Just going to write a little bit on some of the metas after going through Classic. sorry no SM i'm not qualified in any way on the topic.
ORAS 
I don't really play this gen all too much, but I've dabbled in it more often than SM through the testing I've done with other people. Take my words with a grain of salt.

- yh this thing goes berserko with the addition of a newly buffed knock off in its arsenal. Defiant having more chances to proc due to Defog gives it better punish opportunities than it previously had in BW (when it was there). I completely understand the calls for S rank/bans. The checks to it have hardly any sustainability with how good spikes are.

- Agree with putting this higher, actual beast mon. Can be really flexible with its EVs and item imo. For example, I wanted to replicate its future ability Sand Stream and gave it an Assault Vest. Turns out it kind of just tanks w/e the fuck it wants to because of that. Helps mitigate Purugly early on because of typing + natural bulk. Explosion is also funny because a good portion of mons fold like lawnchairs to it.
BW 
Just something to note before I begin, under the Sample Teams tab "Archived Teams", it mentions that the teams are still legal to use. This would be incorrect since a few teams have Dragonair or Articuno on them. Nothing too critical but figured it might be worth mentioning to avoid any confusion for unfamiliar players.
The mons that were recently ranked are currently without sample sets, so I figured I throw up a few as placeholders. I'm unsure how "correct" some of these are, like Ivysaur and Clefairy, but they should be relatively close to how they normally operate.

- pls run adamant. Already mentioned this but Jet helps snag kills vs frailer, faster targets like Emolga and Simisear while Night Slash cuts through bulkier builds with Grumpig or Frillish.
Beartic @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Superpower
- Swords Dance
- Aqua Jet / Night Slash

Ivysaur @ Eviolite
Ability: Overgrow
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Knock Off
- Synthesis
- Sludge Bomb
- Leech Seed

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Soft-Boiled
- Knock Off
- Seismic Toss
- Thunder Wave / Stealth Rock / Toxic / Encore

- So help me god I don't know what this mfer wants optimally, but these specific EVs ensure you always live Silk Scarf Persian Fake Out into Return. Obviously not the most reliable set but it's something.
Bibarel @ Mental Herb
Ability: Unaware
EVs: 200 HP / 56 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Scald
- Thunder / Thunder Wave
I'm sure someone else knows what the other C ranks like Lopunny runs because I sure as hell don't. As for veterans on the VR, I have a few ideas to throw around as well. These are sets that I've used and had a degree of success with, which is why I'm suggesting them to others. At least adds a bit of diversity to the current samples for them, specifically Luxray I had in mind.

- It's a neat setup mon that, with taunt, does not care for Worm-Trash or similar passive mons.
Granbull @ Leftovers
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Bulk Up
- Frustration
- Crunch
- Taunt / Earthquake

- Can easily go with more speed to cover base 60s, but the extra bulk and power you squeeze from this are nice. I prefer HP Ice over Grass so you aren't completely stonewalled by Ivysaur, Gloom, and Taunt Emolga. Speaking of which, it's a pretty good Emolga check with Intimidate and resistance to both stabs. It can completely dominate in the right matchups.
Luxray @ Leftovers
Ability: Intimidate
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Toxic
- Protect
- Hidden Power [Ice] / Hidden Power [Grass]

- HP ground is literally just for lairon iirc, but Illumise can certainly do more than just set sun. Articuno being gone is nice for it as well.
Illumise (F) @ Life Orb
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Bug Buzz
- Roost
- Hidden Power [Ground]
- Encore

- Unironically a fun wincon. Just hit Hurricane.
Pelipper @ Life Orb
Ability: Rain Dish
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Hurricane
- Roost
- Agility

- Super meme but I have definitely gotten mileage out of it as a surprise. Can nail stuff like Persian or Emolga before they pivot out.
Solrock @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Zen Headbutt
- Earthquake
- Explosion
I'm very content with the Electabuzz ban that happened a while back. That mon was incredibly difficult to answer reliably to the point that you were better off just trying to out-offense it. DPP always stuck out to me in ZUPL because it's the only preview-less gen. I feel like you can make anything here work with the right strategy, which is always entertaining to watch from a spectator POV. I actually prepared quite a bit for this gen in Classic, but then Jon put me down R1. I was able to use my teams in playoffs tho alongside some test games here and there. I'll be mentioning a few mons and include a set if it's something neat. Not noms, but stuff people might want to be aware of or try out.

- A Stealth Rocker that's pretty flexible with its item and EVs imo. Rocks and Lava Plume are the only moves I wouldn't drop from it given how punishing burn is. I think you can make some arguments for Earth Power vs Earthquake (the latter of which nails a spdef tank like Kecleon) and it has some nice options for the fourth move slot. Roar, Yawn, Will-o-Wisp, Protect all have their respective uses for either itself or the team. You can also go the nuclear option and evaporate something with Explosion (except ghosts aha). I don't think Electabuzz being gone will hurt its viability that much, especially since it wasn't even reliable towards beating Buzz.

- I like BW Luxray a lot. I love DPP Luxray a lot more. Similar to BW, it has a lot of games where it takes over with the right matchup. 95 special attack doesn't seem all that good nowadays but it rails stuff in an eviolite-less gen. I still use a similar set as in BW, albeit with a bit more speed given metagame conditions. Definitely more balanced than Electabuzz for sure, as it has to pick between HP Ice (Vibrava, Gloom, Shelgon), HP Grass (Whiscash, Marshtomp), or HP Water (Camerupt).
Luxray @ Leftovers
Ability: Intimidate
EVs: 88 HP / 244 SpA / 176 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Toxic
- Protect
- Hidden Power [Grass] / Hidden Power [Water] / Hidden Power [Ice]

- Very good hazard setter, arguably the best for hyper-offense. STAB surf threatens out a ton of other rockers and normal resist prevents it from being fake out + edge'd by Persian immediately. Get rocks and hopefully a spike, that's a huge advantage from the get-go. I run HP rock in the last slot just so I don't give Lapras free subs.


- Pretty fast electrics with Nasty Plot + Baton Pass. I could see a situation where these guys endgame some teams. That +2 Lifeorb Tbolt hit different.
Plusle @ Life Orb
Ability: Plus
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Baton Pass
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]

- Cool mon. Inner Focus prevents Persian from getting free damage with a side of flinch, which can be pretty impactful at lead. It gets access to Grass Knot which lets it flip Lapras and Wailord on their heads, albeit doing less damage to Crawdaunt or Whiscash. Trick allows it to heavily cripple something for its teammates, opening up potential win paths. CM pass is also something you have to be wary off, one of the better stat passers thanks to its speed.

- Guess which one hits the hardest with flying STAB.
THE SWEEPER SALOON

- One of the first thing that comes to my mind when I think "wincon". Most times you only need 1 DD to put yourself in a winning spot, unless your opponent happens to have one of the few niche checks to it. Furthermore, Hyper Cutter prevents Intimidate users from prematurely ending a potential sweep. Poor speed makes it a victim to revenge killing from faster scarfers or Persian, the latter naturally outspeeding +1 Craw. Waterfall and Crunch are easy brings while the fourth slot usually falls to X-Scissor or Superpower. The former hits harder vs pure Grasses while Superpower nails Lapras and Slaking, more common sights. The item slot could fall to Life Orb for more breaking power or Lum berry for setup opportunities vs status inducers. Another variable to this is Crawdaunt's ability to lure its DD checks with a special set, given it has a respectable stat of 90.
Crawdaunt @ Life Orb / Lum Berry
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Superpower / X-Scissor

- If Crawdaunt is "wincon", then Kingler is "unpredictable". Both crabs have the same abilities with similar purposes of sweeping, yet Kingler's better natural speed allows it to slot into other roles that Crawdaunt would be subpar at. Scarf and Band are easy examples. Other scary sets include double dance, obviously harder to pull off but grants the biggest reward.
Kingler @ Life Orb / Lum Berry
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Crabhammer
- Superpower
- Rock Slide / X-Scissor / Swords Dance / Return

- It's ranked low despite DD/Outrage/brick break seemingly able to wipe the floor with everything in the tier. Its speed tier is pretty shit for a DDer but I still think it can find opportunities to set up with its meaty defense stat. I know I had some teams with it (they're gone), but I would not be surprised if this mon were to rise in the future given the right usage.

- One look at the VR tells you that nearly nothing resists both STABs, with the exception of Pelipper. A pretty good late game cleaner that can go either offensive spectrum. Physical is more consistent with accuracy while special loads up on firepower, so the decision is up to the player. Running Adamant/Modest lets you outpace Scarf Kingler and below at +2 speed. Opting for Jolly/Timid gives you a jumpstart on base 85s and below, which is a fairly small pool of relevant Pokémon. Protect covers you from Persian fake out and scarf Slaking picking you off, but the easiest coverage option to run outside of this would be thunder punch/hidden power electric.
Combusken @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Focus Blast
- Fire Blast
- Protect / Hidden Power [Electric]

- Remember how Rampardos got banned from early DPP? You can still use the Lite version of it. The tiny difference in base speed compared to Combusken (55 vs 58) lets you actually outrun base 80 Scarfers like Gastly while running a neutral speed nature. Head Smash has some crazy fucking calcs too which is why it's on the set. Aside from this shit, a lead set is definitely usable/has been used with moderate success iirc.
Cranidos @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Polish
- Stone Edge
- Earthquake
- Head Smash

-
https://replay.pokemonshowdown.com/gen4zu-1564909055-39sbpuwp8p0aul7y4vle66u4jegk42cpw. I'm sorry.
fear of god (Zigzagoon) @ Sitrus Berry
Ability: Gluttony
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Extreme Speed
- Belly Drum
- Seed Bomb
- Protect
In regard to other noms:

- First off, I agree with S rank. Comparable to Purugly in ORAS, just not at as extreme. Second, if you're using Hidden power ground to dispatch steels/rocks, make sure you're running 28 IVs in special attack to get the Technician boost. This is easily the best revenge killer in the tier, even outspeeding base 60 speed mons with a +1 boost (or scarf). Persian functioned pretty well in BW despite the extra bulky mons with eviolite, so it's no surprise that it's even better in DPP where it doesn't have to worry about that.

- Yea this should drop. It's really dangerous as a breaker but the omnipresence of Persian, let alone a single scarfer, drastically cuts its time on the field when considering hazards + Guts residual. Doesn't really have a way to hit steels or rocks either.

- Agree with A rank.
Already mentioned previously what it does, but essentially it traps high value targets for its teammates.

- I think C is fine. In the lead slot, it's similar to Girafarig. While Girafarig has superior stats and more set options, Abra has access to Taunt to prevent hazards from going up (Magic Coat and Mental Herb don't block it, they suck this gen). Spacial already covered it
here, so I'll direct you to that if you want any more info on it.

- Another UR mon that can be ranked. Unsure about B given how incredibly passive it is without Psywave or Eviolite, but I think C is definitely justifiable. This does have a lot going for it though, ground immunity on a steel is pretty huge so the argument for B is certainly there. Need to see it more.
There's potential for a LOT of drops from PU's recent shift and UU's current state with NFE clause removal/UUBL retesting. I'm excited to see what the future holds (even if it's over the course of a couple years). The tier has some pretty clear playstyles like Rain and Sun, the former of which is a point of contention because of how difficult it can be to answer.

- Naturally the fastest mon in the tier and has Taunt to prevent Spikes or other shenanigans. Explosion is a great tool to get rain abusers in almost immediately as well, potentially taking something down with you. Instead of running something like Thunder in the last slot, I prefer HP Water to prevent rocks like Rhyhorn or Nosepass from absorbing boom, which wastes a precious turn of rain. Specifically for lead Rhyhorn, you avoid having to play this mindgame:
A: Taunt to prevent Sub and risk dying to earthquake (no rain)
B: Rain Dance as Rhyhorn subs, giving up a ton of rain turns + health on whatever has to break the substitute.

- The defacto rain abuser. I agree with much of what was said by Descending. It has very respectable bulk, speed, and power given it's one of the only fully evolved pokemon. This lets it do dumb shit like 1v1 Chinchou, a mon that should be one of rain's more problematic stopgaps. Chincou COULD run Physdef investment, but this gimps it vs basically everything else. There are some other answers like bulky Castform, but these all essentially trade 1 for 1. It's not restricted to rain either, it functions just fine with other sets like SubTox.

-The mafioso of rain. It's a tad stronger than Seaking, but folds to literally any attack. I only have bad experiences with this mon because it misses every hydro. Definitely a member on any rain team tho.

- This is merely theory, but it's like the only rain sweeper that can take advantage of Choice Band. Very little resists Rock in this tier and the mons that do are washed by Surf, even without investment. HP Bug is nice for grasses, don't really need anything else afaik. Run rapid spin or some shit idk. The set below outspeeds up to Voltorb under rain. The remaining bulk lets you live stuff like CB Aipom Brick Break after 1 layer of spikes. Perhaps SD is also something you can make work, but this is more immediate. Not trying to nom it higher but could be worth experimenting with.
Kabuto @ Choice Band
Ability: Swift Swim
EVs: 172 HP / 252 Atk / 8 Def / 76 Spe
Adamant Nature
- Surf
- Rock Slide
- Hidden Power [Bug]
- Rapid Spin / Return

- growlithe my beloved. It's pretty well established already as an agility sweeper with Intimidate creating setup opportunities and a powerful Fire Blast to boot. However, in my endeavors to find a new lead that would be able to handle CB Aipom, Snorunt, and the rarer Butterfree, I came across the dog. I even went and made a pastebin detailing the potential matchups it would face which you can find
here. Is it a bit scuffed? Perhaps. Does it work effectively? I'd say so. Crunch is specifically to hit Spoink btw, something that Cyndaquil cannot do.
Growlithe @ Lum Berry
Ability: Intimidate
EVs: 80 Def / 252 SpA / 176 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Flamethrower / Fire Blast
- Hidden Power [Grass]
- Toxic / Crunch
- Overheat

- No doubt an incredibly punishing mon. Is at the forefront of taking advantage of the choice banders that would otherwise make this tier their playground, such as Aipom, Taillow, Delibird, and more. However, that x4 weakness. Oh man. You can run HP Water or Grass on anything that Rhyhorn would want to switch in on and you'll be able to nail it. To name a few:
Taillow, Wish Delcatty, and Dustox. But this does show how important it is to be able to hit this guy. Giving it a free sub is no bueno. The fast Rhyhorns have already been explained as to why they're good, so here's some cute uno-reverse card shit:
252 SpA Elekid Hidden Power Grass vs. 64 HP / 252+ SpD Rhyhorn: 268-316 (84.5 - 99.6%) -- guaranteed 2HKO. Very entertaining to pull this off in a game, I assure you.
Rhyhorn @ Leftovers
Ability: Rock Head
EVs: 64 HP / 68 Atk / 252 SpD / 124 Spe
Careful Nature
- Earthquake
- Rock Slide
- Protect
- Megahorn

- Super deserving of its spot in S because of how much of a flex role it can play. Need a rain check? Done. Sun? In the same slot. Bulky mixed attacker? Why not. CB breaker? Sure! Definitely gives Rhyhorn a run for its money as best in the tier imo.
Noms:

- Really underrated imo. It's the second fastest mon in the tier and hey! it sets rain AND can make offensive use of it! This is great for late game setting where something like Elekid or the base 85 camp could be a pain otherwise. The lack of Hydro Pump hurts how much damage it can dish out, but really the main draw is the ability to set weather. I've ran a SubPetaya set outside of rain and it's alright? It's a faster option than Elekid which might be all you want. Make sure you're using 4 HP EVs for the Sub set to proc Petaya at 25%. I'd push to raise it to like
B-. It's not necessary on rain but I think it helps alleviate some of the issues rain could face with regaining weather control back.
Luvdisc @ Mystic Water
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Surf
- Ice Beam
- Hidden Power [Grass]
- Rain Dance

- A very good support mon on rain to switch into Sunflora. Has Rain Dance + Explosion combo, so it's still useful outside of the sun matchup. Sludge Bomb is good stab for the tier and HP Water is nice for Rhyhorn, especially in rain. It can also run CurseTalk sets, although I find these to be a tad lackluster given the astounding strength of our physical attackers. That said, I don't think it should be as high as it is currently. As Descending brought up, Koffing seems better overall with its ground immunity, better physical bulk, and the ability to spread burns with Will-o-Wisp. For the reasons I mentioned at the beginning, I think Grimer should reside in
B with its rain buddies Horsea and Voltorb. If CurseTalk starts making waves on its own, then I would go with
B+ instead.

-
C to
C+ imo. Has better chances to set up compared to Bagon thanks to its normal and flying resists. While it's not fast enough to outspeed the entire meta at +1, it's still enough to outrun the ever-important base 85s. STAB slidequake is obviously good and Hidden Power Bug hits grass types a extra bit harder, especially Eggy. Given you likely won't be taking any hits after setting up, you might want to opt for a damage boosting like Silver Powder to increase your odds of killing, if ever slightly. It likely won't be pulling DD sweeps every game but can certainly close games out akin to its final form.

- This surely can work with what it has, more than the other C ranks. Flail + SubSalac go hand in hand and the metagame's landscape is very kind to it. There's only 1 ghost (frail), the rocks can be pressured by the other normals/CBers, and the steels are both x4 weak to ground (and also uncommon but w/e). As such, I think finding the chance to sweep isn't that extreme given you come in vs a slower mon. If you can snag a swords dance, you're sitting pretty. I'd like to see it in
C+, although I understand if some are skeptical due to the lack of an immediate STAB attack.
Farfetch’d @ Salac Berry
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Flail
- Hidden Power [Ground]
- Swords Dance

- Powerful little guy but it lacks the defensive profile of Rhyhorn. I'd much rather see it in
A- or possibly
B+.

- I got my ass boxed up by this thing at lead. Thick Fat and Taunt lets it be a nuisance to Cyndaquil and especially Snorunt. It's one of the few users of Calm Mind and STAB Psychic is nearly unresisted in the tier. If you really want to ensure its potency, the 2 steels types that resist it both get bopped by EQ from magnet pull Nosepass. Deserving of
B at the very least. Can easily see
B+ or higher.

- Drop to
A- as Descending said. x4 bug weakness hampers how effective it can be as a physical wall, especially to some of the major physical threats.

- Agree with the rise to
B+ for reasons mentioned already.
This tier is one of the more divisive old gens due to essentially the generational time and mechanics. Being the second generation, the cast of pokemon is not as large as future iterations and games tend to take longer due to maxed stats across the board. This latter point is likely why you tend to see more hax in GSC, there's just more opportunity for it to occur. Regardless, I think the tier is enjoyable to play and finding new things is always exciting.

- #1 in lead usage for GSCup 1 by a longshot. One cup later and it's half of the current #1, that being Magby. Butterfree's role as a lead was to inflict status effectively with Sleep powder and Stun spore, making it a great support pokemon in the early game. One would assume Magby's leap in lead usage is because it has a powerful Fire Blast and naturally threatens Butterfree, right? Surprisingly, Butterfree tanks fire blast (even charcoal boosted) and threatens to heavily cripple Magby pending it lands. Stun Spore is more threatening imo since lead Magby usually run Mint berry + Rest, making sleep powder ineffective turn 1. Depending on your team, giving up a large portion of Butterfree's HP to paralyze Magby can be a huge tradeoff in your favor.

- I initially brushed this off because of its awful speed, combined with its mediocre bulk and attack. It really struggles to switch into anything and accomplish much because of this. Let alone common pokemon like Croconaw or Weepinbell, it's somehow slower than Sandshrew too? wtf?? What I didn't consider was its role as a dedicated lead slot for Paralysis teams. When compared to the most commons leads, it automatically threatens all of them. It hits Croconaw and Butterfree hard enough with Thunderbolt to 2hko them while dumpstering Doduo. While Doduo can initially Endure to get its base 200 Flail, it also risks being Thunder Waved instead - essentially a KO for the frail bird (Substitute and Flail are incompatible, so you cannot avoid this by Subbing down unless you forgo Flail). That last point about Thunder Wave also applies to both Magby and Smoochum; both DREAD being paralyzed since their speed is extremely important for pressuring opponents. Lastly, electric is the only type to hit both Croconaw and Togetic super effectively so having STAB on it is pretty nice. As for the set, Tbolt and Twave are obligatory. HP Water nails Onix while HP Ice gives you a way to damage Grass types like Bayleef or Weepinbell.
Mareep @ Leftovers
Ability: No Ability
IVs: 26 Def
- Thunderbolt
- Thunder Wave
- Hidden Power [Ice] / Hidden Power [Water]
- Sleep Talk

- Arguably the best poison resists in the tier since the grounds fear Weepinbell's Razor Leaf and Tentacool's Hydro Pump. More notably, they're part of the few pokemon who get instant recovery, in the form of Morning Sun/Moonlight. In conjunction with Thief, another great utility move that steals Leftovers, their ability to take hits is heavily bolstered, especially in the face of Pokémon like Croconaw. Other options include Lovely Kiss or Hidden Power Rock, the latter more suited for Nidorino with its higher attack and ability to speed tie Smoochum.

- With STAB, Sandshrew is our strongest user of earthquake. Boasting the rare Swords Dance and respectable physical bulk lets it take advantage of paralyzed/slower teams, however I wanted to try something new by placing it in the lead slot. Unless Magby wants to die immediately, it's forced to switch out and Butterfree is inclined to do the same with the threat of rock slide. This gives you an immediate opportunity to thief a big target like Croconaw or Bayleef, putting the pressure on them from the get-go. I'm still looking at the possibilities for filler like para-fishing with Body Slam.

- Something I noticed this GSCup was the usage of hidden power ground, which notably 2HKOs Magby (in comparison to HP water's 3hko) and hits Tentacool just as hard. This comes at the cost of hitting Onix but this seems worth it with how often they explode vs Croconaw/Bayleef. A game changer for sure since Tentacool was able to eat a couple thunder punches with its higher SpDef.

- There's a lot I can say here, but frankly I just want to get to the point. Aside from the standard RestTalk Crocs that run two of ice beam, surf or rock move (rock slide or ancient power), there's been a new set popping up here and there. That set would be GSC's all too familiar Curse, with the goal of taking advantage against other Croconaws by getting essentially free boosts. If you want to immediately threaten grasses or Onix, you can still opt for beam or surf at the cost of sleep talk.

- Worse at breaking due to fellow grass/poison Weepinbell's access to Sludge Bomb and lacks Bayleef's better physical bulk and ground resistance. Despite this, it's faster than Croconaw, unlike Weepinbell, and has access to Sleep Powder over Bayleef. This lets it balance the sleep/SD capabilities of Weepinbell and ability to threaten Croconaw more efficiently like Bayleef in one slot. I put 3 moves in the fourth slot for whatever reason you might want. Body Slam offers a way to threaten pokemon after you've already slept something, Double-Edge is the strongest move you have available, and Return is a balance between strength and sustainability. All 3 have certain scenarios where they're better than the other two, so it's really up to preference I suppose. Note: If you want Ivy for a more defensive role then I suggest dropping Sd for Synthesis and choosing body slam for the last slot.
Ivysaur @ Leftovers
Ability: No Ability
- Sleep Powder
- Razor Leaf
- Swords Dance
- Return / Double-Edge / Body Slam
Noms:

- Unique typing gives it key resists vs all common Magby moves. BoltBeam + Twave is pretty good at dealing with most mons, adding Hidden Power Rock rounds out the coverage. Notably 2HKOs Smoochum. imo has the tools to be
B+.

- Wait we have another psychic? Natu is an interesting case to say the least, but I think it definitely has more of a use than the other scrubs in C+. Psychic and Drill Peck make for some respectable STABs, hitting the many poisons, grass, and bug types in the tier. Steel Wing provides a way to smack Smoochum for a clean 2HKO if given the oppurtunity. Giga Drain can hit Onix and give you the extra bit of health vs Croconaw or Thief for team support.
B-.
Closing Thoughts
Finally at the end of all this, if you stuck around for the entire thing then I thank you for sitting through it. I'm certain that I missed a few points for each gen, there's just so much to talk about obviously, that I wouldn't be surprised if I ended up doing something similar in the future. Hopefully when that time does come, I won't have broken dropdowns so I can make more compressed segments. If I made any mistakes or shortsighted assessments, then by all means lmk on discord. Needless to say, I hope people continue to enjoy the various old gens and their quirks for what they are.