RISES
Trapinch->S) You MUST respect a trapper if you have trappable mons and lack thereof may cost you the game.
Dig->S) You MUST respect a trapper if you have trappable mons and lack thereof may cost you the game.
Rufflet->S) If it survives getting banned this shouldn't be debatable if anything a+.
Oddish->A+) I hate this mon, the rolls it eats are too spicy at times. Sap vs the phys meta is bonkers. "Sometimes" it can beat ferro using infestation or trap mon as help. It does this because it typically loses 1v1 to ferro, however, it will outclass ferro in way more match ups.. beside
maybe spiritzee..
IF it has psychic.. which is on the down tick given both ponies speed and saturation have better matchups vs both grass mon. Any who, Sleep powder means that if you do not run a grass mon you must 'pick-a-mon-to-lose'(if it lands lul).
A spore/regenerator mon was one of the only things keeping this thing irrelevant last gen... Now it has strength sap... RIP.
Bulbasaur ->C+)
The Walking Bucket(
KO)
Manual sun is good(vs forced switch outs).
Sleep powder is good(v pawn).
Growth is disgusting(phys meta).
A 28-30 speed special mon is something the tier does not quite account for. Tell me how many mon want to take LO or growth boosted solarbeam?
Giga drain = longevity, Weatherball is basically 3rd STAB in the sun. Put some respect on gen 1 easy mode, plz and ty.
Baltoy-> Ranked) Gets Stealth Rocks, Screens(yes plural!), Trick(if you wanna be cheeky), Trick Room(see Trick), and explosion to cap off it's support, while being able to hit 16 speed which matches non speed nature nix, pawn, fetch, vull and anything slower... Which is much of the current non-scarf, non-pony, and unboosted metagame. Not to mention, Rapid Spin is generally only stopped by frillish or weak armor vullaby, although it has coverage that 2-3hko it, especially on the switch(even more importantly vs special vull). After a successful spin it becomes 24 spe(faster than anything unscarfed/unboosted). Smashing in it's face after a spin is also unviable as a second spin, if allowed, makes baltoy 32 spe, outpacing shellder and tying w max spe dwebble allowing sash/sturdy variants to be "ohko'able", if spun on/hit by rocks. Offensively it has access to STAB, fairy, ice, ghost, rock*, electric* and grass* moves, allowing it to check its own checks on the switch, if chipped or 2hko in the right situation. A decent onix/rock/ground switch-in via levitate/ground typing, it eats +2 eq from mold breaker drilbur, raw blitz from pony, non-stab knock off/sucker punches from some strong mon(from full and typically after rocks[usually with eviolite]). The biggest problems of baltoy are knock off prevelance, lack of raw power, slight 4mss and only being an offensive fight check instead of a defensive one via knock. Big problems, yes. But when I'm looking @ c baltoy middles out amongst those mon unless the worst half shifts down.
Phew... Now
DROPS
Mareanie/ferro->A) I love this core... But hear me out!! This is hax central and guts timbur eats it for breakfast.
Secondly, Look at this link
https://www.smogon.com/forums/threads/ss-lc-sample-teams.3661419/
...Count how many mareanies/ferros, let alone that core on a team, there are... Especially post home w sun/k pony/knock off running around. Don't get me wrong they can go the distance but pokemon, on paper, boils down to match ups, when these mon get knocked their MUs become much harder. Fast ferro can't tank as much as a phat ferro. Fast reanie must be squishy or hit like a wet wrag in order to invest in speed... And these are their *best* sets... That I know of. LC just hits harder and faster than these mons can take rn without sacrificing some 'thing' it may need in any given mu.
Wingull->B) I've used some sets for the memes/as innovation, but the majority of the time I'm hoping to not lose a speed tie or take too much dmg. Rocks and frailty do such an injustice to this mons move pool that In team preview, if I see a wingull, I'm fighting 5 mon TBH.(unless it hits hurricane/airslash/[knock without sacrficing itself]).
Cufant->unranked
>Scroll to the link posted above.
>Look for a team without a trapper and either.
>A see yours odds at winning on the ladder.
>B see how much pay off getting doubled into a trapper will yield.
...It's not rocket science.
Unovan* Darumaka-> unranked
>See cufant OR
>Ask yourself "why this over kantonian ponyta?"
Meowth galar -> unranked
See cufant.
HONORABLE MENTIONS
Wynaut - With other trappers, encore can be devestating. If not, destiny bond generally equates to a guaranteed 1v1 minimum, God help you if you're slower than wynaut. However by itself it's kind of lackluster. Mixed sets mean you
have to encore @ times. You either want speed for destiny bond or bulk for counter/mirror coat. You're at the mercy of another trapper if doubling or leading-off w naut gets you into that position. However by themselves(and wynauts thiccness) counter and mirror coat deal some vicious dmg, sans sash. Encore also allows hyper offense to BOTH keep pivoting offensively and their opponent on their heels aiding in momentum. A very interesting mon when it comes to 50/50s outside of >trap into another trap. I have a lcuu team that's p successful w it and 5 sweepers.
Pumpkaboo - What it lacks in strength sap it makes work in wisp. Being one of few viable ghost vs zigzagoon, not named honeedge(even though it can't be trapped) is pretty nice when your grass competition can only 1v1 you w poison from Oddish(that you resist) while a burnt ferrothorn trying to land twave are both running from you packing flamethrower/fire blast.
Salandit(moreso eject pack) - ...Trappers trap... What mon can cc/superpower/overheat/leafstorm/curse/etc. their way into a trapper? That's also not rocket science but I felt it needed to be pointed out.