SS Tier
Imprison
Perish Song (if you're slower) |
S Tier
Disable
Taunt |
A Tier
Non-Rest Recovery Moves
Toxic
Leech Seed
Sleep Inducing Moves |
B Tier
Burning/Poisoning Moves
Octolock
Accuracy Lowering/Evasion Raising moves
Moves that Target both opponents + not partner
Moves that deal residual damage (Bind, Whirlpool, etc)
Nature's Madness
Super Fang
No Retreat |
C Tier
OHKO Moves
Ingrain
Confusion Moves
Paralysis Moves
100% Secondary Status Effect Attacks |
D Tier
Moves that target both opponents + partner
Rest
Knock Off
Self Stat Raising Moves |
Probably Useless
2 Turn Activation Moves
Final Gambit
Belly Drum |
God Hates You
Explosion
Self-Destruct
Misty Explosion
Perish Song (if you're faster)
Heal Pulse
Memento
Lunar Dance
Moves useless with no switching (Entry Hazards, Baton Pass, etc)
Normal No Effect Moves (Happy Hour, Splash, etc)
Dark Void |
if you disagree/want to add something, lmk
Very good thread idea. Some random thoughts:
Imprison deserves its SS tier but on another note I think it is pretty overrated to be honest. Most of the time you roll it you pretty much win, but if you're against Mega Heracross you might lose. In some lategame situations, an Imprison roll can guarantee your loss by forcing a game-ending Struggle to knock you out.
Knock Off to A tier as a good ghost killer as well as taking out Eviolite, Choice items, etc. If anything Knock Off is usually better than Swift in B tier.
Sleep and paralysis can actually be bad (depending on your perspective) in long games because they allow you to preserve PP and Struggle later than the opponent. I personally believe Rest is a very good move for its free full recovery and deserves better than D tier.
Poison could actually go above burn, since poison is twice as harmful and has more common ways to inflict compared to burn. On the other hand, I believe binding moves are A tier because they don't worry about immunities or Magic Bounce while also guaranteeing at least 50% damage most of the time. At the least, I would rather get a Bind than Swift.
Octolock is okay but it doesn't affect ghosts which are prominent in the meta. It also requires you to roll an attacking move to take advantage of the defence drops, unlike Bind which does guaranteed damage over time automatically.
I would go as far to say that Ingrain/Aqua Ring could go in B tier. Permanent consistent healing goes a long way, and will usually be better than an OHKO move most of the time.
Belly Drum is actually really good if you're faster to take advantage of the +6 Attack.
If nothing else, moves that target a single opponent could be added to C tier, especially nukes like Blast Burn or Roar of Time.
Final Gambit should go in God Hates You with the rest of the self-kill moves for consistency. As for its usefulness, in the earlygame it might cause a guaranteed kill for a kill so it's not totally useless.
Floral Healing = Heal Pulse.
Healing Wish/Lunar Dance is a no effect move in Metronome Battles.
Dark Void and Nature's Madness are uncallable in Gen 8.
As for additions, I would definitely add Torment to S tier to round out the forced-Struggle moves, though it's countered by non-megas through Dynamax. Rollout could go in A tier for its extremely consistent damage output. A Substitute can be useful to have in general. Moves like Worry Seed or Skill Swap can actually make a difference when you get rid of some great ability. Haze can also be nice to get rid of buffs.
EDIT: Spite can also be a devastating move against stall teams or (non-improofed) Blissey, usually forcing an early Struggle or Leppa/Mystery use.
tbh I thought it was just going to be
S: Metronome
and that's it
If you put it like that then you could argue Z-Metronome for A tier, Max Guard for B tier, and Struggle for C tier as well.