LettuceLeaf07
Hoppip.
I have a couple of noms I wish to make, ordered from most sense to least sense:
B -> C
Dartrix's claim to fame was being the better of 2 hazard removal options by being less exploitable, having knock, and being a reasonable Basculin counter. Now Basculin is gone, Veluza isn't prevalent enough for Dartrix's grass typing to be helpful, we have enough ghosts to check the fighting type, there are 3 better and viable options for hazard removal, everything gets knock, and yeah. Not worth using unless you absolutely need your removal to counter something like Whiscash or Klawf, which Dartrix tends to be surprisingly good at doing despite wanting to avoid Ice Beam, knock, and rock moves.
New -> A+
Imo, this is the best hazard removal in the tier. Fighting is amazing, as it pressures rock, steel, and chansey types that used to run around relatively freely, while having bulk, recovery in drain punch, knock to pressure switch-ins, priority, bulk up, a status deterrent in Guts, and defog. As long as you are prepared for ghosts and other fighting resists, Gurdurr will always do something in a game.
New -> A-
I love using Komala, but I feel like it suffers too much from 4MSS to be ranked any higher. It wants knock, uturn, rapid spin, wish, and protect on defensive sets, and it has an insane movepool with stuff like EQ, SD, and sucker, but it can't run all the moves it wants to at once. I haven't tried offensive sets with SD that may be better than A-, but the fact that Komala needs to choose between Wishtect or one of knock/turn on defensive sets makes it A- to me.
New -> A+
Call me crazy, but Gligar is the most reliable hazard setter in the tier. It has 3 different hazards, is a ground type, can check Gurdurr with DWB, has knock + uturn, and is crazy bulky with eviolite. I think it has enough useful traits that it can be tailored to fit any team. I agree with Aurist that it feels like a support mon that needs support in some roles, but when you're using it early game to set hazards and soften up a Gurdurr, it doesn't need any help with that.
A+ -> A
I'm probably just salty because I have no idea how to use this mon, but I find that I want it to stick around and counter things with Surf and EP while it is also out first setting hazards. I'm probably wrong here, but I find that Whiscash just wants to do too much for a defensive mon without recovery. I never struggle against Whiscash when I face it too; it's easy to wear down. I just don't see it on the same tier as Haunter and Missy, but I could just suck and hate Whiscash for no reason.
And quick noms and agreeing with others (because I forget that part):
->B+ or A- (annoying)
B- -> B (probably not B-)
-> A- (I agree)
-> A- (kinda annoying to face despite losing to ghosts)
-> A+ (agreed)
-> A (agreed)
B -> C
Dartrix's claim to fame was being the better of 2 hazard removal options by being less exploitable, having knock, and being a reasonable Basculin counter. Now Basculin is gone, Veluza isn't prevalent enough for Dartrix's grass typing to be helpful, we have enough ghosts to check the fighting type, there are 3 better and viable options for hazard removal, everything gets knock, and yeah. Not worth using unless you absolutely need your removal to counter something like Whiscash or Klawf, which Dartrix tends to be surprisingly good at doing despite wanting to avoid Ice Beam, knock, and rock moves.
New -> A+
Imo, this is the best hazard removal in the tier. Fighting is amazing, as it pressures rock, steel, and chansey types that used to run around relatively freely, while having bulk, recovery in drain punch, knock to pressure switch-ins, priority, bulk up, a status deterrent in Guts, and defog. As long as you are prepared for ghosts and other fighting resists, Gurdurr will always do something in a game.
New -> A-
I love using Komala, but I feel like it suffers too much from 4MSS to be ranked any higher. It wants knock, uturn, rapid spin, wish, and protect on defensive sets, and it has an insane movepool with stuff like EQ, SD, and sucker, but it can't run all the moves it wants to at once. I haven't tried offensive sets with SD that may be better than A-, but the fact that Komala needs to choose between Wishtect or one of knock/turn on defensive sets makes it A- to me.
New -> A+
Call me crazy, but Gligar is the most reliable hazard setter in the tier. It has 3 different hazards, is a ground type, can check Gurdurr with DWB, has knock + uturn, and is crazy bulky with eviolite. I think it has enough useful traits that it can be tailored to fit any team. I agree with Aurist that it feels like a support mon that needs support in some roles, but when you're using it early game to set hazards and soften up a Gurdurr, it doesn't need any help with that.
A+ -> A
I'm probably just salty because I have no idea how to use this mon, but I find that I want it to stick around and counter things with Surf and EP while it is also out first setting hazards. I'm probably wrong here, but I find that Whiscash just wants to do too much for a defensive mon without recovery. I never struggle against Whiscash when I face it too; it's easy to wear down. I just don't see it on the same tier as Haunter and Missy, but I could just suck and hate Whiscash for no reason.
And quick noms and agreeing with others (because I forget that part):
->B+ or A- (annoying)
B- -> B (probably not B-)
-> A- (I agree)
-> A- (kinda annoying to face despite losing to ghosts)
-> A+ (agreed)
-> A (agreed)