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MattBud
Canada
Приєднався 11 сер 2023
Weekly competitive Pokémon lists, discussion, educational content!
Become a bud and hit that sub button to stay notified on new videos! New videos every Sunday (hopefully)
Become a bud and hit that sub button to stay notified on new videos! New videos every Sunday (hopefully)
Ranking EVERY Pokémon Ability (Part 3)
NOT A TIER LIST! PART 3 OF 3! Time to rank all 310 abilities in Pokémon from worst to best. This has never been done yet on UA-cam as far as I know. Let's go deep into which are the best abilities in Pokémon. Part three will cover the TOP abilities from "Great" to "GOATED" abilities (110-1)
This is part 3 of 3 videos covering every ability (somewhat) in depth. Make sure to check out part 1 and 2 beforehand! Let me know what rankings you do and don't agree with and what you would change!
Part 1: ua-cam.com/video/Qo8EKDhUxpg/v-deo.html
Part 2: ua-cam.com/video/hFm-WnK1FLM/v-deo.html
Join the BudZone discord: discord.gg/tedUUu3fu3
Monthly Tournaments!
💪Ways to support the channel💪
Patreon Perks: www.patreon.com/MattBud
Donate: buymeacoffee.com/mattbud
Follow on Twitter: MattBudYT
Enjoy the video? Subscribe and click the "join" button to become a Certified Bud!
Like this video? Check out some of my other similar style videos: ua-cam.com/play/PL6FajnlgpKu9GKMCaEqYW12NRMCn5QRCt.html
Most "Moves" Clips Assorted From These Channels, otherwise credited in video:
Mμ-Pokepedia
Pokey Moves
magiscars
Guster Tails
zonaretrogamer
Mixeli
Pokemon Archives
HD Sprites: furretturret
Music by Mewmore:
www.youtube.com/@Mewmore
0:00 Intro
0:23 Great Tier (110-101)
5:19 100-91
11:30 90-81
17:50 80-71
23:20 70-61
29:57 Amazing Tier 60-51
37:46 50-41
43:45 40-31
49:49 30-21
57:10 20-11
1:05:41 Top 10
1:10:07 Top 5
This is part 3 of 3 videos covering every ability (somewhat) in depth. Make sure to check out part 1 and 2 beforehand! Let me know what rankings you do and don't agree with and what you would change!
Part 1: ua-cam.com/video/Qo8EKDhUxpg/v-deo.html
Part 2: ua-cam.com/video/hFm-WnK1FLM/v-deo.html
Join the BudZone discord: discord.gg/tedUUu3fu3
Monthly Tournaments!
💪Ways to support the channel💪
Patreon Perks: www.patreon.com/MattBud
Donate: buymeacoffee.com/mattbud
Follow on Twitter: MattBudYT
Enjoy the video? Subscribe and click the "join" button to become a Certified Bud!
Like this video? Check out some of my other similar style videos: ua-cam.com/play/PL6FajnlgpKu9GKMCaEqYW12NRMCn5QRCt.html
Most "Moves" Clips Assorted From These Channels, otherwise credited in video:
Mμ-Pokepedia
Pokey Moves
magiscars
Guster Tails
zonaretrogamer
Mixeli
Pokemon Archives
HD Sprites: furretturret
Music by Mewmore:
www.youtube.com/@Mewmore
0:00 Intro
0:23 Great Tier (110-101)
5:19 100-91
11:30 90-81
17:50 80-71
23:20 70-61
29:57 Amazing Tier 60-51
37:46 50-41
43:45 40-31
49:49 30-21
57:10 20-11
1:05:41 Top 10
1:10:07 Top 5
Переглядів: 4 162
Відео
Ranking EVERY Pokémon Ability (Part 2)
Переглядів 16 тис.21 день тому
NOT A TIER LIST! PART 2OF 3! Time to rank all 310 abilities in Pokémon from worst to best. This has never been done yet on UA-cam as far as I know. Let's go deep into which are the best abilities in Pokémon. Part two will cover our biggest chunk from "Solid" to "Good" abilities (214-111) This is part 2 of 3 videos covering every ability (somewhat) in depth. Make sure to subscribe to be notified...
WEIRD Mechanics in Pokémon
Переглядів 14 тис.28 днів тому
Going over some more super rare and quirky mechanics in Pokémon! How many were you aware of? Do you know some super rare mechanics? Leave a comment on which you did/didn't know and share any rare mechanics you know of! Enter this month's Metronome Battle tournament! Top 4 win their choice of gift cards! Tournament: December 21st 2024 2pm EST - Registration closes December 20th (24 hours prior) ...
Ranking EVERY Pokémon Ability (Part 1)
Переглядів 32 тис.Місяць тому
NOT A TIER LIST! PART 1 OF 3! Time to rank all 310 abilities in Pokémon from worst to best. This has never been done yet on UA-cam as far as I know. Let's go deep into which are the best abilities in Pokémon. Part one will cover our first chunk (310-215) This is part 1 of 3 videos covering every ability (somewhat) in depth. Make sure to subscribe to be notified of parts 2 and 3 releasing! Let m...
Ranking EVERY Healing Move in Pokémon
Переглядів 28 тис.2 місяці тому
Check out "Dimensionals" on Steam and download the demo/wishlist it on steam! Full game releases November 18, 2025 store.steampowered.com/app/2856450?MattBud There are plenty of healing moves with unique effects and utility. We rank them all from WORST to BEST and see which ones rule and which ones drool. Join the BudZone discord: discord.gg/tedUUu3fu3 Monthly Tournaments! 💪Ways to support the ...
Fixing Pokémon's WORST Field Effects
Переглядів 25 тис.2 місяці тому
There are plenty of unused and forgotten field effects/conditions in Pokémon. We buff these with ability and mechanic changes in this video to make them competitively viable! Join the BudZone discord: discord.gg/tedUUu3fu3 Monthly Tournaments! 💪Ways to support the channel💪 Patreon Perks: www.patreon.com/MattBud Donate: buymeacoffee.com/mattbud Follow on Twitter: MattBudYT Enjoy the ...
Pokémon Moves that are ABILITIES
Переглядів 20 тис.2 місяці тому
Download Marvel Strike Force for FREE now: bit.ly/3TQG8kx to support my channel and unlock up to 17 total characters within the first 30 days of playing! Redeem the promo code HALLOWEEN to get free 100 shards for Zombie Iron Man, 600K Gold, 480 L2 Training Modules in Marvel Strike Force! Many Pokémon moves have the SAME effect as Abilities. We cover those in this video and see just how many abi...
When Both Pokémon Faint: Who Wins?
Переглядів 11 тис.3 місяці тому
When both teams LAST Pokémon faint in battle, who wins the matchup? We go through different scenarios like explosion, perish song, destiny bond, abilities, and more in this video to see who would win in these conditions. Join the BudZone discord: discord.gg/tedUUu3fu3 October Tournament Registration COMING SOON! 💪Ways to support the channel💪 Patreon Perks: www.patreon.com/MattBud Donate: buymea...
Ranking EVERY Weather Move in Pokémon
Переглядів 17 тис.3 місяці тому
Some moves have special functions in weathers. Today we look at all the moves that benefit directly from weather and rank them from WORST to BEST! Join the BudZone discord: discord.gg/tedUUu3fu3 Monthly Tournaments! 💪Ways to support the channel💪 Patreon Perks: www.patreon.com/MattBud Donate: buymeacoffee.com/mattbud Follow on Twitter: MattBudYT Enjoy the video? Subscribe and click t...
Pokémon Moves that are the EXACT SAME
Переглядів 59 тис.3 місяці тому
Click this link sponsr.is/bootdev_MattBud and use my code MATTBUD to get 25% off your first payment for boot.dev. That’s 25% off your first month or your first year, depending on the subscription you choose. Which Pokémon moves do exactly the same things? We go over moves with the same effects in this video. *Some of the showdown clips came out low quality, this will be fixed for the next video...
First-Stage Pokémon with INSANE Stats
Переглядів 72 тис.4 місяці тому
First stage Pokémon are usually supposed to have lower stats. But some have insanely high base stats that reach above most fully evolved Pokémon. We look at these mons and how they perform competitively. Join the BudZone discord: discord.gg/tedUUu3fu3 First Tournament September 21st, 2024! 💪Ways to support the channel💪 Patreon Perks: www.patreon.com/MattBud Donate: buymeacoffee.com/mattbud Foll...
Pokémon Attacks with UNIQUE Effects
Переглядів 32 тис.4 місяці тому
Most Pokemon attacks have reused secondary effects. But which ones have an effect unique to them? We go over some of these moves in this video! Join the BudZone discord: discord.gg/tedUUu3fu3 💪Ways to support the channel💪 Patreon Perks: www.patreon.com/MattBud Donate: buymeacoffee.com/mattbud Follow on Twitter: MattBudYT Enjoy the video? Subscribe and click the "join" button to beco...
Ranking EVERY Spread Move in Pokémon
Переглядів 41 тис.4 місяці тому
Spread moves target both foes in double battles. There are many, but which spread moves are the best? We go over and rank EVERY one in Pokémon from worst to best in this video. Join the BudZone discord! discord.gg/tedUUu3fu3 💪Ways to support the channel💪 Patreon Perks: www.patreon.com/MattBud Donate: buymeacoffee.com/mattbud Follow on Twitter: MattBudYT Enjoy the video? Subscribe an...
Pokémon Abilities That Were NERFED
Переглядів 30 тис.5 місяців тому
Many Pokémon abilities have been nerfed over the generations. We look at all the important ones in this video and analyze how it affected them competitively! Support on Patreon! www.patreon.com/posts/109369101? Join the BudZone discord! discord.gg/tedUUu3fu3 Follow on Twitter: MattBudYT Enjoy the video? Subscribe and click the "join" button to become a Certified Bud! Like this video...
Pokémon Abilities That Were BUFFED
Переглядів 52 тис.5 місяців тому
Many Pokemon abilities have been buffed over the generations. We look at all the important ones in this video and analyze how it affected them competitively Follow on Twitter: MattBudYT Enjoy the video? Subscribe and click the "join" button to become a Certified Bud! Like this video? Check out some of my other similar style videos: ua-cam.com/play/PL6FajnlgpKu9GKMCaEqYW12NRMCn5QRCt....
What if the Ultra Beasts had DIFFERENT Abilities?
Переглядів 37 тис.5 місяців тому
What if the Ultra Beasts had DIFFERENT Abilities?
The Most COMPLICATED Ability In Pokémon
Переглядів 31 тис.6 місяців тому
The Most COMPLICATED Ability In Pokémon
Ranking EVERY "Perfect Accuracy" Move In Pokémon
Переглядів 42 тис.6 місяців тому
Ranking EVERY "Perfect Accuracy" Move In Pokémon
How Bad Are "Negative" Pokémon Abilities ACTUALLY
Переглядів 264 тис.6 місяців тому
How Bad Are "Negative" Pokémon Abilities ACTUALLY
Obscure Pokémon Mechanics YOU DON'T KNOW
Переглядів 41 тис.7 місяців тому
Obscure Pokémon Mechanics YOU DON'T KNOW
Ranking EVERY Negative Priority Move in Pokémon
Переглядів 67 тис.7 місяців тому
Ranking EVERY Negative Priority Move in Pokémon
Pokemon Who Wants To Be A Millionaire
Переглядів 2,5 тис.8 місяців тому
Pokemon Who Wants To Be A Millionaire
Ranking EVERY Priority Move in Pokémon
Переглядів 97 тис.8 місяців тому
Ranking EVERY Priority Move in Pokémon
The Worst Pokémon Move of EACH BASE POWER
Переглядів 32 тис.8 місяців тому
The Worst Pokémon Move of EACH BASE POWER
Ranking EVERY Protect Variation in Pokémon from Worst to Best
Переглядів 49 тис.9 місяців тому
Ranking EVERY Protect Variation in Pokémon from Worst to Best
The Best Pokémon Move of EACH BASE POWER
Переглядів 87 тис.9 місяців тому
The Best Pokémon Move of EACH BASE POWER
I feel like water bubble should be much higher, fire resist and burn immunity is already great but dracovish showed us how dangerous it can be to spam high power water moves.
im so curious, how long did this take you to make? the effort put into this series is insane
My favorite number is taunting me. I have terrible long term health issues and Regenerator at 9 is making me really jealous.
“I’m hoping to edge you” ummm sir buy me a drink first please 😂
I feel like illusion would be worse in a vacuum, hisuian Zorark would be the best user of it because of its immunities, and very few mons would rather have illusion than another ability. Great video!
54:23 Massive you say... you know what else is massive? LOOOOOOOW TAPER FADE
I'm gonna fart
ok boiwifeyasmr4u
Hold up… friend guard is underrated. It’s a top 50 at worst
this is mainly singles.
Illusion is extremely overated. Hisui zoroak a mon with 3 immunities and an aggresive stat distribution with access to set up is basically the best type of mon at using it. And even with that its still only ru because its not as good as it sounds on paper. Im fairly certain if zoroak could have access to basically any if the damage boosting abilities below illusion like battle bond or neuroforce it would much rather have those instead.
Thank you Mattbud, these videos shall be taught in Pokemon schools for years to come
Another thing that makes Water Compaction terrible is that Water is one of the most Special-sided types in the game. Why would you even want to boost your Defense?
Gotta watch this peak tomorrow
I think in a vacuum Wonder Guard is undeniably #1. I could be wrong on this, but unless there's a Gravity user in play, a Wonder Guard Poison/Dark type like Skuntank with Air Balloon would just be completely untouchable. Even ignoring that, bulky mons with few weaknesses would be even harder to take out since neutral attacks couldn't chip in.
Now rank every move.
Another super awesome video. Great job on all the rankings!
If this wasn't in a vacuum, than embody aspect hearthflame was waaaay underrated. That mon is crazy in doubles and banned to ubers in singles, and the ability is a big reason why
The series is finally finished, well done! Now you can rest
I feel like sharpness should have been way higher because it just a free choice band on sharp moves. It has no flaws. And like you said it could move a pokemon a whole tier and i believe thats true.
Bro throwin shade on Feebas smh
I'd put Wonder Guard at #1 if considering in a vaccum. There's a reason that it is *the* strategy in every generation of Pure Hackmons.
41:51 is this a screen error?
I didn’t see anything, can you elaborate??
what is that intro lmao
Wild ahh intro 😱
in a vacuum water bubble is higher for sure. it's not an adaptability-like boost(+33%) , it's more like huge power (+100%) on water moves, but also on special moves. any decent water type would go crazy with this.
pretty sure hospitality was in the spot of my favorite number
Water bubble is crazy one of the best ever made
Crazy ability I love it
Incineroar sweep, Incineroar will be the president of the world on 2026, mega Incineroar will happen. Incineroar
LETS GOOOO the trilogy is finally complete!!
34:15 THATS MEEEE thank you for the kind message 💗
55:10 INTIMIDATE WAS ROBBED should've been #1
1:16:24 THATS ME AGAIN it was a blast going back and forth on Intimidate 😂
Back for round 3
SMH Truant was robbed
water bubble is underated it is not like adaptability but rather huge power
.... Water bubble is like huge power???
@@Turbos-b3zit doubles the power of water moves like how huge power doubles physical moves
Yeah it's a lot stronger. It gives a 2x boost AFTER the 1.5x STAB, so it's like having 3x STAB on water moves which is insane. It also benefits fully from tera unlike Adaptability, so that makes it a 4x boost. Add rain on top of that and you make it 6x!!!!!! Imagine giving both this and Fishious Rend to something with an actual attack stat 252+ Atk Choice Band Water Bubble Tera Water Urshifu-Rapid-Strike Fishious Rend (170 BP) vs. 252 HP / 252+ Def Dondozo in Rain: 597-703 (118.4 - 139.4%) -- guaranteed OHKO yeah this goes hard
This guy is absolutely right
Just came down to say this
0:15 WHATTT
You hope to EDGE me??? Ok, if you insist…
Damn I was hoping Stamina would be higher but either way good freaking job you're a great content creator. Will be fun for an hour long drive.
@@Turbos-b3z love my viewers who watch while driving💪🚗
first comment !!!
No one cares
I cant believe honey gather wasn't in the top 50
Yeah it was snubbed I know
How dare, Matt
MattBud MadButt angry booty man
How old are you
@Turbos-b3z 69 idk how you asked with the expectation that I would not actually say 69
@@Tsakxfair.
That’s my name, don’t wear it out
Oblivious that far down is craaazy 🤧
I appreciate the effort that went into this, great video! But the ranking criteria make no sense bc an average mon with merciless (for example) would make it a much higher ranking ability.
By that I meant the average mon that would have access and actually has it. So Merciless really just has Toxapex representing. Abilities like Guts or Intimidate have much bigger sample sizes which makes ranking them easier as we can see how much it improves the mon itself instead of just a powerful mon having an OK ability but boosting its perception.
Great, now we need a Pokemon that knows protect, detect, any two turn dodge move, and a heal move
Hear me out Guzzlord multiscale 4:34
Could Truant overriding recharge count as a potential benefit? Also, Normalizing Thunder Wave is hardly a boon of that Ability. Stun Spore and Glare can already paralyze Ground-type Pokémon. Finally, Mold Breaker and its ilk have another downside in that they ignore targets' Abilities that would strengthen their moves (e.g. Fire-type moves will not become stronger against Dry Skin or Fluffy).
Don't take Showdown mechanics as law. Only recently did people discover that normal types could not be paralyzed by a normal-type move (Body Slam) in gen 1, which was not reflected in Showdown. KingTheLuck also found some discrepancies in gen 9 recently.
Seviper and Purugly need buffs. Seviper is a mixed attacker but can’t do anything with it. And Purugly is really fast but also can’t do anything with that speed
Aegislash with King’s Shield: Can’t touch this Amoonguss with Spore: Did you forget about me?
Part 3???
@@Dalelily it’s coming. Been busy with Holidays!
Ditto "Unusable competitively gen 1-4" MANS HAS A NICHE IN GEN 1 UBERS You can switch it in against a Paralyaised Mewtwo and yoink their stats it's niche as hell but hey 2 Mewtwo's is better than one.
Yes, Heatproof could throw people off expecting Bronzong to have Levitate (although Levitate is better because it provides a complete immunity, which is probably exactly why anybody would use Heatproof to throw others off), but that gimmick with Bronzor and Bronzong fell apart when Steel lost its resistances to Ghost and Dark in Generation VI and those half-Psychic types became weak to them. (By the way, Will's Bronzong in his HGSS rematch team has Heatproof, which may be because it knows Gravity.) I have a nitpick at 31:36: Bunnelby and Diggersby are hares, so they are lagomorphs, not rodents. Also, that is Hitmonchan at 41:41, not Hitmonlee. I have thought that I would examine which Abilities are best for each Pokémon. I will omit Pokémon that only have one possible Ability and look over all applicable generations, noting changes in effects and when Abilities became available for each if the Ability existed before the Pokémon could have it (as shorthand, Hidden Abilities will be in ALLCAPS). This will need to be a long thread, of course. Feel free to critique any of these. Bulbasaur/Ivysaur/Venusaur: Overgrow>CHLOROPHYLL (Venusaur is not terribly fast and Chlorophyll locks nearly anything with it into Sunny Day and Solar Beam [Scovillain is the one exception because it is Fire-type]; while Venusaur is great at Solar Beam, it has other useful Grass-type moves that benefit from Overgrow) Charmander/Charmeleon/Charizard: Blaze>SOLAR POWER (Solar Power damages the Pokémon and Charizard does not need it to be a special sweeper, whereas Blaze synergizes with sun by both boosting Fire) Squirtle/Wartortle/Blastoise: Torrent>RAIN DISH (although this is admittedly a closer match than the other Generation I starters; yes, Blastoise synergizes with Rain Dish, but no, it does not miss out on much without it; Torrent complements rain anyway because both strengthen Water) Caterpie/Weedle/Wurmple: Shield Dust>RUN AWAY (when will Run Away work with switching out? It does nothing in Trainer battles as it stands, so it immediately takes last place whenever it appears. Shield Dust is perhaps slightly less useful for Weedle than Caterpie or Wurmple because it is immune to poison anyway [Corrosion notwithstanding], but it still does you more favors than Run Away ever will, probably even if my proposal were to come true. That being said, you are not using any of these in competitive, even in Little Cup.) Butterfree: Compound Eyes>TINTED LENS (why are you using not very effective moves in the first place? Also, Butterfree thrives on low-accuracy status moves to be boosted by Compound Eyes.) Beedrill: Swarm=SNIPER (either one is good, to be honest, depending on what you are running, and they have the same power boost proportions [1.5x]) Pidgey/Pidgeotto/Pidgeot: Keen Eye>BIG PECKS>Tangled Feet (Pidgeot is not particularly defensive and does not mind that drop too much, but lowering accuracy can cripple anything; Tangled Feet, meanwhile, is too situational) Real Rattata/Raticate: Guts>HUSTLE>Run Away (Run Away does nothing and Hustle lowers physical accuracy; Guts+Flame Orb is a better way to raise your Physical Attack) Fake Rattata/Raticate: Gluttony>THICK FAT>Hustle (again, Hustle lowers accuracy, and while the other two are situational [and admittedly more so than Hustle], Gluttony is less so) Spearow/Fearow: Keen Eye>SNIPER (Sniper is not BAD, but accuracy is usually more important than critical hits) Ekans/Arbok: Intimidate=Shed Skin>UNNERVE (I honestly could not decide whether Intimidate or Shed Skin was better; Unnerve is fairly situational and suits other Pokémon better than Arbok) Pichu/Pikachu/Real Raichu: Static>LIGHTNING ROD (these three got Lightning Rod when it became immune to Electric and starting providing the Special Attack boost, but they resist Electric anyway and Raichu can function without the boost; paralysis is also good to inflict) Real Sandshrew/Sandslash: SAND RUSH>Sand Veil (Sandslash's base Speed is only 65, it is not crushed by missing out on the evasiveness boost, and it is already immune to sandstorm, although Sand Veil is still fair) Fake Sandshrew/Sandslash: SLUSH RUSH>Snow Cloak (see above, but replace "sandstorm" with "hail") NidoranF/Nidorina/NidoranM/Nidorino: Poison Point>HUSTLE>Rivalry (Poison Point is the only one with no drawbacks and Hustle is more predictable than Rivalry, which depends on an oft-overlooked attribute) Nidoqueen/Nidoking: Poison Point>SHEER FORCE>Rivalry (Sheer Force also has drawbacks, albeit not as severe as those of Rivalry or even Hustle) Cleffa/Clefairy: Magic Guard>Cute Charm>FRIEND GUARD (Magic Guard is far too strong to be toppled and Friend Guard is useless in Single Battles, which tend to be my default; even in Double, Triple, or Rotation Battles [back when the latter two existed], Friend Guard is inferior to the other two) Clefable: Magic Guard>Cute Charm>UNAWARE (Unaware is slightly more useful than Friend Guard, but still has its drawbacks in that it ignores ALL opponents' stat changes, positive or negative) Real Vulpix/Ninetales: DROUGHT>Flash Fire (they already resist Fire; Drought became slightly less effective when the weather Abilities lost their permanence in Generation VI, but it is still a more consistent method of strengthening Fire) Fake Vulpix/Ninetales: Snow Cloak>SNOW WARNING (Snow Cloak, however, raises evasiveness in hail/snow, and none of these effects strengthens Ice-type moves; you may quibble as to whether Snow Warning became better or worse when snow replaced hail) Igglybuff/Jigglypuff: Cute Charm>Competitive>FRIEND GUARD (Competitive does not help this family much because they are meant for support, not offense, and so in a Double Battle, Friend Guard helps them even more than Competitive, but my Single Battle-oriented mind places Friend Guard at the bottom, and Cute Charm is still better for support in a Double Battle or more) Wigglytuff: Cute Charm>Competitive>FRISK (even Wigglytuff is more supportive than offensive, but I do not think highly of Frisk because it has no active effect; it just checks your opponent's item and then does nothing with it) Zubat/Golbat/Crobat: INFILTRATOR>Inner Focus (Crobat is much too fast to worry about flinching unless Fake Out or First Impression [which does quarter damage to it anyway] is involved and Inner Focus' immunity to Intimidate from Generation VIII onward is not essential because its Physical Attack is also high enough; Infiltrator may be situational, but it works wonders when it works at all) Oddish: Chlorophyll>RUN AWAY (Lord help anybody who needs this one explained) Gloom: Chlorophyll>STENCH (it can use the Speed boost because it is much too slow to cause most Pokémon to flinch anyway) Vileplume: EFFECT SPORE>Chlorophyll (unlike the rest of its family, Vileplume has a better Hidden Ability that goes hand in hand with its low Speed, although Chlorophyll still helps-if you do not mind being locked into the Sunny Day+Solar Beam combo) Paras/Parasect: Effect Spore>DAMP>Dry Skin (Damp is situational and underwhelming while Dry Skin is harmful, especially on Pokémon that already take quadruple damage from Fire and resist Water [and the weather effects are also fairly situational]; Effect Spore also helps counteract its low Speed) Venonat: Compound Eyes>Tinted Lens>RUN AWAY (see Butterfree and then add the useless Run Away) Venomoth: Shield Dust>WONDER SKIN>Tinted Lens (Shield Dust is less situational than Wonder Skin and Tinted Lens puts investment in the wrong moves) Real Diglett/Dugtrio: SAND FORCE>Sand Veil>Arena Trap (power usually helps a little bit more than evasiveness, but Sand Veil has its merit; Arena Trap is situational because you do not always want to trap your opponent, even if you can) Fake Diglett/Dugtrio: SAND FORCE>Sand Veil>Tangling Hair (see above; also, Dugtrio is too fast to need to slow most opponents down) Real, True Meowth: Technician>Pickup>UNNERVE (well, in Generation IV you only want Technician because Pickup does nothing in Trainer battles, but Pickup is real competition in Generation V and onward; however, it requires you to forgo holding your own item and is situational, and Unnerve is always situational, although it can help even more than Pickup in the right situation; where are the Little Cup players who can evaluate?) Fake Meowth: Technician>Pickup>RATTLED (Rattled provides no type immunities, Meowth is fast enough to function without it, and the Intimidate boost from Generation VIII onward is situational; see above for Pickup vs. Technician False Meowth: Tough Claws>Pickup>UNNERVE (Tough Claws is the only non-situational one; it may be debatable whether the other two are ever preferable) Real Persian: Limber>Technician>UNNERVE (Limber helps Persian more, however, because it is so fast and paralysis cripples it; see above for Technician vs. Unnerve) Fake Persian: Fur Coat>Technician>RATTLED (Fur Coat also helps more because Persian's base 60 Physical Defense is doubled and becomes usable; see above for Technician vs. Rattled) Psyduck/Golduck: SWIFT SWIM>Cloud Nine>Damp (while Golduck's Speed is respectable without Swift Swim, the other two are situational, but Cloud Nine can become preferable when the opponent sets up weather, not to mention that Primal Groudon becomes forced to face its glaring weakness) Mankey/Primeape: Vital Spirit>DEFIANT>Anger Point (Primeape does not need the Physical Attack boost, although Defiant is better than Anger Point because it is easier to set up, even though Anger Point is a stronger boost; its defenses are both low, so letting it fall asleep is a bad idea and Vital Spirit saves it from that... heh heh... nightmare) Genuine Growlithe/Arcanine: Intimidate>JUSTIFIED>Flash Fire (Arcanine has a lower Physical Defense than Physical Attack and Justified does not provide Dark immunity; Flash Fire does provide Fire immunity, but these two resist Fire anyway) To be continued...
Spurious Growlithe/Arcanine: ROCK HEAD>Intimidate>Flash Fire (Yes, they are built for Flare Blitz and Head Smash; their Physical Defense is no different from that of their genuine counterparts and the Rock type sees them resist Fire even more) Poliwag/Poliwhirl/Poliwrath: SWIFT SWIM>Water Absorb>Damp (Poliwrath has a moderate base 70 Speed that becomes effectively base 140 [yes, I know that that is not quite how it works, but my point is made] in rain with Swift Swim, while these three resist Water already and few Abilities are worse than Damp) Abra/Kadabra/Alakazam: MAGIC GUARD>Synchronize>Inner Focus (as a general rule, whenever Magic Guard is a competitor, it wins; Synchronize is usually a net gain, and Inner Focus is a square peg in Alakazam's round hole; Alakazam is too fast for flinching to be a threat and it is a special attacker, so the Ability's Intimidate immunity from Generation VIII onward does not help it much) Machop/Machoke/Machamp: No Guard>Guts>STEADFAST (No Guard is only a step above Guts because it goes both ways, especially considering Machamp's average defenses, but the combo with Dynamic Punch is too good to pass up, while Machamp has a high enough Physical Attack to function without Guts; Steadfast is almost never worth it, especially when your base Speed is 55) Bellsprout/Weepinbell/Victreebel: Chlorophyll>GLUTTONY (Victreebel can become a sweeper with Gluttony with base Speed going from 70 to 140; Solar Beam helps, but it is not necessary [it is a mixed attacker]; Gluttony locks it into a less worthwhile strategy) Tentacool/Tentacruel: Clear Body>RAIN DISH>Liquid Ooze (preventing ANY of your stats from being lowered is powerful; Rain Dish is good on rain teams, but not necessarily in general, and Liquid Ooze is good when it has a chance to happen, but it is too situational for general use, not to mention that Parabolic Charge has only average power while Dream Eater, apart from only working on a sleeping target, is not affected by Liquid Ooze until Generation V) Real Geodude/Graveler/Golem: SAND VEIL>Rock Head>Sturdy (I almost considered putting Sturdy above Rock Head for Generation V and onward when it became able to endure hits, thinking that it was perfect for Self-Destruct or Explosion, but Golem is too slow to pull it off; I also put Sand Veil at the bottom at first, but then changed to put it at the top because Golem can only learn two recoil damage moves, Take Down and Double-Edge, so Rock Head is not that good for it) Fake Geodude/Graveler/Golem: GALVANIZE>Sturdy>Magnet Pull (Galvanize is the least situational and Magnet Pull hardly helps at all) True Ponyta/Rapidash: FLAME BODY>Flash Fire>Run Away (burning on contact is much better than gaining an immunity to a type that you already resist, even if you get a power boost from it, but they are both certainly better than nothing [although I would probably still put Run Away on bottom if it also worked for switching out]) False Ponyta/Rapidash: Pastel Veil>ANTICIPATION>Run Away (Pastel Veil is the only one with an active effect, although Anticipation at least HAS an effect [this, however, is a rare occasion on which I actually WOULD bump Run Away up a notch if it worked for switching out]) True Slowpoke/Slowbro/Slowking: REGENERATOR>Oblivious>Own Tempo (in Generations III-V, however, Own Tempo is better than Oblivious because confusion and infatuation both have a 50% chance of preventing attack, infatuation depends on gender and on the opponent staying out, and confusion causes damage; whether they flipped in Generation VI or not when Oblivious became immune to Taunt is debatable, but they certainly flipped in Generation VII when confusion dropped to a one-third chance of preventing attack [both Abilities became immune to Intimidate in Generation VIII, but Slowbro and Slowking are both special attackers, so they do not care]; Regenerator is usually above average, though) False Slowpoke: REGENERATOR>Own Tempo>Gluttony (Gluttony is situational and locks you into a strategy; see above for Own Tempo vs. Regenerator) False Slowbro: Quick Draw>REGENERATOR>Own Tempo (normally I might put Quick Draw down lower, but Slowbro is slow enough to make use of it; see above for Own Tempo vs. Regenerator) Magnemite/Magneton/Magnezone: ANALYTIC>Sturdy>Magnet Pull (Magnezone and even Magneton are slow enough to make use of Analytic, while Sturdy is average and Magnet Pull is situational and unhelpful) True Farfetch'd: Inner Focus>Keen Eye>DEFIANT (you probably are not using Farfetch'd competitively anyway, but assuming that you are, Inner Focus is good because Farfetch'd is slow enough to worry about flinching, and its stats in general are too low to gamble with Defiant [except Physical Attack in Generation VII and onward, but that is exactly what Defiant boosts [this is also why Inner Focus' Intimidate immunity in Generation VIII and onward is not as important to Farfetch'd as to other Pokémon], while Keen Eye is good for low-accuracy situations, sometimes even better than Inner Focus) False Farfetch'd/Sirfetch'd: SCRAPPY>Steadfast (Steadfast is usually self-defeating because most Pokémon with it are either too fast to flinch in the first place or too slow to benefit from the Speed boost; Sirfetch'd is the latter, and benefits more from bypassing Ghost's immunities [not so much the Intimidate immunity; it has more than enough Physical Attack to go around]) Doduo/Dodrio: Early Bird>TANGLED FEET>Run Away (Tangled Feet is usually too specific to be helpful; Early Bird is more likely to receive practical application, and you never want Run Away) Seel/Dewgong: Hydration>ICE BODY>Thick Fat (it is easier to build a team around rain than hail [or even snow once it replaced hail {does anybody else agree that that never should have happened?}], and it is usually harder to remove status conditions than to restore HP [you may like to know, though, that Seel is the only non-Ice-type Pokémon that can have Ice Body and thus the only one not naturally immune to hail], whereas Thick Fat is all too redundant: Seel resists both Fire and Ice, and while Dewgong does not resist Fire, it resists Ice even more) Real Grimer/Muk: POISON TOUCH>Stench>Sticky Hold (before Generation V, when Stench did nothing in battle, you wanted Sticky Hold, but after then Stench took over because Sticky Hold is situational; Muk is usually too slow to benefit from the unremovable King's Rock, however, so Poison Touch helps even more) Fake Grimer/Muk: Poison Touch>POWER OF ALCHEMY>Gluttony (Gluttony is situational, Poison Touch is great, and Power of Alchemy depends entirely on your ally's Ability, and even if it is good for your ally, it might not be good for Fake Muk) Shellder/Cloyster: Skill Link>Shell Armor>OVERCOAT (Cloyster with Skill Link is built for Icicle Spear [and Spike Cannon back when it existed, or even Pin Missile or Rock Blast if you have it, although only Icicle Spear has STAB-and even then only on Cloyster, not Shellder]; it can usually function without Shell Armor, but remember that while its Physical Defense is exorbitant, its Special Defense is puny; Overcoat helps the least, not to mention that Cloyster is immune to hail anyway) Onix: WEAK ARMOR>Rock Head>Sturdy (it can only learn two recoil damage moves, Head Smash and Double-Edge, but they are among the strongest, while Sturdy, even once it could endure hits, is not all that good for it; it can learn Explosion, but its Speed is more moderate than good and its Physical Attack is surprisingly low [you can blame Brock, but a better question is why the first Gym Leader had an Onix in the first place]; normally I look down on Weak Armor, but Onix is actually both defensive and fast enough to pull it off) Drowzee/Hypno: Insomnia>INNER FOCUS>Forewarn (sleep is more crippling than flinch because a flinch only lasts one turn and the only guaranteed flinch moves work only immediately after being sent out [although these Psychic types are weak to the Bug-type First Impression], and Intimidate does not bother them enough to be a selling point for Inner Focus in Generation VIII and onward, but either one is better than the unresponsive Forewarn) Krabby/Kingler: Shell Armor>SHEER FORCE>Hyper Cutter (like Cloyster, Kingler's Physical Defense may be great, but its Special Defense is poor, so it benefits from the critical hit immunity of Shell Armor, while its Physical Attack is high enough to pass on Hyper Cutter; Sheer Force is solid, but by eliminating side effects, it loses out to Shell Armor) Genuine/Spurious Voltorb/Electrode: Static>AFTERMATH>Soundproof (paralyzing your opponent is always good, and while Aftermath is good enough, it is not without its drawbacks, namely that the Pokémon must faint through a direct attack and that Damp disables it; Soundproof is too situational) Exeggcute/Real Exeggutor: HARVEST>Chlorophyll (Exeggutor is a little slow, so Chlorophyll does not necessarily help it, and while Harvest benefits in the sun, it can work without it) Fake Exeggutor: HARVEST>Frisk (any Ability that does not affect gameplay is not worth your time, and that includes informational Abilities) Cubone/Real Marowak: BATTLE ARMOR>Rock Head>Lightning Rod (while Marowak's Physical Defense [not so much Special] is high enough to endure hits, it can only learn Double-Edge in the way of recoil damage moves and Lightning Rod, while exemplary in Double, Triple or Rotation Battles even before Generation V [er, for Double Battles; those other two are FROM Generation V], is useless in Single Battles [Ground-type Pokémon also did not get a Special Attack boost from Lightning Rod until Generation VII, but Marowak is a physical attacker, so it would not appreciate the boost anyway]) To be continued...
Fake Marowak: ROCK HEAD>Cursed Body>Lightning Rod (Fake Marowak can learn a few more recoil damage moves, including Flare Blitz, allowing for more mileage from Rock Head, while Cursed Body is good enough, but only works with direct attacks; Fake Marowak also came when Ground-type Pokémon started getting the Special Attack boost from Lightning Rod, so it did not become a selling point for it, especially considering that it has the same stats as Real Marowak, so it still does not need that Special Attack) Hitmonlee: Limber>Reckless>UNBURDEN (his Speed is just barely high enough for paralysis to be a concern, and while Unburden is not bad, he does not need it to function; Reckless loses points because while Hitmonlee's Physical Attack is high, his Physical DEFENSE is actually quite low-remember that doing more damage with recoil damage moves means taking more recoil damage) Hitmonchan: Iron Fist>INNER FOCUS>Keen Eye (most of his moves are high accuracy and are not severely affected by losing it, while Hitmonchan is not quite fast enough to shrug off flinching [although his high Physical Attack means that Intimidate is not a concern], but the power boost from punching moves is always good to have) Lickitung/Lickilicky: Oblivious>Own Tempo>CLOUD NINE (see True Slowpoke's evolutions for Oblivious vs. Own Tempo; Cloud Nine is too situational and other Pokémon do it better) Koffing/True Weezing: Levitate>Neutralizing Gas>STENCH (normally they are weak to Ground, so Levitate leaves them only weak to Psychic, while Neutralizing Gas negates all other Abilities with few exceptions, meaning that you could help your opponent if it has a detrimental Ability or deprive your ally of an Ability, and Weezing is too slow to cause most opponents to flinch) False Weezing: Levitate>Neutralizing Gas>MISTY SURGE (see above for Levitate vs. Neutralizing Gas, although False Weezing is also weak to Steel; Misty Terrain does not help as much as the other terrains because it weakens Dragon [to which Fairy is immune] instead of strengthening Fairy and Weezing does not need to worry about most status conditions [it is immune to poison, too slow to be crippled by paralysis, and freeze is too hard to inflict]) Rhyhorn/Rhydon: RECKLESS>Rock Head>Lightning Rod (Rhydon's physical stats are both high enough to withstand increased recoil and Reckless also strengthens crash damage moves, which Rock Head does not affect, like Supercell Slam; Lightning Rod does nothing for this Ground-type Pokémon in a Single Battle until Generation VII and even then increases a stat that it does not use and is only marginally better in Double Battles [by the way, since Generation IV, Lightning Rod and Storm Drain also affect allies' moves, which is a reason not to use them and has caused me headaches in "Pokémon Battle Revolution" because I cannot use Cyndy's Dragonair's Shock Wave with Rhyhorn out]) Chansey/Blissey: Serene Grace>Natural Cure>HEALER (Blissey is very versatile and can learn many moves that benefit from Serene Grace, and while Natural Cure helps, she has huge HP and status conditions are nowhere near the end of the world for her [until Physical Defense is involved]; Healer is useless in a Single Battle and Blissey is plenty good enough for use as more than just support) Tangela/Tangrowth: REGENERATOR>Leaf Guard>Chlorophyll (Regenerator is the only one that does not require sun to activate and Tangrowth is not necessarily fast enough to benefit from Chlorophyll; I might have considered Leaf Guard more if it healed existing status conditions, but it does not) Kangaskhan: Scrappy>Early Bird>INNER FOCUS (virtually everything about Kangaskhan is middle-of-the-road, both her stats and her Abilities; Scrappy is the only one that does not hinge on a stat, even if the other two only do so indirectly, so it wins [yes, Scrappy and Inner Focus both became immune to Intimidate in Generation VIII, but the flinch immunity depends on Speed; bypassing Ghost's immunities to Normal and Fighting does not depend on a stat]; sleep is more crippling than flinch, though, so Early Bird goes above Inner Focus) Horsea/Kingdra: Sniper>Swift Swim>DAMP (Sniper invites a Scope Lens, but that only affects Kingdra; Swift Swim invites rain, which affects the whole party, and Kingdra is fairly fast enough without it; Damp is usually unhelpful and too situational) Seadra: Poison Point>Sniper>DAMP (Poison Point, however, is more practical than Sniper, although Sniper is still good enough; see above for Damp) Goldeen/Seaking: Water Veil>LIGHTNING ROD>Swift Swim (Seaking relies on Physical Attack, so a burn immunity is useful, and Lightning Rod helps more here than usual because normally it is weak to Electric, but its Special Attack is too low for it to appreciate the boost; it is fast enough to benefit from Swift Swim, but you need to design your whole team for rain compatibility) Staryu/Starmie: Natural Cure>ANALYTIC>Illuminate (Starmie is not available in Generation IX, so it does not know about Illuminate's anti-accuracy reduction effect from that generation yet [before then Illuminate did nothing at all in battle], but when it does, Illuminate will go above Analytic because it is far too fast to benefit from the latter; the jury is out on whether Illuminate can topple Natural Cure now, but I am betting it all on no) Mime Jr./True Mr. Mime: Filter>TECHNICIAN>Soundproof (Filter is the only non-situational Ability here, and Technician is less situational than Soundproof) False Mr. Mime: ICE BODY>Vital Spirit>Screen Cleaner (its HP is rather low, and Vital Spirit goes in the middle because its Physical Defense is fairly poor [its Special Defense is slightly better], so it cannot risk sleep; Screen Cleaner removes barriers on both sides, so it is not always ideal) Scyther: Swarm>Technician>STEADFAST (it is too fast to worry about flinching, let alone a Speed boost from it, and Swarm is less situational than Technician, although Technician does have the advantage of not requiring low HP to work) Jynx: Oblivious>Forewarn>DRY SKIN (Oblivious has always been good, but Generations VII and VIII made it better, whereas Forewarn has no active effect and Dry Skin is more likely to do harm than good, especially considering that Jynx is already weak to Fire) Elekid/Electabuzz: VITAL SPIRIT>Static (Static is good, but Electabuzz's base Speed is 105 and moves are only lost one-quarter of the time while paralyzed, while its defenses [especially Physical] are lower) Magby/Magmar/Magmortar: Flame Body>VITAL SPIRIT (Magmortar's Physical Defense is rather low, and its Special Defense is better [Vital Spirit involves both; Flame Body only involves the former because burn lowers Physical Attack] [by the way, why did Electivire get a signature Ability in Generation IV, but not Magmortar?]) Pinsir: Mold Breaker>Hyper Cutter>MOXIE (its Physical Attack is plenty high enough, although Hyper Cutter goes above Moxie because preventing it from falling is more important than raising it further; is Mold Breaker situational? Maybe, but you can tailor it appropriately. That said, Pinsir probably is not the best user of the Ability.) Actual Tauros: SHEER FORCE>Anger Point>Intimidate (his physical stats are both plenty high enough, so he can make do without Intimidate or Anger Point; he can handle a physical critical hit, but not so much a special one, although the chances of landing one are not very high; Sheer Force is the most practical Ability here) Bogus Tauros (any breed): CUD CHEW>Anger Point>Intimidate (see above for Anger Point vs. Intimidate; his physical stats are even higher than Actual Tauros', rendering those two less necessary; eating Berries twice can only be good) Magikarp: Swift Swim>RATTLED (Swift Swim raises Speed more and is more likely to come into effect, but you probably are not using Magikarp anyway, even in Little Cup since Generation VIII, which made it stronger) Gyarados: Intimidate>MOXIE (its Physical Attack is plenty high enough already! Go off the lower Physical Defense and Intimidate your opponent!) Lapras: HYDRATION>Shell Armor>Water Absorb (it resists Water and has enough HP to go around, while its defenses are not quite high enough to shrug off critical hits, but healing status conditions in rain is great) Ditto: IMPOSTER>Limber (it will Transform anyway and gain its opponent's Ability, so why bother passing on Imposter? Also, how many people have actually seen a Ditto activate Limber?) Eevee: Adaptability>ANTICIPATION>Run Away (yeah, this is a no-brainer; Adaptability is the only one with an active effect, although Anticipation at least has something, but, as with False Ponyta's evolution, I would put Run Away above Anticipation [but not Adaptability-or Pastel Veil] if it affected switching out) Vaporeon: HYDRATION>Water Absorb (see Lapras and ignore Shell Armor) Jolteon: Volt Absorb>QUICK FEET (even though it resists Electric, it is too fast to need Quick Feet; plus, it has been immune to paralysis since Generation VI [not that I would recommend it in Generation V]; let us be honest, the only reason why people do not use paralysis with Quick Feet more often is that there is no paralysis-inducing item akin to the Toxic and Flame Orbs) Flareon: Flash Fire>GUTS (again, despite resisting Fire; its Physical Attack is too high to need Guts, and it was immune to burn, the status condition that you want to use with Guts, even in Generation V) Porygon/Porygon2: ANALYTIC>Trace>Download (Porygon2's Speed is low enough to benefit from Analytic most of the time, while its Special Attack is already high and it cannot learn enough physical moves to guarantee that it will benefit from Download; Trace is hit-or-miss, although it is good for finding Pokémon with desired Abilities [although Ability Capsules and Patches have admittedly made this less necessary]) To be continued...
Omanyte/Omastar: Swift Swim>Shell Armor>WEAK ARMOR (Omastar is fairly slow, with a base Speed of only 55, and while its Physical Defense is high, its Special Defense is only moderate, so Shell Armor has merit; it is, however, a more deserving user of Weak Armor than most) Kabuto/Kabutops: Battle Armor>Swift Swim>WEAK ARMOR (Kabutops is even better than Omastar at Weak Armor, but not good enough to justify placing it over Swift Swim [although because it is faster at base 80 Speed, Swift Swim went below Battle Armor here]; its defenses are similar to Omastar's; by the way, can we also discuss how GAME FREAK seems bent on making Omanyte and Kabuto as similar as possible? They are the only fossils from the same generation with the same type, and Generation III did not help to differentiate them by giving both of them one matching Ability along with one each of two Abilities that are nominally different but effectively identical. As if that were not enough, Generation V gave them both the same Hidden Ability. They stick out like sore thumbs next to the later fossils, which vary far more greatly. The only things that differentiate the original fossil pair are their stats and learnsets.) Aerodactyl: Pressure>UNNERVE>Rock Head (Unnerve is fairly situational, unlike Pressure, and Aerodactyl can only learn two recoil damage moves, Take Down and Double-Edge, so unless it ever does get Head Smash and Brave Bird, as MattBud wants, there will never be an incentive to use Rock Head on it) Snorlax: Immunity>GLUTTONY>Thick Fat (maybe Thick Fat could go above Gluttony, but I will put Gluttony in front; Thick Fat is situational, and while Gluttony also is, Snorlax goes hand in hand with it; Immunity is the best, though, because it stops Toxic stall strategies [popular against Pokémon with high HP] cold) True Articuno: Pressure>SNOW CLOAK (Snow Cloak is good, but it can backfire if you do not build your entire team around hail or snow, especially the former [pre-Generation IX, of course]) True Zapdos: Pressure>STATIC (since Generation VI only) (Static is better, but Zapdos can paralyze through moves and who would not want the opponent to run out of PP? In Generation V it had Lightning Rod instead, but was never released with it; Lightning Rod might have gone above Pressure because Zapdos does not resist Electric and it redirects Electric-type moves, although it already has a high Special Attack.) True Moltres: Pressure>FLAME BODY (see above, but replace "paralyze" with "burn") Dratini/Dragonair: Shed Skin>MARVEL SCALE (because Dragonair can evolve further, you are not using it in most competitive formats without an Eviolite, which makes the Physical Defense boost from Marvel Scale less necessary, if you use it at all; it is better just to get rid of the status conditions as soon as you can) Dragonite: Inner Focus=MULTISCALE (I could not decide; Dragonite is slow enough to worry about flinching, although Intimidate [which became ineffective against Inner Focus in Generation VIII] is less of a big deal due to its high Physical Attack, and it does not always need Multiscale) Mewtwo: Pressure>UNNERVE (Unnerve is more specific than Pressure and thus more situational, as on Aerodactyl) Chikorita/Bayleef/Meganium: Overgrow>LEAF GUARD (Leaf Guard does not heal existing status conditions when sun is summoned; if it did, then it might have been able to compete) Cyndaquil/Quilava/Genuine Typhlosion: Blaze>FLASH FIRE (these three already resist Fire and the power boost is the same for both; Flash Fire does not stack, so it does not have that advantage over Blaze) Spurious Typhlosion: Blaze>FRISK (Anticipation, Forewarn, and Frisk can be routinely dismissed whenever they appear because they have no active effect, although Frisk is the best among them) Totodile/Croconaw/Feraligatr: Torrent>SHEER FORCE (Torrent has a stronger boost and Sheer Force eliminates additional effects; Sheer Force does not cripple Feraligatr, but Torrent is better) Sentret/Furret: Keen Eye>FRISK>Run Away (Keen Eye is the only one with an active effect, although Run Away would leapfrog over Frisk if it governed switching out as well) Hoothoot/Noctowl: Insomnia>Keen Eye>TINTED LENS (sleep is crippling, probably more so than lowered accuracy, and Tinted Lens is self-defeating because why would you use not very effective moves anyway?) Ledyba: Early Bird>Swarm>RATTLED (only in Little Cup would you ever use Ledyba, and even there, it is weak enough to be shut down by sleep, so Early Bird helps; it can benefit from Swarm, but its Physical Defense is so low [albeit not its Special Defense] that there is no guarantee that it will get a chance, and it is too fast to need Rattled [it resists Bug, but not Ghost or Dark, although Intimidate will lower its already low Physical Attack and trigger Rattled-it is too bad that Brilliant Diamond and Shining Pearl are the only games since Generation VIII wherein it is available thus far]) Ledian: IRON FIST>Early Bird>Swarm (Ledian's Physical Attack is still so low that Iron Fist is the only thing that lets it even pretend to be good, although its Physical Defense is still low, so there is still incentive for Early Bird, and Swarm is okay, just not as good as the others) Spinarak/Ariados: Insomnia>Swarm=SNIPER (as with Beedrill, whether Ariados prefers Swarm or Sniper depends on what it runs, but Insomnia is better due to its mediocre defenses [although Generation VII did increase its Special Defense by ten]; while it locks it out of Rest, it cannot afford to use Rest anyway because its stats are too low) Chinchou/Lanturn: Volt Absorb>WATER ABSORB>Illuminate (they resist Water and not Electric. I rest my case. You also are not going anywhere near Illuminate before Generation IX; does the Ability's new status as Keen Eye 2.0 help Lanturn any?) Togepi/Togetic/Togekiss: Serene Grace>SUPER LUCK>Hustle (all three of these boost something, but Hustle also lowers accuracy of physical moves; additional effects usually get you farther than critical hits) Natu/Xatu: MAGIC BOUNCE>Synchronize>Early Bird (Magic Bounce is more encompassing than Synchronize [although only Synchronize works with attacks] and it reflects their effects instead of repeating them [i.e. you would still be poisoned, paralyzed, or burned yourself with Synchronize], while Early Bird is good because Xatu's defenses are low enough to worry about sleep, but it is not on death row without it) Mareep/Flaaffy/Ampharos: Static>PLUS (Plus is too situational to the point of pointlessness, especially in Single Battles; Ampharos is also slow and benefits from paralyzing attackers) Bellossom: Chlorophyll>HEALER (my Single Battle-oriented mind strikes again, but Bellossom is of the optimal Speed range [base 50] for Chlorophyll and sun teams can be versatile, so it still helps more than simulating Shed Skin for your allies) Azurill/Marill/Azumarill: Huge Power>SAP SIPPER>Thick Fat (Huge Power increases Physical Attack more than Sap Sipper, although Sap Sipper does admittedly eliminate a weakness for Marill and Azumarill; Thick Fat, meanwhile, weakens types that those two already resist [for whatever reason, Azurill is Normal instead of Water and takes neutral damage from all three types]) Bonsly/Sudowoodo: Rock Head>Sturdy>RATTLED (Sudowoodo is too slow to benefit from Rattled; while Sturdy synergizes with Flail, Rock Head synergizes with more moves, including Take Down, Double-Edge, Wood Hammer, and Head Smash [note that Bonsly cannot learn those last two]) Politoed: DRIZZLE>Water Absorb>Damp (I will join the chorus claiming that Drizzle buffed Politoed big-time; it also resists Water and Damp usually does not help) Hoppip/Skiploom/Jumpluff: INFILTRATOR>Leaf Guard>Chlorophyll (Jumpluff is plenty fast enough without Chlorophyll; Leaf Guard helps more for that reason, but it still requires you to be proactive because it is not retroactive; Infiltrator is perfect, especially against Safeguard and Mist, because it prefers to run status moves) Aipom: Pickup>SKILL LINK>Run Away (Run Away's spot is obvious; Skill Link might have gone above Pickup if Aipom could learn more multistrike moves) Sunkern/Sunflora: EARLY BIRD>Solar Power>Chlorophyll (Sunflora's base Speed is only 30, so it is still slow even with Chlorophyll; its Special Attack is too high for Solar Power to be that useful, not to mention that Solar Power damages it; its defenses are low enough for sleep to be a concern) Yanma: Compound Eyes>Speed Boost>FRISK (it likes to run some low-accuracy moves and is fast enough without Speed Boost; Frisk is usually not worthwhile without an active effect) Actual Wooper/Quagsire: Water Absorb>UNAWARE>Damp (they do not resist Water, so Water Absorb helps them more than most, and Damp is much too situational; Unaware has its pros and cons) Bogus Wooper/Clodsire: Water Absorb>Poison Point>UNAWARE (I forgot these at first; Water Absorb suits them even better because they are normally WEAK to Water, and Poison Point is also good, while Unaware has drawbacks) Espeon: MAGIC BOUNCE>Synchronize (see Natu/Xatu and disregard Early Bird) Umbreon: Synchronize>INNER FOCUS (it is slow enough to flinch, but it prefers defenses; Intimidate may be a concern for Generation VIII and onward, however, because while its base Physical Attack is only 65, its base Special Attack is only 60 and it usually runs physical moves) Murkrow: Insomnia>Super Luck>PRANKSTER (its defenses are low enough to worry about sleep, although Super Luck synergizes with many common Murkrow moves; it is fast enough not to need Prankster, not to mention that Prankster prevents it from using status moves on other Dark-type Pokémon in Generation VII and onward) False Slowking: REGENERATOR>Own Tempo>Curious Medicine (see the rest of Slowpoke's evolutions for Regenerator vs. Own Tempo; Curious Medicine is useless in Single Battles and undoes boosts as well as drops in Double Battles) To be continued...
Wynaut/Wobbuffet: Shadow Tag>TELEPATHY (Shadow Tag has been part of Wobbuffet's gimmick since Abilities were introduced; why would you throw it out in favor of an Ability that is useless in Single Battles?) Girafarig: Early Bird>SAP SIPPER>Inner Focus (these three are actually all pretty even; Girafarig's stats are mostly average, so its Physical Attack is in range for Sap Sipper, it may or may not be too fast to worry about flinching, and its defenses are a little too low to risk sleeping for too long) Pineco/Forretress: Sturdy>OVERCOAT (Sturdy became better right when these two got another option, although Overcoat does help Pineco more than Forretress because the latter, being Steel, is already immune to Sandstorm and Poison Powder [Corrosion notwithstanding]) Dunsparce/Dudunsparce: Serene Grace>RATTLED>Run Away (Run Away is useless in Trainer Battles, although it could overtake Rattled for these two if it affected switching out; Dudunsparce is too slow to benefit from Rattled, not to mention that it is immune to Ghost anyway; Serene Grace is clearly the best) Gligar: Hyper Cutter>Sand Veil>IMMUNITY (Gligar's Physical Attack is good enough to use, but not good enough to take a drop; its Physical Defense is great, but its Special Defense not so much, so it wants all of the evasiveness that it can get; it is not crippled by poison) Steelix: SHEER FORCE>Rock Head>Sturdy (it is even slower than Onix and its Physical Attack still is not all that good, so Sturdy+Explosion from Generation V onward is not a good combo, especially considering that it no longer simulates halved Physical Defense in that generation; Rock Head is better as with Onix, although it still has only the two recoil damage moves and no longer has Head Smash STAB; Sheer Force has its drawbacks, but it can work with them) Snubbull: Intimidate>RATTLED>Run Away (this is another time when Run Away would go up if it worked for switching out; Snubbull is too slow to benefit from Rattled, not to mention that it is immune to Ghost in Generation V [although it has resisted Bug and Dark since Generation VI], but its Physical Defense is low enough to benefit hugely from Intimidate) Granbull: Intimidate>Quick Feet>RATTLED (Granbull is not much faster, so Quick Feet and Rattled do not help much here either, but Quick Feet does help more than Rattled does; that said, Intimidate is still better because its Physical Defense is only average) Genuine/Spurious Qwilfish/Overqwil: Poison Point>Swift Swim>INTIMIDATE (inflicting status conditions is nearly always good, but they are of the optimal Speed range for Swift Swim; by contrast, their Physical Defense is high enough that they do not need Intimidate) Scizor: Swarm>Technician>LIGHT METAL (see Scyther for Swarm vs. Technician; Light Metal is unlikely to come into play [Sky Drop is not a big deal for Scizor, but neither is Low Kick nor Grass Knot {which does quarter damage to it}], and Heat Crash, which does quadruple damage, would obliterate it even more with it) Shuckle: Gluttony>CONTRARY>Sturdy (how often do opponents carry one-hit KO moves? Shuckle's defenses are also much too high to worry about being defeated in one hit, so Sturdy is a bust. Gluttony is probably much better because its HP is rather low, and Contrary may or may not come into play. If you use Power Trick, though, then you absolutely want Sturdy-in Generation V and onward, anyway.) Heracross: Guts>MOXIE>Swarm (Swarm only activates at one-third HP or below, although Heracross can still function with it instead of Guts or Moxie; Guts is a stronger boost than Moxie) Genuine/Spurious Sneasel: Keen Eye>PICKPOCKET>Inner Focus (Sneasel is usually too fast to flinch and Pickpocket is situational [it also depends on your NOT holding an item, but that is admittedly a small price to pay], so Keen Eye is best-protect your accuracy) Teddiursa: Pickup>Quick Feet>HONEY GATHER (in Generation IV, Quick Feet went above Pickup because the latter did nothing in battles, only once battles were over, but Pickup overtook it in Generation V when it picked up items in battle because Teddiursa is too slow to benefit from Quick Feet; Honey Gather is still useless) Ursaring: Guts>Quick Feet>UNNERVE (it is built for strength, not speed, so Guts is preferable, but it does have a respectable Speed, so Quick Feet has merit; Unnerve is situational) Slugma/Magcargo: Flame Body>WEAK ARMOR>Magma Armor (Magcargo is too slow to benefit from Weak Armor, even if it can afford to lose some Physical Defense, and it is so hard to freeze a Pokémon in the first place that Magma Armor is not worth it [although I may revisit this point if freeze ever gets a status move]; burning direct attackers is much more sensible) Swinub/Piloswine/Mamoswine: Snow Cloak>THICK FAT>Oblivious (Mamoswine's defenses are mediocre, so it can use the evasiveness boost, and it can summon hail/snow itself; Snow Cloak is the least situational; Thick Fat helps it more than most because it is weak to Fire and only naturally resists Poison, gaining an Ice weakness through the Ability [although the Water, Grass, Fighting, and Steel weaknesses are all still there]); Oblivious is situational because Mamoswine can afford Intimidate, is not bothered by Taunt, and infatuation is fairly random) True Corsola: Natural Cure>REGENERATOR>Hustle (status conditions are usually more of a concern than low HP and its Physical Attack is too low to risk the reduced accuracy of Hustle, although it is noteworthy that Hustle is the only one here that does not require switching out) False Corsola: CURSED BODY>Weak Armor (it is too slow for Weak Armor and meant for defense; disabling direct attackers' moves serves it better) Remoraid: Sniper>Hustle>MOODY (Sniper is the only one without drawbacks, although Hustle at least has consistent drawbacks, unlike Gamble the Ability-oh, excuse me, Moody-and Remoraid has a high enough Physical Attack [base 65 reimagined as 97.5] to risk Hustle's drawbacks) Octillery: Sniper>Suction Cups>MOODY (see above for Sniper vs. Moody; Suction Cups has no drawbacks, but it is still situational) Delibird: Vital Spirit=INSOMNIA>Hustle (Vital Spirit and Insomnia do the exact same thing [one of GAME FREAK's worse trolls] and its stats are all too low to risk falling asleep, including its base 55 Physical Attack, which renders Hustle not worthwhile) Mantyke/Mantine: Swift Swim>WATER VEIL>Water Absorb (they resist Water anyway, and while Mantine's Speed is not bad, it is not exactly good either, but it is very good in rain with Swift Swim; its Physical Attack is so low that burn does not cripple it either) Skarmory: Keen Eye>Sturdy>WEAK ARMOR (while Skarmory can afford Weak Armor, Sturdy is better because its Special Defense is not so high; accuracy, however, is worth anything) Houndour/Houndoom: Early Bird>Flash Fire>UNNERVE (Unnerve is situational and they resist Fire, although Flash Fire is a worthy competitor to Early Bird) Phanpy: SAND VEIL>Pickup (Generation V did not make Pickup great, and evasiveness is worth gaining) Donphan: SAND VEIL>Sturdy (Sturdy also got a buff in Generation V, but Sand Veil is probably still better; sandstorm teams allow some versatility, and while neither Ability synergizes with Donphan's high Physical Defense, they both do with its low Special Defense) Stantler/Wyrdeer: Intimidate>SAP SIPPER>Frisk (Wyrdeer's Physical Attack is greater than its Physical Defense, so its need for Intimidate is greater; Frisk has no active effect) Smeargle: Technician>Own Tempo>MOODY (really, it all depends on what it Sketched, but most Smeargle will probably benefit from Technician more than Own Tempo; Moody is a gamble) Tyrogue: VITAL SPIRIT>Guts>Steadfast (Tyrogue is honestly too weak to afford any status conditions, even if he could benefit from them with Guts, so keeping him awake is a priority; Steadfast is impractical in general) Hitmontop: Technician>Intimidate>STEADFAST (again, Steadfast is impractical [Hitmontop has base 70 Speed, by the way], and he tends to use low-power moves like his former signature move Triple Kick; his Physical Defense is high enough not to rely on Intimidate [I do wonder why he did not get a signature Ability in Generation IV like the other two Hitmons did]) Smoochum: HYDRATION>Oblivious>Forewarn (Hydration is less situational than Oblivious and Forewarn is easily dismissed as an Ability without an active effect) Miltank: Scrappy>SAP SIPPER>Thick Fat (Sap Sipper provides a Grass immunity instead of resistances like Thick Fat does to Fire and Ice, and it boosts her Physical Attack, which is usable but not immediately game-breaking, but can anything beat bypassing Ghost's immunities to Normal and Fighting?) Raikou/Entei/Suicune: Pressure>INNER FOCUS (since Generation VII only) (who does not want to eliminate PP more quickly? That being said, Suicune has more use for Inner Focus than the other two because its Physical Attack and Speed are both the lowest of the trio. In Generations V and VI, their Hidden Abilities are instead Volt Absorb, Flash Fire, and Water Absorb respectively, but they were never legitimately available with them and they resist those types, so they likely would have lost out to Pressure anyway.) Larvitar: Guts>SAND VEIL (your mileage may vary because Larvitar can work with Sand Veil, but its Physical Attack is of the right range for Guts) Tyranitar: Sand Stream>UNNERVE (Unnerve is situational; however, if you plan to Stupid Evolve it, then you want Unnerve because it will have Sand Stream afterward anyway, especially considering that weather-summoning Abilities are no longer permanent in Generation VI) Lugia: Pressure>MULTISCALE (Pressure does not wear off after taking damage and easily traps opponents) Ho-Oh: Pressure>REGENERATOR (Ho-Oh can learn Recover to heal, more than Regenerator can, and Pressure is worth the sacrifice) To be continued...
I think Spiky Shield is better because Steel types are everywhere, and don’t care about Baneful Bunker.
Armor Tail also protects your partners in a double battle
Btw, both Toxic and Scald had their distribution heavily nerfed in gen 9.
My list (for VGC) Normal: Protect Fire: Heat Wave Water: Scald Grass: Spore Electric: Thunder Wave Fighting: Sacred Sword Psychic: Trick Room Fairy: Moonblast Dark: Taunt Steel: Shift Gear Rock: Rock Slide Ghost: Shadow Ball Dragon: Dragon Dance Flying: Tailwind Ice: Freeze-Dry Poison: Clear Smog Bug: U-turn Ground: Earthquake