of an issue with it.) they really tried with minmaxing this mon with giving it a great statspread at 105 in spa, spd and spe. Though it isnt cutting it in gen 9 with a paltry 50 in defence and hp. This mon competes with hoopa ALOT, since on scarf hoopa outspeeds, and ourdamages it with its monstrous 150 base spa and that mon is only ranked as B+! If that mon isnt psrticularly thriving (although i believe it should be higher). This mon isnt either. Im not gonna go in depth since ive been really sick this week and just barely squeaked this post out.

Gradings:
Offensively: C+
Defensively: D-
Utility: C-
Overall: C (barely)

Corvy :

Imma be real, this mon sucks ass. Offensively it doesn't hit worth shit, defensively it stares at any mon and jumps in the coffin, and the utility it provides is somehow ass too, despite having every move it wants.

I had the bar set low for this lil fella, since it always disappointed me in past formats and it STILL somehow disappointed me. I was going in thinking it could be a C tier mon but I can't defend that stance anymore. I've been winning consistently with a team including mismag but not because of it, but rather despite it being on said team.

"Oh you got a mon I can set up on? Neat I'll hit a fat CM. Oh it died in 1 shot anyways? Man." Is how CM went.
"Oh nice I got good coverage/stab for this matchup! Oh. It did 45% and died. Neat" is how Specs and scarf went.
And then "Haha I will WoW your phys mon and cripple it! Oh. I got one shot anyways? Nice." Is how utility went.

This mon is my personal Opp at this point and I will never support it. I won't even give it the courtesy of a full moveset analysis or giving people a niche for it. This mon can wholeheartedly get deleted from the next dex and I'd feel pure bliss. I don't even like its dumb hat and design.

For sake of providing any stats for this mon I'll say the following;

Offensively: C+
Defensively: This is a first but F
Utility: C+
Overall: UR, but if I could I'd tactically nuke it from the game

If you are interested in taking parts in the research group, don't hesitate to pm me on here or on discord (vy_apostrophe), I'll try to respond as soon as I can !

Until next week, cya
 
Hey, i guess were doing this a day late again, welcome to the 9th mon for the PU research project, klawf. Also welcome sychillz and DD Joe to the research project! Without further ado, lets get into our analyses and gradings!
:klawf: Klawf :klawf:

Corvy:
Klawf time! This mon sucks! Do not use it! Please... I beg of you... you deserve way better than a crab with anger issues caused by its mediocrity...

When we chose Klawf for this week's research I didn't have high hopes for it, as I've seen what it is capable of before. It's not exactly an unknown mon to the tier, as it has lived here for a good 2 years now, and has been irrelevant for 1.5 of those. I thought that Anger Shell or Regenerator could possibly carve out a niche for this poor fella.

Boy was I wrong.

Anger Shell sets end up feeling like bargain bin Minior with a somehow worse moveset. It can catch people off guard, but like so can endeavor aipom. Any prio kove will most likely smoke this dude post anger shell boost, while its stab + coverage does not really hit anything in the meta other than K9, which will espeed to kill.

As for regen sets... Look at this thing's SpD and HP. What on god's green earth can this thing reliably tank? Even the great Phys Def does not save it from contributing a whole lot of nothing each game. It sets rocks, maybe knocks something, and then perishes. It has the unfortunate misfortune of living in a meta with an abundance of good SpA mon, fighting types, ground coverage, prio moves, hazard removal, and cooler looking pokemon.

If this mon had a better typing, better moveset, different stats, a cooler design, more rizz, a better name, and better credit score it'd be a good pokemon. As of now though I cannot recommend it. It hits weak, tanks nothing, and is easily handled.

Offensively: C+
Defensively: C
Utility: C
Overall: UR

Oof:
Klawf is notable as its a stealth rocker with knock off, you know what else has that combo? Bombirdier, which also has rock stab + 2 other stab types + sucker punch + recovery + need i go on? This already plummets this mon for me, as its only niche is to use regenerator but, what special move in hell is not gonna kill this thing, a fucking water droplet from a sneeze could kill this thing, so its a pretty useless ability. Other set is minior 2.0, which feels more like minior 0.2 since its getting 0.2 of the value minior is. It can catch a ladder player offguard sure, but so can falinks. It somehow has worse coverage than minior, and is slower, and only gets +1 in each stat! This mon doesnt really have any reason to be used rn which lands itself in UR (mom)
Offensively: C
Defensively: C-
Utility: D+
Overall: D+

Sykillz:
Pre-research Thesis:

Klawf is one of those Pokémon that you often come back to, especially when building defensive archetypes. I wouldn’t say that Klawf is particularly good on stall, but I do think of it as an interesting option for a Regenerator pivot on bulkier offense. That being said, I believe Klawf’s main drawbacks are its low power in defensive archetypes and its low bulk in offensive AV builds. You could also try using Klawf on an offensive set with a Life Orb and Anger Shell, though I would recommend using a resist Berry to get you into the range needed for it to function well. Outside of that, I don't believe offensive Klawf is as viable as its defensive or bulky variants.

After research analysis:
Klawf is a surprisingly good stealth rocker but over all I don't see it doing very much and is countered by many of the standard anti stealth Rock measures and is equally as countered by set up sweepers who can get around the sash (or will be faster after it's broken/ bulk up Mon) ultimately I do not believe klawf is a waste but don't see it doing much in the standard game not built around klawf himself also don't touch regenerator av you are far too weak pre tera I beg
Offensively:B-
Defensively:C-
Utility:C
Overall:C (UR lowkey)

Joe:
Klawf is the prime example of a terrible pokemon with an amazing ability. Regenerator is fantastic. Mono rock typing is, however, awful. Klawf is weak to most of the heavy hitters in the tier, Tauros, Rhydon, Mudsdale, Emboar, Bruxish, Brute Bonnet etc etc.

It's defensive profile without tera is simply terrible. It can spam knock off which is relatively useful in a tier full of boots but it's also slow and doesn't hit too hard.

It has a decent niche as a stealth rocker but the question is why use Klawf when there are stronger, more reliable rockers in Mudsdale and Rhydon.

Using regenerator, it can serve as a decent option on semi stall and pivot teams but lacking a pivot itself leaves it as an underwhelming presence on a team.

It's Anger Shell set is also underwhelming. Needing to use Swords dance and THEN trailblaze is very difficult to pull off when everything kills you. However, Crabhammer hits hard with tera water and you can surprise your opponent with this in HO Teams.

This thing is...Klawful.

Offensively- C
Defensively C-
Utility- B
Overall- C

Alright thats all for now! Realtively short post this week aswell as the others have been busy with bd and personal things. If you want to join please don’t hesitate to DM me you can find me and philip(imfg) /j on the discord, or oof in other servers, and my user is oofhixd2792 so contact me if you want to join! Cya all PU!
 
Today I have decided to yap yet again, this time not about a pokemon type, but an important space in the meta, hazard removal. Since the introduction of spikes decades ago, entry hazards have always been an important piece of the meta across all tiers, and this holds true today in SV PU. Today, I will be talking about our hazard removal options, and ranking them as well as discussing each individual pokemon's niche in the metagame. By the end of it, we should hopefully have a pretty clear picture of the hazard removal meta in SV PU, and have multiple angles of approaching it. I should note that this is all in a balance/bulky offense lens, because I do not play Hyper Offense enough to have strong opinions on those setters. This may be why you don't see some Hyper Offense pokemon on here, or may see them towards the bottom of my list. This is definitely a balance-biased post.

Hazard Removal - I will be ranking these by overall viability in the meta, combined with consistency in removing entry hazards. My explanations will cover these aspects of the pokemon, and the rankings will reflect an opinion from a combination of these two factors.
1. Cramorant
2. Altaria
3. Lurantis
4. Decidueye-H
5. Sandslash-A
6. Avalugg-H
7. Cryogonal
8. Tatsugiri
9. Coalossal
10. Sandslash/Toedscruel

Obviously this is just my personal opinion and other knowledgeable PU players may feel differently.

:cramorant:
I think most people would say cramorant is the best removal in the tier if you want consistency and viability at its highest caliber. The great thing about cramorant is that you will nearly always find use out of it in the games you load it, between its reliability in removing hazards, and gulp missile. What makes it so consistent? Well, if you look at the list of SR and spikes setters, you will notice that Cramorant beats nearly all of them pretty well. Going down the SR list, the only rockers that can reliably set up rocks and keep them up in front of a cramorant is maybe knock off copperajah, knock off or encore uxie, some dudunsparce sets, and bombirdier, but even then, these pokemon do not have a free entry and do get hurt by gulp missile still. As far as spikes setters go, only really the Qwilfish brothers do much, as they can toxic Cramorant and not attack it, and hopefully win the long game. The downsides of cramorant is that it is definitely a knock off magnet and can lose the long game in the hazards war if it loses HDB. Also, despite gulp missile being so great, there are certainly still ways to work around it and pokemon like CM Guno and Florges can take advantage of it. However, notably all the hazard setters have a rough time vs it, so in the entry hazard landscape Cramorant is a top choice.

:altaria:
Altaria is actually very similar to cramorant in my head, because despite not being water type and not having gulp missile, Altaria is great for similar reasons as Lurantis: It beats many of the hazard setters, its typing gives it some consistency and also resists the redbull stabs like cram, And it brings its own flavor of harassment in will-o-wisp. Majority of the SR setters do not like getting burnt by altaria, and all of the spikers are either walled by altaria, hate getting burnt, or both, bar taunt qwilfish. Altaria also has a great shot at winning the long game if it keeps its HDB in tact due to natural cure also curing Altaria of any status ailments that may arise. Overall, Altaria is an excellent removal option, really only held back once again by its passivity vs certain pokemon, letting it be exploited by once again Florges and Guno, and more. I still rate Altaria second in this list because of its consistency specifically versus the hazard setters.

:lurantis:
I might get a couple question marks from people for putting Lurantis 3rd, but you have to remember 1. I am making this list so are we surprised and 2. When we are looking specifically at reliability/consistency as one of the two factors, Lurantis may be the best option on this list for that quality. Lurantis beats literally all of the rockers except Bombirdier, which is a pretty niche SR setter. Lurantis beats all spikers exept the Qwilfish bros. Lurantis has synthesis to stay healthy and win the long game. The only thing lurantis does not have is enough moveslots. It really wants knock off to not be so abuseable by Guno, but it doesn't have the space for it. Therefore, Lurantis teams have to be extra prepared for Guno. Honestly though, this pokemon has been slept on imo. The only other real drawback is the lack of pp these moves have and how you can sometimes miss Leaf Storm and be really sad, but outside of that if you want a reliable defogger I would venture to say this is more reliable than even Cramorant and Altaria, it just doesn't have the typing they have to be as splashable.

:decidueye-hisui:
This is where I start getting more critical of the removal options, because I think there is a steep drop-off between the top 3 and the remaining options. Some of these options will be fine still but not nearly as splashable, and others I just consider to be mid or bad but are options still. As for Decidueye-Hisui, it is OKAY i guess, but like, you're missing out on a lot by choosing to go defog decidueye-hisui, let me explain. Firstly, Lurantis in my opinioin is the more consistent option of the two if you want a grass type defogger. Secondly, when you run defog hecid, you are missing out on scarf triple arrows, you are clicking triple arrows way less in general to remove hazards, you are way too slow and therefore much less threatening outside of removing hazards, you don't have enough moveslots to have everything you want, and you are taking the fighting type slot on your team and dedicating it towards something not offensive, which I think is unfortunate considering the offensive potential the fighting type offers in this tier. With all of that said, this set is serviceable due to its typing, longevity, and triple arrows. I just honestly struggle to want to use it over Lurantis ever since discovering how nice Lurantis can be at doing the same thing with less opportunity cost.

:sandslash-alola:
I used to hate Sandslash-Alola. Now, I tolerate it. I think it is OKAY, just like hecid, but has many flaws to account for. Snowslash reallly wants to have earthquake. Earthquake lets it hit so many things it cannot without, but it needs rapid spin, at least one STAB, and knock off to properly do its job. If you add earthquake, you cannot fit spikes or stealth rock, taking away from its role-compression potential. Even if you have earthquake, unless you have some attack investment, snowslash still hits like a wet noodle, and it needs the spdef evs to do its job. It has a 4x weakness to both fighting and fire and a weakness to ground, and all of this is tragic for snowslash. The redeeming qualities is that with knock off and ice stab, it does pretty well at harassing the ghost types that would try to spinblock it, and it has a key resistance to fairy which allows it to get an entry way from florges. Snowslash, despite its common weaknesses, also has a good amount of resistances that allow it to answer random pokemon in the meta like Florges, non-low kick ambipom, Bellibolt to an extent, frosmoth, etc. I just don't think it holds up to other removal options, and you end up expecting it to do way too much compared to what it can reasonably accomplish. I rate this similarly to Decidueye-H, it is not my first option, but it is an option and can work fine.

:avalugg-hisui:
I did say I would avoid hyper offense options for the most part, but I'm still adding this buff dude because I think he is quite goated, and can even fit on balance/BO if wanted. Mountain Gale+Earthquake is veeeeryy hard to switch into. With sturdy, you also have an emergency answer to whatever evil sweeper that manages to bypass your defenses. The threat of custap throughout the game once it reaches below 25% is real, and this mon often gets something done in each game it is in. It is only down here because its less splashable on balance/BO.

:cryogonal:
This dude is actually fine in my opinion! Call me crazy, but Cryogonal is pretty good at its niche, its just that the niche it occupies is quite small, hence its ZU placement. It really only fits on Semistall and Stall, and acts as a spinner and hazer for those teams. Fast haze can actually be really valuable, allowing you to clear boosts from Guno, Florges, and Uxie in a pinch. Freeze dry allows you to not need another coverage move really, and with recovery it can win a longer game. With that said, it only fits on stall because it is quite weak and needs all four moves it has already so can't add coverage to help with it, not that it has many options. It also does not spin in front of majority of these pokemon that set up the hazards, it has to come in later to remove them. I think its a great secondary removal option on stall, a playstyle that tends to want a spinner and a defogger, and you can even get away with it as your primary removal on some teams. I can't justify it being above anything else though due to the niche nature of what it does.

:tatsugiri:
Maybe this is a hot take but I do not value tatsugiri super highly as a removal option, but maybe that is because it could be more meant for offensive structures. Tatsugiri has a couple good things going for it. For one, it is an option with immediate offensive firepower. Secondly, it does threaten most of the ghost types successfully to spin away hazards. Thirdly, it has storm drain, which is really nice in a meta where flip turn is pretty common despite a lack of water types. However, Tatsugiri is also super predictable and very frail, and its speed is not good enough to make up for it. This pokemon will get revenged by majority of physical attackers, most special attackers after chip, it cannot handle the stealth rockers on its own (it cannot just switch in and remove hazards immediately like options such as LURANTIS), and oftentimes it is just shy of having the power to OHKO something it needs to, and doesn't have the bulk to live a hit in return. I feel like a lot of the time, this mon is either sacrificing itself to remove hazards, or trading with something that might not even die and not removing the hazards. This is reasonably worse than all above options mentioned imo.

:coalossal:
I mentioned that coal could have potential in my fire type post a while back, and unfortunately I have not seen coal stocks rise since then. This pokemon just really needs tera to not be weak to so many common types, and being a tera hog is not optimal from the get-go. Also, it does not successfully remove hazards in the presence of a ghost type because it is too weak to do anything to them. If it gets knocked by something, which is very likely, it will not win the hazard game longterm. With the options above, it is hard to ever justify using this thing, combined with the fire type competition available. It is just really hard to justify using your fire type to remove hazards with the lack of offense it has and typing it has.

:toedscruel: :sandslash:
I wanted to mention these on the bottom as experimental options that I have not had the chance to properly test yet. I think they have potential, because an unfilled niche you can notice from this list is removal that also is an electric immunity. Most notable players in PU would say that having a volt immunity is a near necessity in this meta, and I personally agree. With limited ground type options, I think it is reasonable to want to find a different way to check this box outside of rhydon/mudsdale/golurk/palo. For toedscruel, it has enough between its STAB moves and knock off to seem to be a fine spinner, with knock ohko'ing hoopa and its STABS threatening Golurk. 100 speed is actually pretty good in this meta, so I can see potential there for toedscruel. It does lack the longevity though to win the long game, and I think its niche would be limited to like, spikestack. As for Sandslash, it is an interesting pokemon. It has the coveted ground typing, it has knock off too, and potentially can create role-compression. I haven't tried it though and do think its sad to use a ground type that loses to Arcanine. That's why these are on the bottom, they are underexplored but I could see the vision.

----
This is all of the removal options I find to be worth mentioning in the current SV PU meta. If it is not mentioned, i did not forget it, I just don't think it's a viable option right now. Hopefully if you're a newer player after reading this you have a much clearer picture of what choices you can make for your removal on your team. I may do a post on the entry hazard setters soon, and compare them to the list of removers we have here to paint the full picture of the entry hazard landscape Until next time gamers.
 
Tauros research project number X (10)
HAIIII ITS MY FRIST POST SORRY ITS LTE :333 I LVOE THE PU TIER

My big ass shpuewl vvv

pre research analysis: Tauros is an intriguing Pokémon at first glance. With access to Sheer Force, solid coverage, and an excellent Speed tier, it seems like it should have solid offensive potential. However, its underwhelming Attack stat and laughably poor Special Attack even with sheer force giving it access to eruption level power it’s severely limited in its offensive capabilities. Without a reliable setup move, Tauros struggles to break through bulky teams or sweep consistently, despite its toolkit working overtime to make up for such.

After Research Analysis:
After multiple games and different set tests, Tauros proved to be a mixed bag. While it occasionally finds safe entry on Ghost types it can struggle to get in vs anything else, it also struggles significantly against teams without prior chip. Even after chip, Tauros rarely secured crucial KOs, forcing it to burn its HP switching in. In the current meta that values bulk,raw breaking power and consistence packing many strong faster threats (like Scarf hairline description eye, Salazzle, and Sneasel)Tauros simply lacks the power and consistency to perform its intended role effectively.

Without hazard support, Tauros often becomes a liability, failing to break through bulkier Pokémon while being easily checked by faster, more threatening attackers. In most games, Tauros realistically manages only one or two impactful trades before going down.

Conclusion: Tauros feels like a Pokémon just shy of relevance. It's fast, but not fast enough; strong, but not strong enough; and entirely too frail and gimmicky to justify its presence on most teams. If you're looking for a fast Normal-type physical attacker, use Ambipom. If you want a Normal-type with power run dundunsparce overall it’s not terrible just not right for the meta surrounding it.

Corvy analysis
Tauros is a pretty cool mon. Unfortunately for me though it's not necessarily a good pokemon. Having sheer force at that speed tier is insanely good, however that attack stat leaves a lot to be desired, and let's not even begin to talk about that attrocious SpA stat. The lack of a proper setup move leaves this archaic bull with pretty meager breaking/sweeping potential despite its coverage, ability, and speed tier doung their best to drag it to the finish line.

I dug deep with this one, testing intim sets, physical sheer force sets, mixed sheer force sets, and in a fit of anger I also tried a full SpA set.

Let's just say that there is no reason to run intim Tauros when both TaurosP mons aee also available and much better at the role.
It ends up being a very lackluster pokemon, dare I even say that I'd rather have hitmontop in that role than Kauros.

Physical SF Tauros is decent. Nothing to really write home about. It does have decent coverage but not enough power to break through anything in the tier, and anything it can beat usually outspeeds it.

Mixed Tauros is ass. Absolutely dogshit. You'd bet your hopes on a 143bp Fire Blast, but then it hits like a wet noodle. This is no explosion spell, it's Fire 1.

SpA tauros is funny, I will admit. I unironically got the most mileage out of this set than any other, and purely due to the surprise factor it provided me. Tbolting a cramorant from 100-0, 2-shotting a palossand with shadow ball, smoking a dipplin with ice beam etc.

All in all though I can't really recommend this mon to anyone since it has so many glaring issues. Fast, but not fast enough. Strong, but not strong enough. And definitely not bulky enough to warrant a spot on any team. If you want a fast normal type phys attacker use Ambipom. If you want a bulky SpA normal type use Dudun.

If it had a different typing, maybe fighting/fire or fighting/water, a diff moveset, and a slightly different stat spread this mon would be pretty good in this tier, but as it stands it just doesn't cut it imo.

Corvy ratings
Offensive: B
Defensive: D
Utility: D
Overall: C

Sychillz ratings
  • Offensive: B
  • Defensive: D
  • Utility: D+
  • Overall: C
 
Hey everyone! Crystal here—aka Diancie, or as some of you might know me, that crazy Meloetta-obsessed guy .

This week, it's my turn to post the Research Week results!(Week 11) Unfortunately, I couldn't do any research myself (blame IRL stuff ), but that won’t stop me from bringing you all the juicy details.

So, without further ado, let’s dive into what our dedicated researchers discovered this week! ✨



Vy:
To be completely honest, Sneasel is a nice mon, it's not "good" per se, but I still think it has some good stuff for itFirst, its typing, offensively, it's near perfect, being an offensive Ice type is always good and having stab knock off does SOOO much for one mon like sneasel, STABs are good enough even with its 95 base attack stat, which is quite low even by PU standardsIt has enough coverage to put some damage to its would-be check, with moves like Poison Jab or Low kick/Brick Break, some would say it can suffer from 4mss but I don't think so, it makes it easier to fit in your team and have coverage for what you lackSneasel's speed tier is what sets it apart from other ice types/koff users, can be one of the fastest mon of the tier, only being outsped naturally by salazzle and helectrode, it can easily get on for revenge killingSpeaking of, that's where the flaws of Sneasel begin : 95 base atk doesn't cut it to grab some good KOs, while still doing decent damage, you're not breaking anything without going choice band and thus being prediction reliant, or without going SD, usually making it so you lose momentumits ice STABs, while fairly good, aren't 100% accurate, you'll need to pray for triple axel to not miss, and same goes for icicle crash if you decide to go this way, but the revenge KOing potential is already hindered by its lack of base stats for itWhile Sneasel isn't meant to be bulky at all, it's too frail, you drop to a gust of wind at this point and I wish I could joke about it, you don't wanna run eviolite or else you get crushed by stealth rocks, which is already the case when you are choice band, and you can't find some safe switches unless something gets KO'd.Sneasel is a bit of a do-or-die pokémon, it can be good, but you will need to play flawlessly around it to make it shine whereas some others can do the same without much difficulties.
Offensive : A
Defensive : D
Utility : D
Overall : C

DDJoe:

Sneasel has surprised me. Despite not being the most incredible breaker, it has surprisingly good potential to punch holes through walls very quickly.95 Attack certainly leaves a lot to be desired, however, ice AND dark are both extremely good typings in PU right now. It can hit the very popular Guno with Stab Knock off, hit Rhydon hard with Icicle Crash, hit Altaria hard, hit Decidueye Hisui harder and faster than it can hit you etc and all flying types. After a swords dance, there's not much which can stand in its way, however, getting there is a problem. Sneasel is horrifically frail and goes down pretty much any time it is hit. Meaning it lacks the utility of other sweepers with better bulk like Arcanine and Redbull.It also has neat access to Ice Shard which gives it extremely useful stab priority. Its main benefit is its speed tier. It is only outsped by Salazzle, who, gives it immense trouble. However, outspeeding almost everything in the tier is hugely useful for RKing. Really, the only viable set I've found is either Band or Boots, however, it is quite hard to make Sneasel work long term as it gets melted by the priority in the tier, Espeed and Mach Punch, meaning running tera ghost is almost forced sacrificing key breaking power.In summary, Sneasel can do damage if it comes in at the right times and only hits when it knows it can safely. It requires a strong player with good understanding and pivoting ability to pilot. Overall, however, I think it's actually pretty good!
Offensive: A
Defensive: D-
Utility: C
Overall: B-

Corvy:
Sneasel from Johto, henceforth referred to as Joe, is a pretty cool mon. As someone who almost exclusively plays offensive teams I can see immediate value in this mon, but also have to acknowledge its glaring issues. Pros in theory: Good stab matchup into a lot of the tier, very respectable speed tier which ties Ambi while avoiding flinch hax. Decent coverage options and amazing STAB options.Cons in theory: Relatively low fire power, no bulk to speak of whatsoever, Little to no utility.Now how did this translate into actual games?A bit disappointingly I couldn't get too kuch mileage out of Jonathan Sneasel as its lack of firepower left me with two choices: either go band and build a whole team around getting this mon in multiple times per game, or risk a swords dance set and risk being nuked immediately. Swords dance sets performed worse for me, as the needed turn to do said setup is not easily granted, making you either lose your sash immediately, or making you not play the game with Joe 90% of the time if you go Hdb.Now Band went a bit better, as you get immediate value out of it, but even with band you still struggle to kill some key targets. You technically have good matchups into Guno and all ground types, but then Guno teras and takes 50%, returning 50000% back the next turn and sweeping you, or mudsdale gets swapped in and loses 50% off taxel while getting 2.5× def, murdering whatever you switch in with bpress.Defensively this type combo and bulk distribution might as well make you wear a shedinja cosplay suit. This mon would die if I looked at it funny, and it's a bit of a detriment to any team he's on. With band you can look at sneasel as a rather weak explosion mon that does around 75-90% to an enemy mon before fainting.Idk what utility this lil guy even has that this tier wants. I genuinely see no point in even considering lil bro for this role. Though if you count Knock Off as utility or Pickpocket sets (which I would never recommend) you can give it a D I guess, but this is my review, and I do not consider this stuff utility.All in all Joe is a decent pokemon that has been sadly left behind by the meta. His hisuian cousin is much better than him in the current meta, and with dex restrictions I'd almost always choose Heasel over Joe, giving Joe even more competition. I love the lil dude but I can't rate him too highly. Sorry Joe.
Offensively: B+
Defensively: D
Utility: D
Overall: C+


So us as a Team, We Rate Sneasel as follows:
Offensive:A
Defensive:D
Utility:C-
Overall:C+


And that’s a wrap for this week’s Research Week results!

Even though I couldn’t contribute this time , our amazing researchers pulled through with some fantastic insights. Huge thanks to everyone who participated and Stay tuned for more research madness, and hopefully, I’ll be back in action next time. Until then, keep being awesome!

Anybody interested in joining the reasearch are free to pm me in disc in crystaltopp_34550, or in PU room I am Diancie.

Have a good day.
 
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Since I have some time to yap about PU I wanted to talk about the mons that were on the survey, how I feel about them etc. etc. because everyone loves a hex post :joy:

:articuno-galar:
I am honestly surprised this dodged a ban. I had not really been caught up to speed with PU while this suspect was going on but since I've been building during PUBD, I realized how broken this guy is. I read a post in the suspect thread saying that teams are "bad" if they're losing to Guno which is just wrong. Our Psychic resist variety is quite dire in the tier, and Psyshock beats most of its would be counters anyway. Tera also just kind of protects you from those Psychic resists as well (besides Copperajah EQ if you're tera Steel I guess). Not to mention Rajah/Alolaslash are quite easy to wear down as it is, no one is using Coalossal (not that it would beat Guno anyway), and you can once again just tera vs offensive Dark types like Zoroark and Skuntank. The only way you're really beating Guno is offensively by revenging it once tera has been used to be honest. I'm open to be disproven but I just don't really see why Guno is healthy for the tier.

:rhydon:
Rhydon feels like Inteleon to me where they both put a more than annoying strain on people in the teambuilder. Ground-type coverage is just super good against the pool of Pokemon we have available to us in PU, not to mention Rhydon has great Attack and physical bulk making it pretty hard to kill sometimes. In practice however you have things like Spikes and Knock Off to wear it down since it lacks longevity but imo this isn't consistent counterplay as most people aren't letting you Knock Off their Rhydon, and not everyone is running spikes nor do they fit on every structure, hence the builder strain. Almost every EQ immune that we have is weak to Rock STAB, and the other immunities like Uxie aren't doing much back to Rhydon, it can also muscle through midgrounds like Mudsdale, Palossand, and Houndstone without much trouble. Thanks to its decent coverage pool as well, you can also tech Rhydon to run things like Megahorn for Wo-Chien and other defensive mons which can make its counterplay go out the window as it is. On the flip side though, Rhydon keeps Fire-types like Salazzle and Arcanine in check which makes it provide valuable defensive utility, though in comparison to how frustrating it can be to deal with I don't think it holds much weight. Not to mention some people find Salazzle and Arcanine pretty strenuous to deal with even with Rhydon available to them.

:salazzle:
I don't feel that I've had much of an issue with Salazzle in builder or in-game, though Toxic and Encore are very good so I'm not trying to underestimate it. NP sets are imo very strong and without Rhydon you're kind of at mercy of a potential tera I suppose which can be quite hard to deal with in builder so in that regard I can find Salazzle OP. I feel like I just haven't seen enough Salazzle gaming to form much of an opinion on it, but I've had some friends express frustration with the mon so I'm not sure what to think.



BAN RHYDON 2025.
 
Hello hello hello PU folks! I'm back with another weekly post from the research group! This week we got y'all a treat of a pokemon, which most will not even glance at currently, but maybe should!

It's :emboar: time!

I'll start by telling you guys the combined ratings we had for this mon, followed by our individual ratings for said rating.

Offensively: A+
Defensively: C
Utility: C
Overall: B+

And here come the justifications for this;

Heatranator:

Emboar was certainly a pokemon I was interested coming into this research week. It's a pokemon which I haven't really tried out, but I've seen people say it should be higher. I was mainly interested in CB sets, as they looked really powerful if they could get there buttons right. Scarf and BU were also sets that I was interested in.

I'll give a quick overview of the main pros and cons I found of emboar through my testing:

Pros:
Really, really good power. If you get the right clicks, something is either taking 70% minimum, or its blowing up. This is really nice for a wallbreaker
Its coverage options are nice. Wild charge can slam water types that might switch in, rock slide can hit pokemon such as cram and altaria that might wall you.

Cons:
Hard to switch this mon in. Its typing is weird, and unlike tauros, it doesn't have intimidate or decent bulk to offset its typing.
Limited longevity. Due to flare blitz recoil and stealth rock chip, emboar ko's itself extremely quickly.
Mediocre speed. Even with choice scarf, emboar is probably being outsped by a lot of faster pokemon, primarily helectrode and scarfers. And if you are running non scarf, prepare to be outsped by a lot of the tier.
Fire type competition. One of emboar's biggest weaknesses is fire type competition. Primarily with redbull which has the same typing but better defensive traits in intimidate, better bulk and even the faster speed without scarf can be nice. But others such as arcanine, rotom heat and even salazzle due to its quad fairy resistance and fighting resistance provide more defensive merits.

Now, onto the sets I tested:
Choice Band: Choice Band was the most underwhelming in my testing, not that it was bad mind you, but it hit less hard then I expected. Now, it still hits pretty hard, so why is that an issue? Well, with its low speed and limited longevity, you want this thing to be taking OHKOs as much as possible. CB emboar might get one ko, get forced out, then do 80% to a pokemon, then get forced out again. Honestly, if you are running CB, just use tauros. Its a lot faster, can contribute way more to a defensive structure, and is still pretty powerful.
Bulk Up: Initially, I wasn't impressed by BU. I used it on a more defensive team with sucker punch, but it struggled to get in and something would force it out. I then tried it on a webs team with trailblaze and my god did this thing clean. If it got off a single BU and a trailblaze, it probably won the game on the spot. Drain punch+lefties means that it can keep itself pretty healthy while still being able to do burst damage with reckless flare blitz. Only really struggled with pokemon that ignored webs, but those already give webs trouble.
Choice Scarf: Choice Scarf Emboar was the main set that people said was good on Emboar, and my god were they right. If emboar got into position correctly, it legit just clicked buttons and won games. The extra speed from scarf meant unless they were using something like jolteon or helectrode, they would need to use a scarfer to revenge kill it if they don't have something to switch into it (which could depend on which stab it clicked), teammates could absolutely abuse. Early game it would click knock off into pokemon such as coalosssal and cramorant, midgame it would weaken up opponents with its stab options, while lategame it would click flare blitz repeatedly into opponents.

Overall, I think Emboar is a pretty decent pokemon in the tier. It does require you to build around it, but if you account for its shortcomings, it will pay you back in spades. I was very impressed by emboar's power, and will definetely be using it more.
Also here are the main teams I used during my testing:
https://pokepast.es/e9ee9920941ee850
https://pokepast.es/5fd6da5e767afa7f
https://pokepast.es/5bfce381847aabfb

Offensively: A+
Defensively: C
Utility: C+
Overall: B+

DDJoe:
I so desperately want Emboar to be a great mon.

It can be! When build in properly but requires careful building I think.

The ability 'Reckless' is one of the best offensive abilities in the game and offers tremendous power. This has great synergy with Emboars high HP, meaning it can blast out flare blitzes at no great cost.

This set lends itself to choiced sets, particularly band and scarf. Band, unfortunately, is too slow and you tend to get one big hit out, which, can be pivoted around and then die shortly after. No pivot moves is a big problem there! This can kill your momentum.

Scarf is a nice set, good for RKing and can tank big hits and deal them back. Unfortunately it doesn't have the breaking power to smash through the likes of tanky Altaria, Rhydon and Mudsdale, all very popular and prevelant walls right now.

A set I found myself really enjoying was this one:

:Emboar:

Emboar @ Life Orb
Ability: Reckless
Shiny: Yes
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trailblaze
- Wild Charge
- Flare Blitz
- Drain Punch

This set allows Emboar to boost its speed and hit frail mons for huge damage. Drain punch massively helps offset Flare Blitz recoil and Wild Charge serves as an Anti Cramo Tech!

This variant can also be ran with bulk up for snowballing into a win from very, very early in your game.

I found this set to be most effective on HO, so please, give it a try!

All in all Emboar can be very threatening if not taken seriously and can punch massive holes in teams. It's slightly let down by its speed and lack of bulk but I still think the pig is viable.

Offensively: A
Defensively: C
Utility: C
Overall: B

Heatranator is on the money.

Sykillz:

No pre-analysis this week because I already know Emboar is the GOAT when it comes to raw power. This thing hits like a truck—Reckless-boosted Flare Blitz, Adamant Close Combat, and the ability to pretend to be a Dark-type with Tera Sucker Punch make Emboar a terrifying offensive threat. There is almost nothing that doesn’t bow to its sheer power and coverage. S tier easily

In a vacuum
Unfortunately, reality isn’t that kind to my sweet plump prince Emboar is held back by its low Speed, significant overlap with other common offensive threats, and lack of defensive utility outside of its natural resistances. If it’s not switching in on Ambipom passive walls it struggles to take neutral hits and can feel like dead weight against teams that handle common paralysis spreaders like Bellibolt, regirock, and Uxie. without proper Speed control, it usually maxes out at one KO per game. A bad matchup into Bruxish (who I think is one of the best Pokémon in PU right now) also isn’t great. You’re forced to either run Knock Off on every set (which, as you improve with Emboar, you’ll probably start to hate) and predict it coming in, or just switch out entirely. And once you switch, getting Emboar back in safely is a challenge unless you’re sacking something.
Whenever I consider running Emboar, I always ask myself: "What does Emboar do that Arcanine doesn’t?" If I’m looking for raw power, Choice Band Arcanine can freely spam “Flare Blitz” without recoil, and CB Extreme Speed outdamages Sucker Punch while also being infinitely more reliable. Arcanine also switches in more easily thanks to Intimidate. To be fair, Arcanine needs items to match Emboar’s raw power whereas Emboar is naturally stronger. But in a meta where Arcanine is a top-tier threat, weaker Fire-types like Emboar are left struggling against the Stealth Rocks, Earthquakes, and Wave Crashes aimed at arcanine.

Offensively: A+

Defensively: B-

Utility: C

Overall: A-

VyoletRayn:

I've been already building with Emboar before doing the research for this week

The first thing I can say is : this pokémon does not disappoint at all

It has a stupid high attack stat, backed up with a strong offensive dual typing, enough coverage to hit (almost) everything in the tier, his ability making it even stronger is ridiculous, on good entry points, it's nearly one click, one KO.

But why is it not higher?
It suffers from the comparison with other fire types in the tier, notably Redbull, as they share the same typing, Redbull is faster, has intimidate to leverage its bulk, and has more options due to its base stats already balanced for an offensive pokémon
It suffers also from its poor speed, almost exclusively needing a scarf set to be reliable with its speed and become the menace everyone want it to be, Emboar is still isn't that fast even with a scarf tho it gets the jump on every non-scarfer except Helectrode

This choice scarf lock makes it prediction reliant, giving it harder time to actually be a one click KO on nearly everything, tho you can argue by playing it with a Bulk up set, it's still so slow that you would most likely not get any profit out of it
Though a setup set can work on certain type of team, like sticky webs, it's still not justifiable enough to slap it on every team instead of redbull or Arcanine

How it felt during tests/plays :

Emboar is a particuliar case of rewarding the positioning, you can display your building and your ingame skill with that mon in the back and be a complete menace for every single team you face, it can work wonderfully as a late game sweeper, a surprise factor on mon like toxtricity or salazzle and such.
Its raw power allows it to do pretty much what you want with it, it would feel like playing medicham in earlier metagames

Overall : a pleasant pokémon to play with, not easy to make work but not hard too, I'd say it'll rely on the player's skills to get the best out of it, which is the type of stuff I Like
Emboar is a pocket pick that one can easily slap onto their team and use it as a surprise factor to obliterate anything that comes through its way with a Reckless Flare Blitz

Offensively: A+
Defensively : C+
Utility : C
Overall : B+

Crystal:

Hey guys! I finally managed to find time for some research, and today we’re talking about Emboar! From what I’ve seen, everyone seems to be having a blast with this Pokémon—but honestly, I’m not nearly as impressed.

It definitely hits hard with Choice Band (CB), and Choice Scarf lets it outspeed every non-Scarf Pokémon (though, let’s be real, Helec is basically a Scarf mon anyway). However, the CB set dies way too quickly. Despite its decent bulk, Emboar is so slow that it ends up feeling frail. Choice Band Sucker Punch is a solid priority option, but it’s also extremely unreliable.

Another issue is how quickly it goes down due to its playstyle. In my opinion, the best CB set is Knock Off, Sucker Punch, Close Combat, and Flare Blitz. It’s a strong combination, but Emboar really wishes it had space for Wild Charge (to deal with Cramorant) and Stone Edge (for Altaria). Knock Off helps make progress, but there are plenty of times when you’ll find yourself wanting just a bit more.

As for Choice Scarf… honestly, it feels pretty underwhelming. It doesn’t function well as a speed control option, and Assault Vest (AV) also falls short since Emboar dies too quickly to trade effectively. From my testing, Choice Band have been the most consistent set which was pretty solid but nothing special.
Now, this might make it seem like I wasn’t having a great time with Emboar—and to be honest, that was true until I ironically switched to Heavy-Duty Boots.

Boots ended up being my favorite set because it removed the Choice lock while still letting Emboar hit hard. Plus, it wasn’t as crippled by Knock Off or hazards, which made a huge difference. The main issue with Assault Vest was that Emboar just died too quickly after a few double switches, hazards, and Flare Blitz recoil. With Boots, I didn’t have to deal with any of that, and it was honestly a blast to use.

It also proved super useful for forcing chip on Pokémon like Rhydon and Altaria, making it a great partner for teammates like Helec or Oricorio-Baile. (Side note: Offensive Baile + Zoroark is such a good core. Watching Rhydon switch into Baile thinking it’s a free turn, only to take a million from Specs Dark Pulse—or even forcing a Tera—never gets old.)

Overall, I had a super fun time laddering, but it was in spite of Emboar, not because of it.

Offensively: B+
Defensively: C+
Utility: C-
Overall: B-

ME:

Big pig. Big boar. Massive mammal.

Emboar had a niche imo that is filled by man other mon in the tier currently. A breaker that can turn into a sweeper if left unchecked, and that is exactly what it turned out to be after testing.

I tested scarf, band, and bulk up sets. The clear winner for me was scarf emboar, even if others will disagree with me here.

Scarf Emboar has barely enough speed to creep the entire non-scarfed tier. Herein lies the problem imo though. There is certain matchups where I'd much rather have a faster scarfer e.g. against scarf florg/hoopa.
That being said you do have the coverage to kill either of those mons on switch-in, but that requires proper predictions, which I can't expect everyone to have at all skill lvls in this tier.
Aside from that any intim user makes a free entrance against you, especially since the two most used intim users in this tier resist flare blitz, which is your bnb move alongside close combat.
A lot of games you stare down 2-3 mons which counter this poor pig and either force you to switch out or make you unable to switch this mon in.

In ways of survivability this pig is actively roasting itself with no reliable way of recovery. You will always be at below 70% hp after 1 flare blitz, not accounting for rocks or spikes, which make this mon probably the biggest glass cannon in this tier, as it has minimal bulk even though it looks like it should have some.

There was no real utility I could reliably find for this thicc boy either, but that doesn't necessarily matter for the role it wants to fill.

Competition from Arcanine and Redbull make it hard to justify this pokemon on a team as well. On the other hand you also would much rather have other scarfers on your team than this big piece of pork belly, think bruxish, florges, or even hecidueye and hoopa.

I can however recommend trying this guy for yourself. He breaks through any neutral threat effortlessly, and can fill a slot if your team needs an extra bit of physical oomph. I may have mostly talked shit about him, but he got decent enough coverage, pretty decent stab, and the element of surprise on his side.

Offensively: A
Defensively: D
Utility: D
Overall: B

Emboar fan #1 Oof:

ITS THE BOAR WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
In all seriousness, this mon is absolutely AMAZING on paper. Running this guy on hazard stack, he is ohko’ing essentially every non-boots mon with one of its stabs, or wcharge if youre named <:cramorant:730937605197398087>. That being said, when running this guy, you wanna use 5 other non-tera hogs as this thing likes either defensively tera-ing, or going tera fire to send everything into oblivion. On the right team, this mon can work super well. Now im the guy who loves the boar, but I wont nack the downsides, and theyre pretty big ones at that. Lets start with competition. In just B+ and above alone, there are SEVEN fire types, one being fire-fighting, and 3 being physical attackers. With fire being super contested, there is precedent for dual-fire teams, which are some of the most successful archetypes rn. Imo, emboar fits pretty well onto these teams, if your other fire isnt physical. When looking at the other fires, let’s delve into the 3 physical ones. Coalossal is the least of this mons concerns out of the 3, generally being the weakest and using its role as a rocks setter with rspin, and this mon is also used as a special attacker most of the time. Imo emboar doesnt face too much competition from this guy and can be ran on the same team in the right conditions. Now these next two mons are plain AWFUL for emboar. Lets start with what i think is the lesser of the 2 evils, arcanine. Arcanine is currently the best mon in the tier right now undisputed by 95% of the playerbase, and everyone considers it at least top 2. Emboar not having intimidate is annoying, since it has somewhat tolerable physical bulk, and good HP stat. Arcanine on the other hand, has intimidate, and bulk. They compete for a teamslot with more than just this though… in terms of using choice band, i find arcanine to be superior here due to much better bulk and good speed. When using scarf, i give the win to emboar here. Emboar can benefit massively off of its higher attack stat, and its ability which boosts flare blitz by 1.2x damage. Arcanine with scarf is sorta just… meh. It’s not doing much due to having a somewhat lower attack stat, and with that damage, there also isnt anything you’d desirably want to lock into. When it comes to trailblaze BU sets/espeed curse sets, im gonna give the edge to k9 here again, due to it being just amazing. This is the main set ran on k9, and im not gonna go into much detail as im 100% sure youve already tried it. BU trailblaze emboar has its traits too! Not being slow when hitting a fire type move is neat, and it benefits from the extra attack. That being said, emboar is still kinda frail compared to k9, even when running max spdef. Emboar also has the issue of no recovery, which makes its plays more punishable. Now, let’s compare it to THE BULL. Im actually not gonna go over this much since my colleagues have already mentioned it, but just imagine the same comparison with arcanine but switch the scarf and band descriptions, except for the fact that redbull is also usable with band! Overall, this mon faces massive competition from arcanine and redbull. In my opinion, I find emboar hard to fit onto alot of teams due to its special frailty aswell. Another issue i have with this guy is that he just kills himself. After 2 blitzes your most likely gonna be 40-60% which is then easy pickings for whatever your opponent sends in that is faster, (which they most likely will have, emboar is reaching 376 max, and if they dont have a mon faster than 360, their team sucks). Anyways that aside, emboar also needs massive support for its team to clean up the enemy scarfers and other fast mons that emboar doesnt want to face so it can comr in and sweep. Overall though, I believe that emboar is a really good mon and i didnt go into depths about good points cuz my colleagues have done that and this yap is long enough.

Gradings, Finally:
Offensively: S-
Defensively: C+
Utility: E
Overall: A-


And that concludes this week's research! Stay tuned for next week as we research uhhhhh, oh we haven't finished voting yet and every mon on the list is tied at 2 votes? Well we'll research something!

As always if you want to join message me here or on discord (.corvy)!
 
They summoned me once more.
Representing the research project, this week we chose :Brute bonnet:

VyoletRayn said:
Alright time for Tizio pote.. Brute Bonnet, it's time for brute bonnet, or what I like to call it : Brute Cap

It is sure a weird pokemon to use but an interesting one nonetheless.

Let's get into what it has for it

Outrageous offensive capabilities : while pretty straightforward, consisting of stabs + close combat, it can hit everything in the tier really hard with its 127 base attack, mind you, it's higher than Emboar that we studied last week. Grass/Dark is a good enough dual stab for offensive purposes, and having close combat is a great completement for it, sets consist of stab + cc + filler. it looks fairly easy to slap on a team and go wreck havoc into the opposing lines

Now the downsides are numerous but still nicely covered by some traits
The dual typing is pretty poor defensively, you're a dark type still weak to guno, quad weak to any u-turn, though it can be somewhat saved by its more than good natural bulk (111/99/99 is nothing to scoff at)
you're kinda limited with the items, most of the time you run the booster energy, or choice band, booster energy is exploitable, being a one time use makes it double or nothing kind of gameplay, choice band makes you prediction reliant, and having such a strong mon locked is a waste of a slot
It's slow, really slow, you'll never get the jump on anything offensive mon, sometimes being outsped by some defensive staples like cramorant and such, you may have priority with sucker punch but that's pretty much the only thing you have to balance it

A short one for this time, because this pokemon is pretty straightforward, it does one thing : make or break and it does it well, but you're in for a hard time if you try to make it work consistantly

Offensive : A+
Defensive : C
Utility : D
Overall : C+

Shadow Crystal said:
Alright so it's time for brute Bonnet. Brute Bonnet is a very interesting poke. It is very strong very bulky(atleast on surface) and has a stab priority Sucker Punch to patch up the low speed. It looks like it would be a top tier pick however it's far from the truth (yet) it's bulky but the typing and lack of useful ability (outside the admittedly solid booster sets) really betray it's great potential. Av Bonnet is a really solid poke imo. It's bulky enough to trade hits wonderfully well and is solid still offensively. Bonnet also suffers from weak moves to use. Seed bomb crunch cc have same BP and sucker is even weaker. Mu that Bonnet really shouldn't have any trouble if it had whip like florg become an annoying mu. Admittedly there r sequences where Bonnet could beat ges (depending on speed of ges and HP remaining) Booster and cb r very solid aswell. They r pretty solid (especially booster which can switch moves) (especially Sucker). Bonnet has mixed mu over all tbh. It has pretty bad fire bull mu, mid K9 ges decid and heattom mu (tho they can be broken down solidly quick with smart play and especially tera). Bonnet is also really reliant on Tera which is not great aswell. Overall not a bad Mon by any means but certainly not a super star either. If it had spore of power whip or regen things would have been so different. But alas.
Offensively :B+
Defensively :B+
Utility:B
Overall : B+

Heatranator said:
Alright, so, Brute Bonnet. Brute Bonnet has a lot of good traits, good bulk, great power, good coverage, reliable recovery, and priority to get around its low speed. And then we look at its typing.... Grass+dark is notoriously not good defensively (there's a reason why wo chien fell all the way to PU, though use that mon in RU, its busted there), so I wanted to see how well it would do. CB, booster attack and AV were the main sets I was interested in.

Pros:
Great power. 127 attack hits really hard for a lot of the meta, and with CC as a coverage, the few bulky pokemon such as coalossal, the steels, scrafty, tauros and wo chien that can take on your stabs somewhat well are completely brutalised (some of these like the steels still don't like taking your hits still). A lot of pokes that can take one stab don't like taking the other. Florges can take crunches, but doesn't like seed bomb. Heattom can take seed bomb, but crunch can scare it a decent amount.
Good bulk. Brute bonnet can actually take quite a few hits before it goes done, even super effective non stab hits don't scare it a whole lot. You even can take one florges moonblast from decent health ranges.

Cons:
Bad typing. This mons typing isn't completely horrible. Resistances to ground, psychic, ghost, water, electric, dark and grass are good, but it has weaknesses to fire, fighitng, poison, fairy and especially u-turn. This means that most pokemon can hit it quite hard, and its threatened out by a lot more pokemon then it would like. If it had another typing, then maybe it would be a lot better.
Insanely slow. Brute bonnet is extremely slow, you need decent speed investment to outspeed walls, and even against mid speed targets, you won't be outspeeding them by a long shot. Sucker punch does get around this a bit, but something like wish florges can tank it easily.
4mss. Now, bonnet's 4mss isn't super bad, but it is there. After cc, seed bomb and sucker, you want to fit both crunch and synthesis. Crunch to make sure you have reliable dark stab and synthesis to keep yourself healthy. But I found myself using crunch a lot more, so it isn't too bad.

Now onto the sets I tested:
Choice Band: Like Emboar before it, Choice Band was simply fine. It hits hard, but you have to pick and choose what move you are going to click. If a team has florges+heattom, then you have to decide which stab you are going to use. If you get it right, they are prob taking a decent chunk. If you don't, then you still will do some damage, but not a whole lot. This set isn't bad, but another set I tried basically outclassed it.
Booster energy: This is the set that outclasses CB. You get most of the power of CB, but have the move flexibility to hit targets for bigger damage. I went with synthesis on this set, but admittingly, I didn't use it a whole lot. It was a pain if you had to switch out since you lost booster, but it was dealable since you still hit pretty hard even without booster. A good set.
Assault Vest: This turns Brute Bonnet into a pretty decent tank, as even special super effective moves bounce off it. It can use this bulk to be a nice sponge for offense and BO teams, while outputting good damage, Typically you can tank hits from something like florges in order to trade with it, which can open pokemon such as heattom that might otherwise struggle. You do still have issues against physical attackers that can threaten you out, but a core of bonnet, cram and heattom can usually handle it nicely. This was probably the best set out of the bunch and the most splashable.


Overall, brute bonnet does have some significant flaws. That u-turn weakness is god awful, and it can struggle if it doesn't get its hits right, but if you build around it, it will most definetely work well.
Again here are the main teams I used during my testing:
https://pokepast.es/cbc504d495c472bc
https://pokepast.es/68c7193dbf0067b4
https://pokepast.es/17c343c921f147dd
Offensively: A
Defensively: B-
Utility: D
Overall: B

Giving an overall ranking of B between the 3 of em i believe

No thoughts from me I ended up busy
❤️
 
Alright, this one is April Fools Day material but here we are since we voted on it : :granbull:


Starting with my point of view :

I'm going to be honest from the start : it's trash

This thing won the votes for the research and honestly, I don't know if I'm upset about it, or relieved that I won't ever have to use it again

Mediocre stats, good typing but not enough to salvage whatever this thing does.

90hp and 75def with intim seems enough to bring it as a defensive support. At least it gets thunder wave and super fang, that's pretty much the only set you can make with it
Granbull would have been great in other gens PU but not this one, 120 base attack is really good but you can't use it for anything, it has play rough and earthquake but it's outsped by everything
Thus offensive sets can't work because you're slow, you need some investments and even with those you can't really outspeed half of the metagame, consider it a dead weight

People forgetting this pokemon are right, as it is now, it's not viable, if you're one of those that appears to have granbull as your favorite pokemon, do as you please, but it has clearly not enough going for it.

Offensively : UR
Defensive : C
Utility : C
Overall : UR


Corvy :

To the dismay of many, we chose Granbull this week. However we also had everyone vote so we all haha teehee joke voted for Granbull until it won and then the realization dawned on us... "Damn we gotta use this mon for a week."

In any case we did try and I'm honestly surprised that this mon has anything going for it at all. Mind you it's not a great mon by any stretch of the imagination, but it's not complete dogwater.

The sets I tested were Quick Feet, Band, Bulk Up, and support. The supportive set won by a landslide for me, as it's the only set that does anything consistently.

With a supporting movepool consisting of superfang, twave, encore, and intimidate, Pinkbull has a small niche it can fill in the tier. The issue is speed. This thing has no speed to speak of, and needs significant investment to outspeed anything it wants to annoy. This leaves it with not as much bulk as it'd want to run, which is an issue for this poor fella.

All in all not a horrible pokemon as some would have you believe, but also not Arceus' gift to PU. Use at your own discretion, but don't come to me when it doesn't work out all the time!

Offensively: C+
Defensively: C
Utility: B+
Overall: C


Heatranator :

Granbull is a bad mon, I don't think that's a surprise to anyone. But we have to use it this week, so here we go. Granbull is a fairy type, which is always going to have some eyebrows raised. It also has intim+120 attack, which is also interesting. Most other things are ass about it, but I'll get to it in a minute.

Pros:
Good power. Even uninvested, play rough and earthquake hit pretty hard, which means that granbull will never be passive, unless you are facing highly specific pokemon such as houndstone or the rare palossand.
Great support options. Surprisingly, the best thing about granbull is not its power, but its support options. Intimidate is the obvious, allowing it to take hits better and increase its teams bulk, but even beyond that it has lots of nice options. Super fang allows it to deal consistent damage to enemies, roar can allow it to phaze out setup sweepers. thunder wave can help it cripple enemies for slower breakers, taunt can cripple defensive mons by not allowing them to heal, encore can lock pokemon into moves they don't want to and counter can allow it to always deal back good damage. You do need to pick two after play rough and earthquake, but usually super fang+something else means you can do quite the good support role.

Cons:
Low speed. I thought both emboar and brute bonnet were slow. But oh boy, granbull should be called granslug. This thing needs to invest a butt ton of points in speed to outspeed even walls, and this already compromises the one thing it has going which is intim+alright bulk. You need 124 speed evs to outspeed no speed hecidueye, which is not a fast poke. Any faster mon with speed investment is out of your league.
Mediocre bulk. Unless fully invested in defense, granbull is not really that good of a hit taker, as it struggles to take on neutral hits. With 132 hp investment, scarf tauros flare blitz is 2hit ko'ing after intimidate. With full invest you are taking it a lot better, but that means you are hitting less hard (though you are still hitting hard enough to not be insanely passive, but its still an issue).

Now onto the sets I tested:
Choice Band: Same song and dance as the other two CB mons, good power, but way too slow and doesn't get the OHKO's it needs. Except it doesn't have the power part. Now, its not a wet noodle but when crunch isn't even 2hit ko'ing uxie, then that's a problem. And as stated above, it doesn't have enough defensive merits to use it. Just use tauros, like, its such a good wallbreaker with CB, and does everything granbull wishes it could do.
Defensive: Now this set was actually not half bad. Granbull is able to make good progress with its moves, and be a nice defensive piece, able to take on pokemon such as tauros, pawmot, zoroark, scrafty and sometimes rhydon. It is able to use thes pokemon to either super fang a switch in such as mudsdale or copperajah, or t-wave to cripple an opposing offensive mon. Earthquake means that you can surprise KO something such as toxtricity or alolaslash that thinks it can use you to make progress. It does have the issue that if it doesn't intimidate something, its bulk isn't great, but smart switching with teammates such as mudsdale can work just fine. This set fits best on BO teams who need a defensive poke that can role compress, which is nice for some teams. Not a set I'm probably going to use again, but I will at least consider it briefly,

Overall, granbull isn't a good pokemon. But if you do want to use it, then defensive is the way to go. There, it can act as a nice defensive piece to support its team. In general, other fairy types are better, but if you need a fairy and a physically defensive wall combined in one, then granbull can fit in there.
Now can we please use some faster mons, thank you.

Offensively: C-
Defensively: C-
Utility: B-
Overall: C-

Sychillz :

In generation 2 pokemon added the granbul line while simple the idea was cute and made for a cute twist on the typical dog done before it blessed with high attack for the time there’s no doubt in my mind that it was intended to be a offensive bulky threat and yet still it found itself a defensive heal bell pivot and this was the life of granbul for years until generation 6 blessed it with fairy typing but too little too late years of power creep gen9 movepool cuts qnd the lack of a suitable meta game have left granbul bullied
When it comes to nice things to say about granbull there’s that it ummm…it resists Fighting moves by nature of its fairy typing and that’s maybe it it takes neutrals well assuming you switch into them thus procing your intimidate but a lack of recovery (this will be a big issue be ready to hear this a lot) makes it means very little sure you are 3 hit kod by strong moves but with no way to punish I with rocky helmet unless you actually intend on throwing by running that you’re stuck between leftovers to actually recover even a sliver of hp or heavy duty boots making you immune to chip and thus a better intimidate check in a pinch.
When it comes to REAL pokemon in the pu meta game that Granbull beats there’s few seeming checks like a blanket physical wall does little for you as you’re either stretched too thin from taking all of those hits or you cannot successfully wall them in any meaningful way for example you resist pawmots close combat but take a big chunk from his electric stab even at -1 you could always attempt a assault vest pivot making bull hard to take down from all angles and able to pack a decent chunk back this too is also for not as dragons (the one) threatens a OHKO with sludge bomb. You are also (ironically) walled by another intimidate packing dog in arcanine who you can’t get around on offensive sets even if packing coverage due to a lack of recovery
So there has to be some pros right ?
Well no well maybe sorta kinda you have thunder wave something you boast over florgess you also have reasonable means to hit steels with coverage Hitting harder due to hitting on the physical side aswell you have super fang which can be pretty annoying especially into teams that value hdb over leftovers or teams with Rhydon even still pokemon like skunktank have been running these moves are better off and far more successful by virtue of better typing and movepool .
They say you can’t teach a old dog new tricks (granbull can’t learn trick) but maybe granbull should take a bit out of the many other viable dogs books and try running faster, from uu all the way down to being untiered granbulls a terrible wall and a worse attacker, And I thought dogs hated being washed.

Offensive: UR
Defensive:C
Utility:C+
Overall : UR

And that ends the research of this week !
If you wanna be part of the research group, shoot me a dm on discord (vy_apostrophe) and see you on next friday
 
Last edited:
Hey hi howdy! It is I, back by popular demand! (I demanded it.) Welcome to this week's research group findings.

This week we got a barnburner (?) For y'all!

:Shaymin:

I for one like Sonic's green OC sister, now let's see what our thoughts on this little mythical critter are, so without further ado here are our findings!

DDJoe:

:Shaymin:

This cute little hedgehog is actually pretty good.

With a move as broken as Seed Flare and an impressive speed tier, it's hard for it to not have at least decent utility on any team.

In a tier where ground resistance is imperative, Shaymin's mono grass type isn't terrible and it can pile on offensive pressure with Spdef drops. Its offensive coverage is impressive, earth power, dazzling gleam and reliable recovery in synthesis is a plus.

It can work well on balance teams when partnered with strong defensive partners like Belli and Muds and can be very difficult to answer if your opponent is running covert cloak.

However, it has some difficulties running into the very strong Salazzle as well as bulky grass types like Hecid.

Overall, I think it's a useful, strong mon but nothing too crazy.

Offensive-B
Defensive-B
Utility- C
Overall- B-

Heatranator:

I didn't get as much time to research this mon this week, but I still was able to do enough to get a solid conclusion about this mon. Shaymin honestly doesn't sound bad on first glance. Its got that mythical stat spread of base 100 in all stats, which means that it has good stats, but doesn't really stand out in one area (unless you use the gracadia flower on it, but fuck that form). Its got some solid moves in seed flare and the rare healing wish too. Main sets I wanted to try were subseed, scarf and specs.

Pros:
Good speed. 100 base speed is quite nice in this meta, and while without scarf it doesn't outspeed offensive pokes, it does outspeed garticuno, uxie, heattom and skuntank, while speed tieing with tauros.
Good bulk. Again, 100 in both defenses is not too terrible, as it allows shaymin to take resisted hits quite nicely and respond back. You can combine this with any of synthesis, leech seed or even rest due to natural cure, to become quite the hard pokemon to take down.
Decent coverage and utility. This is mainly where shaymin shines. Seed flare ofc is the main star, with its 40% -2 special defense drop being really difficult to switch into unless you are quad resisting the move, but it does have other moves that are good. Earth power hits poisons, fires and steels that resist its stab, air slash can hit hecid and other grasses and dazzling gleam can hit hecid while also hitting goodra. Now, if that was just it, shaymin would not be as good as it is. But support is where it can shine. Healing wish is massive, as it can bring back teammates from the brink of death for another round. Leech seed can not only keep shaymin healthy, but help teammates such as rhydon that can't normally recover hp to keep healthy. Worry seed is also something which I didn't try out but nullfiying abilities doesn't sound that bad. But its mainly healing wish that allows shaymin to really thrive.

Cons:
Mediocre defensive typing. Mono grass isn't a 'bad' typing, resistances to water, electric and ground are great, but the weaknesses are harsh to be sure. Fire and poison weakness are horrible in this meta with arcanine, salazzle and friends running around, flying weakness means cramorant can actually threaten you for decent damage and alolaslash threatens you immesnly. Again, not horrible, but something to account for.
Luck reliance. Now, when I say luck reliance, I'm exaggerating a bit, as I'm only talking about seed flare, and even when you don't get the special defense drop, it can still function. But seed flare is also how shaymin makes its main progress, so it can be annoying when this doesn't happen.

Now onto the sets I tried:
Subseed: This was the most mediocre of the shaymin sets, but it honestly wasn't horrible. With substitute, you can take advantage of the switch ins to get off a leech seed or attack while keeping yourself safe. Air slash can dissuade grass types that can take leech seed. The isse with this set is that it was very passive and forced out a lot. If you faced something with u-turn, you just were not making much progress. Also was really weak to alolaslash which I kept on facing.
Scarf: The more 'standard' set, this set isn't half bad. 100 base speed with scarf is quite nice to get the jump on most offensive pokes. Healing wish can work well on this set as a last resort option too. Main issue is getting locked into a resist sucks, but that's with every choice user so eh.
Specs: Probably the best set I tried out, this set just had sheer wallbreaking power, as even resists like alolaslash simply crumple if shaymin gets the special defense drop. I decided to use rest on this set over healing wish, and it was really nice to allow shaymin to take more hits and be more aggressive, then heal up later.

Overall, shaymin is decent, it can dish out some great hits, while also providing good utility to its team.

Offensive: B
Defensive: C
Utility: B+
Overall: B-

Vy:

so this week it's shaymin, the jolly hedgehog

At first glance, it seems quite good statwise for PU standard, having 100 base stat everywhere is pretty decent, great defensively, and ok-ish offensively, you should still be able to dish out good damage output while being reliable on the defensive side

Offensively though, this pokémon is fairly limited, its coverage are enough but you might come short of some crucial kos or ranges, such as Copper or even altaria.

252 SpA Shaymin Earth Power vs. 248 HP / 252+ SpD Copperajah: 148-176 (33.1 - 39.3%) -- 15.2% chance to 3HKO after Leftovers recovery
252 SpA Shaymin Dazzling Gleam vs. 252 HP / 0 SpD Altaria: 140-166 (39.5 - 46.8%) -- guaranteed 3HKO
252 SpA Shaymin Dazzling Gleam vs. 248 HP / 8 SpD Decidueye-Hisui: 152-180 (40.1 - 47.4%) -- guaranteed 3HKO

While being limited by this lack of power, it's also damned by the moveslot syndrome, in most sets you will run synthesis, seed flare, and then, you have to make a choice between earth power, dazzling gleam and air slash, and thus, missing out on some targets that you would like to handle otherwise.
At least, it has what it needs to put some damage here and there, but you won't expect it to break through the defenses, it's more of softening the defensive core in order to enable other pokémons.

On the physical side it's even poorer, not even a coverage move to damage the steel type without needing tera groundblast, it can be funny to use but it's way less serious

Shaymin's success lies on its defensive sets, with sub leech for example, or hwish pass, even tailwind in some more gimmicky archetypes, it has clearly enough bulk to withstand most of the attacks thrown at it.

**BUT**

It's flawed, sadly, mono grass type doesn't make it defensively and the metagame is too hostile for it to thrive, the weaker defense will be exploited by common top tiers mons, Salazzle/Arcanine, Skuntank/Salazzle and so on.
Being weak to U-turn can't be made up with its stats and its (too many) common weaknesses, you will barely make something out of it unless you use your tera, but even then, you'd like to tera something else for the sake of winning.

Overall Shaymin isn't a bad pokemon, but it's not a welcoming meta for it, and it's outclassed by other defensive grass types such as Venusaur or Wo-chien

It was nice to build and play around it, though difficult most of the times, and maybe the shifts will be kind to it.

Offensive : B
Defensive : C+
Utility : B
Overall : B-

Yours truly:

Sonic ain't got shit on Shaymin, except speed, popularity, probably power, and the ability to wear shoes.

When we chose Shaymin for this week I had rather high hopes for it, seeing as it has decent stats, a not necessarily horrible type, and a decent (not good) movepool. I did however also anticipate that there would be some problem mons for this lil guy, namely Articuno and Salazzle.

Now how did it perform?
I used a defensive set, and a specs set for the tests this week, and I gotta say, as much as I enjoyed using defensive Shaymin, offensively it just brings more to the table. Having Synthesis and Seeds is decent to annoy an opponent, but what does it bring that Venusaur doesn't? Sure Grass/Poison adds more weaknesses, but the addition of toxic makes venusaur infinitely more annoying at this role. Seed Flare halving an opponent's SpD is insanely good, but on a defensive mon I'd rather have toxic to force a gamestate to progress.
Now offensive Shaymin isn't perfect either. It does big, juicy, unga bunga damage, but falls short in a couple fronts. Firstly its speed is good, but not insane. Salazzle, any scarfer, and Guno (Gooner teehee) still threaten you massively. If you hit seed flare and your opponent reads it and swaps to Guno, you're cooked. That thing will evaporate your chances of living instantly if you lower its SpD. It's not all doom and gloom though. Specs Shaymin can break some notoriously annoying walls, and surprise your opponent with the strength it provides.
I am also aware that the preferred item on offensive Shaymin used to be Life Orb before, but given that the tier has a habit of one shotting this poor little, flower loving goof, I opted for slightly more power with Specs.

All in all I can confidently say, that I can recommend you to use this mon! It can fill diff niches, and has more that I haven't covered. It can definitely also fill a slot on HO with healing wish sets, which I didn't have the time to test for this week, but can see immense potential in. Give it a whirl! It might be the mon you need for your team to shine!

Offensively: B
Defensively: B-
Utility: C+ (With potential for B+)
Overall: B-

Special guest BIG TONY:

Shaymin my beloved, where do I start with you. I've been a long-time believer of shaymin in pu and through all the various shifts and meta changes it always finds a pretty good niche due to its solid stats and its signature move seed flare allowing it to break mons through defensive checks like florges and heatom with spdef drops 40% of the time. While mono grass isn't usually a great typing it can allow shaymin to switch in on strong ground types like rhydon/mudsdale as well as bellibolt whos volt switch tickles shaymin and toxic shaymin can get rid of with natural cure. Common threats that try to switch into shaymin such as articuno-galar and arcanine fold almost immediately to tera rock tera blast as shaymin is faster than both. While I believe the lo 3 attack + synthesis set is the best shaymin has a lot of other sets it can run due to its balanced statline. Sets such as bulky sub seed, shaymin scarf healing wish shaymin and even the more niche SD physical shaymin and Tailwind eject pack shaymin have all felt pretty decent. Now shaymin is peak, but it does have its weaknesses mons faster mons like ambipom and scarf toxt tend to be able to force switches and pivot out on shaymin and uncommon sets like megahorn rhydon and heat crash copperajah makes shaymin's free switch a little more scary. The biggest issue for shaymin comes from goodra and venusaur both usually hard wall shaymin and even if you're running Gleam or airslash for them, they will usually eat it and Sludge Bomb the hedgehog back to zu. Lastly shaymin also gets kinda walled by frosmoth and altaria who tend to use it as a free opportunity to defog and while the previously mentioned tera rock tera blast /Gleam sets can sorta manage to take them down neither die to 1 making it tough to justify it. Overall, I think shaymin is a great and very underrated mon in the meta right now and, with the prevalence of rhydon is much easier to splash onto teams than before.

Offensively: B+
Defensively: B-
Utility: B
Overall: S FOR SHAYMIN YIPEEEEEEEE (B)
 
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Once again it is I, Mr. Research!
Who did we look at this week? Why none other than Mega Gigantamax Charizard X and Y!

:charizard:

Now how good was he? Mid as hell? Good af? Idk just read on!

Me:

It's time for GF's golden child, Charlemald. Somehow despite being featured in every single promotional material this godforsaken company pumps out, it still ended up in our chumbucket ahh tier. Now how come it fell from grace?

My expectations were that Zard will be absolute buns outside of Sun HO. Physically it seemed hampered by the typing that demands HDB, thus can't run band to make it any good damage, while DD isn't reliable as this poor guy can't survive any hit. I had some hope for SpA Zard, but was skeptical as this thing can't boost that side at all.

Now how did my testing go?
Honestly? Rather disappointing.
Physically there is no reason to run this mon over K9 or Redbull, as the added Flying typing is a big detriment, with no upsides to be had physically. Sure, you can run through teams with 1-2 DD boosts, but you got neither the bulk to set up those DD boosts, neither the recovery to keep spamming flare blitz.

Now how about SpA? In my testing it just felt bad. Sure it smokes things like Bastiodon, but that is in no way a reason to be running this over any other fire type SpA mon. Hurricane is and always will be the bane of my existance, and having it on a fire type with solar power is just tragic. You got 3 choices with zard for this and all of them feel ass; 1.accept the 70% chance and 2hko most things. 2. Use Zard in the rain for guaranteed Hurricanes, but lose any amount of fire type damage. 3. Use Zard in sun to use solar power and drop Hurricane altogether, instead opting for air slash which hits much weaker.

Now what about Sun HO? Zard + Venu sounds potent on paper, but both being SpA sweepers in sun makes building with both a bit hard. Not to mention, weather ball venu does all Zard would be brought for anyways, so this poor guy ends up redundant, while also feeling too slow for what it wants to achieve.

Zard does bring some theoretical upsides that I couldn't test to the fullest.
It has Willo, scorching sands, and heatwave to always threaten burns, which you could exploit on a bulkier set, if you manage to somehow make one. I'm not convinced that this would boost it higher in any way on my rankings though so take that how you will.

In conclusion: I can't really recommend this mon when we have a plethora of better fire types and fierce flying type competition. This will no doubt get even worse after next week's shifts, which is disappointing for Miraidon and Koraidon's older brother, Lizardon.

Offensively: C+
Defensively: D
Utility: C+
Overall: C

Vy:

Alright, so the favorite child is up next, and let me tell you, it's not that good, though I loved laddering with it, it felt nice at least

It's like Charizard has been praised and presented as a gifted child and now struggles with everything 20 years later, after being somewhat good in previous gens, here, in this meta? it's hard, it's really harsh down here
Stat wise, it's ok, its special attack is enough, its attack, while low for PU standards, can be leveraged by swords dance/dragon dance
But that's where the problem lies :
Physical zard ain't it, you don't have any reason to play zard over arcanine or redbull, you hardly have any room to actually setup with whatever move you choose, and the gimmicks are REALLY bad, like sub drum salac acro but it requires way too much support to be even used once.
Special zard is a bit more interesting, but it lacks something, you can try and play sun with solar power but you'll have to run air slash, and if you play with blaze, you have nice coverage either way but it can be somewhat weak, scorching sands has 70 power, ancient power has 60, you're not breaking a lot with those moves, but at least, it can hit hard, its speed tier isn't that bad. Thing is : **It's outclassed by salazzle in every way**

Defensively it brings nothing, fire flying ain't it, too many common weaknesses without really wanting to commit to tera with it, the typing and the not so good defensive stat makes it hard to find some viable entry points for it to actually do something.

At the end of the day, while playing Zard, you'll feel limited, frustrated even and you will just wonder why try to make it work when every better options are already thriving in the tier, academically gifted has fallen off hard as Zard is far gone below PU.

Offensively : C
Defensively : D-
Utility : C
Overall : C-

Heatranator:

Charizard. The king of "I am so heavily pandered and promoted by Game Freak that I am now hated by lots of people". Charizard honestly doesn't have horrible traits in this meta. With 100 base speed and 109 special attack, it can be quite the fierce special attacker. It can also be a physical attacker with either belly drum or swords dance, meaning that it can potentially use switchins as an additional setup opportunity.

I don't have enough time to go over pros and cons, but it has good power, decent set diversity but has weak initial power if physical and unreliability, whether that be from belly drum or hurricane.

The sets I tried:
Swords Dance/Belly Drum: I'll lump these two sets together since they are somewhat similar. Belly drum I found more consistent somehow, but they both have the same issue, very weak initial power. For SD, you usually need 2 boosts to break through things, which is rough. Belly drum is better, but still you can't do something like thunder punch at neutral on cram as it isn't even close to an OHKO. These sets also struggle from the fact that it requires immense hazard control, either two spinners or taunt lead and spinner. This is quite constraining on the builder, so I wouldn't really recommend this set.
Special attacker: This set I liked a lot more. While hurricane is a coinflip, when it does hit you are extremely rewarded. A set of flamethrower, hurricane, scorching sands and a utility move is the best. The utility move could be roar, will-o-wisp or even dragon dance if you want to get fancy. If the opponent doesn't have a full health rhydon, full health cramorant or a heattom, then you are going to bust down some walls. This set definetely does compete with salazzle, which also has a fighting resistance but hits florges harder while also having better utility. What zard has over salazzle is a ground immunity and no psychic weakness, meaning it can switch into psyshock from garticuno once (though it doesn't do too much to it). An alright set, but does need help to chip special defense walls.

Overall, charizard isn't an amazing mon. It struggles with competition, but I do think on specific teamstyles it can thrive. Main way to go is with a special attacker, which can output good damage. Maybe in a shift or two, charizard could thrive in PU.

Offensively: B
Defensively: C
Utility: C
Overall: B-

Now that we got all this here Imma plug our group again! If you wanna join us hmu at .corvy on discord!
And for now bye bye and have a fun time with shifts!
 
New drops baby!
:typhlosion-hisui: WOWZA this baby is POWERFUL! easily the most standout of the new additions as specs tera fire eruption does 50 to max HP milotic and basically grabs a kill every time it comes in. Hazards are going to be significantly more important to limit this guy's opportunities as on boots it doesn't quite hit the nearly unwallable damage numbers with eruption that specs can get.

:dragalge: With how the meta has a lot of specially offensive threats, AV on this thing is very nice to have as a nice pivot into a lot of them and adaptability dracos and sludge waves are no joke either. Copper leaving means less steels for this thing to deal with too. Flip turn is also so nice to have to pivot out of pokemon that'd beat it like ground types and bring in something like Bruxish or the eruption machine to grab a free kill.

:milotic: Dropped at a very good time with how the eruption machine is being a menace. Needs spdef investment to not eat half from tera fire specs eruption but it is as solid as a check to that thing can get. Flip turn is also great to have and so is recover on a wall and on top of that, competitive is very fun when facing moonblasts and webs.

:slowbro-galar: Welcome back. With AV it can also help in the effort of spdef mons and honestly has a lot of set variety between AV, calm mind sets, slack off 3 attacks mixed or special, and even stuff like trick room.

:espeon: I'm sure we'll find ways to adapt it to work but right now it just can't seem to catch a break. The hazard setters just kinda beat it one on one and it's easy to wall it as well as lure it. Specs is def not the way to go rn.

Rises:
:porygon2: Man, we kinda need you in special attack meta. NU is having so much fun with it.

:copperajah: Florges gets a whole lot stronger with new special threats to stand in the way of and one of it's road blocks going away.

:toxtricity: From what I heard, it's doing way better in NU than it did here. That's nice to hear. Registeel leaving NU must make this thing way more powerful too.
 
alright so we have a bunch of new stuff and a lot of it seems to be highly contested and even though it's day 1 i've been laddering a bit for ladder tour so i wanna give my immediate opinions on things

:pmd/espeon:
i have very mixed feelings on this LOL, it's very fast and very strong and magic bounce gives it a lot of added utility for offense and a lot of ways to force setup opportunities. the only things naturally faster than you are ambipom and salazzle, but there are plenty of scarfers that can pose a decent threat like bruxish and pawmot. the biggest problem with espeon is pretty straightforward too, your physical bulk is absolutely pathetic and taking just about any stray hit will put a damper on your ability to stay around for long. this is, imo, the main problem with setup espeon sets - we exist in a tier that has so much priority and so many things that, if you predict wrong, WILL kill you in one shot. however, espeon does also excel at taking advantage of hazard setters or attempts at phazing other setup threats, so if your team is particularly passive or has a hazard setter that's unable to threaten espeon you will definitely have a hard time. even if you are running stealth rock bombirdier or golurk, espeon in the back essentially makes every lead interaction a coinflip - do you click rocks in the hopes they stay in, or click knock/poltergeist/whatever else to catch espeon coming in to bounce? this also isn't even touching on specs yet, and hoo boy lemme tell you something, that set is mean. nearly anything you put in front of specs espeon will just explode. it's not fun! these sets are much more vulnerable to getting nailed by sucker punch and other miscellaneous priority, but in return it gets to pack psyshock and psychic noise at the same time! there's also the psyterrain variations but those are thankfully much more telegraphed due to being paired with indeedee. i think espeon is a good tool for offense that is unfortunately a little too prone to cheese, but i feel like we have such an abundance of things that are already good and also naturally serve to check it that i can't consider it quite broken. maybe unhealthy? i'm not a fan of some of the interactions it forces for sure, but i'll need to see it do some truly silly bullshit to consider it broken.

:pmd/dragalge:
oh my sweet lord if this isn't the funniest mon i've ever used. unlike espeon, dragalge has one very linear game plan - do a lot of fucking damage. it's very good at that, by the way. even heavily spdef invested orthworm and snowslash are taking over half from draco. access to a pivoting move is also awesome for situations where you don't want to make the wrong call. however, there is some rather intricate minutiae to dragalge, and it's not in a place you'd expect! how much speed you run on this thing is, like, actually a massively deep rabbit hole. underspeeding 0 invest milo and not killing it in one shot from full can get really awkward, and you do also want a little pinch of speed here or there for the odd fat rhydon or something. i generally believe that if you end up forced to run timid it's not worth it? but idk, invest at your discretion. if you haven't been running jolly (see: correct) rhydon for double dance you should probably start now to get ahead of the psychos who will run 252 modest drag. other than that it's not super deep, you just load up your stabs and flip turn and then pick one of focus blast or scald. specs vs boots is also a small debate, but most things aren't taking a draco regardless and a considerable few others aren't risking it on the off chance you're not specs. sludge bomb vs wave is also probably worth looking into, but again, i doubt it really matters much since the goal of dragalge clicking stab moves is to kill something. poison fishing on milo is probably cool though!

:pmd/typhlosion-hisui:
anyone who's seen my posts in pu cord knows i do not believe the hyph around typh. i am very firm in my belief that this mon is a total fraud. like espeon (and even delphox), typh struggles with the amount of strong darks in the tier, and choiced sets are very unappreciative of how middling hazard removal currently is. pairing it with espeon is an option, but then you have another mon who is very unappreciative of the strong darks on nearly every team. i'm honestly almost inclined to call eruption sets just outright bad for this reason alone, there are way too many ways to take chip damage before you ever actually get to click it, and even then you're tossing it out into a tier with several notably good fire resists! scarf is cool as an anti-offense tool since the offensive typing is pretty obnoxious to switch into and the speed tier is good enough to keep it in step with most of offense's playbook, but again, the stealth rock weakness in a tier with historically dodgy removal is a worry. specs is dogshit, genuinely don't even bother. boots sets with willo + infernal parade do seem significantly annoying, and this is probably the best way to utilize the mon since it gives you an out to getting kicked in the nuts by sucker and lets you soften up potential checks for later, but not getting the immediate speed boost from scarf could be worrying in the offense matchup. idk, i'm just not a huge fan of this, really. i would love to be proven wrong though!

:pmd/slowbro-galar: :pmd/milotic:
not much to say other than glory glory hallelujah it is so nice to have some actual balance staples again, one with regen and the other being a fat water at that. the potential of glowbro to just throw out damage at things now that our only steels fold like a lawn chair to flamethrower does worry me a little but it does not eclipse my joy to see the return of the king.

:pmd/skuntank: :pmd/bombirdier: :pmd/qwilfish-hisui:
guess who just got a lot better! dark stocks are exploding rn and the three stooges over here are going to be very nice against espeon and glowbro in particular, with bombirdier honestly probably being the current best rocker just for its ability to stick it to espeon. sucker punch value has also surged now that we have two new obnoxious frail attackers weak to dark. hisui qwil makes up for the loss with intimidate and eviolite bulk, and also has access to spikes which is becoming increasingly more rare in the post-gastro age.

:pmd/snorlax:
okay, hear me out on this one, maybe he's good again? coverage out the wazoo, good spdef, thick fat and immune to ghost, can function as a wincon... i'm just sayinggggg he seems nice rn!
 
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