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[WIP] Viability Rankings by Type (Monotype, relevant for Reborn, Reborn Hardcore and Rejuvenation)


Noir

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Viability Rankings by Type

For Monotype Reborn, Reborn Hardcore and Rejuvenation

Fondest greetings to my audience.

This thread all started when a small dilemma emerged in my life: I procrastinate way too much and I needed something I had the incentive to do as well as making something productive. Akin to the old Monotype Viability Rankings thread, this thread will discuss the viability rankings of the Pokemon based on type and monotype runs for Reborn, Reborn Hardcore and Rejuvenation. With permission from our dear Global Moderator Simon, I will be taking charge where Female Gallade has left off. I do appreciate his former creation of the thread that sparked off the idea, to credit him.

There will be a separate thread where the finished contributions will be posted, much like the aforementioned thread itself, for sake of making things organized. It's called a discussion thread for a reason.

An important note: This project of mine is not meant to supersede the two existing viability threads for Reborn and Rejuvenation. Both are relevant threads; the difference is that this topic will cover viability rankings based on type, rather than overall, which makes it more relevant for monotype runs and selection of a certain Pokemon on your team based on type.

Please do not post in this thread. All discussion of this viability list will go to the separate Discussion Thread. Rules and regulations of discussion will be listed there.

Before I pen off, I look forward to working with everyone with this project.

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Template for Posting Rankings:

This is going to be really long, which is why I'm going to squeeze all this in a spoiler.

First of all you need to know how to make an understandable post that includes everything that defines the Pokemon in said rankings. It will be decided on the following factors:

*Rankings will be made for Fully Evolved Pokemon only, though their performances as pre-evolutions can be allowed in your description.

  • Obtainability: How soon do you obtain the Pokemon? Is it a common Pokemon you can get early game, or is its rarity something like a sectional chance in the Mystery Egg? The earlier the better, but you should state when you can get it, and corresponding to this is:
  • Relevance after Acquisition: Personally abbreviated as RaA. How useful is the Pokemon after you've obtained it? Does it help you get past specific objective fights at low levels, or is it dead weight until a certain point in the game? This is probably one of the most important factors when making rankings; the higher the ranking, the more stages of the game they are relevant in. Let's take something like Archeops, which is acquirable before Serra, and is obviously useful in many, many matches after you get it, being useful against Serra/Bennett/Charlotte/Blake/Ciel/Samson and a few other fights, while not being particularly weak to any other fights, either. That's a whole lot of places it's super useful if not a no-brainer win against, which gives in an obviously high A+ to S ranking. This also affects Pokemon such as Noibat, who are piss poor weak in the early game but change drastically in usefulness as it evolves into the mid game. Sometimes, some early-gotten Pokemon are best acquired in the mid-late game where training is easier and you don't have to drag them down all the time; for instance, I'd rather pick up a Noibat after a few badges or so rather than immediately in the Railnet as a low level bat, where it's more useful by then. This is an exception to the RaA rule that can be applied to such Pokemon.
  • Amount of Boss Fights it is helpful in: How many boss fights can this Pokemon get you past, and how many fights is this Pokemon a horrible choice against? Is it exceptionally weak and unviable to face a specific team with? Like RaA, the more fights it's good at, the higher the ranking.

Remember that an in-game viability ranking list and a competitive viability ranking list are completely different; many competitive aspects such as entry hazards and whatnot are less relevant. This difference should be known by anyone who wishes to contribute here.

Miscellaneous factors:

Other factors that will be taken into consideration are:

-Originally unavailable moves. This mostly touches on unavailable TM moves bred through Episode 12 Mechanics. Some people prefer to get moves from E12 (for Reborn anyway), others don't. That said, I still will be included them as an option, though any listed moves bred from E12 must be accurately specified, particularly by placing * at the back of said move.

Template of Writing a Ranking:

(Optional) A sprite of the Pokemon, preferred, but not mandatory.

Name:

Stats: (Base stats, as in Dragonite 134 Attack base stats.)

Ability(ies): (Do note to post only the relevant, or only available abilities on the Pokemon. Truant Durant for instance is terrible and not accepted as an ability.)

Item(s): (Usable and viable items.)

Moveset(s): (You are allowed to post more than one moveset for a Pokemon if applicable, but options should be kept within one set. Remember to space between / options so it looks neat. )

EG: ~ Move 1

~ Move 2 / Move 2 Option 2

~ Move 3

~ Move 4 / Move 4 Option 2

If the move is a bred move, put * behind it. If the move is a move bred from Episode 12, put ^ or * behind the move.

Give a small description about the Pokemon, applying all three factors above. You're fine to do it any way you want as long as the information is there, and I'll make it organized later.

Ranking Tier Lists:

So much like the other ranking lists in common platforms, I will be using the baseline of S, A+ to A-, B+ to B-, up until E to determine rankings.

Definition of Each Ranking:

S Rank: These Pokemon are amongst the best of their type and the game in general. They have very high RoA (Relevance after Acquisition) and are very useful at the start of getting it until the late game. These Pokemon are the best of the best with their ability to circumvent most if not all important objective battles while not being weak to any one in particular, as well as being mandatory or the optimal Pokemon to use against disadvantageous matchups in Monotype runs, being able to hold their own and win for the team despite the disadvantage. Pokemon that provide an important and non-negligible resistance or variety or utility that said team requires to function are also classified under this rank.

A+ to A- Rank: These Pokemon have positive traits that often supersede their negative points. While not having as much RoA as Pokemon in S Rank, they are capable of doing work in most relevant matches or a sole key objective that is otherwise impossible without said Pokemon. While hindered by specific issues that detract them from reaching S, they are preferred options with their slew of positive additions to a team.

B+ to B- Rank: These Pokemon have positive and negative traits that are on par with the other. While their use is important and justified at certain points of the game, they also have their times where they are neglected for superior options and are irrelevant.

C+ to C- Rank: These Pokemon can fulfill a specific niche, but have one-sided negative complications that hinder them from effectively functioning, requiring an ample amount of support to utilize well.

D Rank: These Pokemon are generally leaned towards their bad sides, having low RoA ratios. Most of the time, what they can't do supersedes what they can do, but with little light ahead of their tunnel. They may function something small but completely fall out in use after that.

E Rank: These Pokemon sit at the bottom of the barrel; they are the worst of the worst with very little to no RoA and oftentimes if not always sit as dead weight for your team. They sit to accomplish very little and are completely outclassed by better options.

A Pokemon can be placed in different tiers depending on game (specified, of course) but preferably stick to an average rating.

Special Indicators shown in Rankings:

* = Bred move

* = Bred move (available only through E12)

* = Available in Reborn / Reborn Hardcore

* Available in Rejuvenation

Edited by YagamiNoir4896
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S Rank

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Pyroar **

Stats: 86 HP / 68 Attack / 72 Defense / 109 Special Attack / 66 Special Defense / 106 Speed

Ability(ies): Rivalry / Moxie

Item(s): Life Orb / Flame Plate or Charcoal / Silk Scarf

Moveset(s):

Hyper Voice

Flamethrower / Fire Blast*

Hidden Power Grass

Dark Pulse / Overheat / Substitute / Will-O-Wisp*

While it may be odd to include Pyroar in S-Rank, Pyroar has one of the strongest RoA ratios amongst Normal types, being a Special Attacking Normal type with an extra Fire typing alongside strong Special Attack and unique base Speed that adds to several key battles in the game. Obtainable pre-Florinia (though difficult due to the giant Klinklang being an obstacle), Pyroar's typing makes it advantageous against the first three gyms after acquisition (Florinia and Shelly for obvious reasons, whereas Corey's Corrosive Mist field amplifies Fire-type damage and sometimes allows the elimination of a key Pokemon) as well as being advantageous against few of Shade's Pokemon. Later in the game, Pyroar is also a special nuke with strong mass damage that makes it a strong teammate in double battles, due to STAB Hyper Voice that also works wonders in certain fields along with its STAB attacks. All these traits combined, Pyroar is a fantastic addition against Serra, Bennett, Noel, Charlotte, Blake, and to a lesser degree Samson and Ciel. It's only real flaw is that it's not one to take hits as well as two mostly average abilities (Rivalry being inconsistent whereas Moxie is useless on a special attacker) although you'd find Moxie very useful on Litleo when it's still stuck with physical moves in its matches in the early game. In a nutshell, Pyroar is a sound choice for Normal-type teams in need of a special nuke that is useful throughout the game.

A Rank

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Snorlax *

Stats: 160 HP / 110 Attack / 65 Defense / 65 Special Attack / 110 Special Defense / 30 Speed

Ability(ies): Thick Fat / Immunity

Item(s): Leftovers

Moveset(s):

Body Slam / Return*

Crunch / Sleep Talk

Brick Break / Earthquake*

Rest / Curse*

A late-game grab and the very definition of a tank, Snorlax's ability to handle the various Special Attack behemoths in the game from Charlotte, to Blake, to a few others is nearly unmatched. Unlike Blissey, Snorlax complements its strong bulk with strong offensive presence through 110 Base Attack, while being able to dish out paralysis through Body Slam or just do damage with Return. Perhaps two of its most known sets competitively and viable in-game are its Curse and RestTalk sets; Snorlax can either set up on a specific Pokemon it walls without a care in the world before steamrolling the opposing team, or sit as a giant obstacle for them revolving between recovery and attack moves. Despite these strengths, Snorlax's abysmal Speed does limit it somewhat, especially considering Snorlax isn't the optimal tank it is against trainers like Sampson or Solaris.

A- Rank

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Braviary *

Stats: 100 HP / 123 Attack / 75 Defense / 57 Special Attack / 75 Special Defense / 80 Speed

Ability(ies): Defiant / Sheer Force

Item(s): Sky Plate or Sharp Beak / Leftovers / Silk Scarf / Life Orb

Moveset(s):

Brave Bird

Superpower

Crush Claw / Strength / Return*

Tailwind / Sky Drop / U-Turn / Hone Claws / Bulk Up

Braviary is one of the better Reborn-exclusive birds obtainable pre-Samson, a niche that gives it merit over Staraptor due to the extra RoA. That aside, Braviary's main selling points are its high Attack stat and solid bulk, allowing it to fire off much more Brave Birds than Staraptor due to a beefy 100 HP and decent defenses to back it up. It also has Superpower to handle Rock and Steel types that would otherwise wall it, as well as niche moves in setup and Tailwind as well as Sky Drop, the lattermost of which is useful for disabling a Pokemon in Double Battles, whereas Tailwind can patch up Speed for itself and its team, particularly against fast-paced gyms such as Charlotte and Blake. It's arguably one of the best Tailwind supporters as a Normal type due to its ability to take advantage of it as well as passable bulk. An average 80 Speed does set it back somehow even against type advantages such as Samson without Tailwind, however, nor is it the best cushion despite it's more-than-welcome bulk, so while it's not the atypical fast sweeper Staraptor is, it still rivals Staraptor in use due to much higher survivability and utility.

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Diggersby **

Stats: 85 HP / 56 Attack / 77 Defense / 50 Special Attack / 77 Special Defense / 78 Speed

Ability(ies): Huge Power

Item(s): Earth Plate or Soft Sand / Silk Scarf / Life Orb

Moveset(s):

Facade / Strength / Take Down / Return*

Earthquake

Agility / Rock Tomb / Hammer Arm / Rock Slide* / Stone Edge*

Swords Dance / U-Turn* / Wild Charge* / Last Resort

Diggersby tho?

Outdated trend aside, one first look at Diggersby and you'd think there's nothing special about its average stats and overall medicore look. Then you see Huge Power, which transforms that meager 56 Attack into a frightening base 162 (The stat number is doubled; not the base.) an attack stat that rivals Slaking's and many other Uber behemoths. Complement this with decent coverage and an extra Ground STAB and you've got a tank-shredding monster in your hands. To compensate for it's weaker other stats, Diggersby does have Agility to patch up its weaker Speed, as well as Swords Dance to amplify that insane attack beyond recognition. Diggersby is obtained fairly early in both games (pre-Corey in Reborn and an early Rejuvenation event) as a Bunnelby, but they don't get their strong moves until the later sections of the game, resulting in an inferior RoA over the S Rank kings (For instance, Diggersby doesn't get a reliable physical Ground STAB to stomp Corey with.) The fact that it needs to set up to patch up its speed also makes it difficult for Diggersby to function as it cannot take a hit at all, which is important when facing Gyms such as Charlotte and other fast-paced gyms. Nonetheless, many teams can come to appreciate Diggersby's unparalleled wallbreaking capabilities as it reaches the mid-to-late game.

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Staraptor **

Stats: 85 HP / 120 Attack / 70 Defense / 50 Special Attack / 50 Special Defense / 100 Speed

Ability(ies): Reckless / Intimidate

Item(s): Sky Plate or Sharp Beak / Silk Scarf / Life Orb

Moveset(s):

Brave Bird / Aerial Ace

Close Combat

Take Down / Facade / Double-Edge* / Return*

Quick Attack / Final Gambit / U-Turn*/ Roost *

Taking a page from Smogon's former books, Staraptor's job is "to die young as late as possible." While Starly is only obtainable post-Samson in Reborn and through the mystery egg in Rejuvenation, Staraptor doesn't find itself being particularly weak to any key battles nor advantageous against them upon joining a team; it has the raw power to shred through whatever that sits in front of it bar very few Pokemon, super effective or not. What first appeals is Staraptor's high Attack stat coupled by moves such as Brave Bird and Double-Edge that are boosted by Reckless, and with a nice speed stat can be virtue be a nuclear weapon capable of shredding even bulky teams apart if it desires. Staraptor is also one of few Normal/Flying types with access to coverage against Rock and Steel types in the form of Close Combat, meaning it can be difficult to halt Staraptor's damage effectively through otherwise hard resists. While all these traits may merit Staraptor an S-Rank, Staraptor's damage output is as double-edged as its main STABs (pun unintended) inflict terrible recoil damage on hit, while Close Combat further drops Staraptor's innate frailty. That said, running non-recoil moves compromises Staraptor's damage output severely while optimizing its damage output means it won't last for long due to negative effects of its moves. Staraptor can run through teams, but will usually die doing so; it's more of a smart bomb than a spammable nuclear device, though Staraptor stands proud as one of if not the best Normal/Flying types available.

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Zangoose *

Stats: 75 HP / 115 Attack / 60 Defense / 60 Special Attack / 60 Special Defense / 90 Speed

Ability(ies): Toxic Boost

Item(s): Toxic Orb / Life Orb / Silk Scarf

Moveset(s):

Facade / Strength / Return*

Close Combat

Shadow Claw / Night Slash*

Quick Attack / Swords Dance

Sporting high attack and workable speed, Zangoose is a fearsome sweeper and wallbreaker by virtue of its merciless Toxic Boost + Facade combo. With its strongest move available as early as pre-Florinia as well as being obtainable pre-Shelly, Zangoose provides one of the highest Attack stats during that period, allowing it to aid your team in steamrolling key battles, particularly Aya and Charlotte. Rock and Steel types can do little to counteract it either, as Close Combat will ensure they are well handled especially after its Attack is further escalated through Swords Dance boosts. Zangoose also has access to Quick Attack that allows it to smite frailer, faster opponents for a swift KO after a boost. Some can take advantage of a previously inflicted Poison to ensure Zangoose doesn't need to wait to acquire its boost, though setting up Swords Dance can be difficult due to how frail it is, with Close Combat and Toxic damage further taking toll on its frailty and health bar when in use. Despite its glass cannon status, Zangoose has competitive speed and enough brute force to run through most frail team compositions without setup.

B+ Rank

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Ambipom **

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Cincinno **

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Heliolisk **

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Sawsbuck **

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Stoutland **

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Swellow *

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Tauros*

B Rank

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Bouffalant *

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Exploud **

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Miltank *

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Porygon-Z *

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Slaking **

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Ursaring **

B- Rank

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Chatot **

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Ditto**

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Girafarig **

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Kecleon **

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Lickilicky *

C+ Rank

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Blissey *

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Dodrio**

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Fearow*

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Linoone**

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Wigglytuff*

C Rank

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Persian**

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Pidgeot **

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Raticate**

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Unfezant **

C- Rank

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Audino *

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Lopunny **

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Smeargle *

D Rank

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Bibarel **

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Castform *

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Dunsparce **

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Noctowl **

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Stantler **

E Rank

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Delcatty **

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Farfetch'd**

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Furret **

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Purugly **

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Spinda **

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Watchog **

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S Rank

A+ Rank

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Infernape *

A Rank

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B Rank

B- Rank

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Lucario

Stats: 70 HP / 110 Attack / 70 Defenses / 115 Special Attack / 70 Special Defenses / 90 Speed
Abilities: Justified / Steadfast
Suggested Natures: Adamant/Jolly or Modest/Timid depending on the set.
Suggested Available Items in order of preference: Life Orb (through technicality), Fist Plate/Black Belt.
Suggested Movesets:

1. Physical Attacker

EVs: 252 Atk / 252 Speed / 4 Def
Nature: Adamant or Jolly
Preferred ability: Justified
Moves:
- Close Combat
- Crunch*
- Extreme Speed / Bullet Punch*
- Swords Dance

*requires breeding. Note that bullet punch is weaker and not really worth it, but it's the best Steel move that is currently available to Lucario given the lack of TMs. Can be useful against Fairies after a boost.

2. Special Attacker
EVs: 252 SpAtk / 252 Speed / 4 Def
Preferred ability: Steadfast
Moves:
- Aura Sphere
- Shadow Ball‡ / Dark Pulse+
- Vacuum Wave*
- Nasty Plot°

* requires breeding
+ via TM
‡ via TM in previous episode (Shade no longer hands out Shadow Ball)
° via pre-evolution (Nasty Plot is learned only by Riolu)

Other options: Blaze Kick on the physical set and Dragon Pulse on the Special set cab be useful in specific situations, but are not worth the spot usually. Flash Cannon would be perfect on the special set, but Ame hasn't given us the TM yet, add of ep.15. Agility can be bred onto it, but is usually an inferior boosting move compared to SD or NP, considering Lucario lacks exceptional raw power and has access to boosting moves. It is for this reason that Adamant/Modest Natures are also preferred to their speed-boosting counterparts.

ANALYSIS:

Obtainability: This is an issue. Lucario is not obtainable normally until an event in Ametrine Viri, which itself is only after the encounter with Blake and the second rescue of Heather. Successful completion of the event, which involves chasing and battling a Lv85 Lucario across Ametrine, will result in its deliverance of a Riolu egg to the player. Thus, Lucario cannot be obtained unless one is already at an advanced point in the game, having already beaten Charlotte.

Relevance after Acquisition: Lucario is a great Pokemon, with the ability to learn some of its best (physical) moves naturally, as well as by having natural access to Swords Dance and Nasty Plot by level up. It makes good use of these set up moves alongside prioirty like Extreme Speed and Vacuum Wave, and can hit quite hard. Unfortunately, it is very frail and can't stomach even neutral hits easily. It is also available very late in the game, and has little to do after it is obtained, at least for now. The fact that the next three gyms are unkind to it doesn't help.

Boss Fight help: As good a Pokemon as Lucario is, it is currently not that useful after obtaining it. The next gyms are Terra's, Samson's and Ciel's, aka the Ground, Fighting and Flying Gyms Lucario will be at a disadvantage in the next two due to its weakness to Ground and Fighting, its fraility (and consequent lack of power, as it will not find the chance to set up) and the fact that some of the major Ground and Fighting types are not OHKOed by any of its moves, even if boosted, but can OHKO back with theirs. Even Ciel will prove to be a bit difficult due to the speed of her Pokemon, though Lucario can sweep a weakened team with Extreme Speed if it manages a set up. Bullet Punch also helps versus Ciel's ace. It is anticipated that Lucario will be more effective against the Fairy and Steel gyms in the coming episode(s), but not more so than any other steel or fighting type. In fact, Lucario is again disadvantaged versus the Fairy Gym, as it is frail, does not resist Fairy and has only Bullet Punch for coverage. However, it performs well in all Meteor fights and makes for a good Pokemon in general.

Conclusion: Lucario is a good Pokemon, but is obtained too late in the game and at an odd time to be of great use. Other Fighting types that the player already has free and earlier access to, such as Mienshao or Conkeldurr, outclass it for the most part, as both have a much greater Attack stat, with Mienshao boasting high natural speed and access to great level-up moves like U-Turn and High Jump Kick along with much more useful abilities in Reckless and Regenerator, and Conkeldurr boasting much higher bulk and excellent moves. Both also get the ever-useful Knock Off by breeding.

As a Steel type, Lucario fares better, being on the faster side and having access to a great secondary typing and wide movepool, especially Extreme Speed and Double set up moves. It does not face any competition from other steel types at what it does and does well: set up and sweep.

C+ Rank

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E Rank

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Lucario

Stats: 70 HP / 110 Attack / 70 Defenses / 115 Special Attack / 70 Special Defenses / 90 Speed
Abilities: Justified / Steadfast
Suggested Natures: Adamant/Jolly or Modest/Timid depending on the set.
Suggested Available Items in order of preference: Life Orb (through technicality), Fist Plate/Black Belt.
Suggested Movesets:

1. Physical Attacker

EVs: 252 Atk / 252 Speed / 4 Def
Nature: Adamant or Jolly
Preferred ability: Justified
Moves:
- Close Combat
- Crunch*
- Extreme Speed / Bullet Punch*
- Swords Dance

*requires breeding. Note that bullet punch is weaker and not really worth it, but it's the best Steel move that is currently available to Lucario given the lack of TMs. Can be useful against Fairies after a boost.

2. Special Attacker
EVs: 252 SpAtk / 252 Speed / 4 Def
Preferred ability: Steadfast
Moves:
- Aura Sphere
- Shadow Ball‡ / Dark Pulse+
- Vacuum Wave*
- Nasty Plot°

* requires breeding
+ via TM
‡ via TM in previous episode (Shade no longer hands out Shadow Ball)
° via pre-evolution (Nasty Plot is learned only by Riolu)

Other options: Blaze Kick on the physical set and Dragon Pulse on the Special set cab be useful in specific situations, but are not worth the spot usually. Flash Cannon would be perfect on the special set, but Ame hasn't given us the TM yet, add of ep.15. Agility can be bred onto it, but is usually an inferior boosting move compared to SD or NP, considering Lucario lacks exceptional raw power and has access to boosting moves. It is for this reason that Adamant/Modest Natures are also preferred to their speed-boosting counterparts.

ANALYSIS:

Obtainability: This is an issue. Lucario is not obtainable normally until an event in Ametrine Viri, which itself is only after the encounter with Blake and the second rescue of Heather. Successful completion of the event, which involves chasing and battling a Lv85 Lucario across Ametrine, will result in its deliverance of a Riolu egg to the player. Thus, Lucario cannot be obtained unless one is already at an advanced point in the game, having already beaten Charlotte.

Relevance after Acquisition: Lucario is a great Pokemon, with the ability to learn some of its best (physical) moves naturally, as well as by having natural access to Swords Dance and Nasty Plot by level up. It makes good use of these set up moves alongside prioirty like Extreme Speed and Vacuum Wave, and can hit quite hard. Unfortunately, it is very frail and can't stomach even neutral hits easily. It is also available very late in the game, and has little to do after it is obtained, at least for now. The fact that the next three gyms are unkind to it doesn't help.

Boss Fight help: As good a Pokemon as Lucario is, it is currently not that useful after obtaining it. The next gyms are Terra's, Samson's and Ciel's, aka the Ground, Fighting and Flying Gyms Lucario will be at a disadvantage in the next two due to its weakness to Ground and Fighting, its fraility (and consequent lack of power, as it will not find the chance to set up) and the fact that some of the major Ground and Fighting types are not OHKOed by any of its moves, even if boosted, but can OHKO back with theirs. Even Ciel will prove to be a bit difficult due to the speed of her Pokemon, though Lucario can sweep a weakened team with Extreme Speed if it manages a set up. Bullet Punch also helps versus Ciel's ace. It is anticipated that Lucario will be more effective against the Fairy and Steel gyms in the coming episode(s), but not more so than any other steel or fighting type. In fact, Lucario is again disadvantaged versus the Fairy Gym, as it is frail, does not resist Fairy and has only Bullet Punch for coverage. However, it performs well in all Meteor fights and makes for a good Pokemon in general.

Conclusion: Lucario is a good Pokemon, but is obtained too late in the game and at an odd time to be of great use. Other Fighting types that the player already has free and earlier access to, such as Mienshao or Conkeldurr, outclass it for the most part, as both have a much greater Attack stat, with Mienshao boasting high natural speed and access to great level-up moves like U-Turn and High Jump Kick along with much more useful abilities in Reckless and Regenerator, and Conkeldurr boasting much higher bulk and excellent moves. Both also get the ever-useful Knock Off by breeding.

As a Steel type, Lucario fares better, being on the faster side and having access to a great secondary typing and wide movepool, especially Extreme Speed and Double set up moves. It does not face any competition from other steel types at what it does and does well: set up and sweep.

Edited by YagamiNoir4896
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Edited by YagamiNoir4896
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S Rank



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Durant
Stats:
Ability(ies): Hustle
Items: Wide Lens/Life Orb/Insect Plate or SilverPowder/Iron Plate or Metal Coat
Moveset(s)

~X-Scissor
~Iron Head
~Thunder Fang / Rock Slide
~Crunch / Hone Claws

Durant is powerful with 109 Attack and Speed topped off by Hustle, essentially granting it one of the highest attack stats in the game. Durant is useful for most if not the whole game from time of acquisition, being obtainable pre-Radomus and needless to say useful for the subsequent gyms after that, as well as being useful in battles against Blake, even capable of holding its own against Charlotte and Ciel with the right moves (with its Steel STAB super effective against three of the latter's Pokemon) while not being completely useless against any other key battle whatsoever. While Hustle's accuracy makes it somewhat inconsistent, it can be remedied slightly through either Wide Lens (88% accuracy on average) or Hone Claws depending on whether or not one is inclined to use E-12 to breed for. While it's special bulk is poor, it's damage output and speed ensures most will fall to it before they can even move unless they're faster. All these traits summarize Durant as one of the best Physical Bug types in the game.


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S Rank

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Mismagius (Courtesy of Despair Syndrome)

Stats: 60 HP / 60 Attack / 60 Defense / 105 Sp Attack / 105 Sp Defense / 105 Speed

Ability(ies): Levitate

Item(s): Spell Tag or Spooky Plate / Life Orb

Moveset(s):

Shadow Ball

Nasty Plot*

Power Gem / Mystical Fire / Hidden Power Fighting or Bug

Substitute / Perish Song

Mismagius is one of the earliest obtainable Ghost-types and the fastest Special sweeper amongst them after the removal of Gengar. Its physical frailness is compensated by it's typing and ability that grants three important common Attack types as well decent Speed and Special Attack, and with investments in both these stats, Mismagius can turn out to be a terrifying sweeper. Misdreavus can be gotten as early as before Aya in Reborn and before even the first gym in Rejuvenation, although it won't be of much use until it evolves. As a Misdreavus, it is highly recommended that it learns Shadow Ball and Perish Song (Level 46) before evolving (thus becoming useful) and breeding a Nasty Plot onto it (from a Spiritomb) will turn it into a monster. However, training a good Mismagius takes a lot of time and effort (breeding and training) but the payoff in a Ghost monorun is worth it. It has amazing coverage with either Power Gem or Mystical Fire which can be learned from a relearner and if you're lucky enough to get the Hidden Power for Fairy or Fighting, it can one-shot weaker Dark-type threats. Nasty Plot gives it the potential to one-shot an entire enemy team and two Nasty Plots stacked onto each other and it's game over for the opponent. Perish Song is there to deal with those pesky Lv75 solo battles that might prove to be a challenge for most Ghost monoruns. That said, it does come with it's weaknesses. If something outspeeds it, chances are, Mismagius isn't going to survive a hit (especially not a supereffective one) and Dusk Stones are relatively scarce in both games, so by evolving Mismagius, you lock yourself out of getting Chandelure until you find a second Dusk Stone.

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Magnezone (courtesy of Viridescent/Mangozone)

Base statistics:


Stats: 70 HP / 70 Attack / 115 Defense / 130 Special Attack / 90 Special Defense / 60 Speed
Abilities: Sturdy / Magnet Pull / Analytic (HA)
Suggested Natures: Modest (preferred) or Timid
Suggested Available Items in order of preference: Zap Plate/Magnet, Air Balloon, Iron Plate/Metal Coat
Suggested Moveset:
EVs: 164 HP / 252 Special Attack / 92 Speed
Ideal IVs: 30/6/31/30/31/30
Moves:
- Discharge
- Flash Cannon
- Hidden Power Fire* / Charge Beam*
- Charge Beam* / Magnet Rise / Thunder Wave


Other options: Tri Attack makes for a good neutral move to fish for hax, but it is underpowered and has abysmal coverage. HP Grass or Ice are usable hidden powers, but Fire is preferred to roast other steel types. It is worth noting, however, that a STAB neutral Discharge or Flash Cannon are both as strong as a non-STAB super effective HP Fire, making it useful only versus a Pokémon that is x4 weak to Fire, which are uncommon in Reborn. Hidden Power may be eschewed in favour of other moves, given its relative uselessness and the difficulty of breeding for the exact IVs on a genderless Pokemon in a game with only one Ditto (trust me, it's only what an idiot like I would do)

Obtainability: Magnemite is currently freely available as a wild encounter as early as access to Shade's gym is, which is pre-lv45 cap. It is found at around lv32. It evolves into Magneton starting at level 30, hence it can be evolved right away to obtain a powerful Pokemon in its own right. Magnezone being so powerful was made unavailable until after beating Aya and acquiring the ability to use Strength outside of battle; as of ep.15, one must solve the Wasteland Strength puzzle and obtain the Yureyu Key to access the back room of Shade's gym, which counts as the special electric field wherein Magneton can be evolved.

NOTE: It is confirmed that Magnezone was deemed too powerful even thus, and hence in ep16 the Yureyu Key has been moved to a later episode, as yet unknown. Hence, Magnezone will not be available as soon.

Relevance after Acquisition: Magnezone is easily the best Electric type available in Reborn, and one of the best Steel types as well. It has a very high RaA, as it has great bulk,an exceptional defensive typing that lets it resist 11 types out of 18, and a great deal of power in a meaty base 130 special attack stat. It can serve as a bulky steel type and anti-water, anti-flying Pokémon throughout the game, all the way up until the end of the current episode. It naturally learns its best STABS, Flash Cannon and Discharge, by level up, along with useful moves like Thunder Wave (allowing it to act as a great speed controller) and Magnet Rise (which lets it cancel its glaring Ground weakness, its only true flaw) and can be taught Charge Beam, the TM of the first Gym itself, to allow it to become a boosting machine that accumulates power reliably and to devastating effect.

Boss fight help: Magnezone puts in good work in all gyms excepting those of Charlotte, Terra and Kiki/Samson for obvious reasons. It can abuse Analytic-boosted moves to great effect versus all major fights, including Meteor fights and Gym battles, and can also be relied upon to use Sturdy+Thunder Wave to neuter at least one Pokemon, thus allowing to potentially put in work even against Charlotte and Kiki/Samson. Care must be taken to avoid exposing Magnezone to ground types if it does not have an Air Balloon or Magnet Rise; its slowness also often does not let it use Magnet Rise before the opponent hits it with a ground move (though many grounds are slow themselves.)

Conclusion: Magnezone is one of THE best, bulkiest, most powerful Pokemon available to the player. Even though Magnezone itself is initially unavailable, Magneton itself is a very viable Pokemon with a special attack almost as high as Magnezone's, and functioning like a frailer but slightly faster version of it. Considering that it is so useful and powerful, and that although it is not diverse, its singular role is so exceptional and dependable.

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Metagross

Stats: 80 HP / 135 Attack / 130 Defenses / 95 Special Attack / 90 Special Defenses / 70 Speed
Abilities: Clear Body
Suggested Natures: Adamant / Jolly
Suggested Available Items in order of preference: Life Orb (through technicality), Iron Plate/Metal Coat
Suggested Movesets:

EVs: 248 HP / 252 Atk / 8 Speed or 252 Attack / 4 Defense / 252 Speed
Nature: Adamant
Preferred ability: Clear Body
Moves:
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Bullet Punch / Pursuit / Agility

ANALYSIS:

Obtainability: This is absolute HELL. AME isn't gonna give us something this powerful without making it nightmarishly difficult to obtain. As of ep.15, one needs ten badges to activate the trick to get beldum; it involves fainting while riding a Tauros on route 1 when having healed previously at the wasteland gym (aya's house) such that one materializes there on the Tauros, so that one can jump the ledge below and access a series of tunnels (which includes having to climb a ladder on Tauros...don't ask how) and winding up at a broken computer/pillar thingy that needs a Data Chip to activate and spawn a single beldum. Save before trying to catch it. Beldum is at level 1, kills itself with Take Down and is notorious for a horribly low catch rate, lower than most legendaries. Good luck.

Also, its confirmed gone in ep16, relocated to a much later place. Get it while you can!

Relevance after Acquisition: THIS is worth it. Metagross is obscenely powerful if one is patient enough to breed (with Ditto, alas, like Magnezone, but at least no Hidden Power shenanigans here) for one with good IVs, and it pulls its weight even without. It straight up murderizes anything and everything that is not a fat water or ground type with its STABs alone, and has an excellent coverage in Hammer Arm. STAB Bullet Punch can help it finish things off, while setting up a single Agility outspeeds almost everything in the game.

Boss Fight help: Charlotte is already dealt with by this point. Although Terra might seem a disadvantage, Metagross can use Magnet Rise to become immune to most of what Terra can throw, and proceed to murderizes her squad (even using Grass Knot for Swagsire if need be). Samson is brutalized by Zen Headbutt, and Ciel is simply Mashed to death. Every single Meteor fight can be ended smoother and quicker with Metagross. Easily one of the best possible teammates.

Conclusion: Get it. Use it. Love it. It's your best weapon. It is worth twice the frustration of obtaining it.


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Lucario

Stats: 70 HP / 110 Attack / 70 Defenses / 115 Special Attack / 70 Special Defenses / 90 Speed
Abilities: Justified / Steadfast
Suggested Natures: Adamant/Jolly or Modest/Timid depending on the set.
Suggested Available Items in order of preference: Life Orb (through technicality), Fist Plate/Black Belt.
Suggested Movesets:

1. Physical Attacker

EVs: 252 Atk / 252 Speed / 4 Def
Nature: Adamant or Jolly
Preferred ability: Justified
Moves:
- Close Combat
- Crunch*
- Extreme Speed / Bullet Punch*
- Swords Dance

*requires breeding. Note that bullet punch is weaker and not really worth it, but it's the best Steel move that is currently available to Lucario given the lack of TMs. Can be useful against Fairies after a boost.

2. Special Attacker
EVs: 252 SpAtk / 252 Speed / 4 Def
Preferred ability: Steadfast
Moves:
- Aura Sphere
- Shadow Ball‡ / Dark Pulse+
- Vacuum Wave*
- Nasty Plot°

* requires breeding
+ via TM
‡ via TM in previous episode (Shade no longer hands out Shadow Ball)
° via pre-evolution (Nasty Plot is learned only by Riolu)

Other options: Blaze Kick on the physical set and Dragon Pulse on the Special set cab be useful in specific situations, but are not worth the spot usually. Flash Cannon would be perfect on the special set, but Ame hasn't given us the TM yet, add of ep.15. Agility can be bred onto it, but is usually an inferior boosting move compared to SD or NP, considering Lucario lacks exceptional raw power and has access to boosting moves. It is for this reason that Adamant/Modest Natures are also preferred to their speed-boosting counterparts.

ANALYSIS:

Obtainability: This is an issue. Lucario is not obtainable normally until an event in Ametrine Viri, which itself is only after the encounter with Blake and the second rescue of Heather. Successful completion of the event, which involves chasing and battling a Lv85 Lucario across Ametrine, will result in its deliverance of a Riolu egg to the player. Thus, Lucario cannot be obtained unless one is already at an advanced point in the game, having already beaten Charlotte.

Relevance after Acquisition: Lucario is a great Pokemon, with the ability to learn some of its best (physical) moves naturally, as well as by having natural access to Swords Dance and Nasty Plot by level up. It makes good use of these set up moves alongside prioirty like Extreme Speed and Vacuum Wave, and can hit quite hard. Unfortunately, it is very frail and can't stomach even neutral hits easily. It is also available very late in the game, and has little to do after it is obtained, at least for now. The fact that the next three gyms are unkind to it doesn't help.

Boss Fight help: As good a Pokemon as Lucario is, it is currently not that useful after obtaining it. The next gyms are Terra's, Samson's and Ciel's, aka the Ground, Fighting and Flying Gyms Lucario will be at a disadvantage in the next two due to its weakness to Ground and Fighting, its fraility (and consequent lack of power, as it will not find the chance to set up) and the fact that some of the major Ground and Fighting types are not OHKOed by any of its moves, even if boosted, but can OHKO back with theirs. Even Ciel will prove to be a bit difficult due to the speed of her Pokemon, though Lucario can sweep a weakened team with Extreme Speed if it manages a set up. Bullet Punch also helps versus Ciel's ace. It is anticipated that Lucario will be more effective against the Fairy and Steel gyms in the coming episode(s), but not more so than any other steel or fighting type. In fact, Lucario is again disadvantaged versus the Fairy Gym, as it is frail, does not resist Fairy and has only Bullet Punch for coverage. However, it performs well in all Meteor fights and makes for a good Pokemon in general.

Conclusion: Lucario is a good Pokemon, but is obtained too late in the game and at an odd time to be of great use. Other Fighting types that the player already has free and earlier access to, such as Mienshao or Conkeldurr, outclass it for the most part, as both have a much greater Attack stat, with Mienshao boasting high natural speed and access to great level-up moves like U-Turn and High Jump Kick along with much more useful abilities in Reckless and Regenerator, and Conkeldurr boasting much higher bulk and excellent moves. Both also get the ever-useful Knock Off by breeding.

As a Steel type, Lucario fares better, being on the faster side and having access to a great secondary typing and wide movepool, especially Extreme Speed and Double set up moves. It does not face any competition from other steel types at what it does and does well: set up and sweep.



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Durant


Stats:
Ability(ies): Hustle
Items: Wide Lens/Life Orb/Insect Plate or SilverPowder/Iron Plate or Metal Coat
Moveset(s)

~X-Scissor
~Iron Head
~Thunder Fang / Rock Slide
~Crunch / Hone Claws

Durant is powerful with 109 Attack and Speed topped off by Hustle, essentially granting it one of the highest attack stats in the game. Durant is useful for most if not the whole game from time of acquisition, being obtainable pre-Radomus and needless to say useful for the subsequent gyms after that, as well as being useful in battles against Blake, even capable of holding its own against Charlotte and Ciel with the right moves (with its Steel STAB super effective against three of the latter's Pokemon) while not being completely useless against any other key battle whatsoever. While Hustle's accuracy makes it somewhat inconsistent, it can be remedied slightly through either Wide Lens (88% accuracy on average) or Hone Claws depending on whether or not one is inclined to use E-12 to breed for. While it's special bulk is poor, it's damage output and speed ensures most will fall to it before they can even move unless they're faster. All these traits summarize Durant as one of the best Physical Bug types in the game.

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Ninetales

Stats: 73 HP / 76 Attack / 75 Defense / 81 Special Attack / 100 Special Defense / 100 Speed

Ability(ies): Drought

Item(s): Heat Rock

Moveset(s):

Flamethrower / Fire Blast

Energy Ball / Solarbeam

Extrasensory / Hidden Power Ice / Substitute

Calm Mind / Nasty Plot / Will-O-Wisp / Pain Split

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Rapidash**

Stats: 65 HP / 100 Attack / 70 Defense / 80 Special Attack / 80 Special Defense / 105 Speed

Ability (ies): Flash Fire

Item(s): Charcoal / Life Orb

Moveset(s):

Flare Blitz

Drill Run*

Wild Charge*/ Low Kick* / Megahorn

Hidden Power Grass / Morning Sun*

Rapidash might seem to be the run-off-the-mill Fire-type obtainable pre-Shelly, but one of Rapidash's best niches in a Fire mono is the ability to defeat Charlotte handily courtesy to its combined access to Flash Fire and Drill Run, allowing it to muscle through the threatening Gym Leader's Pokemon while being immune to her lethal attacks in the process. Rapidash's access to Megahorn also deems its worth against Radomus where Fire/Fighting types may struggle. Rapidash also has access to reliable recovery in the form of Morning Sun, a trait that little Fire-types share with it. That aside, however, Rapidash is outclassed offensively by a variety of options in the above list, so while it has its moments of RoA, don't expect it to be helpful throughout the entire game.

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Metagross (courtesy of Viridescent/Mangozone)

Stats: 80 HP / 135 Attack / 130 Defenses / 95 Special Attack / 90 Special Defenses / 70 Speed
Abilities: Clear Body
Suggested Natures: Adamant / Jolly
Suggested Available Items in order of preference: Life Orb (through technicality), Iron Plate/Metal Coat
Suggested Movesets:

EVs: 248 HP / 252 Atk / 8 Speed or 252 Attack / 4 Defense / 252 Speed
Nature: Adamant
Preferred ability: Clear Body
Moves:
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Bullet Punch / Pursuit / Agility

ANALYSIS:

Obtainability: This is absolute HELL. AME isn't gonna give us something this powerful without making it nightmarishly difficult to obtain. As of ep.15, one needs ten badges to activate the trick to get beldum; it involves fainting while riding a Tauros on route 1 when having healed previously at the wasteland gym (aya's house) such that one materializes there on the Tauros, so that one can jump the ledge below and access a series of tunnels (which includes having to climb a ladder on Tauros...don't ask how) and winding up at a broken computer/pillar thingy that needs a Data Chip to activate and spawn a single beldum. Save before trying to catch it. Beldum is at level 1, kills itself with Take Down and is notorious for a horribly low catch rate, lower than most legendaries. Good luck.

Also, its confirmed gone in ep16, relocated to a much later place. Get it while you can!

Relevance after Acquisition: THIS is worth it. Metagross is obscenely powerful if one is patient enough to breed (with Ditto, alas, like Magnezone, but at least no Hidden Power shenanigans here) for one with good IVs, and it pulls its weight even without. It straight up murderizes anything and everything that is not a fat water or ground type with its STABs alone, and has an excellent coverage in Hammer Arm. STAB Bullet Punch can help it finish things off, while setting up a single Agility outspeeds almost everything in the game.

Boss Fight help: Charlotte is already dealt with by this point. Although Terra might seem a disadvantage, Metagross can use Magnet Rise to become immune to most of what Terra can throw, and proceed to murderizes her squad (even using Grass Knot for Swagsire if need be). Samson is brutalized by Zen Headbutt, and Ciel is simply Mashed to death. Every single Meteor fight can be ended smoother and quicker with Metagross. Easily one of the best possible teammates.

Conclusion: Get it. Use it. Love it. It's your best weapon. It is worth twice the frustration of obtaining it.

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Malamar (Courtesy of Milk and Oreon)
Stats: 86 HP / 92 Attack / 88 Defense / 68 Special Attack / 75 Special Defense / 73 Speed
Ability(ies): Contrary
Item(s): Dread Plate or Blackglasses / Fist Plate or Black Belt / Mind Plate or Twistedspoon / Leftovers

Moveset(s):
Superpower
Psycho Cut
Night Slash
Pluck / Slash / Foul Play / Light Screen / Trick Room / Destiny Bond* (Really just a filler move.)

Malamar's stats look mediocre at best at a first glance, but the Contrary + Superpower combination can make Malamar a fierce physical attacker that can tank physical hits well, and the Psychic and Fighting type coverage moves are very helpful on a Dark Monotype. In Rejuvenation, Malamar is a bit late, only available after Angie, but in Reborn, Malamar can be obtained mid-game, just before Aya. In either case, Malamar is still very powerful when it sets up - Amber and some of Erick's Pokemon (like Jolteon and Electivire) aren't too great defensively, and has a great RoA in Reborn, as all of the Leaders from Aya to Samson are weak to one of Malamar's moves (Psycho Cut against Aya and Samson, Night Slash against Radomus, and Superpower against Serra, Noel, and Luna). The only downsides to Malamar are its just average Special Defense and Speed, which makes it not as highly ranked as it could be. Also, Malamar isn't a very great Pokemon before it starts boosting itself with Superpower. Still, Malamar is definitely able to be a very strong physical attacker and tank when it can set up.

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Liepard (Courtesy of Milk and Oreon)
Stats: 64 HP / 88 Attack / 50 Defense / 88 Special Attack / 50 Special Defense / 106 Speed
Ability(ies): Prankster
Item(s): Normal Gem (if running Fake Out) / Heat Rock (if running Sunny Day) / Damp Rock (if running Rain Dance)

Moveset(s):

Night Slash / Sucker Punch
Fake Out / Play Rough / U-Turn*
Sand Attack / Taunt / Attract / Swagger / Yawn* / Thunder Wave*
Sand Attack / Taunt / Attract / Swagger / Sunny Day / Rain Dance / Yawn* / Thunder Wave*

While very frail, Liepard is a somewhat useful Dark type Pokemon with the amazing Prankster and many supportive moves. It is obtainable very early, before the first gym in both Reborn and Rejuvenation, and evolves very early too, before the second level cap in both games. Something to note about Liepard is that, with luck, it can be very helpful against single high leveled Pokemon like Solaris' Garchomp, PULSE Abra, Ditto-Arceus, Kyogre, etc., as it can use Sand Attack and Thunder Wave (and sometimes Attract) to make it hard for those Pokemon to actually hit your own Pokemon. Again, however, this strategy relies heavily on luck, so it may not always work on your first attempt. Liepard is also useful in setting up weather for partners like Greninja and Sharpedo or Houndoom, or changing the weather against Gym Leaders like Charlotte and Amber, and for Radomus, as it can use Taunt to prevent his Pokemon from using Trick Room. However, it won't be living in fights for too long with just 64/50/50 defenses. Therefore, Liepard can be a very good, although cheap, Pokemon for some individual bosses and weather reliant fights.

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Clefable (courtesy of Son der Hohe)

Stats: 95 HP / 70 Attack / 73 Defense / 95 Special Attack / 90 Special Defense / 60 Speed

Abilities: Magic Guard / Unaware - the latter might be useful against Trainers who like to use boosting moves or lower your stats, but Magic Guard is generally the better option

Suggested Nature: Modest - Clefable usually needs the increased SpA to deal with Pokemon it can't hit super effectively

Suggested Items: Life Orb or Leftovers are ideal, but hard to get, a Pixie Plate is a useful alternative

Suggested set:

EVs: 252 HP / 252 Special Attack / 4 Defense or 252 HP / 252 Defense / 4 Special Attack

Nature: Modest / Bold

Ability: Magic Guard

Moves:

- Moonblast*

- Cosmic Power*

- Stored Power* / Psychic*

- Moonlight* / Flamethrower

Clefable has an unusable level up movepool, so it is essential to wait until Clefairy has learned Moonblast at Level 48 and the moves marked with a star (*) before you evolve it. If you ever let Clefable forget these moves it will be unable to relearn them. Minimize might be seen as dishonorable by some, but it will allow Clefable to tear through nearly every team it faces and boost Stored Power. Cosmic Power is an alternative if you don't want to rely on hax. Psychic can only be obtained through breeding, but is more versatile than SP. Flamethrower is a great coverage move after you beat Charlotte.

Obtainability: You can easily get Clefairy the moment you enter Agate Circus. It is a reward from the minigame Samson plays the first time you meet him. Agate Circus is already in the late stages of the game though, so the effort to train it is sometimes outweighs its usefulness.

Relevance after Acquisition: Clefable can be a good addition to most teams and replace Psychic type Pokemon like Gothitelle or Reuniclus, with its ability to get past Dark type Pokemon. Minimize + recovery in the form of Moonlight or Ultra Potions lets it defeat most Pokemon 1 on 1, if a Pokemon can't 2HKO a Minimize or Cosmic Power Clefable, it won't beat it and also allow Clefable to set up and sweep afterwards. Clefable makes most Meteor and random trainer fights easier, but needs to watch out for Poison and Steel types.

Boss fight help: Without setting up, Clefable can't do much against Charlotte or Terra, except sponging damage and taking out Garchomp. Clefable beats many Pokemon on Samson's team though and is bulky enough to carry your Team through the fight. It also deals with Ciels Mega Altaria, which is nice.

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Reserved.

(Javier, your post has been removed by a mod due to violating the rules of this thread. Reasons for me making this thread are listed in the OP (though if you dont read text walls the link you gave leads to an abandoned thread and this has been passed on to me) and I have full permission of this thread.

Also if youve read the rules on the OP dont post here. Thanks.)

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  • 1 month later...

13/11/16 :The following Pokemon have been added:

-Magnezone, Lucario, Metagross (courtesy of Viridescent / Mangozone)

-Clefable (courtesy of Son der Hohe)

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