What defensive counterplay is there? The only bulky grass that's actually consistent as a Oger check is Ferrothorn, Tangrowth is a very fake check as it doesn't do nearly enough damage. And even Ferro is potentially vulnerable to Encore+SD, as if Oger comes in on leech seed it can be locked into it and used as set up.ogerpon is actually interesting bc while power level is very high it can get walled by a rlly bulky grass type such as ferro or even tangrowth, also can be outsped relatively easily, while it does have respectful bulk theres things that stop it from being overcentralizing; we all thought is was omega broken but honestly there is counterplay.
The VR exists as a result of both the input of the overall community as well as the experience of good players who work to make a resource available to everyone that gives a general idea of what is and isn't as viable (or viable at all), and while it's not infallible and prone to miss things because things can go undiscovered or be underrated, it's still a good place to go for information. Dondozo walls Zama but don is restricted to stall teams. Clefable gets slammed by Heavy Slam variants, and Moltres loses to sets with Stone Edge (particularly getting lured and ruined by Rockium Z sets).viability rankings dont determine if something is good or not, its just the opinion of different players and if i see my opponent has a zamazenta it would be pretty easy to preserve the mon that beats it thats just common sense plus pex gets regenerator and yes dondo also walls it rlly hard same with clefable if they are running crunch and moltres just flat out beats it. It shouldnt be susd nor should it be considered broken, I would also like to know how its hard to fit dirge and moltres on a team?? I find that a very subjective claim which can differ how different players like to make their teams
Dirge and Molt are difficult to fit. That's not really subjective, that's based on experience with using them. Dirge is a pokemon suited for stall/balance teams, but runs into issues with low initial power, and that it tends to invite certain dangerous threats in rather freely (Heatran, ZardY, MegaDiancie, and more). Plus it has an aversion to knock off, and even things it should check like Mega Scizor or Iron Valiant run knock off which can cripple it. Moltres meanwhile is even more knock prone, and necessitates multiple forms of hazard removal so that it isn't losing 50% of its health when it takes rocks damage, which would heavily hinder its ability to check what it should be checking otherwise. And both fire mons give endless free turns to Gliscor who is not something you want getting free turns;
They're viable, but they're very niche and difficult to build around.