Hawlucha: B —> A-/A
Hawlucha is too good of a Pokémon to be considered a B tier along the likes of Chansey, Bisharp, and Ditto. Out of the top threats (B+ up), it only gets stopped by 7, those being Physically bulky variants of Pex, Corviknight, and Clefable, as well as Slowbro, Zapdos, Scizor and Aegislash. It makes a great pairing with Magnezone, who does well versus all of those but Zapdos, who can lose its boots very easily to other Pokémon it is tasked with checking such as Kartana, Landorus-T, and Rillaboom. In addition, most of these mons except Aegislash are relegated to bulkier balance and defence, which means that Hawlucha often wins an offense matchup on team preview because they have no outspeeds or switch ins.
Speaking of Rillaboom, it is another amazing partner to Hawlucha because it baits in defensive grasses and sets Grassy Terrain, which allows Hawlucha to use its best item, Grassy Seed. Also, between the two, speed control is basically given to a team.
As for why I think Hawlucha should rise, if you look at the rising Pokémon, you’ll see Pokémon such as Slowking, which leaves a team much more weak to Hawlucha when swapped with Slowbro, Tangrowth, which is a wall obliterated by Hawlucha, especially with Substitute, and offensive Pokémon throttled by it like Kartana and Ash-Greninja.
Relevant Calcs:
+2 252+ Atk Hawlucha Close Combat vs. 0 HP / 0 Def Tapu Koko: 195-229 (69.3 - 81.4%) -- guaranteed 2HKO
With Rocks and some light chip, Koko is no Hawlucha answer
+2 252+ Atk Hawlucha Close Combat vs. 252 HP / 168+ Def Corviknight: 255-300 (63.7 - 75%) -- guaranteed 2HKO after Leftovers recovery
Once again, Corviknight can be chipped, or the boost can be grabbed if you can get up a sub
+2 252+ Atk Hawlucha Acrobatics (110 BP) vs. 252 HP / 252+ Def Clefable: 273-322 (69.2 - 81.7%) -- guaranteed 2HKO after Leftovers recovery
With the right EVs, you live moonblast
+2 252+ Atk Hawlucha Acrobatics (110 BP) vs. 252 HP / 252+ Def Toxapex: 166-196 (54.6 - 64.4%) -- guaranteed 2HKO
You always win without scald hax
+2 252+ Atk Hawlucha Acrobatics (110 BP) vs. 248 HP / 48+ Def Scizor-Mega: 204-241 (59.4 - 70.2%) -- guaranteed 2HKO
Use acrobatics over CC to avoid dying to bullet punch
Hello, I would like to add my opinions on this
Although I also do think that Hawlucha deserves a raise, the maximum it really deserves is B+, and it being A- or A+ along with the likes of Slowking, Weavile and Tapu Koko is a crime. Your point about most of these mons fitting only bulky balance / defense (which i assume is fat) is also not true, as Corv, Slowbro and Mega Sciz can fit on a lot of offenses and Bulky Offenses, and mons like Clef, the aforementioned Corv, and Pex all fit on Sand, which i would classify as BO, and Zapdos on rain which I would classify as Offense. You really underestimate how many mons threaten Hawlucha, even if you count the ones B+ up:
it only gets stopped by 7, those being Physically bulky variants of Pex, Corviknight, and Clefable, as well as Slowbro, Zapdos, Scizor and Aegislash.
You fail to mention Landorus-T, which as of right now, is more and more leaning towards SuperDefensive sets over the traditional 112 / 144 spread:
Landorus-Therian (M) @ Flyinium Z
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Fly
- Earthquake
- Stealth Rock
- U-turn
And Z Fly on these sets are also being used more, due to the ability to exert a lot of offensive pressure and revenge a plethora of threats it checks, such as Kartana, Gliscor, Lopunny-Mega, Medicham-Mega, Hawlucha and Garchomp-Mega. Rocky Helmet can also be used as a substitute item, and still deals with those mons well, but the point is, this mon is IMO a big staple on offenses, and deals with Hawlucha very easily, which pretty much disregards your point about it beating the offense MU on preview.
What Hawlucha does deal well with (usually) is HO, due to the reason you mentioned above, but even that can be played around, with your own Hawlucha, Screens, Revenging via priority from the likes of MSciz, Preserving Lando (if hes your suicide lead) to pressure it with Intimidates and threatening chunking it with Explosion, Status-ing it (Grimmsnarl, Serp lives a hit behind screens and can glare), abusing the fact that its extremely weak and threatening it outright with the Mon currently on the field, Taunting it, and a lot of mons just outright setting up on it, see: Garchomp-Mega.
You also fail to mention Latias-Mega, which even at +2 cleanly lives Hawlucha’s Acrobatics:
+2 252+ Atk Hawlucha Acrobatics (110 BP) vs. 252 HP / 4 Def Latias-Mega: 265-313 (72.8 - 85.9%) -- guaranteed 2HKO
and OHKOs it back:
0 SpA Latias-Mega Psyshock vs. 0 HP / 0 Def Hawlucha: 294-348 (98.9 - 117.1%) -- guaranteed OHKO after Stealth Rock
Even if you are a +Defense seed:
0 SpA Latias-Mega Psyshock vs. +1 0 HP / 0 Def Hawlucha: 198-234 (66.6 - 78.7%) -- guaranteed 2HKO after Stealth Rock
With some small chip, you KO it either way.
You also forget to mention Tapu Fini, which although is easily chipped, still lives and KOs back (Talking about the defog set, the Draining Kiss set deals with it with ease)
Reuniclus is also in the same case, but even less easily chipped.
You mention that Koko is no longer a Hawlucha answer with Rocks + Slight chip, but what if its boots? Or even if its Specs Roost? Thats a lot of chip to get to Koko on shorter games (which you will be having with Hawlucha due to it being on HO) You mention Corv, which btw you used the wrong set for, thats a Galar spread, and although the difference is minimal its still a difference: +2 252+ Atk Hawlucha Close Combat vs. 252 HP / 184+ Def Corviknight: 250-295 (62.5 - 73.7%) -- guaranteed 2HKO after Leftovers recovery
And as i mentioned before with Koko, you’re aiming to win as fast as possible with Lucha, and getting 30% chip as a minimum on Corv is still quite hard, due to it being able to just Roost back up to full, and your best bet is trying to overload it with Rilla, but even then its hard due to a lot of teams usually not having Corv as their sole grass check, due to a certain magnet, and have ways to play around it, so even then its shaky at best. You also have to rely on the fact that they are not ID, or even Bulk Up, as that can deal with Rilla much easier than Defog sets. And you also mentioned “if you can get behind a sub”, thats
3 free turns that the opponent has to give you: one to sub, one to sd, one to attack, which is really no feasible when you’re fighting a player that has any sense of competence, as if a player gives your Hawlucha 3 free turns, they pretty much deserve to lose that game.
Chipping Clefable is notoriously difficult, due to its reliable recovery, its ability in Magic Guard, and its fairy type. And yes, you can EV Hawlucha to live a Clefable Moonblast, but what if theirs rocks? You die anyways.
Although Toxapex is now leaning to a more specially defensive spread, the physical spread wins against it, as you’re not factoring Black Sludge, and the fact that Toxapex can just haze. Furthermore, this repeated actions (sd>cc as pex hazes, pex clicks recover as you sd, cc as it hazes and so on) will eventually lead to pex slowly healing up back to a substantial amount, where it can safely click scald, and repeat this continuously until it burns you, thus resulting in a useless Hawlucha. Even if it is spdef, it can still play around Hawlucha due to the bulkier types of teams it fits in with haze and scalds, and repeated switchings.
I dont think Mega Sciz is a check to Hawlucha at all, and tbh is just setup fodder for it, so idk why that was mentioned.
Lastly, you mention Zapdos as the only check that is not dealt with via magnezone (and using magnezone on a HO team is really something that you should be thinking about, and I have pointed out that other checks to it do exist. Even if Zapdos loses its boots, say, by a stray Rilla knock, it still hard counters it extremely well, as you need 30%+ chip +Rocks after boots are knocked off to have the slightest chance at killing it:
+2 252+ Atk Hawlucha Close Combat vs. 248 HP / 220 Def Zapdos: 153-181 (39.9 - 47.2%) -- guaranteed 3HKO
You greatly overestimate how good Hawlucha is, and it really struggles to do much to bulkier teams, and even offence team pack enough pressure for it, see: SuperDefensive LandoT, Rotom W, Corv, own terrain. This is all in the point of using Lucha on a HO team, which IMO, outside of maybe super fast offense, similar to SM style MediKoko offenses, is really the only way to build it, and sacrificing 3 Slots on a Offense team to be built around Lucha is really not that efficient, due to the large portion of metagame threats you need to check, and if your offensive core can deal with a large amount of these threats, Ie: this cores stall matchup is bad, relying only on RillaZone to try and deal with it, which is neutered in the long term with good stall play, if the stall team has a grass check thats not corv, ie: Naskarm, Zapdos, Moltres, Amoomguss, Volcarona, and other nicher options such as Aggron-Mega, Altaria-Mega and Heatran etc. Luchas big issue is also the fact that it is a one time thing, and if you set it off too early, you wont be able to try again, potentially wasting it, and playing 5 V 6 until you send it out at the right time, due to not wanting to risk wasting it too early. The prevalence of future sight is also a pain for it, as a lot of teams with this structure usually cant handle dealing with Future Sight + Breaker, due to not having a strong enough defensive core, and not being able to out-offense it in time.
Tldr, you missed out a bunch of really important mons, and overestimate how easily lucha can bypass these threats due to them being able to recover from the chip easily or barely being able to get chipped at all. The team structure you mentioned (rilla lucha zone) struggles to break a lot in the tier, especially with teams that rely on Zapdos as their grass check, or Corv + Grass, or even just a grass themselves because it forces Lucha in early, potentially just killing / crippling it, and due to its 1 time nature, its basically just a sack from then on.