Pokémon Black and White In-Game Tier List

By DrumstickGaming, Ryota Mitarai, and various other contributors.

Introduction

Welcome to the Pokémon Black and White in-game tier list! The goal of this list is to rank every Pokémon in Unova in one of the six tiers, from S to E, each vaguely determining its viability. The major factor under which each is ranked is efficiency; a Pokémon that is efficient provides faster and easier solutions to major battles, which include Gym Leaders, Elite Four members, and N and Ghetsis at the Pokémon League, than ones that are inefficient. Pokémon in higher ranks, such as S and A, are considered very efficient, while those in lower tiers, such as D and E, are considered not very efficient.

What are the tiers?

There are 6 tiers in this list:

  • S-tier
  • A-tier
  • B-tier
  • C-tier
  • D-tier
  • E-tier

Why is a Pokémon in a certain tier?

Pokémon are ranked under the following five factors:

  • Availability: This is how early a Pokémon becomes available in the game and how hard it is to find (read: encounter rate). Does it require significant backtracking, require HM moves, or just have a low encounter rate? This includes backtracking to revive the Plume Fossil or Cover Fossil in Nacrene City after obtaining one in the Relic Castle, as well as catching Water-types, Cobalion, or Virizion post-Surf.
  • Typing: A Pokémon's typing can be of great importance for an efficient playthrough. How do the typing's matchups work against the entire game? If a Pokémon has better typing, it is often considered a higher rank.
  • Stats: A Pokémon's stat distribution is crucial for its success. Does the Pokémon have a stat distribution that complements its movepool and typing? If a Pokémon has a stat distribution that favors both its typing and movepool, it will often be higher on the tier list. In general, a Pokémon with low Speed will often be ranked lower.
  • Movepool: A Pokémon's movepool (both level-up and TM/HM) is crucial. What moves does the Pokémon naturally get and can possibly obtain? Unlike with past games, TMs are of infinite use and thus have no opportunity cost. With that being said, if a Pokémon requires a TM found in a detour off the main path (like TM24 Thunderbolt on Route 18 with Surf or TM47 Low Sweep in lower Wellspring Cave with Surf), it will be knocked down a bit.
  • Major Battles: Major battles consist of Gym Leaders, the Elite 4, and the final battles with N and Ghetsis. How does the Pokémon contribute to these battles? A Pokémon that contributes to many major battles will often be seen higher than those that do not.

What tools is the player allowed to use?

The player is allowed to use any legitimate means within the cartridge for completing the game efficiently. The player is only allowed to trade to evolve Pokémon and not to receive outside help otherwise. The player is allowed to use items such as X Items, Potions, TMs, and Berries. Keep in mind that items have opportunity costs associated with them and can negatively contribute to a Pokémon's rank if it requires a multitude of items, such as two or more.

Under what conditions were Pokémon tested?

Every Pokémon was tested and ranked under these additional conditions:

  • Every Pokémon was generally on par with the major Trainers' levels, at most outleveling their ace by two levels. Reasonable levels at the Elite Four generally vary between 48-50.
  • Most tests were done with five-member teams, although it is notably more optimal to run four or less, as they will gain more experience and easily outlevel opponents.
  • Lucky Egg was completely allowed and necessary for bigger teams to reach appropriate levels.
  • Across the Unova region, there are around twelve Rare Candies (discounting Passerby Analytics HQ), some of them requiring backtracking and HMs to be obtained. They are used to reach the aforementioned levels for the Elite Four when using bigger teams.
  • Tampering with the clock to obtain items or Pokémon that are only available in specific seasons was completely allowed and did not negatively affect any Pokémon's viability.
  • Viability was determined up until Ghetsis; anything that is exclusive to post-game (such as the Stone Edge TM) was not taken into account for the Pokémon's viability.

The List

S-Tier

Reserved for Pokémon that possess the highest levels of efficiency. Pokémon in this tier are able to OHKO or 2HKO an overwhelming majority of foes, limit the amount of attacks used against them, and function with minimal reliance on items to defeat opponents at similar levels. These Pokémon typically show up before the late-game, and any flaws they have are absolutely made up by their advantages.

Darumaka

Darumaka
  • Availability: Early-game (40% chance to appear in Route 4).
  • Typing: Save for Drayden/Iris, Fire hits all Gym Leaders and Elite Four members for at least neutral damage and is hit super effectively only by Clay.
  • Stats: Darumaka is decently fast, and its high Attack buffed up by Hustle allows it to hit every foe hard; its shaky bulk is fixed by Eviolite. As a Darmanitan, it hits even harder, is way faster, and has enough bulk to take neutral hits well and even avoid OHKOs from super effective moves.
  • Movepool: It learns Fire Punch at level 22, Belly Drum (which it can safely set up with as a Darmanitan) at level 30, and Flare Blitz at level 33. Hammer Arm comes upon evolution, and Superpower is learned at level 47. TM-wise, it can be taught Brick Break as an alternative to Superpower, Rock Slide, and Dig, the latter of which is good for Shauntal and Ghetsis's Fire-resistant Pokémon.
  • Major Battles: As a Darumaka, it only ever struggles against Clay. Burgh and Elesa lose to Darumaka, although it needs Eviolite for both. As a Darmanitan, it sweeps all the other Gym Leaders, with Drayden/Iris falling to Belly Drum. At the Elite Four, it can use Belly Drum strategies again to sweep all but Marshal. It is useful against N and Ghetsis, the latter being swept if you use Substitute and X Speed in conjuction with Belly Drum.
  • Additional Comments: Although Hustle might be annoying, most of the misses are not fatal; it does not prevent Darumaka from being one of the best choices for an efficient run of the games.

Drilbur

Drilbur
  • Availability: Early-game (Dust Clouds in Wellspring Cave).
  • Typing: Very few foes resist Drilbur's Ground-type attacks, with Burgh's Leavanny being the exception. Its Ground typing provides it with an immunity to Elesa's Volt Switch, while its evolution's Steel typing provides it with better matchups against Skyla, Brycen, Drayden/Iris, Shauntal, Caitlin, and Grimsley.
  • Stats: As a Drilbur, it has a really good Attack stat and good Speed, although its bulk is not as impressive. As an Excadrill, it gains a significant boost in Attack and HP, allowing it to survive most neutral and some super effective moves. Excadrill's base 88 Speed lets it outpace most foes later on.
  • Movepool: Until it learns Metal Claw at level 15 and Dig at level 19, it will be relying on Fury Swipes. It learns Rock Slide at level 29 and Earthquake at level 33. Drilbur sets up with Hone Claws until it learns Swords Dance as Excadrill at level 42. It can be taught X-Scissor and Substitute via TMs.
  • Major Battles: It is capable of contributing against Burgh and destroys the rest of the Gym Leaders. Excadrill can sweep the whole Elite Four minus Marshal simply by using Swords Dance once. It is also capable of contributing majorly against N and Ghetsis (especially if you are playing in Black, because it can use N's Zekrom as setup bait).
  • Additional Comments: Drilbur should be evolved at level 33 to learn Earthquake a little earlier, which can be boosted with Soft Sand from Desert Resort. Drilbur is arguably one of the best Pokémon in BW and thus is highly recommended to catch, even if the method is annoying.

Scraggy

Scraggy
  • Availability: Early-game (20% chance to appear in Route 4).
  • Typing: Although it struggles with Skyla, Scraggy's typing allows it to beat Brycen and all of the Elite Four members barring Marshal.
  • Stats: Scraggy has good Attack and defensive stats, which can be buffed by Eviolite. Its Speed will eventually cause it problems as a Scrafty, but you should have Speed EVs to outspeed some slower threats.
  • Movepool: Its only STAB move is Faint Attack until it learns Brick Break at level 20. It can be taught Payback at level 23 to take advantage of its low Speed. High Jump Kick at level 31 and Crunch at level 38 are its strongest STAB moves. TM-wise, it can be taught Work Up and Rock Slide.
  • Major Battles: Excepting Burgh's Leavanny and Skyla, Scraggy does well against every Gym Leader, although it needs Eviolite for all of them as a Scraggy. It also does well against every Elite Four member bar Marshal and is useful against N and Ghetsis.
  • Additional Comments: The combination of a strong movepool and good typing that threatens a lot of major opponents makes Scraggy a very good choice for a run of the games. Always use one with Moxie over Shed Skin.

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A-Tier

Reserved for Pokémon whose efficiency in terms of completing the game is considered to be very high. Pokémon in this tier are able to OHKO or 2HKO a lot of foes and are not very reliant on items to succeed, but they either have some visible flaws that hurt their efficiency or have their usefulness counterbalanced by a late arrival.

Archen

Archen
  • Availability: Mid-game (Receive Plume Fossil from female Backpacker in Relic Castle and revive at Nacrene City at level 25).
  • Typing: Rock / Flying gives it five weaknesses, though only Rock is common. Archen's only real losing matchup is against Elesa; it's good elsewhere.
  • Stats: Archen has fantastic Attack coupled with good Speed and Special Attack, but it has lacking defenses. As an Archeops, these stats skyrocket to 140/112 offenses with great 110 Speed. Both Pokémon must be careful though, as their Defeatist ability halves their offenses at 50% or less HP.
  • Movepool: It starts with Ancient Power (you can teach Rock Tomb via TM) and learns Acrobatics (its best move) three levels later at 28 to replace Pluck. Archen gets Crunch at 35, U-turn at 45 (as Archeops), and Rock Slide via TM. Dig, Focus Blast, and Dragon Claw are options, but the line will mostly be using Acrobatics.
  • Major Battles: The line's sheer power means it performs well in all major battles save Elesa, though it must stay healthy to avoid Defeatist. Against endgame threats, if it doesn't OHKO a foe, that foe will often come close to knocking it into Defeatist range (a lot are 2HKOed by Acrobatics).
  • Additional Comments: Archen is one of the strongest Pokémon to use, but Defeatist holds it back.

Axew

Axew
  • Availability: Late-game (20% chance of encounter in Mistralton Cave, accessed with Surf).
  • Typing: Dragon is only resisted by the uncommon Steel typing. Ice- and Dragon-types that are strong against the line are rare (outside of Brycen and Drayden/Iris). Dragon is great defensively, as it resists Grass, Fire, Water, and Electric.
  • Stats: It possesses really high Attack (especially as Haxorus), good Speed, and acceptable defensive stats. However, as an Axew, it is a little bit frail.
  • Movepool: Axew will have Dragon Claw upon being caught. It learns Dragon Dance at level 32 and Swords Dance at level 48 as Fraxure. It can also learn Brick Break, Shadow Claw, and X-Scissor through TMs for rotating coverage as Haxorus.
  • Major Battles: You should have Fraxure for Brycen. It is capable of sweeping all major fights that are left (including Brycen due to AI not choosing Frost Breath). Haxorus is the only Pokémon that can sweep the whole Elite 4 along with N and Ghetsis due to its rotating coverage.
  • Additional Comments: Despite coming late, Axew is a good Pokémon to use, as it can sweep every major fight left, with Mold Breaker being the preferred ability. Its coverage such as Brick Break, Rock Slide, and X-Scissor can be rotated to suit major battles. Its Slow experience growth rate is fixed with Lucky Egg.

Timburr (Trade)

Conkeldurr
  • Availability: Early-game (20% chance of encounter in outer part of Pinwheel Forest).
  • Typing: Fighting hits common Normal- and Rock-types, Lenora, Clay, Brycen, Grimsley, and half of N's and Ghetsis's teams super effectively.
  • Stats: It has high Attack and HP and acceptable defenses as Conkeldurr, but it is a little bit slow. Timburr's Special Defense is pretty low as well.
  • Movepool: It will initially rely on Low Kick and Rock Throw. At level 20, it will learn Wake-Up Slap. After evolving, it learns Bulk Up and Rock Slide at levels 29 and 33, respectively, along with Hammer Arm at level 45 and Stone Edge at level 49. It also learns Brick Break and Payback by TM.
  • Major Battles: It does well against Lenora and can do well against Burgh if it's evolved at that point. It can also contribute to Elesa and sweep the rest of the Gym Leaders. It does well against Marshal and Grimsley, but struggles against the rest.
  • Additional Comments: Conkeldurr remains useful until the Pokémon League, where it falls off due to unfavorable matchups. However, Conkeldurr still hits roughly 1/3 of endgame with its STAB attacks. If yours has Sheer Force, do not teach Stone Edge over Rock Slide, as they have almost the same power, but Rock Slide has more accuracy and PP. Gurdurr and Conkeldurr share the same level up learnset.

Lillipup

Lillipup
  • Availability: Early-game (Route 1 from levels 2-4 at a 50% encounter rate).
  • Typing: The line's members are Normal-types and neutral against everything save Shauntal, whose Ghost-types are immune, and Marshal, who hits the line super effectively.
  • Stats: The Lillipup line has solid stats except for Special Attack, with Stoutland having 100 Attack, 80 Speed and 85/90/90 bulk.
  • Movepool: Tackle and Bite carry Lillipup well until Take Down at level 15 and (as a Herdier) Crunch at level 24. Return via TM at Nimbasa City is the line's best STAB attack once they have high friendship, and the Work Up TM can be useful to boost offensive stats.
  • Major Battles: The Lillipup line has a solid showing in all major battles, as few opponents resist Normal, and Ghost- and the rare Steel-types are handled by Crunch and Dig. Work Up can help the line sweep some fights from Elesa onward.
  • Additional Comments: Lillipup is consistently a great Pokémon for Gym Leaders but is too reliant on Work Up boosts to do its job at the Pokémon League. Get the Vital Spirit ability as Lillipup, as it turns into Intimidate as a Herdier onward, letting the line take physical hits better.

Oshawott

Oshawott
  • Availability: Starter, Nuvema Town.
  • Typing: Water typing is good everywhere aside from Elesa and Drayden/Iris.
  • Stats: Oshawott's line has mixed attackers with average Speed and decent bulk.
  • Movepool: Oshawott upgrades from Water Gun to Razor Shell at level 17 to Surf later on. The line also gets Grass Knot, Dig, and Return as mid-game TMs, and Megahorn can be relearned as Samurott.
  • Major Battles: Water beats Burgh's Dwebble, Grimsley's Kroododile, and Shauntal's Golurk and Chandelure. Caitlin save Sigilyph is handled with Megahorn, and the line can beat Ghetsis's Seismitoad and N's Carracosta with Grass Knot. You can TM Blizzard for Drayden/Iris, but it is expensive.
  • Additional Comments: Oshawott is the best starter to pick, as its Water typing and strong moves make it more consistent in major fights than the other starters.

Panpour

Panpour
  • Availability: Early-game (Dreamyard (Snivy) / Pinwheel Forrest (Inner) rustling Grass at 10%).
  • Typing: Water typing is good for most Gyms aside from Drayden/Iris, being effective against Clay and neutral elsewhere.
  • Stats: The monkeys have all-around good stats, most notably 98 offenses and 101 Speed.
  • Movepool: Water Gun becomes the fantastic Scald at level 22. Simipour gets Dig, Acrobatics, Shadow Claw, Rock Tomb, Rock Slide, and all Fighting-type TMs for wide coverage and Work Up for setting up. Scald later upgrades to Surf, and Blizzard is bought at Icirrus City.
  • Major Battles: Simipour can hit Burgh's Dwebble, Shauntal's Chandelure and Golurk, and Grimsley's Krookodile with STAB attacks. TM coverage handles almost everything else.
  • Additional Comments: Panpour's Water typing and wide coverage allow it to beat most Gym Leaders, but it is still reliant on Work Up boosts for the Pokémon League. Evolve at level 22 after getting a Water Stone in Castelia City.

Petilil

Petilil
  • Availability: Early-game (35% chance to appear in Inner Pinwheel Forest in White, obtainable only by trade in Nacrene City in Black).
  • Typing: Grass lets it hit Clay as well as Rock-, Ground-, and Water-types, but Burgh, Brycen, Drayden/Iris, and common Bug- and Poison-types generally pose a threat to it.
  • Stats: Petilil has high Special Attack and good bulk. Lilligant has high Speed and Special Attack, with its Special Defense also raised by Quiver Dance.
  • Movepool: Growth, Mega Drain, Sleep Powder, and Leech Seed are likely the moves it will start with. It learns Synthesis at level 17, Magical Leaf at level 19, Stun Spore at level 22, and Giga Drain at level 26. As a Lilligant, it will learn Quiver Dance at level 28 and Petal Dance at level 46.
  • Major Battles: As a Lilligant, it can sweep every major fight by setting up Quiver Dance; however, in some cases, it should use Sleep Powder to acquire boosts safely. It also needs a lot of boosts to take down a lot of teams that have Grass-resistant Poémon.
  • Additional Comments: Once it learns Giga Drain, evolve it before level 28. Sun Stone can be received from an Ace Trainer in a Nimbasa City building. Although Petilil can overpower all major fights, it needs a lot of Quiver Dance boosts to beat resistant foes, as it relies solely on Grass-type STAB moves. Own Tempo is the preferred ability to avoid confusion induced by Lilligant's Petal Dance. In Black Version, you can trade a Cottonee to Dye in Nacrene City, which has a Modest nature and the Chlorophyll ability, is at level 15, and has 20/20/20/31/20/20 IVs.

Roggenrola (Trade)

Gigalith
  • Availability: Early-game (Wellspring Cave, 50% encounter rate).
  • Typing: Rock typing lets the line beat Lenora, Burgh, Elesa, Skyla, Brycen, and N, being resistant to the common Normal-types.
  • Stats: The Roggenrola line members are physical tanks, but they are extremely slow. As a Gigalith, it has a great 135 Attack stat coupled with high overall bulk.
  • Movepool: Roggenrola has Headbutt, picking up Rock Blast at level 14 and Iron Defense at level 20. If you keep it unevolved for two levels, it picks up Rock Slide at level 27, which carries it to Stone Edge at 48 when evolved. Rock Smash, Return, Bulldoze and Toxic can be taught via TMs.
  • Major Battles: The line is a fantastic choice for Lenora, Burgh, and (if it's the only Pokémon in the party so it doesn't get phazed by Dragon Tail) Drayden/Iris with Iron Defense. Gigalith counters Elesa, Skyla, and Brycen well, but it should avoid Clay. Gigalith 2HKOes neutral endgame targets with Stone Edge and handles N fairly well, especially with setting up Iron Defense on Zekrom in Black. It is useful for Ghetsis’s Eelektross and Bouffalant despite the latter having Earthquake.
  • Additional Comments: Gigalith remains useful until the Pokémon League, where it falls off due to unfavorable matchups and limited targets to hit with STAB moves. It can make good use of Hard Stone and Quick Claw.

Sandile

Sandile
  • Availability: Early-game (Route 4 from levels 14-18 at a 40% encounter rate).
  • Typing: Ground / Dark gives the line advantages against Elesa, Shauntal, and Caitlin, but it's average elsewhere.
  • Stats: Sandile and Krokorok have high Attack and Speed but dismal defenses. Krookodile has good 95/80/70 bulk, 117 Attack, and 92 Speed.
  • Movepool: Level 14-15 Sandile start out with Bite, which is preferable to Assurance on higher-level ones. Sandile gets the Rock Tomb and Dig TMs as well as Crunch at level 28, which are staple STAB moves. Later on, Krokorok gets the Brick Break, Low Sweep, Rock Slide, and Return TMs, which give it wide coverage. It is recommended to hold off on evolving Krokorok for eight levels to get Earthquake at level 48 as opposed to level 54 as Krookodile.
  • Major Battles: The Sandile line has a strong showing in all major battles, even ones where it has a disadvantage, thanks to Moxie and good Speed. It can sweep Elesa with Rock Tomb and Dig, fares decently against Clay's Excadrill, is superb against Shauntal and Caitlin, and hits 1/3 of N and Ghetsis's teams super effectively (N's Carracosta is shaky due to Sturdy and Aqua Jet). Brycen and Marshal are tough for the line but still workable.
  • Additional Comments: Krookodile is one of the best late-game sweepers available, with its STAB moves having few answers. Moxie aids this and makes it incredibly effective once it has Earthquake.

Sawk

Sawk
  • Availability: Early-game (Pinwheel Forest (Outer), 10% Black, 5% White (rustling grass)).
  • Typing: Fighting typing lets Sawk take on Lenora, Brycen, Grimsley, N, and Ghetsis well, though it loses to Shauntal and Caitlin.
  • Stats: Sawk's high Attack and Speed, coupled with acceptable bulk, make it an excellent sweeper
  • Movepool: Sawk upgrades from Double Kick to Low Sweep to Brick Break to Close Combat throughout the game, with TM moves like Return and Rock Slide providing useful coverage. Work Up and Bulk Up at level 33 let Sawk boost its Attack.
  • Major Battles: Sawk wins handily against Lenora but needs Work Up or Bulk Up to sweep most of the other Gyms. Against the Elite 4, Sawk sweeps Grimsley and is neutral against Marshal. STAB Close Combat takes care of half of both N's and Ghetsis's teams.
  • Additional Comments: Sawk is very effective out of the box, but STAB moves are resisted fairly often, and its adequate defensive stats don't hold up as well towards the end of the game. Sturdy is the preferred ability but not required. Try to catch a Sawk at level 17 from dark grass to start with Low Sweep.

Throh

Throh
  • Availability: Early-game (Pinwheel Forest (Outer), 10% White, 5% Black (rustling grass)).
  • Typing: Fighting typing lets Throh take on Lenora, Brycen, Grimsley, N, and Ghetsis well, though it loses to Shauntal and Caitlin.
  • Stats: Throh possesses high Attack and HP along with good Defense and Special Defense, but it is rather slow.
  • Movepool: It will have Seismic Toss upon being caught and, based on level, Vital Throw (otherwise learned at level 17). More damaging moves in the form of Revenge, Storm Throw, and Body Slam are at levels 21, 25, and 29, respectively. Bulk Up comes at level 33 and Superpower at level 49. TM-wise, it can be taught Brick Break (outclassed by Storm Throw) and Rock Slide. Payback via TM helps Throh do well against Shauntal.
  • Major Battles: Throh is really useful against Lenora. It also sweeps all Gym Leaders, even Skyla and onwards, thanks to Bulk Up. Against the Elite Four, it can sweep Grimsley and Marshal reliably, while Shauntal has her team swept by Throh, minus Cofagrigus, if you heal it up a few times. It is also useful against N and Ghetsis, as it can take down a few of their Pokémon easily.
  • Additional Comments: Throh is good for most major fights, but it is overall dependent on many Bulk Up boosts, which becomes problematic at the Pokémon League. In White, you can find a level 17 Throh fairly easily by going into dark grass with a level 17 Pokémon in the lead and using a Repel. Throh generally can set up only 2-3 Bulk Ups at most, as its low Speed means that it will often take a hit before doing anything.

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B-Tier

Reserved for Pokémon whose efficiency in terms of completing the game is considered to be high. Pokémon in this tier are able to OHKO or 2HKO a fair number of foes and may require a bit of item reliance to sweep opponents' teams. These Pokémon are very useful, but either have several flaws holding them back or are encountered fairly late.

Dwebble

Dwebble
  • Availability: Early-game (Desert Resort, 10%, levels 20-22).
  • Typing: Bug/Rock typing is peculiar, giving only weaknesses to Water-, Rock- (common), and Steel-types. Matchup-wise, Dwebble has advantages against Elesa, Skyla, Brycen, Grimsley, and, to an extent, N. It shouldn't be used against Clay and Marshal.
  • Stats: Dwebble has good base 85 Defense, 65 Attack, and okay 55 Speed. Crustle has good overall bulk and great Attack, but is sluggish at base 45 Speed.
  • Movepool: Dwebble starts with Smack Down and gets Bug Bite and Stealth Rock in a few levels. Dwebble gets the staple Rock Slide at only level 29, complemented by X-Scissor via TM. As Crustle, it learns Shell Smash at level 43 or via Heart Scale, which turns it into a somewhat fast sweeper. The Shadow Claw, Dig, Bulldoze, Aerial Ace, and Return TMs round out Crustle's coverage.
  • Major Battles: Dwebble's Rock STAB and Stealth Rock punish Elesa's Emolga and Volt Switch. The line beats Clay's Krokorok and easily sweeps the last three Gyms with Shell Smash. Against the Elite Four, Grimsley is rough due to Sand-Attack and Krookodile's Intimidate. Shauntal and Caitlin are shaky due to special moves, and Marshal is awkward due to Stone Edge. It can take N's Vanilluxe and Zoroark and Ghetsis's Hydreigon.
  • Additional Comments: Dwebble is a Pokémon with several good matchups after it is taught Shell Smash. Ability-wise, Sturdy guarantees Dwebble lives any hit from full health, while Shell Armor blocks critical hits; both are great.

Ferroseed

Ferroseed
  • Availability: Late-game (20% chance to appear in Chargestone Cave).
  • Typing: Steel-type gives Ferroseed a huge amount of resistances, which are notable in the battles against Drayden/Iris, Caitlin, Shauntal, and Grimsley. Its Grass typing leaves it neutral against Skyla and Brycen, unfortunately, but it does make it good against Water-type lines, particularly the Seismitoad one. It does fear Fire-types, though.
  • Stats: The Ferroseed line possesses great Defense and Special Defense, acceptable Attack, and very low Speed, making it usually move last.
  • Movepool: It will know Metal Claw and Gyro Ball upon being caught and, depending on the level, either Curse (24 or 25) or Iron Defense (26). It learns Power Whip upon evolution and Iron Head at level 46 for more PP. Payback can be learned naturally or via TM.
  • Major Battles: Ferroseed can do well against Skyla, but it needs a lot of Curse boosts to beat her. It also does great against Brycen and extremely well against Drayden/Iris. It takes out Shauntal's Golurk and Jellicent, can beat Grimsley's team by setting up Curse, and beats Caitlin's Gothitelle and Musharna by virtue of its typing. However, it struggles against Marshal. It can also beat N's Archeops and Vanilluxe along with Ghetsis's Seismitoad.
  • Additional Comments: Ferroseed's great typing makes it useful against most major fights, but its low Speed means that it will always take a hit before doing anything. It is also reliant on Curse boosts to win matchups. Giving Ferroseed Rocky Helmet from Cold Storage is a good idea, as it and Iron Barbs will harm contact move users for 1/4 of their HP.

Joltik

Joltik
  • Availability: Late-game (39% chance to appear in Chargestone Cave).
  • Typing: Electric typing lets it handle all Flying-types (most notably Skyla) and many Water-types. Its Bug typing allows it to hit Grimsley super effectively and makes Ground-type moves neutral. However, foes' Rock and Fire coverage will get into its way.
  • Stats: It has good Special Attack and high Speed (which makes Electro Ball useful), although its bulk is not impressive.
  • Movepool: It comes with Bug Bite and Electroweb upon being caught. At levels 29 and 34, it will learn Electro Ball and Signal Beam. It should be taught Thunder through TM at Icirrus City. Charge Beam is also an option, albeit an unnecessary one.
  • Major Battles: As a Galvantula, it sweeps Skyla and Brycen and can help in the fight against Drayden/Iris. At the Elite Four, it can contribute by taking out specific threats, but generally does not sweep.
  • Additional Comments: Joltik's usefulness is generally limited only to Pokémon that are either frail or weak to Electric or Bug. Catch a Joltik with Compound Eyes, as it's needed to achieve 91% accuracy on Thunder.

Karrablast (Trade)

Escavalier
  • Availability: Mid-game (Route 6 at a 25% encounter rate).
  • Typing: Bug/Steel typing gives Escavalier nine resistances that help out against the final two Gyms, Shauntal, Caitlin, N, and (to an extent) Grimsley. Fire-type moves are rare save for Shauntal's Chandelure, N's Reshiram, and Ghetsis's Hydreigon and Eelektross.
  • Stats: Fantastic bulk of 70/105/105 and Attack of 135 make Escavalier an effective tank, though base 20 Speed means it will always move second.
  • Movepool: Rough early, but Escavalier soon gets Iron Head at level 37, the X-Scissor TM, and Swords Dance at 52, with Slash and Return as coverage.
  • Major Battles: Escavalier sweeps Clay with Fury Cutter (steal a Persim Berry from a wild Tympole for Swagger). Escavalier solos Brycen, Drayden/Iris, and 2/3 of Skyla's team too (use Slash on Swanna). Escavalier handles the endgame well via Iron Defense and Swords Dance, though Shauntal and Ghetsis are shaky.
  • Additional Comments: Escavalier is an incredibly dominant Pokémon that, while a hassle to get going, has a place in almost all remaining major battles. While the slow Speed can leave it open to status and taking hits constantly, the advantages it possesses make it worthwhile. Make sure you get a level 26 or lower Karrablast for Fury Cutter. Shed Skin is the preferred ability as a Karrablast, as it becomes Battle Armor after evolving which helps Escavalier avoid critical hits.

Litwick

Litwick
  • Availability: Late-game (100% chance of encounter at Celestial Tower's 2nd floor).
  • Typing: Fire/Ghost hits Bug- and Grass-types hard as well as major battles with Ice-types (Brycen), Psychic-types (Caitlin), and other Ghost-types (Shauntal). However, Grimsley's Dark-types as well as Water-, Rock-, and Ground-type coverage threaten it significantly.
  • Stats: As a Litwick, its stats are unimpressive, especially Speed, only getting somewhat acceptable with Lampent. However, as a Chandelure, it possesses really high base 145 Special Attack, good base 80 Speed, and acceptable base 90 Defense and Special Defense.
  • Movepool: Litwick relies on Flame Burst and Hex + Will-O-Wisp as STAB moves. It can be taught Fire Blast and Shadow Ball through TMs.
  • Major Battles: It does well against Brycen as Lampent or Chandelure, and can do well against Drayden. It also performs well against Shauntal and Caitlin and can contribute nicely to every other matchup, either by KOing a specific threat or by spreading burns.
  • Additional Comments: A Dusk Stone can be found in Mistralton Cave, allowing you to use a Chandelure against Brycen and more Route trainers, but requires a detour. Another one can be found on Route 10, but it comes later. Litwick's late evolution (level 41) is an offset for Chandelure's destructive nature. Flame Body is the preferred ability, as it burns contact move users 30% of the time.

Pansage

Pansage
  • Availability: Early-game (Dreamyard (Tepig) / Pinwheel Forrest (Inner) rustling grass at 10%).
  • Typing: Grass typing is bad or neutral for most Gyms aside from Clay and half of Shauntal's team.
  • Stats: The monkeys have all around good stats, most notably base 98 offenses and 101 Speed.
  • Movepool: Vine Whip becomes Seed Bomb at level 22, and Leech Seed helps at 16. Simisage gets Dig, Acrobatics, Shadow Claw, Rock Tomb, Rock Slide, all Fighting-type TMs for wide coverage, and Work Up for setting up.
  • Major Battles: Simisage can hit Shauntal's Jellicent and Golurk, Grimsley's Krookodile, N's Carracosta, and Ghetsis's Seismitoad with Seed Bomb, with TM coverage handling almost everything else.
  • Additional Comments: Although Pansage has a wide coverage and great stats, its Grass typing causes it problems in a lot of situations. Evolve at level 22 after getting a Leaf Stone in Castelia City.

Sigilyph

Sigilyph
  • Availability: Mid-game (10% chance to appear in Desert Resort) at level 20.
  • Typing: Both Psychic- and Flying-type moves allow it to hit Fighting-types and Marshal super effectively, but this typing leaves it vulnerable to Shauntal and Grimsley. Common Rock coverage is also problematic.
  • Stats: Great base 97 Speed and 103 Special Attack with acceptable 72/80/80 bulk make Sigilyph great for Route trainers.
  • Movepool: Sigilyph comes with Psybeam upon capture, learning Air Cutter one level later. It learns Light Screen and Reflect at levels 24 and 28. Air Slash at level 41 and Psychic at level 44 are Sigilyph's best STAB moves and the last level-up moves it will need. Charge Beam and Shadow Ball can be taught through TMs, and it can be given Fly for utility, but the latter is generally useless for battles.
  • Major Battles: It can beat Clay bar his Excadrill, Skyla, Drayden/Iris, and Marshal. In every other matchup, the most it can do is set up a Reflect or Light Screen for another teammate to take advantage of.
  • Additional Comments: Sigilyph's contributions to major fights aren't generally high, but it is nonetheless a good Pokémon that can clean Route trainers easily. Before going through the Desert Resort, make sure to take the 10 Ultra Balls from Professor Juniper in the gate to Nimbasa to make Sigilyph's capture easier. Magic Guard is the preferred ability due to making Sigilyph harder to wear down.

Solosis

Solosis
  • Availability: Mid-game (Route 16/5, 30%, only in White Version).
  • Typing: Psychic typing lets the Solosis line be favorable against Marshal, yet weak to Shauntal and 2/3 of Ghetsis's team; neutral elsewhere.
  • Stats: Solosis and Duosion have low bulk and Speed with high Special Attack. Reuniclus has good bulk and high Special Attack, but low Speed.
  • Movepool: At level 25, Solosis's moves are Psyshock, Recover, Light Screen, and Charm, with Reflect and Thunder Wave available as TMs. Otherwise, it has sparse options until Reuniclus, when it gets the Shadow Ball, Focus Blast, and Grass Knot TMs. Hidden Power is also an option if you catch a level 24 or lower Solosis, though its damage is lower.
  • Major Battles: When not fully evolved, Solosis functions best in major battles as a superb Eviolite user. Late-game, it can take on Caitlin and to an extent Shauntal with Shadow Ball, being neutral elsewhere.
  • Additional Comments: While slow, Solosis is incredibly powerful and can hold its own with Eviolite, especially after becoming Duosion. While a little tricky to get going and lacking in coverage for a while, the Solosis line is a big player in most major battles due to its sheer power. Magic Guard is recommended as an ability over Overcoat to prevent indirect damage.

Timburr (No Trade)

Gurdurr
  • Availability: Early-game (Outer Pinwheel Forest, 20%).
  • Typing: Fighting hits numerous Normal- and Rock-types and Lenora, Clay, Brycen, Grimsley, and half of N's and Ghetsis's teams super effectively.
  • Stats: It has high base Attack of 105 and excellent bulk as a Gurdurr with Eviolite, but is slow at base 40 Speed.
  • Movepool: It will initially rely on Low Kick and Rock Throw, learning Wake-Up Slap at level 20. After evolving, it learns Bulk Up and Rock Slide at levels 29 and 33, along with Hammer Arm at level 45 and Stone Edge at 49. It also learns Brick Break and Payback via TM.
  • Major Battles: It does well against Lenora and can do well against Burgh if it's a Gurdurr by that time. It can also help with Elesa and sweep the rest of the Gym Leaders save for Skyla. It does well against Marshal and Grimsley, but has trouble with everyone else.
  • Additional Comments: Gurdurr remains useful until the Pokémon League, where it falls off due to unfavorable matchups and low stats that do not catch up with the Elite Four. However, Gurdurr still hits roughly 1/3 of endgame with STAB. If you have Sheer Force, do not teach Stone Edge over Rock Slide, as they would have almost the same power, but Rock Slide is more accurate. Gurdurr and Conkeldurr share the same level up learnset.

Tepig

Tepig
  • Availability: Starter (Nuvema Town).
  • Typing: The Fire/Fighting typing of Tepig's evolutions is a mixed bag, giving advantages for Lenora, Burgh, Brycen, Grimsley, N, and Ghetsis, but neutral to Marshal and the 8th Gym; bad elsewhere.
  • Stats: The Tepig line are mixed attackers with slightly slow Speed and decent bulk.
  • Movepool: Wide, with Pignite learning Flame Charge, Arm Thrust, and Rollout naturally and Rock Tomb, Bulldoze, Grass Knot, and SolarBeam via TMs. Later on, Emboar has access to the Scald, Rock Slide, Wild Charge, and Low Sweep TMs as well as Hammer Arm through the move relearner. Fire comes through Heat Crash at level 31 for Pignite and Flamethrower at 43.
  • Major Battles: The line loses to Clay, Skyla, Shauntal, and Caitlin. It takes on Elesa with Eviolite, Grimsley, N, and Ghetsis, but is shaky due to many weaknesses.
  • Additional Comments: Although Tepig starts off with very strong matchups, it eventually falls off due to the lack of powerful STAB moves without drawbacks.

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C-Tier

Reserved for Pokémon whose efficiency in terms of completing the game is considered to be moderately high. Pokémon in this tier are able to OHKO or 2HKO a reasonable portion of foes but are matchup-based enough to need some item assistance in sweeping some opponents' teams. These Pokémon are useful; however, they either have several flaws holding them back or barely make up for their late arrivals.

Audino

Audino
  • Availability: Early-game (Any rustling grass after obtaining the first Badge).
  • Typing: Audino is a Normal-type, making it neutral against all but Shauntal, who is immune, and Marshal, who hits it super effectively.
  • Stats: Base 103/86/86 bulk makes Audino sturdy. Base 50 Speed and the offensive base stats of 60 are mitigated by movepool.
  • Movepool: Wide. You'll have Pound and DoubleSlap for STAB until it gets Secret Power at level 20 and Return at Nimbasa, where Thunder Wave, Reflect, and Light Screen can also be bought. Other TMs include Dig and Grass Knot early on and many special attacks like Charge Beam, Shadow Ball, Thunderbolt (detour), Surf, Thunder, Fire Blast, and Blizzard later on. To utilize these effectively, it is advised to teach Audino Work Up via TM.
  • Major Battles: With Secret Power or Return, Work Up, and high bulk, Audino takes on many Gyms very well. Audino's movepool and screens keep it relevant endgame, with the Substitute and Work Up TMs helping it sweep Shauntal and Ghetsis.
  • Additional Comments: Audino is a surprisingly good choice for a team member. While the low offensive stats may turn players away, with Work Up, smart use of Regenerator, and a wide movepool including both Reflect/Light Screen for team support, Audino can fill several roles if the player uses it correctly. Catch Audino in the level range of 8-11 in the Dreamyard so it will be higher leveled than it would be on Route 2.

Basculin

Basculin
  • Availability: Late-game (Almost everywhere with Surf, which is obtained after getting six Badges).
  • Typing: Basculin are Water-type, letting them take on Shauntal's Chandelure, Grimsley's Krookodile, and N's Archeops.
  • Stats: Base 92 Attack and 98 Speed make Basculin a physical sweeper that can't take a hit (you won't use 80 Special Attack much).
  • Movepool: It gets Crunch at level 24 and STAB via Aqua Tail at 28 or the Waterfall HM. Double-Edge or the Return TM give Normal-type coverage.
  • Major Battles: Adaptability Basculin has decent matchups in the remaining fights bar Drayden, with Crunch hitting Shauntal's Jellicent.
  • Additional Comments: Basculin is pretty strong due to its Adaptability-boosted Water-type moves, but it is hindered by its late arrival. There is a Basculin trade for Minccino in Driftveil City, but it is inferior due to lacking Adaptabilty. Use Repel with a level 25 Pokémon on Route 6 (near Driftveil) to get a high-level Basculin.

Blitzle

Blitzle
  • Availability: Early-game (20% chance to appear in Route 3).
  • Typing: Electric allows it to hit all Water-types bar Palpitoad and Seismitoad, along with Skyla and other Flying-types. It leaves it with the sole weakness of Ground, predominately represented by Clay.
  • Stats: Zebstrika has a great Attack stat and an excellent Speed stat, letting it outpace many foes. Its defensive stats are fine, but not the best.
  • Movepool: It learns Shock Wave at level 11 and Thunder Wave at level 15. Flame Charge at level 18 allows it to hit Electric-resistant Grass-types. It receives other other STAB moves via Spark at level 25 (as Blitzle) and Wild Charge at 47 (as Zebstrika). The Return TM helps it hit Ground-types.
  • Major Battles: Flame Charge allows it to beat Burgh's Leavanny, and it does well against Elesa as Zebstrika. It can, surprisingly, take out 2/3 of Clay's team by mitigating Bulldoze Speed drops with Flame Charge, and then hitting with Return. It sweeps Skyla effortlessly and can do well against Brycen. From there, it can only beat specific Electric-weak targets like Shauntal's Jellicent and spread paralysis with Thunder Wave.
  • Additional Comments: Blitzle is generally very weak until it evolves into Zebstrika, which maintains a good performance until endgame. A Zebstrika can also be caught at Route 7, thus skipping Blitzle's rather bad period, but then it avoids all previous matchups.

Cobalion

Cobalion
  • Availability: Late-game (Mistralton Cave (requires Surf), one static encounter, Guidance Chamber, level 42).
  • Typing: Fighting/Steel typing gives Cobalion advantages against Brycen, the 8th Gym, Grimsley, N, and Ghetsis.
  • Stats: Cobalion's stats are average at worst. It has high bulk and passable 90 offenses.
  • Movepool: It has Iron Head and Sacred Sword; can be taught X-Scissor, Volt Switch, and Work Up via TMs; and gets Swords Dance at level 49.
  • Major Battles: Great for Brycen, but struggles against Drayden, requiring many Work Up uses. Bad for Shauntal and Marshal, but sweeps Grimsley and Caitlin with Swords Dance (the latter with X-Scissor). Rather favorable against N, but you might not sweep due to Focus Blast Zoroark and the legends (Zekrom takes a +6 Sacred Sword). Good against Ghetsis, though Hydreigon comes pretty close to OHKOing and outspeeding it.
  • Additional Comments: Cobalion is a decent late-game option, but a flawed one due to requiring a detour and underwhelming base 90 Attack. Dusk Balls to catch it with can be bought from Driftveil. Cobalion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit against Grimsley and Ghetsis.

Deerling

Deerling
  • Availability: Mid-game (35% chance to appear in Route 6).
  • Typing: Grass moves allow it to hit Clay and common Rock- and Ground-types super effectively, while Normal hits Bug- and Poison-types neutrally. However, it leaves it in an awkward position against Skyla, Brycen, and Marshal.
  • Stats: Deerling has good Speed, but the other stats are rather low. As Sawsbuck, it gets a great Speed and Attack with acceptable bulk.
  • Movepool: Jump Kick and Take Down are notable moves it will have upon being caught. At level 32, it learns its first Grass-type attack, Energy Ball. Upon evolution, at level 37, it learns Horn Leech. It can be taught Return and Wild Charge through TMs and Megahorn through the move relearner.
  • Major Battles: It can sweep Clay with healing, Brycen, and Drayden/Iris with the exception of Haxorus. It does well against Shauntal, Grimsley, and Caitlin, and can beat Ghetsis's Bisharp and Seismitoad as well.
  • Additional Comments: Deerling's high amount of weaknesses are present in a lot of major fights, but, as a Sawsbuck, it is generally pretty good. The Sap Sipper ability is preferred but not required. You can catch a Deerling from dark grass for higher levels.

Druddigon

Druddigon
  • Availability: Late-game (10% in every season but Winter (in which it doesn't spawn at all) at Dragonspiral Tower's entrance).
  • Typing: Dragon typing lets Druddigon hit the remaining opponents neutrally with STAB, being fairly good against Drayden.
  • Stats: Base 77/90/90 bulk with 120 Attack makes Druddigon an effective tank, albeit one with a below-average 48 Speed.
  • Movepool: Druddigon starts with Dragon Claw and Crunch, and you can immediately give Druddigon Rock Slide and Bulldoze via TM. Revenge is learned at level 35 for Fighting-type coverage, and Hone Claws can be taught for a Heart Scale at the move relearner.
  • Major Battles: While Druddigon can be shaky against Brycen, Yache Berry can help, and it has the bulk to take Cryogonal's Aurora Beam and hit back with Revenge or Rock Slide. You have an edge against the eighth Gym because their use of Dragon Tail lets Druddigon strike first. Endgame, Crunch hits Shauntal and Caitlin, and Revenge can be used for the Fighting-weak targets that Grimsley, N, and Ghetsis use.
  • Additional Comments: Druddigon is decent against the endgame, but comes too late to be great. You'll want Sheer Force over Rough Skin as an ability to power up Druddigon's moves with secondary effects.

Ducklett

Ducklett
  • Availability: Mid-game (Driftveil Drawbridge shadows).
  • Typing: Water/Flying; former gives it an advantage against Ground-types (most notably Clay) and Fire-types, while the latter makes it strong against Fighting-types like Marshal, as well as Bug- and Grass-types. However, it is easily picked off by Electric-type moves, and Rock-types are shaky.
  • Stats: Ducklett and Swanna's stats are generally average at best, with the highest being 97 Speed alongside 87/87 offenses as Swanna.
  • Movepool: Level-up-wise, the only notable moves are Air Slash and Roost at level 27 and 30, and Brave Bird at level 47 as Swanna. TM-wise, it should be taught Scald very soon and potentially Rain Dance at level 34. It makes a great HM slave with STAB Surf and Fly.
  • Major Battles: It beats Clay save Excadrill and sweeps the other Gyms barring the 8th due to Haxorus. Against the Elite Four, it can beat specific threats, almost sweeping Marshal and Grimsley, though there's always one Pokémon that prevents a sweep. Caitlin is a bad matchup.
  • Additional Comments: Ducklett is incredibly weak, and Swanna falls off at the Pokémon League. However, Ducklett makes a good HM Slave. As a Ducklett, it will rely heavily on Mystic Water for damage output. One can be obtained from Nacrene City for saying you picked Oshawott (even if you didn't) before Surf. Keen Eye is more useful than Big Pecks ability-wise, but not required.

Elgyem

Elgyem
  • Availability: Late-game (Celestial Tower from third floor onwards, 15%).
  • Typing: Psychic gives it a type advantage against Marshal; however, it is left severely weak to Grimsley and vulnerable to Shauntal's Ghost-types.
  • Stats: Elgyem possesses a good Special Attack, although the other stats are rather mediocre, especially Speed. Upon evolving, its Special Attack becomes a massive 125, and its bulk is acceptable, though it remains sluggish at 40 Speed.
  • Movepool: Elgyem will be using Zen Headbutt and (potentially) Hidden Power until it learns Psychic at level 39. It also learns Calm Mind at level 43 and, as Beheeyem, Recover at level 50. The Shadow Ball TM alongside Calm Mind lets it do well against Caitlin and Shauntal. It can be taught Charge Beam for Skyla and Thunderbolt from P2 Laboratory, though the latter isn't required.
  • Major Battles: Elgyem can do well against Skyla with Charge Beam and Drayden/Iris (Brycen is average). Against the Elite Four, it loses to Grimsley, but does well against the rest, especially by setting up on them. However, it will generally require healing every fight, and it cannot sweep Shauntal fully due to her Golurk outspeeding Elgyem. Elgyem can also use Imprison on Shauntal and Caitlin, locking 3/4 of their teams out of Shadow Ball.
  • Additional Comments: Elgyem maintains consistent performance for what is left of the game, but it is very reliant on healing items and stat boosts to be efficient. Hold off Elgyem's evolution by one level so it can learn Calm Mind a little bit earlier. Synchronize is the preferred ability to punish status.

Emolga

Emolga
  • Availability: Mid-game (Routes 5/16, rustling grass, 10% encounter rate at level 22).
  • Typing: Electric/Flying typing gives Emolga advantages against Skyla and Marshal. Rock-type moves are common, but Ice-type moves are rare outside Brycen.
  • Stats: Base 103 Speed is solid with average offenses of 75 and somewhat fragile 55/60/60 bulk.
  • Movepool: Emolga's early Electric-type moves (Shock Wave, Spark, Electro Ball, Volt Switch) are interchangeable. Acrobatics is at level 30 for Flying-type STAB, Light Screen is at level 34, and Discharge is at level 50 (the Thunderbolt TM is an alternative). Agility at level 46 can power up Electro Ball.
  • Major Battles: Good against Skyla and Marshal and neutral elsewhere. It can do decently against Shauntal's Jellicent, Grimsley's Scrafty, and Caitlin's Sigilyph (watch out for its Ice Beam though).
  • Additional Comments: Emolga has a decent mid-game due to an excellent typing and STAB combination, but even that can't save it due to lacking stats late-game. You can trade a Boldore for Emolga with Hiker Manny on Route 7. The male Lax-natured Emolga is level 30 with Lum Berry and 20/20/31/20/20/20 IVs. Emolga's default Static ability paralyzes contact move users 30% of the time, which powers up Electro Ball.

Golett

Golett
  • Availability: Late-game (Dragonspiral Tower 1F (50%), 2F (100%)).
  • Typing: Golett and Golurk are Ground/Ghost types with advantages against Caitlin, Marshal, and, to an extent, N and Shauntal.
  • Stats: Golett and Golurk are slow, but have great Attack and good defenses; Golurk has exemplary 124 Attack with 89/80/80 bulk.
  • Movepool: Immediately reteach Shadow Punch for a Heart Scale in Mistralton City and TM Bulldoze on for physical STAB moves. Iron Defense is a great move for Golett against many opponents. By holding off on evolving two extra levels, Golett will learn Earthquake early at level 45 to replace Bulldoze. The fourth slot can be rotated between the Bulldoze, Brick Break, Low Sweep, Rock Slide, and Substitute TMs, and the Fly HM as Golurk.
  • Major Battles: If you have Golurk with Earthquake, it can do well against Drayden/Iris, as Fraxure and Haxorus will generally boost while you 2HKO. Against the Elite Four, it takes on Shauntal and Caitlin with Shadow Punch and helps against Grimsley and Marshal with Iron Defense, Earthquake, and Fly, even reliably soloing Marshal. Golurk performs well against N and is decent for Ghetsis, but watch out for super effective coverage.
  • Additional Comments: Golett is generally good, but its late arrival means that it isn't able to participate in many battles. The Iron Fist ability is preferred over Klutz, as it will give Golett's and Golurk's Shadow Punch a 20% boost.

Gothita

Gothita
  • Availability: Mid-game (30% chance to appear on Route 5/16, only in Black Version).
  • Typing: Psychic lets it beat Marshal and all Poison-types reliably, but is left weak to Shauntal's Ghost-types and Grimsley's Dark-types.
  • Stats: The whole line's stats are generally not very high, but acceptable, with the exception of Gothitelle's Special Defense, which reaches 110.
  • Movepool: It has Faint Attack and Psyshock at levels 24 and 25. As a Gothorita, it learns Psychic at level 39. Charge Beam and Shadow Ball are recommended moves to be taught through TM, and you can also get Thunderbolt's TM from P2 Laboratory.
  • Major Battles: As a Gothorita, it does well against Skyla and helps against Brycen. As a Gothitelle, it has a great matchup against Marshal and contributes to Caitlin's and Shauntal's battles.
  • Additional Comments: Gothita is the definition of "average"; it doesn't generally perform badly, but it also doesn't perform spectacularly. You can catch a Gothita from dark grass at level 25, which will have Psyshock immediately. The Frisk ability is unhelpful.
Klink
  • Availability: Late-game (Chargestone Cave (levels 25-27. 1F 29%, 2F 26%)).
  • Typing: Steel gives Klink resistances to the Gyms and the primary STAB moves of Shauntal, Caitlin, and Grimsley, with a weakness to Marshal.
  • Stats: Klink starts out as a slow master-of-none due to 70/60 defenses being undermined by base 40 HP and 55 Attack. Klang is respectable aside from base 50 Speed. Klinklang at level 49 has decent 60/115/85 bulk with 100 Attack and 90 Speed.
  • Movepool: The only physical attacks the line gets are STAB Gear Grind (two-hit move for 50 power each) and the Rock Smash and Return TMs. If you hold off on evolving Klang for three levels, it gets Shift Gear at level 52 to boost Attack and raise Speed. It does not learn Wild Charge via TM.
  • Major Battles: Klink uses the otherwise niche Charge Beam (learned naturally at 26) to handle Skyla along with Gear Grind. Brycen is handled by Klang's Gear Grind, though Beartic can take at least one and likely use Swagger. Klang can tackle Drayden/Iris, but will likely be worn down because it has no way of boosting its own Attack save X items. The Elite Four are largely average thanks to coverage moves, but N and Ghetsis are favorable.
  • Additional Comments: Due to its shallow movepool, Klink is an average Pokémon that excels best when it has a type advantage. Gear Grind has reliability issues with 90 accuracy and Shift Gear isn't particularly notable in the final fights aside from Ghetsis and Caitlin to an extent.

Minccino

Minccino
  • Availability: Mid-game (30% chance to appear on Route 5/16).
  • Typing: Normal lets it hit all major opponents neutrally bar Shauntal and common Rock- and Steel-types, but it is weak to Marshal's Fighting-types.
  • Stats: Minccino's stats are middling bar 75 Speed. Cinccino's Attack and Speed are high, but is has fragile 75/60/60 bulk.
  • Movepool: As a Minccino, it will have Encore upon being caught, which is really useful if the foe uses a status move, as the AI doesn't generally know how to switch. It also learns Swift, Tail Slap (main STAB attack), and Wake-up Slap (only useful for the Bisharp endgame) at levels 19, 25, and 31. As a Cinccino, it can be retaught Bullet Seed and Rock Blast through move relearner for Technician-boosted coverage.
  • Major Battles: Cinccino can do well against Clay, especially if it locks Excadrill into Hone Claws. It also sweeps the rest of the Gym Leaders without too many problems (although Drayden's Druddigon is problematic due to Rough Skin). It does well against Shauntal, not including Cofagrigus, and fine against Caitlin. It can also be useful against N and Ghetsis.
  • Additional Comments: Minccino is a very strong Pokémon, but is reliant on its multi-hit moves hitting more than 2 times to secure OHKOs or 2HKOs. A Shiny Stone to evolve Minccino is obtained from a girl in a house on Route 6. Technician is the preferred ability to boost the power of multi-hit moves.

Munna

Munna
  • Availability: Early-game (Dreamyard with a 20% encounter rate at levels 8 and 10).
  • Typing: Both Munna and Musharna are pure Psychic-types, with Marshal being their only advantageous matchup.
  • Stats: Munna and Musharna focus on being bulky attackers, with Munna having 67 Special Attack with 76/45/55 bulk. After evolving with a Moon Stone, those stats get increased to 117/85/95 bulk with 107 Special Attack as a Musharna, but the line in general is extremely slow.
  • Movepool: Munna starts with Yawn, picking up Psybeam at level 11, Moonlight at level 17, Calm Mind at level 35, and Psychic at level 37, after which you should evolve Munna. TM-wise, Musharna can make use of Charge Beam, Shadow Ball, Thunder Wave, Reflect, and Light Screen.
  • Major Battles: As a Musharna, it does pretty well against Skyla, Brycen, and Drayden/Iris with Psychic, but has problems against the previous Gym Leaders unless you evolve early. If you have Calm Mind, it can do well against Shauntal, Caitlin, and Marshal, often requiring support elsewhere.
  • Additional Comments: Musharna is good with Calm Mind and Psychic, but keeping it as a Munna until it learns them requires too much investment to recommend. Unevolved, it generally requires Eviolite and 3HKOs most things.

Pansear

Pansear
  • Availability: Early-game (Dreamyard (Oshawott) / Pinwheel Forrest (Inner) rustling grass at 10%).
  • Typing: Fire typing is average Gym-wise aside from Burgh and Brycen.
  • Stats: The monkeys have all around good stats, most notably 98 offenses and 101 Speed.
  • Movepool: The weak Incinerate becomes Flame Burst at level 22, with Yawn at 16. Simisear gets Dig, Acrobatics, Shadow Claw, Rock Tomb, Rock Slide, all Fighting-type TMs for wide coverage, and Work Up for setting up. The Fire Blast TM is at Icirrus for a stronger STAB attack.
  • Major Battles: Aside from Burgh and Brycen, Simisear can handle Shauntal and Grimsley with Work Up, with TM coverage handling almost everything else.
  • Additional Comments: Although Simisear has great stats and wide coverage, its period as Pansear is terrible, due to relying on the weak Incinerate. Evolve at level 22 after getting a Fire Stone in Castelia City.

Pidove

Pidove
  • Availability: Early-game (40% chance to appear in Route 3).
  • Typing: Normal hits all bosses bar Shauntal for neutral damage, while Flying helps against Burgh and Marshal, although it makes Elesa difficult.
  • Stats: Base 105 Attack and 93 Speed are good with decent 80/80/55 bulk as Unfezant. Pidove struggles with slightly low stats for a little bit though.
  • Movepool: Work Up, Quick Attack, and Air Cutter are going to be its moves for the majority of time until Nimbasa, where it can be taught Return through TM. Fly can also be taught for a physical Flying-type attack, while also providing fast travel across the whole region. Work Up allows it to sweep most matchups post-Elesa. Roost at level 18 allows the line to deal with Clay's Excadrill and Brycen due to removing the Flying typing.
  • Major Battles: It does well against Burgh and, as Unfezant, defeats all Gym Leaders from Clay (save Excadrill) onwards, typically relying on Work Up boosts. It also does well against Shauntal and Ghetsis, although it is completely useless against N.
  • Additional Comments: Pidove generally requires a few Work Up boosts to sweep every good matchup. Super Luck is the preferred ability.

Roggenrola (No Trade)

Boldore
  • Availability: Early-game (Wellspring Cave at a 50% encounter rate).
  • Typing: Rock typing lets the Roggenrola line take on Lenora, Burgh, Elesa, Skyla, Brycen, and N.
  • Stats: Roggenrola and Boldore are physical tanks, but extremely slow. After evolving into Boldore, it has 105 Attack and excellent bulk with Eviolite.
  • Movepool: Roggenrola has Headbutt, picking up Rock Blast at level 14 and Iron Defense at level 20. If you keep it unevolved for 2 levels, Roggenrola picks up Rock Slide at level 27, which carries it to Stone Edge at 48, when evolved. Rock Smash, Return, Bulldoze, and Toxic can be taught via TMs.
  • Major Battles: The line is a great choice for Lenora, Burgh, and (if the only Pokémon in the party so it doesn't get phazed out by Dragon Tail) Drayden/Iris with Iron Defense. Boldore counters Elesa, Skyla, and Brycen well, but should mostly avoid Clay. It will generally be less useful endgame due to 105 Attack not hitting hard enough.
  • Additional Comments: Boldore remains useful until the Pokémon League, where it falls off due to unfavorable matchups, low stats that do not catch up with the Elite Four, and limited targets to hit with STAB moves. Eviolite is required to make Boldore's bulk manageable.

Sewaddle

Sewaddle
  • Availability: Early-game (35% chance of appearing in inner Pinwheel Forest).
  • Typing: Grass notably allows it to hit Water-, Rock-, and Ground-type Pokémon, which Clay uses. Its Bug typing helps with Grass-types, Psychic-types (Caitlin), and Dark-types (Grimsley). However, it is left with many weaknesses; the most fatal being Flying and Fire.
  • Stats: Sewaddle and Swadloon have good bulk and Attack. Leavanny possesses high Attack and Speed with decent 75/80/80 bulk.
  • Movepool: It has Bug Bite and Razor Leaf as STAB moves very early (by level 15). Leavanny learns Leaf Blade and Swords Dance at levels 36 and 46. The Return and Shadow Claw TMs are good for Leavanny. X-Scissor should also be taught through TM as well for STAB.
  • Major Battles: Swadloon takes out Burgh's Leavanny. As a Leavanny, it can take out one of Elesa's Emolga, and beat Clay bar his Excadrill and Brycen save his Beartic. It sweeps the Elite Four except Marshal due to his Pokemon having Stone Edge. It can also take down Ghetsis's Seismitoad and Cofagrigus.
  • Additional Comments: Leavanny's performance is shaky until it learns Swords Dance, just in time for the Pokémon League, where it majorly improves. Swadloon requires 220 friendship to evolve into Leavanny. Swadloon will likely evolve before Elesa, but definitely before Clay. Use massages in Castelia and the Soothe Bell in Nimbasa to your advantage. Swarm is the preferred ability over Chlorophyll.

Snivy

Snivy
  • Availability: Starter (Nuvema Town).
  • Typing: Grass typing is bad for 5/8 Gyms aside from Clay (hits super effectively bar Excadrill) and neutral elsewhere save half of Shauntal's team.
  • Stats: The Snivy line are speedy walls with below-average offenses until Serperior.
  • Movepool: Shallow. Vine Whip upgrades to Leaf Tornado and, after evolving, to Leaf Blade at 32, with Growth and Leech Seed early on. At level 36, Servine gets Coil but has trouble setting up due to having five weaknesses. Serperior learns Giga Drain at level 44 and Return, Reflect, and Light Screen TMs are in Nimbasa City.
  • Major Battles: Besides Gyms, Serperior can hit Shauntal's Jellicent and Golurk, Grimsley's Krookodile, N's Carracosta and Ghetsis's Seismitoad.
  • Additional Comments: Snivy's Grass typing, bad early-game, and overreliance on Coil boosts to sweep major fights make Snivy the least useful starter for the games.

Tirtouga

Tirtouga
  • Availability: Mid-game (Revived at Nacrene City Museum from a Cover Fossil from Relic Castle, level 25).
  • Typing: Water/Rock is very not useful, as it makes it much weaker to Clay and Elesa. It does prove useful against Skyla and Brycen though.
  • Stats: The Tirtouga line has good Attack and Defense, although they lack Special Defense and Speed, with the latter being problematic as Shell Smash boosts sometimes are not enough to outpace everything.
  • Movepool: It starts off with Aqua Jet, Crunch, and Ancient Power. Ancient Power can be replaced with Rock Tomb via TM for a physical Rock-type attack until Smack Down at level 31 or Rock Slide through TM. Scald can be taught via TM and replaced by the Surf HM, Aqua Tail (level 45), or the Waterfall HM post-Surf. The line can either rely on Curse at level 35 or, when evolved, Shell Smash at level 40 for sweeping, the latter giving more power outright.
  • Major Battles: Although it struggles against many opponents, it can flawlessly beat Skyla, Brycen, and Drayden. It also performs well against Grimsley and can prove useful against N and Ghetsis.
  • Additional Comments: Tirtouga's bad typing and Speed issues even after a Shell Smash boost cause it problems for a lot of major fights. Either ability is useful to setup Shell Smash.

Tympole

Tympole
  • Availability: Early-game (40% chance to appear in Pinwheel Forest (Outer)).
  • Typing: Water lets it hit Clay along with Fire-types and common Rock-types. Water/Ground typing from Palpitoad onward leaves it with only a 4x weakness to Grass. The typing also allows it to do well against Elesa by blocking her Volt Switch.
  • Stats: Other than HP, which reaches 105 as Seismitoad, the line's stats are generally only decent.
  • Movepool: It has BubbleBeam at capture and gets Mud Shot at level 16. Palpitoad learns Muddy Water at level 28 and Rain Dance at level 33. TM-wise, Dig (as Sesmitoad), Bulldoze, Rock Slide, Scald, and Brick Break are good options. Seismitoad learns Drain Punch at level 44. Teach it Surf once acquired.
  • Major Battles: Can beat Burgh bar his Leavanny and is really useful against Elesa. It also has a nice matchup against Clay. Starting from Skyla, it will be heavily reliant on rain for great damage output, although it is bad against Caitlin regardless. However, it is useful against N and Ghetsis.
  • Additional Comments: Tympole has a generally decent performance as the only Water/Ground type and counter to both Elesa and Clay. Aside from these points, Seismitoad fails to stand out with only balanced stats and reliance on rain (which makes Swift Swim the preferred ability).

Vanillite

Vanillite
  • Availability: Mid-game (Cold Storage at 30% encounter rate).
  • Typing: The Vanillite line are pure Ice-types, only having clear advantages against Brycen (with Flash Cannon) and Drayden/Iris.
  • Stats: Vanillite and Vanillish excel in Special Attack and Special Defense while having modest other stats. Once it evolves into Vanilluxe late-game, it has great stats all around with fantastic 110 Special Attack and acceptable 79 Speed.
  • Movepool: Vanillite starts with STAB Avalanche, picking up Mirror Shot for Steel-type coverage and Acid Armor soon. Before evolving at level 35, Vanillite learns the great STAB Ice Beam. Vanillish gets Mirror Coat at level 47 and can be taught Flash Cannon and Light Screen via TM.
  • Major Battles: Vanillite can do decently against Clay with Acid Armor and Avalanche, though it will likely have difficulty soloing without items. Vanillish does well against Skyla and the 8th Gym, and can take on Brycen if taught Flash Cannon. Against endgame, Vanilluxe tends to have one target it can hit super effectively per battle aside from Marshal, and can turn the tables on special attackers with Mirror Coat.
  • Additional Comments: Although Vanillite's Ice typing allows it to hit many foes, it also leaves it susceptible to most moves. Furthermore, its final evolution is very late, so patience will be needed when raising it.

Venipede

Venipede
  • Availability: Early-game (Pinwheel Forest (Inner), 15%).
  • Typing: Bug/Poison, which lets it only have a true advantage against Burgh's Leavanny (Marshal has Stone Edge and Rock Slide).
  • Stats: Venipede has good Attack, Defense, and Speed, with Whirlipede briefly defensive. Scolipede has fantastic Attack and Speed, but with a shaky bulk.
  • Movepool: Venipede is unwieldy until Poison Tail at level 19 and Bug Bite at 22 before evolving into Whirlipede and learning Iron Defense. Early on, the line can use Rock Smash, Rock Tomb, Dig, and Return via TMs. As a Scolipede, it can relearn Megahorn via Heart Scale and be taught Poison Jab and Rock Slide via TM later post-Surf.
  • Major Battles: Whirlipede beats Burgh's Leavanny, but should avoid Elesa. As a Scolipede, it can deal with Clay's Krokorok and use Iron Defense and Dig for Excadrill. Scolipede should sit Skyla out, but takes on Brycen and Drayden/Iris fairly well. Scolipede is decent for Caitlin but should be wary of misses and STAB Psychic. It beats endgame's physical threats with Iron Defense, but should be wary of high critical hit ratio moves.
  • Additional Comments: Venipede is reliant on Iron Defense boosts to win the majority of the late-game and endgame fights. Both Poison Point and Swarm have their uses, so either ability is fine. Consider catching a Whirlipede once the dark grass inside Pinwheel Forest opens up after beating Burgh to skip the awkwardness of Venipede's early moves.

Virizion

Virizion
  • Availability: Late-game (Pinwheel Forest's Rumination Field after fighting Cobalion, static encounter, level 42).
  • Typing: Fighting lets it hit Brycen and Grimsley super effectively, while Grass lets it hit the rest of the Water-, Rock-, and Ground-types. However, it is threatened heavily by Flying-type moves. It is also left vulnerable to Caitlin's Psychic-types, though it hits half of Shauntal's team with Grass.
  • Stats: It has high 108 Speed and 129 Special Defense, along with a good Attack, Special Attack, and HP.
  • Movepool: It will have Giga Drain and Sacred Sword upon being caught and will learn Swords Dance at level 49. X-Scissor and Work Up can also be taught through TMs.
  • Major Battles: Virizion does well against every major fight that's left, although it will need healing in some cases. It is useful against N and is really good against Ghetsis, although it does not sweep him.
  • Additional Comments: Virizion is very hard to catch and requires 2 detours (one for Cobalion and one for itself). Virizion will likely be a little bit higher than your team in levels, so make sure you use it enough to get EVs. Virizion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit against Grimsley and Ghetsis.

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D-Tier

Reserved for Pokémon whose efficiency in terms of completing the game is considered to be average. Pokémon in this tier are able to OHKO or 2HKO a small amount of foes and tend to be matchup-based enough to need items for sweeping a few opponents. The usefulness of these Pokémon are typically counterbalanced by many notable flaws or very late availability.

Bouffalant

Bouffalant
  • Availability: Late-game (Route 10 at a 20% encounter rate).
  • Typing: Normal typing is average in the remaining fights save for an immunity to Shauntal and a weakness to Marshal.
  • Stats: Great 95/95/95 bulk and 110 Attack let Bouffalant tank well and hit hard, though it is slow at 55 Speed.
  • Movepool: Bouffalant starts with Revenge and the signature move of Head Charge, a 120 Base Power STAB move with 1/4 recoil. Bouffalant learns Megahorn at level 41 and the Payback, Bulldoze, Rock Slide, and Wild Charge TMs for useful coverage, with Return as an alternative STAB attack.
  • Major Battles: Bouffalant uses Head Charge in most fights, as it out-damages coverage moves unless they hit super effectively. Payback can help against Shauntal (watch out for Cofagrigus's Will-O-Wisp), and Revenge and Megahorn can be useful for Grimsley and Caitlin, respectively. Bouffalant can put in work against N and Ghetsis with coverage and Head Charge, but should avoid Marshal.
  • Additional Comments: Bouffalant isn't necessarily a weak Pokémon, but it comes too late to contribute much. Reckless is the preferred ability, as it gives Head Charge and Wild Charge a 20% damage boost.

Cottonee

Cottonee
  • Availability: Early-game (Pinwheel Forest (Inner) 35% at levels 14-17 (only in Black Version)).
  • Typing: Grass typing only gives it a definite advantage against Clay and a few other individual targets in major battles. Mostly poor elsewhere.
  • Stats: Cottonee and Whimsicott have mediocre stats aside from good Speed.
  • Movepool: Stun Spore and Leech Seed are useful, and Mega Drain (Giga Drain at level 26) provides STAB. Charm at level 28 is useful, but it is generally not recommended to go for Cotton Guard at level 37 as numerous opponents have high critical hit-ratio or super effective moves. Whimsicott gets Tailwind at 28 to replace Stun Spore as well as the Shadow Ball and Light Screen TMs. Hurricane at level 46 gives Flying coverage.
  • Major Battles: Cottonee struggles against numerous major battles either because of a type disadvantage or simply not hitting hard enough. Endgame, it can hit Shauntal's Jellicent, Grimsley's Krookodile, N's Carracosta, and Ghetsis's Sesmitoad for super effective damage and is neutral otherwise. Cottonee can support the team with numerous status moves but struggles to KO anything it doesn't hit super effectively.
  • Additional Comments: Prankster is recommended, but Cottonee's support options aren't efficient enough to offset its modest bulk or make it worth using. Sun Stone is given by an Ace Trainer in a building in Nimbasa City to evolve Cottonee. In White Version, you can trade a Petilil to Dye in Nacrene City, which has Modest nature and Prankster, is level 15, and has 20/20/20/31/20/20 IVs.

Cryogonal

Crogonal
  • Availability: Late-game (Twist Mountain (5% in Winter, 1% in other seasons)).
  • Typing: Ice typing gives Cryogonal an advantage against Drayden/Iris and about one Pokémon per team endgame, save for Marshal.
  • Stats: Base 70 HP and 135 Special Defense makes Cryogonal a great special wall, complemented by good 105 Speed and 95 Special Attack. Base 30 Defense means Cryogonal will take reasonable damage from even neutral physical hits.
  • Movepool: Starts with Aurora Beam, gets Ice Beam at level 33, and Reflect and Light Screen at 37 or via TMs. It gets Flash Cannon via TM for Steel-type coverage. Recover at level 49 can help it wall special attackers late-game with Light Screen and the Substitute TM.
  • Major Battles: Cryogonal is decent for Brycen with Flash Cannon, though it is unlikely to sweep unless it uses Substitute. Cryogonal sweeps Drayden/Iris; however, if it fails to OHKO, it will take heavy damage. It is good against Shauntal's Cofagrigus and Golurk, Grimsley's Krookodile, Caitlin's Sigilyph and Musharna, N's Zoroark (as long as Night Slash doesn't hit critically) and Vanilluxe, as well as Ghetsis's Cofagrigus, Seismitoad, and Hydreigon.
  • Additional Comments: Despite coming late and being a pain to find, Cryogonal is a great asset in the last few fights with Ice Beam and fast dual screens. The Levitate ability gives Cryogonal an immunity to Ground-type attacks. Winter occurs in April, August, and December.

Cubchoo

Cubchoo
  • Availability: Late-game (Route 7 with 30% chance to appear in Winter in both types of grass).
  • Typing: Ice lets it hit Skyla and Drayden/Iris super effectively, but all major opponents bar Brycen hit it at least neutrally.
  • Stats: As a Beartic, it possesses high 110 Attack and acceptable bulk, but its Speed is really lacking at base 50.
  • Movepool: Upon evolving, it will learn Icicle Crash immediately. Brick Break, Rock Slide, Surf, Waterfall, and Shadow Claw are all TMs that can be taught to it. Superpower can also be retaught through the move relearner. As a Cubchoo, its STAB move will be Icy Wind.
  • Major Battles: Beartic does well against Skyla, Drayden/Iris, and Brycen due to Superpower and Rock Slide. Against the Elite Four, it can only take down Pokémon that are weak to Ice, which are Shauntal's Golurk, Caitlin's Sigilyph, and Grimsley's Krookodile.
  • Additional Comments: Cubchoo is good only against Pokémon that it can hit super effectively with STAB moves or strong coverage like Superpower. Catch a Cubchoo from normal grass, as dark grass ones will not have Icy Wind as an available move.

Durant

Durant
  • Availability: Endgame (Victory Road's first floor with 40% chance to appear).
  • Typing: Bug/Steel typing allows it to hit Grimsley and Caitlin super effectively, while resisting them in return. However, it is hit neutrally by Marshal's Fighting moves and is vulnerable to any Fire-type coverage.
  • Stats: Durant possesses high Attack, high Defense, and Speed that allows it to outpace many opponents, but all other stats are really low.
  • Movepool: Crunch, Dig, and STAB Iron Head are available on capture. X-Scissor from TM gives Bug-type STAB. Rock Slide via TM is also an option.
  • Major Battles: Durant doesn't have many fights left, but it can do well against Grimsley and Caitlin. It can also beat N's Archeops, Vanilluxe, and Zoroark with the appropriate STAB move. Watch out for Ghetsis's Hydreigon and Eelektross, as both have Fire-type moves.
  • Additional Comments: Durant is a strong Pokémon, but its extremely late arrival barely allows it to contribute to what is left of the games. Durant comes with either Swarm or Hustle as Abilities. Hustle makes Durant more powerful but more prone to missing, while Swarm maintains most of its moves' perfect accuracy, so both have their merits. Durant should be trained on Route 10 in order to gain experience and EVs quickly.

Foongus

Foongus
  • Availability: Mid-game (Route 6, 15% (fake items are low leveled, so don't go for them)).
  • Typing: Grass/Poison typing gives a slight advantage over Clay with weaknesses to Skyla, Brycen, and Caitlin.
  • Stats: Foongus and Amoonguss have good stats all around save for great HP and absolutely dismal Speed.
  • Movepool: Foongus gets Giga Drain in time for Clay, can be taught the Payback TM, and gets Toxic at 32, Synthesis at 35, and Protect via TM to help it stall better. Poison-type STAB comes in time for Brycen via the Sludge Bomb TM on Route 8. Spore is too late to be learned.
  • Major Battles: Other than a resistance to Marshal, it is neutral aside from hitting Shauntal's Jellicent and Golurk, Grimsley's Krookodile, N's Carracosta, and Ghetsis's Seismitoad super effectively.
  • Additional Comments: Foongus is very unnoteworthy as a Grass/Poison type, with the lack of Spore accessibility being its main flaw.

Frillish

Frillish
  • Availability: Late-game (Driftveil City with Surf (100%), levels 10-25 elsewhere).
  • Typing: Water/Ghost allows Jellicent to take on Brycen, Marshal, and Caitlin fairly well, but it is average elsewhere, having five weaknesses in total.
  • Stats: Frillish and Jellicent have great HP and Special Defense, good Special Attack, and average Defense as well as somewhat slow Speed.
  • Movepool: Surf and Shadow Ball make serviceable STAB moves, and Will-O-Wisp and Recover can be used against physical threats.
  • Major Battles: Brycen is rather easy for Jellicent due to its Ice resistance, though it is shaky against Drayden/Iris due to Dark-type moves. Jellicent can burn and stall Marshal's team out with Recover rather reliably despite the presence of Payback. Jellicent's special bulk allows it to take on Caitlin, but is uneven against Shauntal. It can hit a few of N's Pokémon like Klinklang and Vanilluxe, as well as Ghetsis's Seismitoad, safely.
  • Additional Comments: Frillish coming late and under-leveled offsets most of its decent endgame contributions. Cursed Body is the preferred ability over Water Absorb due to greater general use.

Liepard

Liepard
  • Availability: Mid-game (Route 5 and 16 with a 20% chance to appear).
  • Typing: Dark typing gives an advantage against Shauntal and Caitlin, but a weakness to Marshal.
  • Stats: Liepard has great Speed and decent offenses, but low defenses.
  • Movepool: Liepard starts with Fake Out and Pursuit, which upgrades to Assurance and Night Slash at levels 31 and 43, respectively. Hone Claws at level 26 is worth using, and Aerial Ace, Rock Smash, Grass Knot, Thunder Wave, and Return can be taught via TMs.
  • Major Battles: Aside from the above in the Typing section, Liepard hits Skyla's Swoobat and Ghetsis’s Cofagrigus with STAB and Clay's Palpitoad, Ghetsis's Seismitoad, and N's Carracosta with Grass Knot.
  • Additional Comments: Although Purrloin is available on Route 2, its bad period would put it in E rank; thus, you should generally catch one from Route 5 or 16 (preferably from a dark grass). Limber is the preferred ability.

Maractus

Maractus
  • Availability: Mid-game (10% chance to appear in Desert Resort).
  • Typing: Grass provides it only with advantage against Clay (whose Excadrill actually beats it). All Gym Leaders either resist Grass or have STAB moves or coverage that hit it super effectively. Its Elite Four matchup is not great either. However, it does beat Water-types and the common Roggenrola line.
  • Stats: Other than base 86 Attack and 106 Special Attack, its stats are below average save 75 HP.
  • Movepool: It will start off with Mega Drain and Synthesis and learn Giga Drain at level 26. Acupressure comes at level 29, Petal Dance (its best STAB attack) arrives at level 38, and Sucker Punch is learned at level 42. It can also learn Sunny Day either via TM or at level 45.
  • Major Battles: Its only good matchup is Clay, although it cannot beat his Excadrill. The rest either hit it super effectively (Elesa's Emolga, Skyla, Brycen) or resist its STAB moves (Drayden/Iris). It also barely provides support for the Elite Four, N, and Ghetsis.
  • Additional Comments: The only reason this cactus can be constituted as useful is due to 106 Special Attack and Petal Dance making it good for most Route trainers. However, it provides little-to-no support for more major fights. Chlorophyll is preferred over Water Absorb as it allows Maractus to get the most out of Sunny Day.

Mienfoo

Mienfoo
  • Availability: Late-game (Outside of Dragonspiral Tower with 30% chance to appear in both types of grass).
  • Typing: Fighting allows it to hit common Normal-types along with Brycen and Grimsley super effectively. However, it is left vulnerable to Shauntal and Caitlin, whose Pokémon can take Fighting-type moves comfortably.
  • Stats: Mienfoo's Attack and Speed are mediocre at best, with the rest being even lower. Mienfoo gains a significant boost in Attack and Speed upon evolving, however, and can outpace the majority of endgame opponents.
  • Movepool: Mienfoo will have Drain Punch upon being caught and will learn Jump Kick at level 37. It can be taught Work Up, Brick Break, Acrobatics, and Rock Slide through TMs as well.
  • Major Battles: Mienfoo does well against Brycen and Drayden/Iris, though for the latter it needs to set up 3 Work Ups. Grimsley is also a good matchup, and Mienshao can defeat N's Zoroark, Klinklang, and Vanilluxe.
  • Additional Comments: Mienfoo isn't a bad Pokémon, but it doesn't cover what is left of the game well. Regenerator is recommended over Inner Focus to heal 1/3 HP upon switching out, which works well with U-Turn and Mienfoo's high Speed. It is a good idea to catch a Mienfoo from the dark grass from outer Dragonspiral Tower (accessible only in Winter), as it will be caught at a higher level.

Patrat

Patrat
  • Availability: Early-game (Route 1, 50%, levels 2-4).
  • Typing: Normal-type, giving an advantage to Shauntal and average everywhere else save N (where Watchog is mauled).
  • Stats: Patrat and Watchog have slightly below-average stats aside from decent Speed and Attack (77 and 85, respectively, as Watchog).
  • Movepool: Tackle upgrades to Retaliate and later Return, with Bite at level 6 and later Crunch at level 16 being staples. Low Kick via move relearner and TM moves like Dig and Grass Knot have sporadic use. Natural Confuse Ray, natural Hypnosis, and Thunder Wave via TM can provide team support.
  • Major Battles: Patrat and Watchog are decent in most major fights with Normal STAB and Work Up. Late-game, it can sweep Shauntal and Caitlin with +2 Blackglasses Crunch, and can hit N's Carracosta and Ghetsis's Seismitoad with Grass Knot. Low Kick hits the two Bisharp endgame.
  • Additional Comments: Patrat is very weak, and Watchog is reliant on Work Up boosts to win every major battle successfully. Keen Eye is the preferred ability to avoid accuracy-lowering from a few opponents, although it is not required.

Shelmet (Trade)

Accelgor
  • Availability: Late-game (40% chance to appear in Icirrus City puddles in non-Winter seasons).
  • Typing: Bug typing allows it to hit Grimsley and Caitlin super effectively, although it is resisted by Marshal and Shauntal.
  • Stats: Accelgor possesses an unrivaled Speed stat and has a good Special Attack, although its bulk is somewhat lackluster.
  • Movepool: It will have Mega Drain and Struggle Bug upon capture. It will also have Yawn and Protect, allowing it to put opponents to sleep safely. It learns Giga Drain and Bug Buzz at levels 37 and 44, respectively. Accelgor should be retaught Acid Spray through move relearner and Focus Blast or Sludge Bomb via TM in order to pick up KOs early on.
  • Major Battles: It does well against Brycen and Drayden/Iris with Acid Spray and a attacking move of choice, and it can also put any problematic Pokémon to sleep with Yawn. This strategy proves unreliable against the rest, but it does have good matchups against Caitlin and Grimsley.
  • Additional Comments: Accelgor's late arrival and lackluster endgame do not make it a desirable Pokémon.

Stunfisk

Stunfisk
  • Availability: Late-game (Icirrus City puddles (Spring, Summer, Autumn, 20%, levels 31-32), (Winter, 100% Surfing, levels 15-35)).
  • Typing: Ground/Electric typing is average against the major battles aside from losing to Brycen and being rather good against Shauntal.
  • Stats: Great 109/84/99 bulk with good 81 Special Attack (Attack is 66) and sluggish 32 Speed.
  • Movepool: Mud Shot serves as a special Ground-type STAB move, while Bulldoze and Dig are physical options. Discharge is generally preferable to Thunderbolt due to the 30% paralysis chance. Surf provides Water-type coverage, with Bounce and Revenge at levels 35 and 50, respectively, and Sludge Bomb and Rock Slide (for 30% flinch chance post-paralysis) through TMs being other options.
  • Major Battles: Bad against Brycen, but good against Shauntal's Chandelure and to an extent Jellicent. Stunfisk has a favorable matchup against Grimsley's Bisharp, Caitlin's Sigilyph, and Ghetsis's Bisharp. Stunfisk is particularly good against several of N's Pokémon and average elsewhere.
  • Additional Comments: Despite the unique typing, Stunfisk's middling stats and late arrival prevent it doing anything most earlier options do better. Static is the preferred ability over Limber, as it paralyzes contact move users 30% of the time.

Tynamo

Tynamo
  • Availability: Late-game (8% chance to appear in Chargestone Cave's lowest floor).
  • Typing: Electric allows it to hit Skyla and Water-types super effectively. It is not threatened by Ground-type moves due to Levitate.
  • Stats: As Tynamo, its stats are rather bad. However, its bulk can be fixed with Eviolite, and its Special Attack becomes acceptable with Charge Beam boosts. As Eelektross, it gains great offensive stats and good defensive ones, although its Speed is low.
  • Movepool: It will have Charge Beam, Thunder Wave, and Spark as moves when caught. It will learn Crunch upon evolving and can be retaught Discharge through the move relearner. If you hold on evolving Eelektrik until level 44, it can also learn Thunderbolt, though it's generally not worth it as it is more beneficial to get Eelektross immediately (although you can also teach it through TM from P2 Laboratory post-Surf). Acrobatics and Grass Knot are also good options for it through TMs.
  • Major Battles: It can sweep Skyla even as Tynamo, as long as it has Eviolite. Brycen is swept by Eelektross as well. However, from that moment onwards, Eelektross can only take down specific threats that are weak to its coverage, such as Caitlin's Sigilyph and Ghetsis's Seismitoad with Grass Knot, as it generally requires many healing items to sweep any of them. However, it can still help by spreading paralysis with Thunder Wave.
  • Additional Comments: Tynamo isn't fully useless, but the amount of fights where it contributes majorly are limited. A Thunderstone can be found in Chargestone Cave, so evolve immediately when Tynamo evolves into Eelektrik. Although the upper floors also have Tynamo, they are with a 2% chance of encounter only.

Woobat

Woobat
  • Availability: Early-game (Wellspring Cave, 50%, levels 10-13).
  • Typing: Psychic/Flying, giving the line an advantage against Burgh, but weaknesses to Lenora's Crunch and Elesa, Brycen, and Grimsley in general. Shaky for Marshal despite Psychic/Flying typing due to Stone Edge. Neutral elsewhere.
  • Stats: The Woobat line has mediocre bulk and only slightly above average Special Attack, though it is extremely fast.
  • Movepool: Starts with Confusion and gets Psychic at level 41. Gust upgrades to Air Cutter at 21 and Air Slash at 32. Amnesia and Calm Mind at level 29 can help the line set up but are tricky to pull off. The line also gets TMs like Grass Knot, Thunder Wave, Charge Beam, and Shadow Ball.
  • Major Battles: Swoobat generally performs decently against Skyla and Drayden/Iris. The naturally learned, albeit niche, Imprison with Shadow Ball and Psychic allows it to boost up to +4 and solo Shauntal. Otherwise, Swoobat is too frail to be taking many hits to set up endgame.
  • Additional Comments: The Woobat line is extremely fast while lacking damage output until they learn Calm Mind, and even then it's unspectacular. Unaware is the preferred ability, as Klutz makes held items useless.

Yamask

Yamask
  • Availability: Mid-game (50% chance to appear in Relic Castle).
  • Typing: Ghost typing lets it hit Caitlin and Shauntal super effectively (while being hit super effectively by the latter), but struggles against Grimsley.
  • Stats: Yamask's good bulk can be buffed via Eviolite. As Cofagrigus, it has high 145 Defense and 105 Special Defense as well as decent 95 Special Attack, but low Speed and HP.
  • Movepool: It will rely on Hex + Will-O-Wisp for damage output in the beginning. It will learn Ominous Wind at level 25. Cofagrigus also learns Shadow Ball at level 39. Its TM movepool is poor and can only be taught Grass Knot to have something against Normal-types (excluding the Pidove line).
  • Major Battles: It is useful against Elesa and Shauntal and is pretty good against Brycen and Drayden/Iris. In all other matchups, it can either spread burns or require healing items in order to stay on the field.
  • Additional Comments: Yamask is useless against Normal- and Dark-types due to lacking a movepool to threaten them outside of Grass Knot. In general, Yamask isn't recommended for an efficient playthrough because its moves aren't suited for in-game outside STAB Shadow Ball.

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E-Tier

Reserved for Pokémon whose efficiency in terms of completing the game is considered to be low. Pokémon in this tier are generally only able to OHKO or 2HKO specific opponents and suffer from being matchup-based, generally relying on items to sweep several opponents. These Pokémon either have flaws that outshine their strengths or are decent Pokémon that come too late to be of any major use.

Alomomola

Alomomola
  • Availability: Late-game (Driftveil City, Surf in rippling water (95%), levels 10-30 (also found elsewhere)).
  • Typing: Water's only real benefit for Alomomola is walling Brycen better via resistance; it's average everywhere else save Drayden/Iris.
  • Stats: Alomomola has massive 160/80/45 bulk, but its Attack and Speed are about average with Special Attack being a low 40.
  • Movepool: Alomomola is heavily skewed toward status and support moves, with its best ones being Wish (level 37), Protect (Heart Scale/TM), and Toxic and Light Screen from TMs. The only viable offensive moves it gets are Waterfall and Return, with Aqua Ring being available via Heart Scale.
  • Major Battles: Alomomola functions similarly in all major battles by using Light Screen for team support and stalling with Toxic, Protect, and Wish.
  • Additional Comments: Alomomola is incapable of beating any major battles left. Hydration is preferred as it can be combined with Rest and the Rain Dance TM for free healing.

Deino

Deino
  • Availability: Endgame (Victory Road 1F (middle and rightmost room), 20%)
  • Typing: Dark/Dragon typing is only helpful for Shauntal and Caitlin and terrible for Marshal, being neutral elsewhere.
  • Stats: Deino has underwhelming stats, with Zweilous having roughly average stats aside from Speed. Hydreigon is out of reach at level 64.
  • Movepool: Crunch and Dragon Rush are primary STAB moves, with the only other options being Work Up, Body Slam (level 48), and Thunder Wave (TM).
  • Major Battles: Zweilous is good for Shauntal and Caitlin, but bad elsewhere due to lacking stats compared to everything else. Avoid Marshal.
  • Additional Comments: Deino comes and evolves too late to be useful.

Heatmor

Heatmor
  • Availability: Late-game (rough patches outside Victory Road at a 45% encounter rate).
  • Typing: Fire typing is neutral virtually everywhere against the remaining six fights save for Bisharp and 1/3 of N's team.
  • Stats: Good mixed offenses and okay HP, with lackluster stats everywhere else.
  • Movepool: Not much in Heatmor's natural movepool is worth learning aside from Amnesia at level 46 and Flamethrower at level 51. Focus Blast, Fire Blast, Return, Shadow Claw, and Dig can be taught for coverage.
  • Major Battles: Heatmor will typically be bad in the final fights due to lacking EVs, though it can hit Grimsley's and Ghetsis's Bisharp with STAB and smack Shauntal and Caitlin with Shadow Claw. Marshal has Rock-type coverage for Heatmor, but the anteater can beat N's Vanilluxe and Klinklang.
  • Additional Comments: Heatmor isn't necessarily a bad Pokémon, but it comes extremely late and is not good against the rest of the game. Neither Gluttony or Flash Fire is particularly helpful for Heatmor.

Karrablast (No Trade)

Karrablast
  • Availability: Mid-game (Route 6 at a 25% encounter rate).
  • Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but that is not going to happen due to its terrible stats.
  • Stats: Karrablast has bad stats that cannot hold it for long, especially in the endgame. Seriously, evolve it into Escavalier, if possible.
  • Movepool: It will have Fury Cutter and Headbutt upon being caught and can be taught X-Scissor through TMs. It's not gonna accomplish much with these stats, though.
  • Major Battles: Due to the factors mentioned above, Karrablast does nothing in major battles.
  • Additional Comments: If you can't trade with Shelmet to evolve it, do not bother with Karrablast.

Larvesta

Larvesta
  • Availability: Late-game (Route 18 (Surf required, received a Larvesta Egg in a house from a Pokémon Ranger)).
  • Typing: Bug/Fire, giving a 4x weakness to the common Rock-type. Although its STABs hit Brycen, Caitlin, and Grimsley, its bad stats prevent Larvesta from having good matchup against them or anyone else.
  • Stats: Larvesta's stats are not really high, with Attack topping 85.
  • Movepool: Larvesta gains new moves every 10 levels, with Flame Charge at 30 and Bug Bite at 40, providing STAB. Acrobatics and Wild Charge via TMs provide coverage.
  • Major Battles: Brycen isn't inherently favorable for Larvesta due to Vanillish's tendency to use Acid Armor and Beartic's propensity to Swagger and Brine. In all other major battles, Larvesta will get outmuscled due to lacking stats.
  • Additional Comments: Larvesta is too much of an investment to be worth it. Flame Body is the preferred ability to burn physical attackers using contact moves 30% of the time.

Pawniard

Pawniard
  • Availability: Late-game (Route 9 (20% encounter rate)).
  • Typing: Dark/Steel is helpful for Drayden/Iris, Shauntal, and Caitlin, and is decent elsewhere with nine resistances and two immunities.
  • Stats: Pawniard and Bisharp have great Attack and good Defense with roughly average other stats.
  • Movepool: Pawniard has awful starting STAB moves in Metal Claw and Assurance until Night Slash at level 49 and Iron Head at 54 if you hold off evolution two levels. TM-wise, Rock Slide, Low Sweep, Brick Break, Return, and Dig provide useful coverage. Don't use Iron Defense.
  • Major Battles: Aside from the above mentioned in the Typing section, the line is terrible for Marshal and Grimsley, and N and Ghetsis have coverage for it.
  • Additional Comments: Defiant is the preferred ability. Due to a lacking movepool and evolving to Bisharp at level 52, the line is a subpar choice.

Rufflet

Rufflet
  • Availability: Endgame (Route 10 (20% encounter rate, only in White)).
  • Typing: Normal/Flying typing gives the line an advantage against Shauntal and Marshall, being neutral elsewhere aside from Grimsley's Scrafty.
  • Stats: Rufflet and Braviary have slightly above-average bulk and Speed with great Attack.
  • Movepool: Slash and Aerial Ace are good starting moves, and Return, Rock Slide, and Fly can be taught via their respective TMs and HM. Tailwind at level 37 and Hone Claws via Heart Scale are the only other feasible options, as Brave Bird is learned too late.
  • Major Battles: As Rufflet will often be unevolved for endgame, it won't stack up unless you grind to level 54 for Braviary. Caitlin, Marshal, N, and Ghetsis have coverage to hit the line's three weaknesses.
  • Additional Comments: Rufflet's late arrival and evolution prevent it from being useful. Sheer Force is the preferred ability to give moves with secondary effects a 30% boost.

Shelmet (No Trade)

Shelmet
  • Availability: Late-game (40% chance to appear in Icirrus City puddles in non-winter seasons).
  • Typing: Bug would allow it to hit Grimsley and Caitlin super effectively, but it does not beat them due to lacking stats.
  • Stats: Its stats are pretty bad, leaving it nearly useless against the rest of the game.
  • Movepool: It will have Mega Drain and Struggle Bug as damaging moves upon being caught, but since it is not evolved, it's not accomplishing much. It will also have Yawn and Protect, allowing it to put its opponents to sleep safely.
  • Major Battles: None, as its stats are too bad for it to efficiently do something, other than spread sleep status with Yawn.
  • Additional Comments: If you can't trade with Karrablast to evolve it, do not bother with Shelmet.

Terrakion

Terrakion
  • Availability: Endgame (The very end of Victory Road (head down the left stairs from the exit). You must have captured, KOed, or run from Cobalion. Level 42).
  • Typing: Rock/Fighting is pretty mediocre for the final fights, with the only advantages being Grimsley, N, and Ghetsis.
  • Stats: Terrakion is a sweeper with 129 Attack, 108 Speed, and 91/90/90 bulk.
  • Movepool: Starts with STAB moves in Rock Slide and Sacred Sword, gets X-Scissor via TM, and learns Swords Dance at level 49.
  • Major Battles: You may be lucky to take a Psychic from Caitlin's Reuniclus and sweep at +2 with Swords Dance + Expert Belt X-Scissor. It is good for Grimsley, but watch out for Scrafty's Sand-Attack. It takes on N's Vanilluxe and Klinklang and handles Archeops decently well. Ghetsis's Hydreigon is shaky (Hydreigon outspeeds), but you can at least take on Bisharp and Bouffalant (the latter withstands unboosted Sacred Sword, but Terrakion easily takes Earthquake).
  • Additional Comments: Terrakion comes extremely late and its good stats do not help since it lacks EVs. Terrakion's default Justified ability raises its Attack when hit by a damaging Dark-type move, which you can exploit against Grimsley and Ghetsis. Dusk Balls to catch it with can be bought from Driftveil.

Thundurus

Thundurus
  • Availability: Endgame (Roaming Unova in White, triggered by going to Route 7 after trying to go through Route 10's gate with 8 Badges).
  • Typing: Electric/Flying; Flying lets it hit Marshal super effectively, although Rock coverage is dangerous for it. Electric allows it to hit Flying-types and Water-types super effectively, though no major trainers left specialize in these types. Its typing provides no useful resistances for endgame.
  • Stats: It has high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable.
  • Movepool: It can be taught Fly through TM for Flying-type STAB along with Thunderbolt through TM or Discharge at level 43. Brick Break is also an option through TMs. It learns Crunch at level 49.
  • Major Battles: It can do fine against every member of the Elite Four, but it will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Thundurus at all; at most, Ghetsis's Bisharp is taken out by Brick Break.
  • Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Thundurus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster ability gives status moves +1 priority, most notably Thunder Wave via TM.

Tornadus

Tornadus
  • Availability: Endgame (Roaming Unova in Black, triggered by going to Route 7 after trying to go through Route 10's gate with 8 Badges).
  • Typing: Pure Flying typing hits Marshal super effectively, although Rock coverage is dangerous for it. It provides no useful resistances for what is left.
  • Stats: It has high Attack, Special Attack, and Speed, but the lack of EVs will be noticeable.
  • Movepool: TM-wise, it can be taught Acrobatics (its most powerful move) with Brick Break as coverage. Additionally, it learns Crunch at level 49.
  • Major Battles: It can do fine against every member of the Elite Four, but it will be heavily reliant on healing items to achieve a sweep. N and Ghetsis generally do not fear Tornadus at all; at most, Ghetsis's Bisharp is taken out by Brick Break.
  • Additional Comments: Due to coming late, being a roamer with nasty mechanics, and lacking EVs or useful typing, Tornadus is generally not worth using. Consider using any Flying-type that comes earlier. If you really want to use it, use the Master Ball you get from Professor Juniper, but it's still not going to be worth it. The Prankster ability gives status moves +1 priority.

Trubbish

Trubbish
  • Availability: Mid-game (Routes 16 and 5, 20%).
  • Typing: Poison, giving a weakness to Clay and Caitlin, with Shauntal and most of Grimsley also resisting Poison STAB. Neutral elsewhere.
  • Stats: Trubbish has good 50/62/62 bulk and 65 Speed, with Garbodor having good stats all around save Special Attack.
  • Movepool: Acid Spray (obtained from level 22 or lower Trubbish) gets you by until Sludge Bomb at level 29. Stockpile at level 23 is essential to help Trubbish wall foes, with the Rest TM (immediately available) and later on the Substitute TM helping with this. Toxic at level 36 is a key for major battles, where it will badly poison foes and then set up with Stockpile and heal with Rest. Toxic Spikes can be helpful. Garbodor also learns Amnesia at level 46.
  • Major Battles: Again, Trubbish and Garbodor generally poison foes, then use Stockpile and Rest, as they don't have the tools to do much else. Most of the endgame in particular will stop this strategy cold aside from potentially Marshal.
  • Additional Comments: Trubbish contributes little-to-nothing in pretty much every fight. Stench is the preferred ability to flinch slower foes 10% of the time.

Vullaby

Vullaby
  • Availability: Endgame (Route 10 (20% encounter rate, only in Black)).
  • Typing: Sadly, the Dark/Flying typing isn't helpful for the last few battles aside from Shauntal and Caitlin, and is neutral elsewhere.
  • Stats: Vullaby and Mandibuzz both have good bulk with decent Speed and dismal offenses.
  • Movepool: Air Slash and Dark Pulse at level 41 and 46 are your main STAB moves. Toxic, Rest, and Substitute via TMs can help the line wall attacks better. Most of the other status moves Vullaby gets are too situational, aside from Tailwind upon capture and Nasty Plot via Heart Scale.
  • Major Battles: As Vullaby will often be unevolved for endgame, it won't stack up unless you grind to level 54 for Mandibuzz. Caitlin, Marshall, N, and Ghetsis have coverage to hit the line's four weaknesses.
  • Additional Comments: Vullaby's late arrival and evolution prevent it from being useful. Either ability is fine for Vullaby, but both are generally situational.

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Untiered

These Pokémon can't be obtained in-game without use of events or come post-game and thus can't be tiered. The exceptions are Reshiram and Zekrom, which are barely in time for the end of the game.

Genesect

Genesect

Keldeo

Keldeo

Kyurem

Kyurem

Landorus

Landorus

Meloetta

Meloetta

Reshiram

Reshiram

Victini

Victini

Zekrom

Zekrom

Zoroark

Zoroark

Zorua

Zorua