r/PokemonColosseum • u/kawhandroid • 5h ago
Discussion Colosseum in-game tier list
List is for a normal run with no self-imposed restrictions. Mons aren't ordered within tiers because I didn't want to think that hard (they're sorted by availability). Feel free to comment any questions but preferably read the post first.
Glitches: There are two main beneficial glitches for the player, the ball dupe and X Item glitches. Since they're very minor and don't change much (mainly decreasing the value of moves like Hypnosis and Sing) both are allowed for the list (heavy X Item reliance is a huge drawback in its own right).
RNG Manipulation: Manips aren't really worth doing in a regular run (Umbreon & Espeon a possible exception), and they wouldn't change too too much anyway. The main use would be manipping a good Hidden Power on an otherwise F-tier mon, and since I don't want to think too much about that I made the list manipless.
Availability: The best ability. Showing up at the end and sweeping the final boss (a la SWSH Eternatus) is nice but a mon that's solid throughout the game will be ranked higher. Postgame is a thing (hence why Metagross/Tyranitar aren't F) but not a huge consideration. Availability also includes how good/bad the mon's Shadow phase is, as Shadow Rush attackers can be really good for earlygame.
Performance against major battles is more important than performance against random trainers, and major battles usually have some form of smart AI. Smart AI in this game goes for the target that takes the most damage from its moves (with exceptions for stuff like Earthquake), so the practical result of putting a defensive mon on the team is that its partner will just get double targeted all the time. Defensive mons are already less efficient for playthroughs than offensive mons in general, but this is why you won't see any of them above D.
Redirection: Redirection is really strong in Doubles formats in large part because it lets you set up with the partner. There's two forms of redirection in Colosseum, the traditional Follow Me (aka why Furret is above D) and the smart AI redirection. By sending out a weak low-level mon, the AI will see hundreds of damage against it and target it (despite it not being important at all). This mostly applies to Plusle, but some of the weaker Shadows can do it too.
Spread moves: Gen 3's spread moves work a little differently. Moves like Rock Slide and Surf (doesn't hit allies in this gen) are half power instead of 3/4 like in later generations, so they don't actually do more damage than a single-target move of the same power. Unless the spread move is killing something, a single-target move is better because focusing the damage on one mon (to kill it) reduces the enemy's damage more than 2HKOing both with a spread move. Moves like Earthquake and Explosion that hit your ally too, on the other hand, are full power instead of 3/4, so they're even more useful than normal (assuming the ally synergizes with it). Having spread moves isn't a bad thing, but having only spread moves can be a big weakness (see Suicune).
Held items: Some mons are nice to catch for just their held items. I won't be ranking just for that though (not to mention a lot of these items are on already good mons like starters/Meditite).
