ADV OU Field Guide
📖 Viability Tiers — Reweighted for Aggression
Viability Tiers — Reweighted for Aggression

Viability Tiers — Reweighted for Aggression

Spine: the canonical community Viability Ranking (VR), presented as a recent snapshot, then reweighted for one job — applying pressure, breaking the SkarmBliss backbone, and sweeping. The plain-letter VR ranks how good a mon is at everything; this chapter re-sorts it by how much it helps you win fast. Bold names link to a full threat dossier. ADV adds no extra battle mechanics — no Megas, no Z-Moves, no Terastallization. Coming from a modern gen? The phys/special split is by TYPE, and Steel resists Ghost AND Dark. Read Mechanics Fundamentals first if any of that is new.

How to read this table

ADV is a slow, attrition-heavy, prediction-heavy tier. The defensive backbone — Skarmory + Blissey + a bulky Water + Snorlax — recovers all day, so the canonical VR is built around who survives that grind. Aggressive offense does not. Your shopping list is different: trappers that delete a single wall on demand, breakers that overload a defensive core in one switch, Explosion users that trade their life for a free turn, and fast setup sweepers that convert that turn into a game.

So this chapter does two passes. First the VR snapshot — the maintained community list, by letter. Then the reweighting — who rises and who falls once your only question is “does this help me pressure, break, or sweep?” The walls don’t disappear from the conversation; they become the obstacle you build against, which is exactly why they still matter.

VR is a living snapshot. The Smogon OP shifts every tournament cycle, and individual mons drift between letters as the meta moves. Treat letters as “as of the most recent update,” not gospel. Finer intra-tier orderings exist in community discussion, but the plain-letter OP is the canonical maintained list, and it is what this page mirrors.

Ubers are not here. Latias, Latios, and Wobbuffet are Uber-tier and banned from ADV OU — the Showdown gen3ou validator rejects all three, and the Soul Dew ban does not promote the Lati twins into OU. They are not entries in any table below, and you will never see them on a legal team. The full OU banlist is the Gen-3 Uber tier (Mewtwo, Mew, Lugia, Ho-Oh, Kyogre, Groudon, Rayquaza, Deoxys-all-formes, Latias, Latios, Wobbuffet, Wynaut), plus the Soul Dew item.


VR Snapshot — the canonical list, by letter

S Rank — the pillars

MonRoleAggro relevance
TyranitarSand Stream setter; DD sweeper / CB breaker / Pursuit trapperBuild-around. The tier’s gravity well and the single best sweeper in it.
SkarmoryDefensive Spiker / phazerWall you break. The #1 obstacle to physical offense.

A Rank

MonRoleAggro relevance
BlisseyUniversal special wallWall you break. The reason mixed and physical breakers exist.
MetagrossCB wallbreaker / Agility sweeper / Explosion glueEngine. Explosion trades into a sweep.
SwampertBulky Water / Roar phazerWall you break. The premier Ground/Water answer to Tar and physical Rock/Ground.
ZapdosSpecial/mixed breaker / pivotBreaker. EQ-immune speed pressure.
GengarSpecial breaker / spinblocker / revenge killerEngine. Keeps your Spikes up, Boom trades.
JirachiCB breaker / CM wincon / Wish pivotBreaker / wincon.
SalamenceMixed wallbreaker / DD sweeperPremier hole-puncher.
SuicuneCalm Mind win conditionCloser. Self-sufficient late-game CM sweep.
DugtrioTrapper / revenge killerEnabler. Deletes a chosen wall on demand.

B Rank

MonRoleAggro relevance
AerodactylSuicide lead / revenge killer / CB cleanerTempo + cleaner. Fastest relevant mon.
CelebiCM / Baton Pass / utility pivotBulky special pivot; more a balance staple than an offense piece.
ClaydolRapid Spin / Explosion / EQ glueSpin support + Boom; Levitate.
StarmieOffensive Rapid Spinner / revenge killerSpin without losing momentum.
SnorlaxSpecial wall AND Self-Destruct/Curse breakerWall you break — but also wield.
CharizardSetup sweeper / mixed wallbreakerSpikes-immune late-game wincon.
ForretressSpiker / Rapid SpinnerHazard support + Boom; trappable Steel.
MagnetonTrapper (Steel breaker)Path-clearer. The backbone of DragMag.

C Rank

MonRoleAggro relevance
MiloticBulky Water / Recover / ToxicWall you break. Out-stalls unboosted special sweepers.
FlygonEQ pivot / trapper-immune GroundLevitate; escapes Dugtrio.
JolteonFast special attacker / revenge killerImmediate speed control.
MoltresFire special breakerSand-vulnerable but powerful.
HeracrossSetup sweeper / CB wallbreakerScariest thing once its checks are gone.
RaikouFast special attacker / CMSpeed pressure; trappable by Dugtrio.
MedichamCB physical nukePure wall-removal.
RegisteelBulky Steel / CM / Thunder WaveDefensive Steel; trap bait.

D / Niche

MonRoleAggro relevance
GyaradosDD setup sweeperIntimidate-backed DD closer.
BreloomSpore disruptor / SubPunch breaker”Give me a free turn” tool.

These two carry full dossiers because they are aggressive-offense staples, not because their plain VR letter is high — the clearest example of why the reweighting below matters more to you than the letter.


The Reweighting — value through the aggressive lens

The VR letter answers “how good is this mon in the abstract?” You need the answer to “how much does this mon help me pressure, break a wall, or sweep?” Those are different questions, and the gap between them is where games are won. Here is how the pool re-sorts.

Risers — worth more to you than their letter

Trappers go up the most. A wall that recovers every turn is unbreakable by fair means; the answer is to remove it from the game. That makes the trappers the highest-leverage picks on aggressive offense regardless of their VR.

  • Magneton (VR B → top-shelf for offense). Magnet Pull traps Steels and KOs them in place: Magnet-boosted Thunderbolt or Hidden Power Fire (2× on Skarmory’s Steel/Flying) deletes the wall that stops your entire physical game. It also pins Forretress, opposing Metagross/Jirachi, and other Magneton. Note the limit — Magneton is Electric/Steel and so takes 4× from Ground (Earthquake from a switch-in or Dugtrio is the punish), and a Swampert simply walks in Electric-immune via its Ground typing.
  • Dugtrio (VR A, but its offense value runs even higher). Arena Trap pins any grounded mon and EQs it: weakened Tyranitar, Snorlax, Metagross, Jirachi, Raikou, and — with Beat Up — Blissey. Base 120 Speed means it also revenge-kills most of the unboosted field — everything short of the base-130s (Aerodactyl and Jolteon). Its blind spot is hard-coded: Flying-types and Levitate escape entirely — Skarmory, Zapdos, Salamence, Aerodactyl, Gengar, Claydol, Flygon all walk out (Ground does 0× to Flying, and Levitate is a free Ground immunity).

Explosion users go up. Boom halves the target’s Defense in Gen 3, so it is far stronger than in later gens — a one-time payment that removes a wall and hands the next mon a free setup turn. Metagross (CB Explosion has a high chance to OHKO Skarmory), Gengar, Snorlax, Cloyster, and Claydol are all worth more to you for this single move than their walling or pivoting value suggests.

Fast setup sweepers and breakers go up. With no Choice Scarf, speed is fixed unless you boost it, so the mons that make their own speed are your win conditions. DD Tyranitar (the best sweeper in the tier, no hard counters), DD Salamence (+1 outspeeds the entire unboosted field), Suicune Calm Mind, DD Gyarados, Agility Metagross, and Sub+Salac Heracross (gains speed as it’s chipped — the closest thing the tier has to a Scarf) all jump.

The mixed/wallbreaker nukes go up. MixMence overloads the SkarmBliss core in one switch — Fire Blast roasts Skarmory (2×) while HP Grass 2HKOs Swampert (4× on its Water/Ground). CB Medicham (Pure Power doubles Attack — VR C, but a top-tier wall-remover) and CB Heracross just delete fat. These rise hardest when paired with a trapper: trap the check, then click the nuke.

Leads and revenge killers go up. Aerodactyl (base 130, immune to Spikes via Flying, Rock Head recoilless Double-Edge) sets the tempo turn 1 and revenge-kills boosted threats — it keeps you on the front foot, which is the whole game plan. Jolteon (base 130) is immediate speed control out of the box. Starmie is the rare spinner that revenge-kills and pressures while spinning, so hazard control doesn’t cost you a turn of tempo.

Fallers — worth less to you than their letter

Pure defensive walls fall — but only as teammates. You don’t run Swampert, Milotic, or a defensive Blissey on relentless offense; they bleed the momentum your game plan is built on. Their VR letters are earned on balance and stall, archetypes this guide isn’t. The catch: every one of them is still an A/B/C-rank obstacle you must plan to break, so they stay loud in the conversation — just on the other side of the field.

  • Skarmory (S) — the #1 wall to physical offense; Steel/Flying takes 0× from Ground and walls nearly every physical attacker, so it is pure obstacle to you. Plan: trap it (Magneton), Explode on it (CB Metagross), or roast it (MixMence Fire Blast, 2×).
  • Blissey (A) — the universal special wall; immune to the Ghost-type Shadow Ball of Gengar (Ghost does 0× to Normal) — but not its Explosion, which is a Normal-type move and hits Blissey at full neutral damage but folds to Fighting (2×) and to physical CB pressure (poor Defense). Plan: trap it (Dugtrio Beat Up + EQ), Explode on it, or overload it with a mixed breaker.
  • Swampert (A) / Milotic (C) — bulky Waters that Roar/out-stall your sweepers. Plan: HP Grass (4× on Swampert), Toxic + Spikes chip, or trap the support around them.
  • Snorlax (B) — the special wall your offense must overwhelm; it’s also a breaker you can wield (Self-Destruct + Curse). When it’s the enemy: Dugtrio trap, Focus Punch, or Heracross’s Fighting (2×).

The takeaway: on an aggressive build, a wall’s value is inverted. The better it walls, the more of your slots must be pointed at removing it — so it climbs your threat list precisely as it falls off your team list.


Putting it together — the aggressive priority order

If you re-sort the whole pool by “how directly does this advance pressure-break-sweep,” the practical tiers look like this:

  1. Build-around engines: Tyranitar, Salamence, Metagross, Dugtrio, Aerodactyl, Magneton.
  2. Sweepers, breakers, cleaners: Heracross, Gengar, Starmie, Charizard, Jolteon, Medicham, Breloom, Gyarados, Jirachi, Suicune, Zapdos.
  3. Walls you break (the obstacle list): Snorlax, Skarmory, Blissey, plus Swampert and Milotic as untiered obstacles.

That ordering is what Building Aggressive Offense and Common Cores act on, and every entry above opens onto its threat dossier where you’ll find the corrected Gen-3-legal sets, calcs, and the run-it-or-break-it plan. For the precise effectiveness math behind every multiplier on this page, see the Mechanics & Calc Reference.

⚡ Speed-Tier Explorer

Computed Speed at L100. Sort the tier by Speed to see what outruns what and where the offensive benchmarks fall.

394 base-130 max+ (Aerodactyl / Jolteon / Crobat)361 base-115 max+ (Starmie)328 base-100 max+ (Zapdos / Jolteon-region 100s)299 base-100 neutral (the base-100 mirror)
PokémonTypeBaseSpeed
NinjaskBugFlying160460
DeoxysPsychic150438
ElectrodeElectric140416
AerodactylRockFlying130394
CrobatPoisonFlying130394
JolteonElectric130394
MewtwoPsychic130394
SwellowNormalFlying125383
AlakazamPsychic120372
DugtrioGround120372
SceptileGrass120372
PersianNormal115361
RaikouElectric115361
SneaselDarkIce115361
StarmieWaterPsychic115361
EspeonPsychic110350
GengarGhostPoison110350
JumpluffGrassFlying110350
LatiasDragonPsychic110350
LatiosDragonPsychic110350
LugiaPsychicFlying110350
TaurosNormal110350
ElectabuzzElectric105339
KadabraPsychic105339
ManectricElectric105339
RapidashFire105339
ScytherBugFlying105339
CelebiPsychicGrass100328
CharizardFireFlying100328
DodrioNormalFlying100328
EnteiFire100328
FearowNormalFlying100328
FlygonGroundDragon100328
JirachiSteelPsychic100328
LinooneNormal100328
MewPsychic100328
MiltankNormal100328
NinetalesFire100328
RaichuElectric100328
SalamenceDragonFlying100328
SlakingNormal100328
TentacruelWaterPoison100328
TyphlosionFire100328
VoltorbElectric100328
ZapdosElectricFlying100328
LuvdiscWater97322
RaticateNormal97322
ArcanineFire95317
DiglettGround95317
ElekidElectric95317
GrovyleGrass95317
HaunterGhostPoison95317
HoundoomDarkFire95317
JynxIcePsychic95317
MinunElectric95317
PlusleElectric95317
PrimeapeFighting95317
RayquazaDragonFlying95317
SharpedoWaterDark95317
XatuPsychicFlying95317
YanmaBugFlying95317
MagmarFire93313
MurkrowDarkFlying91309
PidgeotNormalFlying91309
AbraPsychic90306
FurretNormal90306
GolbatPoisonFlying90306
GroudonGround90306
Ho-OhFireFlying90306
KangaskhanNormal90306
KyogreWater90306
MeowthNormal90306
MoltresFireFlying90306
Mr. MimePsychic90306
PikachuElectric90306
PoliwagWater90306
PoliwhirlWater90306
PonytaFire90306
VenomothBugPoison90306
VigorothNormal90306
ZangooseNormal90306
HitmonleeFighting87300
AipomNormal85295
ArticunoIceFlying85295
GirafarigNormalPsychic85295
GligarGroundFlying85295
GolduckWater85295
HeracrossBugFighting85295
IllumiseBug85295
KingdraWaterDragon85295
LedianBugFlying85295
MisdreavusGhost85295
NidokingPoisonGround85295
PinsirBug85295
QwilfishWaterPoison85295
SeadraWater85295
StantlerNormal85295
StaryuWater85295
SuicuneWater85295
TaillowNormalFlying85295
VolbeatBug85295
WingullWaterFlying85295
MagbyFire83291
GyaradosWaterFlying81287
MiloticWater81287
AltariaDragonFlying80284
ArbokPoison80284
BlazikenFireFighting80284
CharmeleonFire80284
DragoniteDragonFlying80284
FeebasWater80284
GardevoirPsychic80284
GastlyGhostPoison80284
GlalieIce80284
GrumpigPsychic80284
KabutopsRockWater80284
MagikarpWater80284
MedichamFightingPsychic80284
MeganiumGrass80284
QuilavaFire80284

Showing top 120 (of matching). Computed at level 100, 31 IVs, 252 EVs.

🛡️ Type / Defensive Profile

Check any threat's defensive profile while you read the tiers.

TyranitarRockDark
RockDark
Normal½×
Fire½×
Water
Electric
Grass
Ice
Fighting
Poison½×
Ground
Flying½×
Psychic
Bug
Rock
Ghost½×
Dragon
Dark½×
Steel

4× weak: Fighting

2× weak: Water, Grass, Ground, Bug, Steel

resists (½×): Normal, Fire, Poison, Flying, Ghost, Dark

immune: Psychic

STAB coverage

Rock super-effective vs: Fire, Ice, Flying, Bug

Dark super-effective vs: Psychic, Ghost

🧠 Viability Tiers — Knowledge Check

Test your grasp of how the VR reweights under aggressive offense, where trappers, Explosions, and wallbreakers matter more than defensive utility.

Question 1 / 5

Why does Dugtrio's value to aggressive offense exceed its plain VR letter, even though it's already A-rank?