Monotype Viability Rankings

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KYUREM BLACK (DRAGON)

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Claw / Iron Head
- Fusion Bolt
- Outrage
- Ice Beam / Iron Head

Kyurem-Black @ Choice Scarf
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Dragon Claw
- Fusion Bolt
- Ice Beam

Kyurem-Black @ Expert Belt / Life orb
Ability: Teravolt
EVs: 240 Atk / 12 SpA / 252 Spe
Lonely Nature
- Dragon Claw
- Ice Beam
- Earth Power
- Fusion Bolt

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 248 HP / 4 SpA / 252 SpD
Lonely Nature
- Substitute
- Roost
- Ice Beam
- Fusion Bolt
Not much to say here, Kyurem-black has potential to be even S-ranked do to its many viable sets, its ability to wall break, revenge kill, be a mixed sweeper, and even be a bulky sub roost Pokemon. It also sports a very handy neutrality to ice-type moves that can prove to be very useful to Dragon monotypes. The choice-banded set can easily demolish walls that Dragon monotypes struggle with, such as Slowbro, Mew, Quagsire, Suicune, Skarmory, etc, so that its teammates can sweep. Kyurem-black's monstrous offensive stats and solid defense stats easily merit it to be A-ranked or even S-ranked. A specially defensive kyurem-black is also optimal to resist the boltbeam combo that Dragon Pokemon fear so greatly. Earth power can also be utilized on mixed or special sets as it can be useful with teravolt, hitting threats like Rotom-Wash. Kyurem does happen to be weak to stealth rock, has a bad physical movepool, and has average speed, however, which are important factors preventing it from being S-ranked.Kyurem-Black for A rank
 
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Qwillfish (Water) for D rank and (Poison) for C rank

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Qwilfish @ Leftovers
Ability: Intimidate
EVs: 252 HP/ 242 Def / 14 Spe
Impish Nature
- Spikes
- Taunt
- Pain Split
- Explosion

Qwillfish has no special bulk. At all. However, as a physical defender, it is in fact capable of stopping anything as good as or less than a Choice banded flygon and pokemon with bad movepools. Notably Azumarill (BOOM!) and especially Mawille ( +2 two pain splits and explode) (+4 painsplit on play rough) and explode). Despite it's limited recovery, it can endlessly stop walls that rely on brave bird and foul play through its taunt and painsplit combination.

Qwilfish @ Focus Sash
Ability: Intimidate
EVs: 4 Atk/ 252 Def / 252 Spe
Jolly Nature
- Spikes
- Taunt
- Toxic Spikes/ Thunderwave
- Destiny Bond

If you don't setup until you kill their defog/spinner or they simply don't have one, this can be a powerful lead. If you don't want to be without hazards, or need something to get rid of or cripple safe leads (most voltturn for example) then you might want to pick up the fish. It's best points are which moves you manage to take off of your superior teamates.
 
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KYUREM BLACK (DRAGON)

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Claw
- Fusion Bolt
- Outrage
- Ice Beam

OR

Kyurem-Black @ Choice Scarf
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Dragon Claw
- Fusion Bolt
- Ice Beam

OR

Kyurem-Black @ Expert Belt
Ability: Teravolt
EVs: 240 Atk / 12 SpA / 252 Spe
Lonely Nature
- Dragon Claw
- Ice Beam
- Earth Power
- Fusion Bolt

Not much to say here, Kyurem-black has potential to be even S-ranked do to its many viable sets, its ability to wall break, revenge kill, be a mixed sweeper, and even be a bulky sub roost Pokemon. It also sports a very handy neutrality to ice-type moves that can prove to be very useful to Dragon monotypes. The choice-banded set can easily demolish walls that Dragon monotypes struggle with, such as Slowbro, Mew, Quagsire, Suicune, Skarmory, etc, so that its teammates can sweep. Kyurem-black's monstrous offensive stats and solid defense stats easily merit it to be A-ranked or even S-ranked. Kyurem-Black for A rank
Since it's an A ranked mon I have to be pickier lel, I'd add a Specially Defensive set since it's one of the only Dragons that is not weak to Ice. It also resists the BoltBeam core which is nice :]
Also mention a Special set and the fact that Terravolt + Earth Power exists cuz whynaut
Mention that it's weak to rocks and that Defog is helpful since it can't switch in and out
 
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Keldeo (Fighting)

Keldeo @ Life Orb / Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Hidden Power Electric / Hidden Power Ice
- Scald / Icy Wind


See scpinion 's post to see more about Keldeo, he pretty much explained everything about it there.
Keldeo is perhaps even more viable on Fighting monotypes because of the severe lack of special attackers, and wall breaker Keldeo perfectly fits in fighting Monotypes, being able to kill threatening walls such as Mew, Sableye, Skarmory, Quagsire, etc. Keldeo's speed also allows it to function as a very efficient late game sweeper and cleaner as well as being a mid-game wall breaker. Keldeo (Fighting) --> S Rank
 
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KYUREM BLACK (DRAGON)

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Claw
- Fusion Bolt
- Outrage
- Ice Beam

OR

Kyurem-Black @ Choice Scarf
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Dragon Claw
- Fusion Bolt
- Ice Beam

OR

Kyurem-Black @ Expert Belt
Ability: Teravolt
EVs: 240 Atk / 12 SpA / 252 Spe
Lonely Nature
- Dragon Claw
- Ice Beam
- Earth Power
- Fusion Bolt

Not much to say here, Kyurem-black has potential to be even S-ranked do to its many viable sets, its ability to wall break, revenge kill, be a mixed sweeper, and even be a bulky sub roost Pokemon. It also sports a very handy neutrality to ice-type moves that can prove to be very useful to Dragon monotypes. The choice-banded set can easily demolish walls that Dragon monotypes struggle with, such as Slowbro, Mew, Quagsire, Suicune, Skarmory, etc, so that its teammates can sweep. Kyurem-black's monstrous offensive stats and solid defense stats easily merit it to be A-ranked or even S-ranked. Kyurem-Black for A rank
Since it's an A ranked mon I have to be pickier lel, I'd add a Specially Defensive set since it's one of the only Dragons that is not weak to Ice. It also resists the BoltBeam core which is nice :]
Also mention a Special set and the fact that Terravolt + Earth Power exists cuz whynaut
I run a physically defensive set and it works great as well. Kyurem-B really has a wide range of options, and they all hit pretty hard.

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Substitute
- Roost
- Iron Head
- Fusion Bolt
 
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Vivillion For Bug B Rank (Bug)
Vivillon For Flying D Rank (Flying)

Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Sleep Powder
- Quiver Dance
- Bug Buzz
- Hurricane


SashPowder: But something to sleep, attack or setup a quiver dance, and the damage it dishes.

Vivi is a butterfly, most butterflies suck why is vivi so high up because it has compound eyes, that gives it a reliable sleep move which most other bug types are lacking but the question is why is it so high on Bug, but so low on Flying? Well the difference is bug does not have as much versatility as flying does in the way of special attackers also being able to put something to sleep. The thing it does on flying is it can put things to sleep and hit them about 95% of the time. Which is amazing considering play rough has 90%
 
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Mega Heracross(Bug) for B Rank
Heracross @ Heracronite
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant / Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed / Earthquake / Swords Dance

Note: The EVs on the set allow Mega Heracross to outspeed neutral natured base 70's such as Adamant Bisharp under normal conditions and anything up to and including base 113 that has been affected by Sticky Web, notably the musketeers. A Jolly Nature is usable, with a slightly edited spread of 80 HP / 252 Atk / 176 Spe allowing you to outspeed Greninja after Webs. With this spread you lose some of your wallbreaking power, in particular a guaranteed 2HKO on Skarmory after Stealth Rock now has less chance to occur than Focus Blast hitting.

252+ Atk Mega Heracross Close Combat vs. 252 HP / 252+ Def Skarmory: 160-189 (47.9 - 56.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 Atk Mega Heracross Close Combat vs. 252 HP / 252+ Def Skarmory: 145-172 (43.4 - 51.4%) -- 66% chance to 2HKO after Stealth Rock and Leftovers recovery

Explanation: After a long career as one of the better Bugs in standard play, Heracross got a Mega Evolution this gen which boosted it's power to frightening levels, while granting it with a great ability in Skill Link to make use of some of the forgotten moves in it's movepool. Heracross is particularly effective as a wall breaker, destroying slow bulky walls with one of it's powerful coverage moves, which give a great niche on Bug teams. However Heracross is also particularly fearsome under Sticky Web, which should always be used alongside it to make the most of it. The majority of offensive pokemon simply cannot take Heracross' powerful attacks when it suddenly becomes faster than them, and walls will have great problems trying to switch into it. Obviously it isn't all amazing, as anything not grounded is immune to Sticky Webs, and so while it still has few counters, it has plenty of offensive checks that are not affected by Sticky Web, such as Latios. This is where it's bulk comes in, as it is hard to KO from full health without a Flying attack or a super effective STAB attack, meaning many checks are relying on it having taken some prior damage to dispose it. Why B rank? It's a hard life being a Mega Evolution in Bug, as it also has access to two other very viable megas, Scizor and Pinsir, and by choosing Heracross you give up your chance to use these. It also is quite dependent on sticky web to really be useful against offensive teams and performs quite poorly in one of Bug's bad matchups, Flying, due to it's 4x weakness to their STAB and immunity to Sticky Web. Overall a terrifying mon to be against when used correctly, but too flawed to be anything more than B.

Also reserving Latios (Dragon) and Mega Tyranitar (Dark) ^_^
 
Actually, it'd be great if you could add the Physical Set for Mega Chomp (Then I can say you wrote Mega-Chomp (Dragon)).

Actually DM32 made the first mega garchomp back on page 2, I didn't notice since it was a multipoke-post...
So give credit to him or yourself, because anything I could say about it would be theorymon lol.
 
Regigigas for D Rank
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Regigigas @ leftovers
Ability: Slow Start
EVs: 252 Atk/252 HP,4 SpD
-Substitute
-Thunder Wave
-Knock Off
-Drain Punch

What can I say,Slow Start absolutely cripples Regigigas.It halves Regigigas's normally massive 160 attack stat,and it's average 100 speed stat. It's worth stating some people run max speed,but it isn't nearly as good as max HP. The set revolves around stalling out your opponent,and since Regigigas doesn't have access to protect,this is especially hard. Once Slow Start has ended,Regigigas becomes a monster,Drain Punch to drain health back from unsuspecting opponents,and Knocking off Ghosts and leftovers from bulk mons. However,getting to the end of five turns without switching is pretty hard,and allows you to be set-up on very badly,so badly in fact,it may sweep. If Regigigas is statused in any way,you may as well just use it for death fodder. Paralysis can stop it from creating a sub,toxic can wear it down over five turns,and burn can as well as halving your attack stat AGAIN. Regigigas is very bulky however, standing at a whopping 110/110/110. As such,it can take hits like no ones buiness,as such,here is another set.

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Regigigas @ Leftovers
Ability:Slow Start
EVs: 252 HP/252 SpD/4 Def
-Knock Off
-Thunder Wave
-Substitute
-Confuse Ray

Near identical to the first set,this one simply swaps EVs in Atk for SpD,and replaces Drain Punch with Confuse ray,lowering the chances of a hit on Regigigas,as well as causing set-up sweepers much chagrin. The set is arguably more viable than the attacking one,simply because it has a chance to do something,regardless if it is statused or not. Still the pokemon's ability is enough to land it in the D Rank,maybe even the E Rank.
 
BASED TOGEKISS IS HERE
FEAR TEH FAIRY BURD

Anyway. First up, is Togekiss. I nominate Togekiss for A Rank in Flying.
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loser set imo (Togekiss) @ Leftovers
Ability: Serene Grace
252 HP/ 252 SpDef/ 4 Def
Calm Nature
-Thunder Wave
-Air Slash
-Heal Bell
-Roost

Explanation: OK, I was really debating whether to put this into A rank or B rank for Flying. Decided to put it into A Rank after Sae mentioned that it has a lot of versatility and utility, making it not a very dominant threat, but a solid threat that needs coverage. Anyway, onto the set. This is the common Paraflinch set that has invoked fear in many Monotype players around the internet. Item, Ability, and EV's are simple: Most bulk as possible to tank as much hits, and more flinch chance with Serene Grace. This set can tank pretty much any special attack, and TWave right back, subjecting it to the terror of Paraflinch. Heal Bell is for curing the status of mons on your team, such as a Para'd Char X (which is really helpful v Thundy-I's para'ing your sweeper, so you get a second shot), burned Landorus-T, or toxic'ed Zapdos. It's a great utility mon for flying teams, and can even manage to live an Ice Beam and cripple the famous Greninja, the terror of all Flying teams. However, it's good to note that it can't switch in. This set is commonly used in a Toge/Zap/Skarm core, with Skarm setting Rocks and tanking physical hits, Zapdos Defogging and breaking walls with Toxic/Heat Wave, and Togekiss alleviating pressure on them with Heal Bell and paralysis support.

And if you really wanna be real (cough Arifeen cough), use this set to utterly destroy Fighting (who actually has an even matchup v Flying), Bug, Grass, and even Dark, who I've found is a pain to beat with Flying:

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smogon burd? Anttyaz burd (Togekiss) @ Choice Scarf
Ability: Serene Grace
252 SpAtk/ 252 Spe/ 4 SpDef
Timid Nature
-Air Slash
-Dazzling Gleam
-Flamethrower/Fire Blast
-Trick/Aura Sphere

Explanation: K, this set is the death of all teams weak to Toge's STAB's, especially Flying. Not too much of an explanation needed here, just bring it in, spam Air Slash, hope for flinch. If against a team like Dark, weaken the team, bring in Toge, spam DG, win. Flamethrower v Fire Blast is for Scizor/Ferrothorn, and the choice is up to you for power or accuracy.
252 SpA Togekiss Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 284-336 (80.6 - 95.4%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Togekiss Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 348-412 (98.8 - 117%) -- 93.8% chance to OHKO
Fire Blast can net the KO, but can get you killed by Gyro Ball if you miss. Your choice. Trick is a great option to cripple walls such as Chansey and Clefable, both of which pose some problems to Flying mono. Aura Sphere is mostly for Heatrans (who you won't be doing much to anyway), and Ttars. Overall the best option is Trick, but if you have Clef and Chansey, and other walls considerably covered, and Rock is tearing you a new one, might as well just use Aura Sphere. Anyway, not too much else to say here, just get rid of Rocks to increase longevity.

Thanks to Sae Sae for reminding me of Trick and letting me put my birdie in A rank :]

*cough* nick for hax *cough*

K, next we have....Skarmory! I nominate Skarmory for S Rank in Flying mono.

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Skarmory @ Rocky Helmet/Leftovers
Ability: Sturdy
252 HP/ 252 Def/ 4 Spe
Impish Nature
-Roost
-Stealth Rock/Spikes
-Brave Bird/Counter
-Whirlwind/Defog

Explanation: Again, not too sure of the rank. I think S, because it pretty much has defined Flying mono; I see no viable Flying team, besides Omega-Xis14's, that does not run Skarmory. That could be my genericness coming out, but it's sorta true. Skarmory just has too much utility to give up. Stealth Rock v Spikes is if you already have a Rocks setter, such as Lando-T. If not, Rocks it is. Brave Bird is pretty much mandatory on it, I used to run no attack Skarm w/ Defog and WW, but I lost too many matches to say it has a good reason to use over the other sets. BB v Counter really shouldn't be too much of a question, Brave Bird has far more uses, but Counter has some neat utility if you want to use it. Whirlwind is what I believe is the better option, racking up hazard damage while also avoiding it from being setup bait (unless Taunt). Defog can be used if you lack trust in your ability to bring in your other Defogger in safely (which I did and still do ;_;). Pretty basic set overall, just stops Rock monos from crushing you, stops Mamoswine, and a lot of other things that threaten to ruin your bird's day.

Ok, next up is Landorus-T. I nominate Lando-T for S Rank in Flying.

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Landorus-T @ Leftovers
Ability: Intimidate
252 HP/ 252 Def/ 4 Atk
-Stealth Rock
-U-Turn/Knock Off
-Earthquake
-Stone Edge/Rock Slide

Explanation: Lando-T is one of those pokes that you really can't predict what set it is. LO attacker, Scarf Rkiller, Lefties pivot, Band wallbreaker, etc. So many x.x Thanks to Acast and Anttyaz for proving this to me. Anyway, onto the set. This is the tanky offensive pivot Lando-T, which works great in OU, and works great in Monotype as well. It can switch in on pretty much any physical attacker, set up Sneaky Pebbles, then U-Turn out or threaten with a 145 base Atk STAB Earthquake. This set isn't really what makes Landorus A rank, as it isn't 'influencing' the meta, per se, but it still is a decent threat that most teams should think of when building a team. Stone Edge vs. Rock Slide is again, power or accuracy. I think SE OHKO'es M-Pinsir, while Rock Slide needs some additional damage to pull that off. U-Turn v Knock Off is another 50/50. Offensive momentum, or the ability to cripple your opponent's team? It's a throw-up between the two.

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Landorus-T @ Choice Scarf/Band
Ability: Intimidate
252 Atk/ 252 Spe/ 4 Def
Jolly/Adamant Nature
-U-Turn
-Knock Off/Superpower
-Earthquake
-Stone Edge

Explanation: Here's the more threatening Lando-T set. While I realize that Band and Scarf play somewhat differently, I was really lazy, thought that they were similar enough to allow one explanation for each. Scarf takes on more of a revenge-killing aspect, able to outspeed many threats and KO them with powerful EQ's or Stone Edge's. It can also capitalize on the switches it forces by using U-Turn. Knock Off or Superpower is tilted more towards Knock Off, but if your team struggles v Ferro or Chansey, then the immediate killing power is better to ensure KO's on those two. Band is somewhat similar, but lends itself to a more wallbreaking aspect. You do NOT want to stare a 145 base Atk, Choice Banded Landorus-T straight in the face. The power is way too real. U-Turn, even when unSTAB, can still do some serious damage to an opposing team, especially when combined with a Volt Switcher and Stealth Rocks. Same scenario with Knock Off or Superpower, it's really up to the user. Scarf is usually better when paired with another Banded or Specs mon, such as Staraptor, while Band is just the opposite. That's just my preference though, you can run HO with dual Scarfers, or just deal damage with dual Band. The set that you want to use is up to what your team needs.

Additional comments: A LO Rock Polish set is worth mentioning, Rock Polish lets him outspeed even Scarfed Latios, unless I'm wrong, and LO boosts his already incredible attack to insane levels. However, sweeping can be better accomplished by Char X or M-Gyara, but this set is great for Hyper Offensive teams and for the surprise factor.

Thanks to Acast and Anttyaz (lol double A) for telling me to put this beast in S Rank. Apparently A + A = S <.<


Finally, one of the staple VoltTurners on Flying. Thundurus-T, who I nominate for A Rank in Flying.

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Thundurus-T @ Choice Scarf
Ability: Volt Absorb
252 SpAtk/ 252 Spe/ 4 SpDef
Timid Nature
-Volt Switch
-Thunderbolt/Grass Knot
-HP Ice
-Focus Blast/Grass Knot

Explanation: The only one I am actually certain is an A-Rank. Not meta defining, but if you lose to it, you should change your team immediately. Thundurus-T has Volt Absorb, a great Electric immunity needed on Flying, that deters Electric attacks and with right prediction, can get its health back up by a quarter. Volt Switch is obvious; its provided momentum is just way too good to pass up. Tbolt is actually debatable; I rarely find myself clicking it, unless I'm facing Water. Volt Switch is what I normally use. HP Ice is obvious, for Landorus, Garchomp, and other annoying Grounds. Focus Blast is really helpful vs. Ice and Steel, especially with the Aegi ban. Grass Knot can be used for Ground, who arguably has a very good matchup vs Flying, and Water, who is pretty much even with it, in my opinion. This is one of the best pokes to use in a Flying mono, imo, for its offensive capabilities, decent coverage, elec immunity, and great momentum booster with Volt Switch. You really can't go wrong using this thing.


Anyway, that's it for now. I realized that I haven't used Thundy-I enough to actually give a rating to it, so I'll give that up for someone x.x Other bad not generic pokes coming soon, since some of them are actually pretty good and have some niches in the meta. Thanks to all who read this fat wall of text <.<
 
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Excadrill for A rank (Steel)

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Rapid Spin
- Iron Head

DM35 already stated that Excadrill has amazing power, the difference between Excadrill on Steel vs on Ground, Steel does not run sand storm, so you will be opting for the Choice Set above, still does a ton of damage, still is amazing
 
Dragons!
Kingdra for B Tier
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Kingdra @ Scope Lens
Ability: Sniper
EVs: 252 Atk/252 Spe/4 HP
Jolly/Timid Nature
-Draco Meteor/Outrage
-Hydro Pump/Waterfall
-Focus Energy
-Dragon Dance/Flash Cannon/Iron Head
Explanation: Kingdra is the only Water/Dragon pokemon in the game,excluding Palkia whom is Ubers. Because of this,it is neutral to ice, one of dragons main weaknesses. The set revolves around using Focus Energy + Scope Lens to get a 100% Crit chance,then using Sniper to do double damage with crits. The set is fairly unpredictable,as it can be Special,Physical,or even mixed. Because of crits negating stat changes,Draco Meteor's power will never drop. Because of this it can very easily sweep an entire team if the team is slow enough and has no fairy or steel types. Alternatively,it has Flash Cannon or Iron head for dealing with Fairies,but it is often replaced with Dragon Dance. Assuming the opposing team is fairly weakened, Kingdra can come in easily and sweep making it a nice member for any dragon team.
I agree with everything regarding this post, but I think it's worth noting that Kingdra can also quite easily run a Rain Dance Swift Swim set. Damp Rock is perfectly legal on Dragon teams, so it's actually quite effective. This is the set I run:
Kingdra @ Damp Rock
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rain Dance
- Dragon Pulse
- Surf
- Ice Beam

Your post is perfectly fine. I just wanted to make sure that what I consider to be one of Kingdra's best sets is also represented ^_^
 
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Togekiss for A rank (Fairy)
Togekiss @ Leftovers
Ability: Serene Grace
252 HP/ 252 SpDef/ 4 Def
Calm Nature
-Thunder Wave
-Air Slash
-Heal Bell
-Roost

As Croven has said basiclly everything I was going to say about the this bird, but it helps very much on fairy for being one of the 2 Legal Defoggers, and this bird is very good at supporting.
 
Croven said:
Additional comments: A dual dancing set is worthy of mention, as it can rip apart unsuspecting teams to shreds, but I don't think it has as much viability in Monotype, only being able to run 1 coverage move. However, it is still worth mentioning, as the sweeping capabilities are very real.

Eh while a double-dancing set isn't that viable it's probably due to the struggle you'd have of getting both dances in rather than coverage, as Landorus has access to the famous EdgeQuake, giving great coverage in 2 moves.

I think a LO Rock Polish set could be mentioned however, as it has great lategame sweeping capabilities and can set up on a plethora of physical mons thanks to intimidate and decent bulk, the set would look something like this:

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Landorus-T @ Life Orb
Ability: Intimidate
252 Atk/ 252 Spe/ 4 Def
Adamant Nature
-Rock Polish
-Earthquake
-Stone Edge
-Knock Off

This set would work similarly to Excadrill on Ground, trading the need for sandstorm for a turn to set up, then wrecking teams with it's power and speed. Excellent post though, covered a lot of Pokemon in great detail.
 
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smogon burd? Anttyaz burd (Togekiss) @ Choice Scarf
Ability: Serene Grace
252 SpAtk/ 252 Spe/ 4 SpDef
Timid Nature
-Air Slash
-Dazzling Gleam
-Flamethrower/Fire Blast
-Aura Sphere

Explanation: K, this set is the death of all teams weak to Toge's STAB's, especially Flying. Not too much of an explanation needed here, just bring it in, spam Air Slash, hope for flinch. If against a team like Dark, weaken the team, bring in Toge, spam DG, win. Flamethrower v Fire Blast is for Scizor/Ferrothorn, and the choice is up to you for power or accuracy.
252 SpA Togekiss Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 284-336 (80.6 - 95.4%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Togekiss Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 348-412 (98.8 - 117%) -- 93.8% chance to OHKO
Fire Blast can net the KO, but can get you killed by Gyro Ball if you miss. Your choice. Aura Sphere is mostly for Heatrans (who you won't be doing much to anyway), and Ttars. This set is a bit up for grabs, as with Timid nature, you're not really doing much damage to either of them anyway. It can be helpful vs. Rock though, so that's a plus. Anyway, not too much else to say here, just get rid of Rocks to increase longevity.

You're also forgetting one of the main reasons to use Scarf Togekiss: Trick. Trick is that nifty little option that allows Monoflying to cripple certain threats like Clefable (if you're not using Landorus-I because of Landorus-T), etc.

Honestly Croven even if I don't want to make you go nuts over your bird even more, Togekiss seems more A rank just because of the versatilitiy. Twave supporter, Scarf, defogger, etc. There's also Nasty Plot I guess but that works better for fairies.
 
Eh while a double-dancing set isn't that viable it's probably due to the struggle you'd have of getting both dances in rather than coverage, as Landorus has access to the famous EdgeQuake, giving great coverage in 2 moves.

I think a LO Rock Polish set could be mentioned however, as it has great lategame sweeping capabilities and can set up on a plethora of physical mons thanks to intimidate and decent bulk, the set would look something like this:

landorus-therian.gif

Landorus-T @ Life Orb
Ability: Intimidate
252 Atk/ 252 Spe/ 4 Def
Adamant Nature
-Rock Polish
-Earthquake
-Stone Edge
-Knock Off

This set would work similarly to Excadrill on Ground, trading the need for sandstorm for a turn to set up, then wrecking teams with it's power and speed. Excellent post though, covered a lot of Pokemon in great detail.
Ok, thanks for giving me this set <.< I'll edit it in to my post, but just one question...how do you get the link for single posts? Looks like a great set though, I might even try it on a different team.

You're also forgetting one of the main reasons to use Scarf Togekiss: Trick. Trick is that nifty little option that allows Monoflying to cripple certain threats like Clefable (if you're not using Landorus-I because of Landorus-T), etc.

Honestly Croven even if I don't want to make you go nuts over your bird even more, Togekiss seems more A rank just because of the versatilitiy. Twave supporter, Scarf, defogger, etc. There's also Nasty Plot I guess but that works better for fairies.

Making me go more nuts over teh Fairy Burd? Is that possible? <.< Anyway, yeah, I totally forgot that. I'll probably slash that over Aura Sphere, putting Aura as a second slash. Thanks for reminding me of Trick, great move to cripple Clef, one of the biggest problems when using Flying ;~;
 
Please QC my post, thanks. Almost any and all QC's appreciated

Analysis #1.
thundurus.gif

Thundurus for S rank (flying) P.S DO NOT USE THUNDURUS THERIAN. this thing outclasses it in every way, and Thundurus T is just extra weight
I recommend using the first set over the second, but both are very viable
Thundurus @ Leftovers/ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power Ice/Focus Blast/Knock Off
Thundurus @ Life Orb / Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Focus Blast
Thundurus @ Life orb
Ability: Prankster
EVs: 4 Def / 252 Atk / 252 Spe
Jolly Nature
- Knock off
- Superpower
- Wild Charge
- Thunder Wave / Taunt / Substitute
notes, recommend not using, but putting it out there for the sake of putting it out there

You may be sitting there thinking that Thudurus is good, but he may not be S-Rank good. Well you sir would be dead wrong. With access to both prankster, and 111 speed, Thundurus can easily enter the field, disable a mon with T-Wave, and leave. Especially with this being the gen of Defog. Thundurus' bulk and defense may not be the best ing in the world, but when you realize the potential of who can suffer from this monster, you will truly see. Being on a flying team benefits thundurus to great heights, as flying has some of the best support to give to a mon, this mon will rarely ever waste a turn if you use it right. It also has access to electric STAB, which is the best option for it's type as an offensive sweeper. As long as Thundurus is alive on a flying team, the opponent needs to be wary at every turn that it may come out. Thundurus can easily render some types useless without the proper preperations. From offensive Grass to bulky Ground, without the proper counters, it can reck teams with ease. Even though Thundurus can be considered Top Tier, it still has some threats to worry about. Buly Ice countering walls including Mega Venusaur, to fast sweepers including Greninja. A Thundurus is a flying team team's best friend.


Analysis #2
articuno.gif

Articuno for High C[+] low B[-] Rank. If we are doing + or minus, It's better B-, if not, C

(Articuno) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Freeze Dry / Frost Breath
- Heal Bell
- Roost
- Toxic

Straight out of PU is a great special Defensive wall that can support almost any flying team. Due to this mon being on a team that was gifted with Defog, this mon can officially come on to any team and provide great support. The reasons why this mon is lower on the list would be it's bad typing with the burden of ice, but even then, a well supported articuno can be fit on almost any flying team. It is also able to be outclassed by specially defensive Togekiss in every way. But this mon can still help out in any way it can. With access to great special defense and excellent support moves, some special water types that can threaten flying teams. With the proper support, and the proper execution, Articuno has the liability to benefit a great flying team.
 
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Please QC my post, thanks.

Analysis #1.
thundurus.gif

Thundurus for S rank (flying) P.S DO NOT USE THUNDURUS THERIAN. this thing outclasses it in every way, and Thundurus T is just extra weight
I recommend using the first set over the second, but both are very viable
Thundurus @ Leftovers/ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power Ice/Focus Blast/Knock Off
Thundurus @ Life Orb / Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Focus Blast

You may be sitting there thinking that Thudurus is good, but he may not be S-Rank good. Well you sir would be dead wrong. With access to both prankster, and 111 speed, Thundurus can easily enter the field, disable a mon with T-Wave, and leave. Especially with this being the gen of Defog. Thundurus' bulk and defense may not be the best ing in the world, but when you realize the potential of who can suffer from this monster, you will truly see. Being on a flying team benefits thundurus to great heights, as flying has some of the best support to give to a mon, this mon will rarely ever waste a turn if you use it right. It also has access to electric STAB, which is the best option for it's type as an offensive sweeper. As long as Thundurus is alive on a flying team, the opponent needs to be wary at every turn that it may come out. Thundurus can easily render some types useless without the proper preperations. From offensive Grass to bulky Ground, without the proper counters, it can reck teams with ease. Even though Thundurus can be considered Top Tier, it still has some threats to worry about. Buly Ice countering walls including Mega Venusaur, to fast sweepers including Greninja. A Thundurus is a flying team team's best friend.


Analysis #2
articuno.gif

Articuno for High C[+] low B[-] Rank.

(Articuno) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Frost Breath
- Heal Bell
- Roost
- Toxic

Straight out of PU is a great special Defensive wall that can support almost any flying team. Due to this mon being on a team that was gifted with Defog, this mon can officially come on to any team and provide great support. The reasons why this mon is lower on the list would be it's bad typing with the burden of ice, but even then, a well supported articuno can be fit on almost any flying team. It is also able to be outclassed by specially defensive Togekiss in every way. But this mon can still help out in any way it can. With access to great special defense and frost breath, some special water types that can threaten flying teams. With the proper support, and the proper execution, Articuno has the liability to benefit a great flying team.
;~; Thundy-T has some uses over Thundy-I. While I completely agree that Incarnate Thundy is powerful and helpful as hell, I'm not sure if it's exactly metagame defining, or S-Rank. This could just be me, but I believe that it is at home in A Rank, as it is a big threat that is needed to be covered, but not exactly S worthy. Tell me if I'm being too strict and literal in the S-rank definition though, I very well could be.

Articuno set looks good; and you are wrong that it is outclassed by Toge in every way. There is one slight, but maybe necessary niche that it can serve. Frost Breath crits to prevent defensive setup is helpful, but the main niche it has over Toge is the ability to switch in on any one of Greninja's attacks:

252 SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 252+ SpD Articuno: 101-121 (26.3 - 31.5%) -- 12.5% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Protean Greninja Hidden Power Fire vs. 252 HP / 252+ SpD Articuno: 135-164 (35.1 - 42.7%) -- 84.2% chance to 3HKO after Leftovers recovery

Of course, this assumes that Rocks aren't present, but eh, if they are, Cuno is pretty much useless, so let's give the thing the benefit of the doubt. Other than that, great post, thanks for giving more birds to the list :]

Edit: Lol forgot to mention the niche Thundy-T has over Thundy-I x.x Thundy-T is for a fast revenge killer, something to KO Greninja immediately rather than sac itself to Twave, and Thundy-T also can threaten both teams Ninja is present on with Focus Blast and Tbolt. Also, it provides unrivaled offensive pressure, and a great way to deal with the omnipresent Water type. Again, not saying Thundy-I is bad, but that Thundy-T definitely has uses over its Incarnate partner.
 
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;~; Thundy-T has some uses over Thundy-I. While I completely agree that Incarnate Thundy is powerful and helpful as hell, I'm not sure if it's exactly metagame defining, or S-Rank. This could just be me, but I believe that it is at home in A Rank, as it is a big threat that is needed to be covered, but not exactly S worthy. Tell me if I'm being too strict and literal in the S-rank definition though, I very well could be.

Articuno set looks good; and you are wrong that it is outclassed by Toge in every way. There is one slight, but maybe necessary niche that it can serve. Frost Breath crits to prevent defensive setup is helpful, but the main niche it has over Toge is the ability to switch in on any one of Greninja's attacks:

252 SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 252+ SpD Articuno: 101-121 (26.3 - 31.5%) -- 12.5% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Protean Greninja Hidden Power Fire vs. 252 HP / 252+ SpD Articuno: 135-164 (35.1 - 42.7%) -- 84.2% chance to 3HKO after Leftovers recovery

Of course, this assumes that Rocks aren't present, but eh, if they are, Cuno is pretty much useless, so let's give this thing the benefit of the doubt. Other than that, great post, thanks for giving more birds to the list :]

Edit: Lol forgot to mention the niche Thundy-T has over Thundy-I x.x Thundy-T is for a fast revenge killer, something to KO Greninja immediately rather than sac itself to Twave, and Thundy-T also can threaten both teams Ninja is present on with Focus Blast and Tbolt. Also, it provides unrivaled offensive pressure, and a great way to deal with the omnipresent Water type. Again, not saying Thundy-I is bad, but that Thundy-T definitely has uses over its Incarnate partner.


Yeah Thundurus-Therian outclasses Thundurus-I in only two significant ways: Choice Scarf and Volt Switch. Therian is always the better scarfer cause Scarf contradicts Prankster on Incarnate. Also since Therian has a higher base special atk, the momentum bringing Volt Switch is overall better on Therian than Incarnate. Incarnate though hands down the better booster. I could see Thundurus-I as S rank since it supports a lot of Flying types with that Prankster Twave and Taunt but I still think it'd be better off as A rank but idk it's close to say imo.

Articuno, my love of first gen. As much as I'd like to call it B rank, I'd classify it C rank (C+ if we're doing that) because of its ability to stall down special Ice type hits and thanks to Freeze Dry, Pressure, Roost, Heal Bell, Toxic Articuno can normally come out on top on a lot of bulky waters that might annoy Flying monos like Unaware Quagsire from Water or Ground teams, Gastrodon, etc. Yeah as a specially defensive wall, it's main niche is just to sponge those Ice type moves and Scalds thanks to Heal Bell. Sadly it doesn't do much more than that.
 
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