Gen 5 BW PU

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
Welcome to Gen5 PU
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art by IoSonoNeon


BW Differences:
  • Sleep turns reset upon switching
  • Some moves have unique versions to BW, such as Psywave only having 80% accuracy in this gen alone
  • Some abilities are not at their current state, such as Infiltrator not piercing Substitute. Other abilities have been inproved from previous gens, such as Storm Drain now absorbing Water-type moves and Sturdy working as a free Focus Sash
  • Team Preview was added, in contrast to previous gens
  • Explosion and Selfdestruct no longer halve Defense, in contrast to previous gens
  • Eviolite was introduced in BW
  • Gems are allowed and cover all types
  • Defog does not clear entry hazards on your side of the field

Clauses & Banlist
Clauses:

  • Sleep Clause: Sleep-inducing moves are banned
  • Species Clause: Limit one of each Pokémon
  • OHKO Clause: OHKO moves are banned
  • Moody Clause: Moody is banned
  • Evasion Moves Clause: Evasion moves are banned
  • Endless Battle Clause: Forcing endless battles is banned
  • Evasion Abilities Clause: Evasion abilities are banned
  • Baton Pass Clause: Limit one Baton Passer, can't pass Spe and other stats simultaneously
  • Swagger Clause: Swagger is banned
Banlists:

  • Banned Pokemon: - A team cannot have any of the Pokemon found in the following tiers: NU, RU, BL2, UU, BL, OU, and Ubers.
  • Banned Abilities: - Snow Warning, Drought
  • Shell Smash + Baton Pass: - Using a Pokemon carrying both Shell Smash and Baton Pass in its moveset is banned.
  • Drizzle + Swift Swim: - Using both a Pokemon with Drizzle and a Pokemon with Swift Swim on the same team is banned.
  • Auto-Sand e.g. Sandstream is also banned.


:combusken: Combusken
:gothorita: Gothorita
:linoone: Linoone
:rotom frost: Rotom-Frost
:riolu: Riolu
:simipour: Simipour
:throh: Throh
:vigoroth: Vigoroth
Sleep Moves
Damp Rock


Viability Rankings

BW PU

S Rank


:monferno: Monferno

A+ Rank

:stunfisk: Stunfisk
:swanna: Swanna
:torterra: Torterra
:zebstrika: Zebstrika

A Rank

:beheeyem: Beheeyem
:bronzor: Bronzor
:duosion: Duosion
:jumpluff: Jumpluff
:klang: Klang
:scraggy: Scraggy
:Shiftry: Shiftry
:stoutland: Stoutland
:tentacool: Tentacool
:vileplume: Vileplume


A- Rank

:arbok: Arbok
:gabite: Gabite
:golduck: Golduck
:maractus: Maractus
:marowak: Marowak
:mawile: Mawile
:purugly: Purugly
:rampardos: Rampardos
:simisear: Simisear
:ursaring: Ursaring
:zweilous: Zweilous

B+ Rank

:audino: Audino
:dodrio: Dodrio
:dwebble: Dwebble
:fraxure: Fraxure
:frillish: Frillish
:glalie: Glalie
:huntail: Huntail
:mr. mime: Mr. Mime
:Natu: Natu
:rapidash: Rapidash
:sneasel: Sneasel
:swoobat: Swoobat

B Rank

:abra: Abra
:articuno: Articuno
:glaceon: Glaceon
:kingler: Kingler
:leafeon: Leafeon
:machoke: Machoke
:muk: Muk
:simisage: Simisage
:victreebel: Victreebel
:vullaby: Vullaby

B- Rank

:Banette: Banette
:dragonair: Dragonair
:grumpig: Grumpig
:krokorok: Krokorok
:murkrow: Murkrow
:vanilluxe: Vanilluxe
:volbeat: Volbeat
:whiscash: Whiscash

C Rank

:bibarel: Bibarel
:chinchou: Chinchou
:clefairy: Clefairy
:lampent: Lampent
:meganium: Meganium
:pelipper: Pelipper
:raichu: Raichu
:relicanth: Relicanth
:slaking: Slaking
:solrock: Solrock
:staryu: Staryu

D Rank

:dustox: Dustox
:eelektrik: Eelektrik
:emolga: Emolga
:fearow: Fearow
:hypno: Hypno
:luxray: Luxray
:mantine: Mantine
:munchlax: Munchlax
:pikachu: Pikachu
:regigigas: Regigigas
:togetic: Togetic
:whirlipede: Whirlipede

E Rank

Everything Else!



Sample Teams

=== [gen5pu] CB Stoutland Bulky Offense, LpZ ===

Vileplume @ Occa Berry
Ability: Chlorophyll
EVs: 252 HP / 156 Def / 44 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Leech Seed
- Aromatherapy
- Moonlight


Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Toxic


Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 140 Def / 116 SpD
Bold Nature
IVs: 0 Atk
- Psywave
- Toxic
- Sleep Talk
- Rest


Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn


Zebstrika @ Fire Gem
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]


Stoutland @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Facade
- Superpower
- Pursuit


=== [gen5pu] Suicide Lead Rampardos HO, Feaniix ===

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Close Combat
- Mach Punch
- Swords Dance

Rampardos @ Focus Sash
Ability: Mold Breaker
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Ice Beam

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Seed Bomb
- Sucker Punch
- Swords Dance
- Nature Power

Zebstrika @ Expert Belt
Ability: Lightning Rod
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Overheat
- Volt Switch

Golduck @ Choice Scarf
Ability: Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Surf

Beheeyem @ Leftovers
Ability: Analytic
EVs: 44 HP / 252 SpA / 212 Spe
Modest Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Hidden Power [Fighting]
- Recover
- Nasty Plot


=== [gen5pu] Zweilous Voltturn, Akir ===

Natu @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Night Shade
- Roost
- Toxic
- U-turn

Zebstrika @ Fire Gem
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

Jumpluff @ Flying Gem
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Encore
- Synthesis
- U-turn

Monferno @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Torterra @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Wood Hammer
- Swords Dance
- Synthesis

Zweilous @ Eviolite
Ability: Hustle
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Crunch
- Roar


Vileplume @ Occa Berry
Ability: Chlorophyll
EVs: 252 HP / 156 Def / 44 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Leech Seed
- Aromatherapy
- Moonlight

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Toxic

Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 140 Def / 116 SpD
Bold Nature
IVs: 0 Atk
- Psywave
- Toxic
- Sleep Talk
- Rest

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Zebstrika @ Fire Gem
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

Stoutland @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Facade
- Superpower
- Pursuit


Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Close Combat
- Mach Punch
- Swords Dance

Rampardos @ Focus Sash
Ability: Mold Breaker
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Ice Beam

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Seed Bomb
- Sucker Punch
- Swords Dance
- Nature Power

Zebstrika @ Expert Belt
Ability: Lightning Rod
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Overheat
- Volt Switch

Golduck @ Choice Scarf
Ability: Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Surf

Beheeyem @ Leftovers
Ability: Analytic
EVs: 44 HP / 252 SpA / 212 Spe
Modest Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Hidden Power [Fighting]
- Recover
- Nasty Plot


Natu @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Night Shade
- Roost
- Toxic
- U-turn

Zebstrika @ Fire Gem
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

Jumpluff @ Flying Gem
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Encore
- Synthesis
- U-turn

Monferno @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Torterra @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Wood Hammer
- Swords Dance
- Synthesis

Zweilous @ Eviolite
Ability: Hustle
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Crunch
- Roar


Stoutland @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Superpower
- Pursuit
- Facade

Beheeyem @ Leftovers
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Nasty Plot
- Trick Room
- Psychic
- Hidden Power [Fighting]

Jumpluff @ Flying Gem
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- U-turn
- Aromatherapy
- Synthesis

Tentacool @ Eviolite
Ability: Liquid Ooze
EVs: 248 HP / 224 Def / 4 SpD / 32 Spe
Calm Nature
- Rapid Spin
- Sludge Bomb
- Knock Off
- Scald

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 180 Def / 60 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Discharge
- Toxic

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Ice Punch
- Sucker Punch


Jumpluff @ Flying Gem
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- U-turn
- Aromatherapy
- Synthesis

Marowak @ Thick Club
Ability: Battle Armor
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Fire Punch

Swanna @ Leftovers
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Scald
- Hurricane

Beheeyem @ Choice Specs
Ability: Analytic
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Signal Beam
- Trick
- Recover

Arbok @ Choice Scarf
Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poison Jab
- Earthquake
- Coil
- Switcheroo

Klang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Volt Switch
- Toxic



Speed Tier

StatPokemonBase SpeedNatureEVsModifier
700Jumpluff110+Spe252+2
590Golduck85+Spe252+2
518Shiftry80+Spe252+2
512Fraxure67Neutral252+2
509Rapidash105+Spe252+1
497Simipour101+Spe252+1
497Simisage101+Spe252+1
497Simisear101+Spe252+1
486Swanna98+Spe252+2
478Victreebel70Neutral252+2
459Mr. Mime90+Spe252+1
449Dodrio100Neutral252+1
443Golduck85+Spe252+1
443Swanna98Neutral252+1
433Gabite82+Spe252+1
424Torterra56+Spe180+2
423Vanilluxe79+Spe252+1
364Zebstrika116+Spe2520
361Persian115+Spe2520
361Sneasel115+Spe2520
355Purugly112+Spe2520
354Rampardos58+Spe252+1
350Jumpluff110+Spe2520
350Fraxure67Neutral252+1
343Gothorita55+Spe252+1
343Ursaring55+Spe252+1
339Rapidash105+Spe2520
331Simipour101+Spe2520
331Simisage101+Spe2520
331Simisear101+Spe2520
328Dodrio100+Spe2520
324Swanna98+Spe2520
313Gothorita55Neutral252+1
306Mr. Mime90+Spe2520
295Golduck85+Spe2520
289Gabite82+Spe2520
287Monferno81+Spe2520
282Vanilluxe79+Spe2520
271Krokorok74+Spe2520
270Klang50Neutral0+2
259Stoutland80Neutral2520
259Shiftry80Neutral2520
256Fraxure67+Spe2520
239Victreebel70Neutral2520
236Rampardos58+Spe2520
233Fraxure67Neutral2520
229Dwebble55+Spe2520
229Ursaring55+Spe2520
219Maractus60Neutral2520
218Mawile50+Spe2520
212Torterra56+Spe1800
209Gothorita55Neutral2520
200Gabite82Neutral00
200Gabite82Neutral00
199Mawile50Neutral2520
176Natu70Neutral00
156Maractus60Neutral00
148Torterra56Neutral00
140Beheeyem40Neutral960
136Mawile50Neutral00
136Vileplume50Neutral00
135Klang50Neutral00
132Scraggy48Neutral00
126Throh45Neutral00
126Machoke45Neutral00
119Beheeyem40Neutral00
100Stunfisk32Neutral00
96Duosion30Neutral00
76Beheeyem40-Spe00
58Duosion30-Spe00
 
Last edited:

LpZ

capy
is a Tiering Contributor
RUPL Champion
:bw/zebstrika: SPEED CONTROL: PERKS AND CURRENT STATE :bw/monferno:
Of course its your boy to debut this thread, today I wanna talk about how I see the speed meta nowadays, some of the noteworthy options of speed control, how it shapes the meta and some of my personal favorite surprise scarfers.

It is common sense that it is of great value to have at least something to offensively answer a good portion of offensive mons so you don't struggle having to take hits from it outside of a Stall team, but something I noticed is that it has been changing lately, the perception of having exactly scarfers on teams to act as speed control options has been less and less common in the tier in favor of trusting naturally speedy mons and priority users to do the job. Of course I'm not saying that literally every individual thinks like that but this is what I've been noticing by playing and following other games from PUPL and BWPL. Let's take a look on what have been getting notable attention as speed control options for teams as of lately:

:bw/zebstrika:

ZEBSTRIKA

Zebstrika has been THE ultimate speed control option for many and many teams this year, the decrease in scarfers usage has been greatly helping this pokemon to function as an annoyance for most of the offensive meta due to the fact it is the fastest mon in the tier, while being unpleasant for many defensive staples too due to Volt Switch allowing it to keep momentum and bring in actual threatening stuff for that Zeb answer, the pool of reliable Zebstrika stops is also sort of small too, so mainly in bulky offense teams you might struggle to imagine a reason to not use this mon, mainly taking into account scarfers are less likely to appear. This year I could witness a LOT of Zeb mirrors and that is a statement and a perfect representation of how it dominates the speed meta.

:bw/sneasel: :bw/swoobat: :bw/purugly: :bw/jumpluff: :bw/rapidash: :bw/simisage: :bw/simisear:

NATURALLY FAST POKEMON

Outside of Zebstrika there are other notable options of natural speedy mons, this is relative tho, each player stablish their rule of the minimum speed a natural fast mon needs, some think Zebstrika is the only non-scarfer that can be considered an option, some think 350 is the minimum with Pluff and Purugly, some think being above 100 make them appropriate for that category, anyways lets go over them.
-:sneasel: is the 2nd fastest noteworthy pokemon at 115 base speed, it takes on very different roles compared to Zebstrika with possible sets in CB with Pursuit and Swords Dance on top of access to priority Ice Shard, as fast as it is it suffers a lot with its weakness to rocks and the omnipresence of Monferno, psychics are less common than it used to be so Pursuit is not in huge demand, it can't pivot out like Zebstrika and other options we are gonna talk about and it doesn't hit absurdly hard, solid Attack by PU standards but low-powered STAB moves making so it struggles to score OHKOs.
-:swoobat: goes just below Sneasel with 114 base speed and oh boy this mon has been in a crazy downfall lately, dropping from A to B+ in the most recent VR update, so what is up with this mon? A ton of meta shifts occured since Swoobats peak in the tier, notably Scraggy is a bit lesser common presence in the tier, psychics are not seen as commonly as before, the tier shifted quite a lot from Torterra spam to a good amount of Stunfisk over it and priority is now everywhere, probably more than it used to be in the Bat`s time, all of this affects its viability quite a lot. A pokemon with a lot going against it from the meta while it doesn`t hit all that hard, has very little defensive purpose with bad defensive stats but at least it 4x resists fighting and it is immune to Ground, and it suffers from 4MSS a bit, wanting all of Psychic, Air Slash, Heat Wave, Signal Beam, U-turn, Trick. There are also those funky setup sets but they are even more inconsistent with how the meta is.
-:purugly: is a sufficient speed control option for multiple reasons, first its 112 base speed means it naturally outspeeds everything bar the aforementioned pokemon, but it also packs valuable priority with Fake Out and Sucker Punch, being a solid countermeasure for offensive pieces in the meta also also providing momentum for the team with U-turn. It doesn't come without flaws though, it struggles with common defensive staples such as Stunfisk, Bronzor and Klang, its Normal-typing does not do it too much justice too as it is weak to the most common priority in the whole tier in Mach Punch from Monferno. Still a solid option for speed control on offensive teams.
-:jumpluff: is in my opinion the slowest speed control option I can still feel safe fitting on teams, this mon provides some very valuable assets as a speedy pokemon. For one this mon has more defensive value than any of the aforementioned mons, resisting Grass, Ground, Fighting and Water is kinda huge with ok bulk (at least its not too frail), with access to Encore it can do quick work vs boosters like Scraggy, SD Shiftry, SD Plume and SD Torterra, access to Aromatherapy makes it also act in supportive ways for the team, healing Rest mons like Bronzor, Klang and Zweilous and also the constant Static procs victims like Monferno and itself, complementing with a strong Acrobatics paired with Flying Gem and U-turn to still maintain momentum for the team. The fighting resistance is noticeable as it can also revengekill Monferno very reliably. Not without to say that it suffers from Stunfisk and Bronzor omnipresence, on top of being very threatened by Zebstrika which can softcheck it.
-:rapidash: for me already goes out of the safe territory of speedy mons, and I really don't rate it high as a speed control. Being rocks weak already makes it hard enough to use, also taking into account that it faces direct competition from Monferno which is the best pokemon in the tier for many people, its main STAB is a recoil move in a mon that already suffers from longevity issues and it is very vulnerable into many and many of the priority moves and it is not hard to pressure it out, it does not like Stunfisk either. It is an alright mon using it as a wallbreaker alongside another fast mon but it is def not reliable as a speed control for teams.
-:simisage: and :simisear: are just above 328 speed with base 101 base speed and I've seen teams as they were the fastest mons in a team, and I feel like they are extremely unreliable as SPEED CONTROL options, they don't like priority at all, they can't pivot out with U-turn or Volt like some of the other faster options, Simisage has better longevity with the option to run Giga Drain and not being rocks weak but it does struggle breaking past Bronzor a lot and its not incredibly strong with a STAB that is not that spammable while Simisear is an incredible wallbreaker, being really hard to switch into for many common teams but it suffers from rocks weakness and Monferno competition. Both are solid but I just wouldn't recommend using them as speed control options unless inevitable for a team.

:bw/monferno: :bw/shiftry: :bw/arbok: :bw/purugly: :bw/mawile: :bw/sneasel: :bw/dodrio:

COMMON PRIORITY USERS

-:monferno: is the defining priority user, usually dictating what mons are good speed control options or not. Packs giant amounts of utility with its access to STAB Mach Punch, often boosted further by Iron First though Blaze is also great for it, useful in both U-turn and SD sets capable of nailing stuff like Zebstrika, Purugly, Dodrio, Rapidash on top of anything chipped down enough like +2 Huntail, Scarf Golduck, Scarf Gabite, opposing Monferno, +1 Fraxure and the list goes on. It is not an easy mon to answer offensively cuz of that and defensive stuff, altho not a large pool, are usually what deals with it often reliably.
-:shiftry: is a noteworthy priority user with a very strong Sucker Punch, the strongest priority in the whole tier as it paired with Dark Gem and an Adamant nature reaches absurd calcs like OHKOing Zebstrika after rocks and +2 Sucker doing a minimum of 74% to Eviolite Monferno, the Monferno iteraction specifically is curious cuz Monferno's Mach Punch can't OHKO Shiftry from full and if it decides to Mach it risks getting OHKO'd by Nature Power, but with just little chip if Monferno decides to click anything else it risks dying to Sucker Punch so in many situations its a 50-50 batte. However, it suffers from lack of good physical Dark STAB other than Sucker which means this mon relies a lot on Sucker to succeed and it is exploitable, this is not the end of the world tho cuz you can very viably run Mixed sets with Leaf Storm, Dark Pulse, Sucker Punch and Nature Power with either Life Orb or Dark Gem, exchanging Sucker`s powerlevel for less reliance on Sucker Punch in order to break stuff like Vileplume, Jumpluff, Bronzor, Beheeyem and Duosion.
-:arbok: is another mon that found itself being a staple on offensive teams thanks to Coil and the poison typing serving well those teams as a TSpikes absorber, Sucker Punch is more of a complement to this mon to nail some of the scarfers and Zebstrika trying to revengekill it, I don't even consider Sucker mandatory on it as it has decent speed and this mon is very flexible on the team demands.
-:purugly: as mentioned before is a reliable mon to combat most of the offensive mons due to its access to Fake Out and Sucker Punch and its excellent speed tier.
-:mawile: makes good use of Sucker Punch due to its low speed meaning many stuff would easily be able to revenge it otherwise, the drill with it is that it has to choose between Ice Punch to beat grounds like Stunfisk and some every Torterra variant while it also wants Fire Punch to hit Bronzor and Klang and having a natural bad matchup into Monferno so it needs to act like a breaker to create opportunities for teammates or have quite a lot weakened for it to sweep, either way Sucker Punch is essential on it to do these jobs.
-:sneasel: as mentioned has access to Ice Shard on top of great speed, Ice Shard is not the best type of priority ever but it can still pick stuff like Shiftry, Zebstrika, Scarf Gabite, +2 Torterra and +1 Fraxure off when needed so it is still of good value.
-dodrio: has already been a rare presence in the tier, even rarer is seeing Dodrio click Quick Attack, which it has access to and it is totally recommended using on CB sets to pick off the weakened stuff it wants to revengekill.

:bw/monferno: :bw/swanna: :bw/golduck: :bw/gabite: :bw/mr. mime: :bw/dodrio:

POPULAR SCARFERS

-:monferno: is an interesting case to me, I personally used to run Scarf Monferno quite a lot a while ago and now I just think Scarf Monferno kinda sucks? Still perfectly usable and helps many teams with speed issues but it is SO much worse than Eviolite or CB Monferno, the utility Mach Punch brings with the other 2 sets seem much more valuable than the raw speed Scarf can bring while being very frail with the lack of Eviolite and not hitting nearly as hard as a CB Monf tends to. I just think it struggles with how every style looks rn, offenses full of priority, teams filled with Stunfisk, excessive hazard pressure and STABs that CAN be punished by locking yourself into. This mon was actually the biggest reason on why I wanted to make this post at all, I found curious how I changed my mind from it being the best scarfer to not even being a great scarfer.
-:swanna: is the most common scarfer rn and I'd say its the best common scarfer rn, its speed has some really nice value as a scarfer being able to revengekill stuff like +2 Huntail, +2 Torterra (even if Jolly) and any other scarfer bar Dodrio. It is also an annoying mon to switch into even with Scarf, with great STABs and with some little defensive value as a Scraggy check and resisting Mach Punch thus being able to rk Monferno, matter of fact I'd even go as far to say it is the only GOOD scarfer rn. Even tho I consider it as the best scarfer ofc it has flaws, the rocks weakness being a big one, which limits its opportunities quite a lot and even making switching it into something unreliable cuz any HP loss is big for it, also if you are using this set you are not using SubRoost (broken set), still the best scarf rn imo.
-:golduck: is a solid scarfer that has seen better days before, it used to be of big value on the Rain times and even a short period after the Damp Rock ban it was still a staple scarfer with good coverage and decent stats. Its just a scarfer that doesnt suit the offensive meta too well rn with the amount of priority and natural checks still roaming around like Klang and Tentacool and it just does not reach some of Swanna's value with the Fighting resistance, Ground and Spikes Immunity and the extra speed (Golduck is 1 base speed short of outspeeding +2 Huntail).
-:gabite: is an ok scarfer, it can force annoying mindgames vs Zebstrika at least and it has just above Monferno speed but this mon is just not that strong, it has good STAB combination and great moves in Outrage and Earthquake, but it is extremely owned by Bronzor and it still struggles to break through neutral bulky stuff like Torterra, Beheeyem, Duosion and Vileplume, both Outrage and Earthquake also feel punishing to click when you take into account Swanna has been this successful as of lately also giving easy entries to grasses and other flyings while Outrage is just naturally not an easy move to lock into due to the 2-3 turn lock + confusion (which is 50% self-hit in BW btw). I don't rate it too high but its typing can be somewhat valuable to some teams as a scarfer.
-:mr. mime: is a much lesser common scarfer but still a noteworthy one, it doesn't fair that well into the priority-heavy offenses but it still resists Monferno's Mach Punch while also having unique traits with Trick and Healing Wish while still outspeeding +2 Huntail.
-:dodrio: is a gimmicky scarfer nowadays, I just included it here cuz it used to be a somewhat popular a while ago. Fastest "viable" scarfer with Pursuit and strong STAB moves but it absolutely hates the Stunfisk Bronzor meta rn.

PERSONAL LIST OF UNUSUAL/SURPRISE SCARFERS

:bw/arbok:
Arbok @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Earthquake
- Coil / Fire Fang / Ice Fang / Seed Bomb
- Switcheroo

Arbok has kept my attention into his traits and honestly it has just enough tools to act as an alright scarfer with its TSpikes absorbing duty and Switcheroo. I`ve even used it in a tourgame and it has a good amount of surprise factor going for it, stuff like Bronzor, Beheeyem, Duosion and Stunfisk absolutely hate getting tricked a Scarf and you have good revengekilling potential due to Fighting resistance + Intimidate. Last offensive moveslot can be any of Coil, Fire Fang, Ice Fang or Seed Bomb, Coil retains the ability of being a threatening setup sweeper after tricking Scarf off to something and actually abuse its own check being crippled, Fire Fang helps with just hitting Bronzor regularly, Ice Fang helps with coverage for Torterra and Gabite and Seed Bomb helps with coverage against Frillish and Whiscash.

:bw/stoutland:
Stoutland @ Choice Scarf
Ability: Scrappy/Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Facade
- Superpower
- Pursuit

I`ve used it multiple times in tourplay as well and I gotta say it is very good at what it does, threatening the hell out of the faster stuff like Zebstrika and even luring them into commiting a mistake, I`ve killed multiple Zebstrikas as they tried to Volt out of the way but I ended up being faster. Of course it is not nearly as strong as CB but it still has some solid breaking potential and it can still run Adamant nature, which is enough to outspeed Zebstrika already. As always Scrappy to aliviate Frillish mu or Intimidate to be a better rkiller to priority users. Valuable Pursuit user too given the speed it packs now, once you reveal to be Scarf faster stuff won`t be too encouraged to stay in on you, on which you can Pursuit-trap them.

:bw/persian:
Persian @ Choice Scarf
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Double-Edge
- U-turn
- Switcheroo
- Shadow Claw / Toxic / Punishment

This one is kinda carried by surprise factor but it is still an usable scarfer, its a physical pivot that can click U-turn for free on Stunfisk thanks to Limber and since it is fast as hell you outspeed literally everything, every scarfer, every speed booster basically and with Jolly even weather mons like Modest Victreebel on sun and Modest Golduck on rain, and it packs utility in the form of Switcheroo just like Arbok which heavily annoys Stunfisk, Klang and Bronzor. Last slot is literally whatever you wanna run, you are very rarely clicking it anyways, Shadow Claw gives you more consistent Frillish measure, Toxic cripples stuff in general from non-Steel defensive answers to offensive stuff you can nail the poison in order to stall it out, and Punishment is an alternative way to hit slow boosters like Duosion and Beheeyem when they accumulate enough boosts.

:bw/grumpig:
Grumpig @ Choice Scarf
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Signal Beam / Focus Blast
- Heal Bell
- Trick

I experimented this one a good amount too and it is alright, did not end up using in tourgames tho. Whole niche with this one is being an alternative to Scarf Mime, Pig favoring fat teams a bit more thanks to better bulk, Thick Fat and access to Heal Bell. It has a much easier time trying to take a hit than Mime and being a cleric is very valuable in this meta with the amount of Rest users and Static procs. Trick as always serves a nice purpose utility-wise and annoys many of its checks like Bronzor and Scraggy and the coverage slot you can choose between Signal Beam and Focus Blast, depending on what the team needs to deal with the most.

CONCLUSION

In my vision the meta has just gone further and further away from the scarfer speed control concept and favoring more natural measures with speedy mons, highlighting Zebstrika and priority users, Scarfers usually feel weird to use nowadays as recent shifts just went against them but they are still very usable and the tier still has a lot of room for creativy in this regard, you can get creative with many other mons to act as speed control with different purposes, I would love to see if anyone else wants to share their thoughts about the speed control situation of the tier or if they have other creative options I did not mention. Thanks everyone for reading.
 
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Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
HOW DO I BEAT X?
One of the most common questions I get when showing people the tier is the simple "How do I beat X? It seems so good" and this makes complete sense as to why it's so common. A plethora of offensive options is the calling card of this tier so dealing with all of them can be very intimidating. Even dealing with some of the tier's best wallbreakers can be difficult, as most have the ability to circumvent some of their counters. However, I am here to help with a hopefully useful guide to answer these questions. Keep in mind that this guide is not meant to be gospel or fully comprehensive, just a starting point to ease newer players into teambuilding.

Monferno :bw/monferno:
Monferno is definitely a notable menace, as it can run tons of sets with tons of variation so picking a surefire counter can sometimes be challenging. Monferno can run AoA, Choice Scarf, Choice Band, Swords Dance, Nasty Plot, AoA Special...and can even slide in Slack Off to mitigate chip damage. Combined with the fact that Monferno almost always runs priority - even on the Scarf set - and the scope of the headache is complete. There are options though, and most teams can be considered monkey-proof if they have at least 1 switch-in and 1 check on hand. That's much easier to do than it sounds, don't worry.

1. Figure out the set.
Monferno is scary to prep for because your opponent has their pick of what set and what counters Monferno has. However, as soon as Monferno presses any button, you can usually figure out which set Monferno is running and beat it from there. This is very basic I know, but a lot of answers to Monferno either work or don't based entirely on the set. That is why I recommend 1 switch-in and 1 check: that way, whatever the set is, you probably have an answer and therefore a gameplan. A lot of these answers are also diverse and synergize well with each other, like Swanna and Stunfisk, so get creative. Sometimes you might find that you accidentally made your team monkey-proof without directly going for it.

2. Reliable Counters: :bw/stunfisk: :bw/frillish:
The best generalized option as of writing this is Stunfisk. While not resisting any STABs, Stunfisk still has enough bulk to consistently avoid the 2HKO and threaten with its STABs and the extremely-valuable Paralysis that can proc off of its Static too. The downside of Stunfisk is the lack of recovery, meaning that you have to play smart in order to have it consistently counter Monferno. Frillish, on the other hand, does resist every STAB of Monferno and has recovery, however comes with the downside of being sometimes very difficult to fit on to teams and the fact that Monferno CAN run SD Thunderpunch, which is a massive pain. Both of these can be reasonably relied on to check Monferno.

3. Situational Switch-ins: :bw/swanna: :bw/Duosion: :bw/tentacool: :bw/beheeyem: :bw/machoke:
These are all answers that can reasonably beat Monferno in a pinch, but have some flaw that prevents them from being counters. Swanna resists both STABs and can heal with Roost, but Monferno is known and sometimes loved for sometimes intentionally baiting in Swanna with Thunderpunch. Duosion is also a great pick for running plenty of bulk, resisting Fighting, the ability to heal, and not even taking entry hazard damage. The problem with Duosion is the fact that it really has issue with tanking Choice Band Flare Blitz so it can't be relied on as your singular answer to Monferno. Same deal with Tentacool, except you have to run more physical defense and you can't heal. Beheeyem is also a good option, but only if you are running the max Defensive set-up set and even then chances are decent that Beheeyem would rather not switch in directly (but can). The last one that I wanted to touch on is actually surprisingly Machoke. Most stall teams run a physically defensive Machoke that takes only about 43% at most from Eviolite sets and can hit back for a near-2HKO with Dpunch. The downside is that Machoke only heals with BW Rest and can't handle Choice Band or SD well.

4. Mountain of Checks: :bw/arbok: :bw/Swoobat: :bw/Jumpluff: :bw/golduck:
Basically, anything that can take a hit from Monferno or outspeeds and resists Mach Punch can be seen as a reliable check. After all, Monferno itself is not super fast or super strong, so it really is just a good 8/10 in a ton of areas. Arbok would rather not take a hit, but with Intimidate and resisting Fighting Arbok is very capable at stopping a Close-Combat-locked Choice Band Monferno at least once. Swoobat and Jumpluff both outspeed the base 81 Monferno, resist Mach Punch, and OHKO with their own STABs. Golduck can also outspeed and KO with STAB, but has to be careful of Choice Scarf.


Swanna :bw/Swanna:
So before I say anything, i wanted to add an asterisk to basically everything to say that thanks to Hurricane confusion garbage Swanna has a chance to break through everything with enough luck. Sometimes this is an astronomically low chance of Swanna winning, but it exists. This part will also focus entirely on the SubRoost set, but just know that Swanna can also run a great Choice Scarf set. It's just that the Scarf set is reasonably easy to wall conventionally and if something beats the SubRoost set, it probably works on the Scarf set even better.

1. The Klang + Zebstrika Combo: :bw/klang: :bw/zebstrika:
This is by far the most reliable way to getting rid of Swanna. Klang takes the hits and then Volt Switches to break any Substitutes and goes into Zebstrika for the revenge kill. Very cut and dry honestly. Klang has so much SpDef that Swanna needs help to even get a 5HKO, so Swanna is walled if it weren't for the ever-so-slight chance of Hurricane confusion winning out by confusing 5+ times in a row. So, with Hurricane garbage in mind, Klang takes the Scald and/or Hurricane, Volt Switches to Zebstrika and breaks the Substitute, and then Zebstrika outspeeds and nukes Swanna. This setup also works for the Choice Scarf set because Klang just wins outright. Give it a try if the SubRoost salt takes you.

2. Works in theory: :bw/Tentacool: :bw/audino: :bw/bronzor: :bw/frillish: :bw/zweilous:
Thanks to Hurricane and SubRoost having the ability to fish for confusion, all of these Pokemon check Swanna a solid 90% of the time. Tentacool takes basically nothing from Scald and breaks subs with Sludge Bomb and 2HKOs with HP Electric, but Hurricane is a 3HKO on a Pokemon that can't heal. Audino has enough bulk to avoid a 3HKO most of the time and can Encore + break subs with Return or Double Edge. Bronzor also is comfortably 5HKO'd by Scald sans any burns and can pray that Psywave actually works. Frillish is another example, as it is immune to Scald and Hurricane is a 3HKO, but confusion ruins Frillish more than any other on this list. Zweilous also is a solid pick as it sits on the cozy 4HKO and can Crunch or Roar the Swanna, but BW Rest is...BW Rest.

3. Just kill it: :bw/zebstrika: :bw/purugly: :bw/monferno:
Offensive pressure is surprisingly effective for beating Swanna. A bit of a basic statement but Voltturn can handle Swanna by never allowing the Substitute without a fight. Swanna comes in on Monferno as the Monferno U-turns into Zebstrika. Zebstrika Volt Switches on the Substitute as Swanna Roosts and brings in Purugly for a Fake Out + Return. Swanna's strength is in buying itself turns to heal and spreading status, so if you just never let up on the pressure then ideally Swanna never gets that turn to set up.

4. Chinchou: :bw/chinchou:
So as a final note, I will mention Chinchou as the hardest counter Swanna has. It isn't listed anywhere else because Chinchou proves to be incredibly awkward to fit on to teams. The synergy that Chinchou offers is awkward and the support it offers is also limited. To even counter Swanna, you need some other Electric STAB than Volt Switch, so you either have to give up Volt Switch or give up another very valuable moveslot of Rest/Sleep Talk/Scald/Volt Switch. This is less a "don't use Chinchou" and more of "understand what you are getting into with building with Chinchou". Works on paper great and in practice though, but difficult to properly pull off. If you fit it on to a team and you like it then more power to you.


Beheeyem :bw/Beheeyem:
A controversial figure even to this day. After successfully dodging half a dozen bans, Beheeyem is still in the format and still blasting holes into underprepared teams. Analytic hurts even without investment, and Choice Specs has Trick on hand to neutralize any would-be counters. Even so, it can be argued that Beheeyem is currently at its weakest in the metagame. Even in the worst case, it pays to remember that Beheeyem might invest in bulk but that doesn't make it particularly bulky...so most offensive Pokemon can still pressure it fine.

1. Figure out the set again.
Beheeyem is like Monferno in the sense that it runs multiple sets that can get around would-be counters. Specifically, it comes down to Beheeyem's coverage. Only Choice Specs sets have the room to run all of the coverage that Beheeyem wants, so figuring out if the Beheeyem is Signal Beam or if it's HP Fighting changes the list of counters heavily. Entry hazards can also help with figuring out the Beheeyem more than Monferno because Defensive sets love Leftovers and Choice Specs obviously just takes the damage. Defensive sets can also run Colbur Berry though, so simply scout the Beheeyem to figure out what it's packing and go from there.

2. Scraggy: :bw/scraggy:
Scraggy stands as the best general answer to Beheeyem, as even Choice Specs HP Fighting has at best a 6% chance to 2HKO while all other options are hard walled. This underpins the need to scout Beheeyem before committing, as Signal Beam does so little that Scraggy can use Beheeyem to set up. Not that Scraggy needs to set up to beat Beheeyem, as Crunch is a 2HKO on most Beheeyem and a solid 3HKO on Defensive sets. So long as Scraggy remains healthy, and the Beheeyem doesn't hit multiple HP Fightings into it uncontested, Scraggy can win.

3. Pile of Dark-types: :bw/Shiftry: :bw/Zweilous: :bw/sneasel:
As a surprise to no one, being immune to Beheeyem's STAB makes for a pretty reliable check. Shiftry can OHKO with Choice Specs Dark Pulse and Dark Gem Sucker Punch has a coin flip to OHKO. Zweilous can 2HKO with Crunch while avoiding the 2HKO itself from non-Specs variants. Sneasel is a bit of a niche pick than the first two, but hitting a Choice-locked Psychic Beheeyem with a Pursuit does 74% minimum on the forced switch.

4. Other: :bw/bronzor: :bw/Klang: :bw/banette: :bw/stoutland:
This is just the miscellaneous section of options for beating Beheeyem. Bronzor enjoys a nice 8% chance to get 3HKO'd by Signal Beam, so it can be relied upon for walling Beheeyem, using Toxic, and then missing all of the Psywaves. Klang also takes very little from STAB and Signal Beam in order to Toxic Beheeyem, but really has to watch out for HP Fighting. Banette and Stoutland both fall into the same category: they both have a Choice Band and Pursuit and can take a chunk out of Beheeyem. Banette also enjoys priority to take out a weakened Beheeyem even in Trick Room, and Stoutland likes to simply press Return and watch as it does about 80+% but neither enjoy taking STAB Psychic.


Zebstrika :bw/zebstrika:
This will be the last one because this is already a very long post. Zebstrika isn't strong at 80 base SpAtk but the problem is in the coverage. If Zebstrika didn't have coverage like Overheat or HP Ice to hit every would-be switch-in and 2HKO, there wouldn't be many issues. It is important to remember that realistically Zebstrika only runs one set 99% of the time. It's Volt Switch/Thunderbolt/Overheat/HP Ice in case you were wondering.

1. Chip Damage.
This is the case for literally every Pokemon ever, but a lot of teams generate advantage on Zebstrika simply by wearing it down over time. Thanks to Zebstrika's Speed it can usually Volt Switch before you can pin any damage on it, so chip damage from things like entry hazards become surprisingly key for getting Zebstrika down. Zebstrika also tends to come in a lot so if you are able to get Stealth Rock, Spikes, and Toxic up, that means Zebstrika takes 31% every time it comes in. Two of those and now Zebstrika is within priority range. Revenge killers faster than Zebstrika are fairly uncommon, especially on balance and bulkier teams, so it pays to tip the scales in your favor on the long-term with chip.

2. List of Ground-types that work: :bw/stunfisk: :bw/Marowak:
Stunfisk avoids a 2HKO from Zebstrika no matter what Zebstrika runs and absorbs Zebstrika's Volt Switch. Stunfisk can also kill with Earth Power or just Toxic it back, just don't Discharge into Lightningrod. The only real downside is that Stunfisk can't really heal outside of Leftovers so it only has so many times it can come in and check Zebstrika. Marowak also works as a potential answer thanks to the fact that HP investment pushes Marowak outside of 2HKO range, but this only really works once.

3. Generally Specially-Defensive Pokemon: :bw/audino: :bw/zweilous: :bw/vileplume:
Audino enjoys a 4HKO from Zebstrika and Zweilous only has a very small chance to get 4HKO'd by HP Ice. Neither of these can stop the Volt Switch, which is a huge problem as that means you don't necessarily stop Zebstrika from generating momentum, but they can be relied upon for soaking up hits when possible. This also underlines the need for entry hazards: if you are using these walls and forcing Zebstrika to switch, it pays dividends to have at least Stealth Rock up to punish the switch. Vileplume also makes this list but only if it is holding an Occa Berry. With the Occa Berry, Vileplume is able to avoid the 2HKO entirely and careless Zebstrikas will find themselves at -2 SpAtk after Overheat while staring down a healthy Vileplume that now really does wall it and get great chip with Sludge Bomb.

4. Just kill it: :bw/monferno: :bw/swanna: :bw/zebstrika: :bw/beheeyem:
Zebstrika is the fastest Pokemon in the tier, sitting at a clean base 116. That doesn't mean that it is impossible to revenge kill though. Once the chip damage has added up, it is time to move in for the kill. Choice Band Monferno can hit 42% minimum with Mach Punch and a Choice Scarf set can also simply outspeed and KO with Close Combat. Swanna also enjoys a good Choice Scarf set and stands as the best scarfer in general that can 2HKO Zebstrika after Stealth Rock. Zebstrika itself can also check Zebstrika, as you can initiate the ZEBSTRIKA TRADE by bringing in your healthier Zebstrika as you both Overheat the other. Beheeyem also gets a shoutout here because it can OHKO with Psychic in Trick Room, or it can force Zebstrika to choose between giving up a teammate to Beheeyem's Analytic Psychic or simply taking the hit itself.


There are plenty other Pokemon that I get questions about, like Torterra or Stoutland, that I haven't touched here but you can reach out to me if you do have any further questions. The BW PU smogdex is in the works and will get done eventually, so feel free to look at the pre-approved analysis for more information as well as looking at the temporary sets that are already up. Thanks for reading!
 

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