
Community in-game tier list: Dream Radar Encounters 5
This time we got the forces of nature trio, Tornadus, Thundurus and Landorus with their hidden ablities! Crazy! Also we have Gardevoir and Gallade. How good are our encounters?
Pokémon obtained via the Pokémon Dream Radar 3DS app can be transferred to your game immediately, meaning you can access them right from the very beginning of your playthrough. Since players can nowadays use save editors like PKHeX to inject this exact Pokémon into their playthroughs for fun, we are throwing it onto the tier list. There are a few unique rules for these encounters:
- Hidden Abilities: Every single Pokémon transferred from the Dream Radar will have its Hidden Ability.
- Dynamic Leveling: Their level is entirely dependent on the number of Gym Badges you currently have when you receive them. They start at Level 5 (0 badges) and scale all the way up to Level 40 (8 badges), meaning you never have to worry about them being massively overleveled or underleveled (maybe after 6th gym) when they join your team.
- Dream Radar Pokémon List & Item List
Last round voting results:
Metagross B: Metagross has a pretty great typing. Even as Beldum, it resists Cheren's Normal-type attacks and is immune to Roxie's Poison-type Gym. Learning Zen Headbutt at 29 is very nice.
But Beldum phase is pretty bad. Beldum only knows Take Down until it evolves at Level 20. Also with Hidden Ability Light Metal is useless in battle. Without Clear Body, it can be intimidated and its stats dropped. It also has slow speed.
Spiritomb A: Spiritomb has zero weaknesses. Combine this with three immunities (Normal, Fighting, and Psychic) and base 108 in both defensive stats, and you have a pretty good wall. It is good for Cheren. It also easily walls Roxie and Burgh. Offensively, its base 92 Attack and Special Attack hit hard in the early game, and it gets nice starting moveset featuring Shadow Sneak, Feint Attack, and the Hypnosis + Dream Eater combo. In the mid game, it even learns Nasty Plot to function as a bulky setup sweeper.
Spiritomb's Base 35 Speed means it will always move last. Furthermore, while its Defense and Special Defense are massive, its Base 50 HP stat is low, which starts sucks when you go further in the game. Having no weaknesses is fantastic, but it also means Spiritomb doesn't naturally resist many types either, forcing it to take neutral damage from almost everything that isn't Normal, Fighting, or Psychic.
Bronzong C: Like Metagross, Bronzong has same typing, thus defensively good. Bronzor can carry your team through the first three Gyms. Offensively, it also gets to take massive advantage of its abysmal Speed stat by utilizing a highly damaging STAB Gyro Ball to punish faster opponents.
Sadly its Hidden Ability Heavy Metal is so much worse than its normal abilities. Sure, it makes Heavy Slam even better, but Bronzong doesn't learn Heavy Slam until Level 50. Without Levitate or Heatproof. Without those immunities/resistances, Bronzong takes big damage from Ground and Fire-type attacks.
Driftblim C: Since it is yet another ghost type from Dream Radar, it is fine in early game. Its Dream Radar Hidden Ability is Flare Boost, which increases its Special Attack by 50% when it is burned. So later in the game with Flame Orb (White 2 only though), you can always pre-burn with it to have that active.
Drifblim has a massive HP stat, but its actual Defense and Special Defense are awful. Drifblim also has Fluctuating experience group and having mid speed as ghost type isn't great when there are so many Dark types.
Musharna C: Munna starts strong thanks to 2nd gym being Poison gym. With access to Psybeam early and a good Special Attack stat, it is pretty good. Also Musharna has a great Base 116 HP stat and great physical Defense.
Unfortunately Black 2 and White 2 is quite bad for Psychic-types, especially slow ones. Also Team Plasma spam Dark-types. When you combine that with major boss fights against Elite Four members Shauntal and Grimsley, Musharna will be taking lot of damage in the playthrough.
Ranking criteria:
Final placements are influenced by comment upvotes. Provide both a tier placement and a justification. Unjustified votes will carry less weight when counting votes. An exception is made if an unjustified vote is heavily upvoted and supported by a justified reply/comment from the community for same tier placement.
All Pokémon obtainable in Black 2 and White 2 are ranked based on their contribution to the journey in Challenge Mode until defeating Champion Iris . Leave a comment as well if you think one of the current Pokémons should be in different tier, and why. After final round, we will do one revisit round and see if any rankings should change.
Once we wrap up the final rankings, we are going to have a discussion to build the "Best Team of Six" for a full playthrough.
Investment means experience mostly, and TMs & Items that costs Battle Points. Obviously all Pokémon can be great after massive amount of investment, but we are thinking about their purpose in-game here, not competitive.
Black 2 and White 2 TM List: https://www.serebii.net/black2white2/tmhm.shtml (Check availability here)
Wanna test each mon out? Save file checkpoints are here! Match the save file name with Pokémon Black 2/White 2 (USA, Europe) rom. Each checkpoint has each Pokémon available at that point + Hidden Grotto & Dream Radar mons and Genesect are found in Box 7/8.
Trade evolution Pokémon are ranked based under the assumption that the player has access to trading whether through emulators or other supported methods. If you're playing without access to trades, you may wish to consider their pre-evolutions (like Magmar or Electabuzz) instead. These rankings reflect the most common setup among modern players.
If Pokémon is available at the route, even if it had 1% appearance rate to be found (some are affected by current Season), it doesn't matter, or if it is hard to capture. As long the Pokémon is available from the route, it's all good.
Hidden Grottoes: The tutorial Route 5 Minccino is a guaranteed encounter, so rank it assuming it has Skill Link. For all other Grottoes, the spawn RNG is awfully low (under 1%), so while you can consider their Hidden Abilities, you should heavily penalize them for the grind required to find them.
Tier definitions:
You can also vote for + and - subtiers, and I will take these in calculations. After the final round, I will break the infographic into subtiers as well.
S (Game-breaking or extremely efficient): These Pokémon dominate the game. They have excellent stats, movepools, and sweep through most of the game without effort. They are available for majority of the game and are "plug and play", just add it to the party and you're good to go.
A (Strong): Reliable, easy to use. They lack one major advantage from S tier but still perform consistently great in any playthrough.
B (Solid): Strong, but with a drawback or two. They are not available early, a limited movepool, or require some extra investment to keep up.
C (Decent): Usable from start to finish without a complex strategy, but they are strictly inferior to higher-tier options due to combination of average stats, late availability, a shallow movepool, or rely heavily on slow setup moves (single +1 offensive boosts) to perform, as stronger and faster options exist.
D (Niche): Pokémon that struggle significantly in general battles and are often a liability in standard matchups. However, they possess a unique utility or specific strategy (ex. stalling) that allows them to bypass their drawbacks.
E (Bad): These Pokémon have combination of weak stats, bad typing, very late availability, or extremely limited movepools that make them difficult to use effectively.
F (Awful): Useless for in-game runs. Huge investment for almost no return.