Completamente in disaccordo con la tier DP.
Abomansnow BL => rotfl. Never Used al massimo.
Zangoose NU => vogliamo uccidere un intero metagame con un solo Pokèmon?
Blaziken UU => teoricamente OU, al massimo BL se tutti useranno Infernape al suo posto.
Azumarill NU => 436 di attacco
senza stat-up con rinnovati stab fisici è NU? :°°D
Ambipom OU => R.O.T.F.L.. Se dico UU già miro in alto.
Relicanth NU => ricordo solo che il CBander ha la capacità di 2hkoare Suicune e Skarmory anche da Impish.
Scizor UU => decisamente BL.
A parte questi erroracci grossolani, io direi di aspettare per la DP tier almeno che DP esca. Quella può essere una *previsione di tier*, ma nessuno ci assicura che la gente non si metterà d'un tratto ad usare Whiscash in ogni team. Al massimo la cosa più seria da fare mi sembra una lista dei "threat", cioè di quello che molto probabilmente sarà da counterare per via della notevole potenza.
Tyranitar: Rock/Dark. Choice Banded Crunch, Stone Edge/Rock Slide and Pursuit from 134 Base Attack, can also boast Dragon Dance or 101 HP Substitutes and 95 Base Special Attack and great all around defenses. Its "Sandstream" also limits the durability of non Rock, Steel and Ground Types.
Gyarados: Water/Flying. 125 Base Attack, 100 Base Special Defense, 95 Base HP, Dragon Dance, "Intimidate", fantastic typing, and physical STAB in Waterfall to replace its lost physical HP Flying from Advance. Also boasts Stone Edge, Earthquake, Ice Fang and, possibly its most threatening move, Taunt, which now lasts 2-4 turns instead of always two.
Infernape: Fire/Fighting. Swords Dance, Nasty Plot, 108 Base Speed, 104 Base Attack and Special Attack, and a very, very diverse movepool, including, of most importance: Close Combat, Flare Blitz, Thunderpunch, Stone Edge and Grass Knot.
Azelf: Psychic. 115 Base Speed, 125 Base Special Attack and Attack, Nasty Plot, "Levitate", Psychic, Flamethrower, Grass Rope, Thunderbolt, U-turn and Explosion.
Rhyperior: Ground/Rock. 115 Base HP, 140 Base Attack, 130 Base Defense, a unique trait in "Hard Rock" that lowers Super Effective Damage (2× to ~1.33× and 4× to ~2.67×), Swords Dance, Earthquake, Stone Edge/Rock Slide, Megahorn, Avalanche, Ice Fang, and the ability to create 101 HP Substitutes as well. Makes an extremely tanky Choice Band pokemon that's hard to take down without Surf or Grass Rope.
Electivire: Electric. 123 Base Attack, a unique Trait in "Motor Engine" that raises its speed by 1.5× whenever an electric attack is used on it, 95 Base Special Attack and Speed, and the ability, with a Thunderbolt/Cross Chop/Earthquake/Ice Punch moveset, to score a Super Effective Hit on 13 of the 17 pokémon types (all but Psychic, Ghost, Bug and Fighting types).
Heracross: Bug/Fighting. 125 Base Attack, a trait in "Guts" that raises its attack by 1.5× when afflicted with a status condition (PAR, BRN, PSN, SLP), 85 base Speed, 95 base Special Defense, and a great physical movepool, including, of most importance: Close Combat, Megahorn, Stone Edge/Rock Slide, Pursuit, Swords Dance, Endure and Reversal. Can also utilize Choice Scarf to boost its average speed to surprise enemies.
Salamence: Dragon/Flying. 135 Base Attack, 110 Base Special Attack, 100 Base Speed, "Intimidate", and the ability, with either Choice Band or Choice Glasses, to hit EXTREMELY hard off the bat from both ends of the damage spectrum. Besides Dragon Dance, its large movepool includes: Draco Meteor, Dragon Claw, Earthquake, Rock Slide/Stone Edge, Brick Break, Flamethrower/Fire Blast, Hydro Pump and Dragon Pulse.
Togekiss: Normal/Flying. 120 Base Special Attack, 115 Base Special Defense, 80 Base Speed, and a trait in "Serene Grace" that doubles the extra effects of moves that have them. Its movepool includes: Nasty Plot, Air Slash (60% flinch), Aura Sphere, Wish/Softboiled/Feather Rest, Thunderwave and Grass Knot.
Gengar: Ghost/Poison. 130 base Special Attack, 110 Base Speed and "Levitate". Its fantastic movepool includes: Shadow Ball, Thunderbolt, Hypnosis, Focus Bomb, Will-o-wisp, Sludge Bomb, Giga Drain, Explosion and Destiny Bond.
Garchomp: Dragon/Ground. 102 Base Speed, 130 Attack, very solid defenses, and a trait in "Sand Veil" that raises its evasion 20% in a Sandstorm. Its movepool includes: Swords Dance, Earthquake, Dragon Claw, Fire Fang, Fire Blast, Stone Edge/Rock Slide and Outrage.
Raikou: Electric. 115 Base Speed and Special Attack, Calm Mind, "Pressure". The ability, with either Hidden Power Grass or Ice, to hit pretty much every non-Electric type pokémon — besides Steelix and Camerupt — on which Thunderbolt has no effect with Super Effective Damage.
Lucario: Fighting/Steel: 110 Base Attack, 115 Base Special Attack, 90 base speed. Its obscene movepool includes: Close Combat, Swords Dance, Crunch, Endure, Reversal, Calm Mind, Extremespeed, Aura Sphere, Focus Blast, Bulk Up, Agility, Shadow Ball and Dragon Pulse.
Rampardos: Rock. 165 Base Attack and the 150 Base Power, Rock-Typed Head Smash are enough to classify this as a threat, even with a slow 58 Base Speed and the poor defenses behind its 97 Base HP.
Tauros: Normal. 100 Base Attack, 110 Base Speed, "Intimidate" and Zen Headbutt to hit Gengar and Weezing, two non-Skarmory pokemon who walled it pretty badly in Advance. Other options that make it a scary Choice Band pokemon are Stone Edge/Rock Slide, Pursuit, Earthquake and the obvious Return/Frustration/Body Slam/Double Edge.
Starmie: Water/Psychic. 115 Base Speed, 100 Base Special Attack and "Natural Cure". Can work very well with or without Choice Glasses thanks to a great movepool that includes: Surf, Psychic, Thunderbolt, Ice Beam, Grass Knot, Recover and Rapid Spin. Its adequate, somewhat-overlooked 85 base Defense and Special Defense make it a surprisingly durable threat with Recover.
Weavile: Dark/Ice. 120 Base Attack, 125 Base Speed, Swords Dance, Night Slash, Ice Punch, Brick Break and a STABbed Pursuit and Ice Shard make this a threat with or without Choice Band.
Dugtrio: Ground. 120 Base Speed, 80 Base Attack. Only used for its "Arena Trap" trait, which prevents all pokémon that aren't flying types or that don't have the Levitate trait from switching, making Dugtrio's Choice Banded or Life Orbed Earthquake, Aerial Ace, Night Slash or Sucker Punch quick and efficient. A "threat" because it stops other threats like Infernape and Raikou from running rampant and makes you think twice about building a team loaded with pokémon Dugtrio can kill off easily.
Alakazam: Psychic. 135 Base Special Attack, 120 Base Speed, Calm Mind, Psychic, Focus Blast, Shadow Ball, Grass Knot, Encore, Recover, and the ability to Trick Choice Specs onto anything and still operate effectively despite its poor defenses.
PorygonZ: Normal. 135 Base Special Attack, 90 Base Speed, a unique trait in "Adaptibility" that essentially acts as an additional Same Type Attack Bonus, Nasty Plot, Tri Attack, Shadow Ball, Recover, Agility, Hidden Power Fighting for Rock and Steel types, and the ability to OHKO some Blissey with a Schemed Adaptive Hyper Beam.
Medicham: Fighting/Psychic. 60 Base Attack, 80 base speed, a unique ability in "Pure Power" that doubles its attack effectively raising it to ~480 when Adamant. Makes an effective Choice Bander with Psycho Cutter, Hi Jump Kick, Thunderpunch, Ice Punch, Fake Out and Focus Punch. Can also utilize Choice Scarf to boost its average speed to surprise enemies.
Staraptor: Normal/Flying. 100 Base Speed, 120 Base Attack, "Intimidate". Brave Bird, In Fight, Return/Frustraion, Aerial Ace, Pursuit and Somersault make this an effective Choice Band user.
Slowbro: Water/Psychic. 100 Base Special Attack, 110 Base Defense, 95 Base HP, Calm Mind, Surf, Psychic, Flamethrower, Ice Beam, Grass Knot, Slack Off and Thunderwave make this very potent and versatile.
Jolteon: Electric. 130 Base Speed, 110 Base Special Attack. Mainly a threat because of its extrememly fast Substitute/Baton Pass combo, besides the obvious Thunderbolt/Hidden Power combination. Can now gain HP (25% of its max HP) through its "Volt Absorb" trait from Thunderwave unlike in Advance.
Aerodactyl: Rock/Flying. 105 Base Attack, 130 Base Speed, Stone Edge/Rock Slide, Ice Fang, Double Edge with its "Rock Head" trait that negates recoil damage, Pursuit, Crunch and Earthquake make this a great Choice Band user.
Snorlax: Normal. 160 Base HP, 110 Base Attack and Special Defense, 65 Base Defense. With Curse, Fire Punch, Return/Frustration/Body Slam, Earthquake, and Crunch, this can get by Skarmory a little better in this generation. Its "Thick Fat" trait still halves the damage from Fire and Ice attack, and Rest can annoy you with or without Sleep Talk if you're not prepared.
Zapdos: Electric/Flying. 125 Base Special Attack, 100 base Speed, 90 Base HP, Attack and Special Defense, 85 Base Defense. With Thunderbolt, Feather Rest, Discharge, Hidden Power Ice or Grass, Substitute, Agility, and Baton Pass, Zapdos can be quite the nuisance, not to mention how well it can use Rest/Sleep Talk with its "Pressure" trait.
Blissey: Normal. 75 Base Special Attack, 250 Base HP, 135 base Special Defense, "Natural Cure" or "Serene Grace". If you are not prepared for it, Calm Mind and Softboiled with any combination of Thunderbolt, Ice Beam, Flamethrower, Grass Knot, Shadow Ball and Focus Blast will pose a huge threat.
Suicune: Water. 100 Base HP, 90 Base Special Attack, 115 Base Defense and Special Defense, 85 Base Speed. Calm Mind, Surf, Ice Beam, Roar, Rest and Sleep Talk with its "Pressure" trait make this virtually unchanged from Advance just hard to beat in DP if you're not prepared.
Sceptile: Grass. 120 Base Speed, 105 Base Special Attack, 85 Base Attack. This has become vey potent with Leaf Blade getting a boost to 90 Base Power and becoming physical, since Sceptile learns Swords Dance. Also among its myriad options: Leaf Storm, Leech Seed, X-Scissor, Energy Ball/Grass Knot, Dragon Pulse, Focus Blast, Giga Drain, Rock Slide, Drain Punch, Focus Punch, Aerial Ace and Earthquake. Can work very well as a Choice Specs user, and can utilize its "Overgrow" very well thanks to its high speed.
Slaking: Normal. 150 Base HP, 160 Base Attack, 100 Base Speed and Defense. Return/Frustration/Double Edge, Earthquake, Shadow Claw, Hammer Arm, Thunder Punch, Ice Punch and Focus Punch make this a formidable beast in spite of its "Truant" trait, which causes it to loaf around every other turn.
Ninjask: Bug/Flying. 90 Base Attack, 160 Base Speed, a unique trait in "Speed Boost" that raises its speed by 1.5× every turn. Among its main options: Substitute, Swords Dance, Baton Pass, Aerial Ace, X-Scissor, U-Turn and Protect. Mainly a threat on full-fledged Baton Pass teams that utilize Ingrain to keep both it and stat ups from getting Whirlwinded away, but Ninjask can probably beat you in the right hands anyway if you don't have Haze, Taunt, Roar or Whirlwind.
Metagross: Steel/Psychic. 135 Base Attack, 130 Base Defense, 80 Base HP, 70 Base Speed, 90 Base Special Defense. Doesn't need a Choice Band to wreak havoc with moves like Meteor Mash, Thunderpunch, Earthquake, Zen Headbutt, Agility, Explosion and Pursuit. Its "Clear Body" prevents its stats from being lowered.
Celebi: Psychic/Grass. 100 Base in every stat, boasts Calm Mind, Swords Dance, Recover, Baton Pass, Psychic, Energy Ball/Grass Knot, Leaf Storm, Giga Drain, U-Turn, Heal Bell, Leech Seed, Perish Song and "Natural Cure".
Jirachi: Psychic/Steel. 100 Base in every stat, boasts Calm Mind, Psychic, Grass Knot, Wish, U-Turn, Reflect, and greatly benefits from "Serene Grace".
Manaphy: Water. 100 Base in every stat, boasts Calm Mind, Tail Glow, Surf, Ice Beam, Grass Knot, Waterfall and Rest, which, when coupled with Rain Dance, essentially acts as a Full Restore thanks to its unique "Hydration" trait, which cures all status effects in the rain. Can also singlehandedly turn the table on Baton Pass Teams with its signature move, Heart Swap.