I've already mentioned this plenty of times in the past, but especially rn I feel like speed and role compression are much more important factors than raw breaking power is. More and more I see games that are decided by which player had the faster breakers, and I realise how challenging it can be to support a slower breaker, to a point where you wonder if their breaking brings enough to the table.
While it's fun to look at a mon that has no switchins on paper, you have to take a step back and ask yourself, how much does it actually contribute to the team? Can it come in often? Does it rk or force out a lot of mons to actually get those 2HKO opportunities? In practice some of the broken breakers start to tall short in a lot of categories.
For example I think sflo Lele is a very fun mon rn, because it forces out a lot and never has to predict, you pretty much always attack the mon in front and do enough damage to the switchin to pick the appropriate coverage on the following turn. Tinted lele has fewer switching, but it forces a lot less out so how many 2HKOs it can get is far less relevant. And because it's more prediction reliant, it has to come in more often, this means finding more opportunities to get it in without chipping it. Latios is in the same vein where nothing seems to be able to switch onto it, but it's very hard to put on a team.
On top of that, while it's fun to look at a team that has no water resist and blow up how broken Primarina is. I find it a lot more useful to see how much a mon can help you make progress on a matchup where it's not good. Koko is not a great breaker, but it can come in as many times as it wants, forces everything out all the time and generates momentum, so even if they have a hard wall, koko is still good. It;s why it remains consistently one of the best mons in the meta. It's the same for azelf who seems to make every single weakness of your team dissapear like magic. or heatran who might just be the best progress maker rn. A lot of the top mons (fini, pert, koko, weavile, zarude...) are defined by their ability to consistently make progress and support the team, in any matchup.
So while you certainly have to take Heracross or Prim into account when you build, I don't think that automatically makes them amazing mons.
Anyway my thoughts on the current noms:
A+, One of the most consistent progress makers in the meta. Insane defensive glue. Potentially weather control and scary wall breaking capabilities. Hard to take advantage of in a game. Also one of the biggest headaches in the builder trying to prep for it. This mon deserves A+
B+/B, Out of the grass spam mons, I find it is the hardest to justify putting on a team. Bulu was much more valuable defensively when everyone was running Garchomp. But now it's typing doesn't give it a useful immunity, and it's bulk makes it hard to take advantage of the few good resistances it has. It's also accounted for by default when you prepare for Zarude. We're kinda using it wrong tho, as it is much more of a mid game breaker than it is a sweeper. but it's very limited in the things it provides, and very hard to justify over the other two grass mons.
A, Insane mon. Back in ompl I actually found it kinda hard to justify running a team without a Zarude. It's not quite at that level now, but it's still a fantastic glue. It has uturn which is insane as it always gains momentum on waters and whatnot. It's a psychic immunity. It has insane bulk meaning its resistances to water and ground are actually much more useable. It checks demon mew and keep Dshield Skarm/Corv at bay. The priority is actually noticeably stronger than Bulu's Horn Leech. But most importantly, Grassy terrain makes it much easier to build teams around it. All of a sudden your Fini walls Garchomp or your Heatran is getting extra recovery. You get chipped less because you recover a little. You actually have terrain control for teams such as Eterrain spam or psychic spam. This mon is really good and definitely deserving of A rank.
B+, Dhelm is the strongest of the grass mons, and it also has the strongest stab of the grass mons, which also happens to have much better neutral coverage, so it can be pretty hard to answer reliably with your normal grass answers. Mainly what usually tilts the scale is Dhelm's immunity to fighting. Meaning you get a strong deterrent to mons like Terrak or Heracross from just spamming CC on your whole team. This goes especially well with stuff like protect heatran as it can really limit your opponent's ways of taking advantage of you. Or with Midgrounds such as Swampert that can afford to take a hit, but not two. On top of bringing all the advantages of having a gterrain mon on your team, Dhelm also has a few cool tricks up its sleeve, like the ability to Switcheroo its ban away, being a timely spinner on HO or simply having access to SD which zarude doesn't, which makes it a very good pick on given teams. It's still noticeably more fragile than Zarude, super slow and doesn't have access to uturn. Definitely a worse mon altogether tho, B+ is good placement for it.
No opinion here honestly.
A, I agree with everything Talon said. Azelf seems to magically patch up all the wholes in your team. It's strong enough that it can run scarf and still do damage, while barely clutching the outspeed on adamant unburden kommo-o. And because uturn actually hits dark types, you often don't need anymore coverage than that so you can run utility such as trick which keeps many setup sweepers at bay, or koff which helps clear AVs from the opposing team. While Azelf doesn't actually beat triage pixies, putting terrain up and uturning out is still incredibly valuable to patch up a team. Azelf's specs set is also still very threatening and the speed tier is enough to put you over breakers such as Terrrak, Blace and Latios.
Nobody actually runs this mon anymore, Azelf is just better.
B/B+, Silvally pivots and checks a lot of the more annoying mons to check in the meta (Heatran, zapdos, Barra, Prima, Triage, Volcarona, Genesect, Koko...). His best option is often to pivot out, but it's still the only pure dragon who can actually do that. While Silv's bulk is often dissapointing, it makes up for it by having exactly the coverage it needs in flamethrower and rock slide, and having enough annoying movepool options to adapt to different teams. Pfang keep other regen mons who think they can get free recovery at bay. While Snarl can really help vs Demon mew or other fat setup. Explosion is another pretty decent option on more offensive teams. Honestly it's a good mon, and it;s probably the best water resist we have on the special side. B/B+.
B-, Toise is a silvally with spin, except it also kinda sucks and hates dland. Really only there for spin, but not many things get spin so it;s worth noting. It's kind of a patchup mon more than it is a good mon tho.
Scizor is the only one we should keep imo. Spd Scizor is very similar to spd corv, checks the same stuff like Latios, Heatran, Pixies etc, but it checks pixies slightly better and has knock off. It can also run similar BU uturn sets but it kinda just checks pixies better imo. Seldom worth but has its niche.
A+, personally I think Weavile fits right in here in terms of power. It can be hard walled and often will be, but it has speed, power, access to knock, priority and psychic immunity which makes it always useful. Weavile also forces a lot of things out, truly a lot. Anything that's not physically defensive is forced out of the most part, so it gets plenty of opportunities to click buttons. But Weavile is still somehow extremely hard to build with and very inconsistent performance wise. And while in theory Weavile also has the mg set to fix its problems, this set kinda just sucks so it's not really fixing anything.
B+, Prim is fine where it is for most of the reasons I mentioned above. Primarina has the advantage of being hard to OHKO from full, I actually think it's better than Volcanion because of that. But it's still piss slow, provides little defensive utility and is kinda still wallable.
A-, I agree with this one mainly because Terrak seems to have a much easier time coming in and forcing things out than basically any other breakers. It seems to get more opportunities to click its moves and so makes toxicing a mew easier for example. Not taking much rock chip is appreciated.
Other things:
Should be lower.
A-, Cinderace has been seen quite a bit on fast teams now, either on mg spam to pivot spam and ignore rocks, or as weather control that can take at least one weather ball. The fact that Cinderace can hit Fini is hugely valuable, especially with Physdef pert falling out of fashion since Arch ban. Gunk shot also makes it a good check to triage pixies. It's also the only mon ever with access to court change and that's worth smt. Good mon honestly, often better than tflame imo.
Update Kommo-o sets imo:
https://pokepast.es/3a3a6dfb762cd4aa