Face-to-Face: Archetypes of 1v1

By Dream Eater Gengar and The Official Glyx. Art by FellFromtheSky.
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March 21st, 2016

You wake up happy and open the curtains to let the light inside of your room. Today isn't a normal day, today is a special day. Prof. Oak has asked you to pass by his lab for a quest. "I wonder what it is," you murmur to yourself as you get ready. Eagerly, you leave the house without even taking your breakfast; you look just like Red when he first started his Pokémon journey! The moment you arrive to the lab, you are welcomed by a warm smile. He hands you an entry from his journal, and you start reading:


Archetypes in 1v1

1v1 is a metagame where you bring three Pokémon to Team Preview and pick only one to defend you, meaning predictions and tough choices are to be made. We have recently discovered that these Pokémon aren't actually placed randomly in the metagame, but they follow simple archetypes. They are separated by two categories, offensive and defensive, yet both are interesting because they complement each other. Studies have shown that after the rise of offensive archetypes, defensive archetypes will be used to check those. These archetypes are also divided into subcategories, letting us understand that there are four main archetypes, physically offensive, specially offensive, physically defensive, and specially defensive Pokémon. We also have noticed that a Pokémon can fit into more than one archetype. Interesting, right?


You are interrupted by Prof. Oak; "Well, we don't have enough time classing these Pokémon and defining the archetypes, would you like to help?" You nod happily, expressing your agreement. Prof. Oak adds "Your duty is to define the four main archetypes and the top Pokémon in each archetype. Good luck, Trainer!" You take the Archenav and go on a journey to watch players playing the metagame and record everything you observe.

After a few days watching various battles, you finally understood these categories and started writing your report to Prof. Oak.

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April 1st, 2016

PART I: Offense

Instead of organizing pranks and joking around, you start writing your report about physically offensive archetypes. You have noticed that physical offensive Pokémon are blessed with raw power, and some of them can boost their Attack. These Pokémon are also versatile and are able to run varied sets that are viable in the metagame, which is why a lot of people opt for physically offensive Pokémon. You take a deep breath, hold the pen, and write down:


Archetype: Physical Offense

Kyurem-B

Kyurem-B
  • Kyurem-Black @ Choice Scarf
  • Ability: Teravolt
  • EVs: 252 Atk / 4 SpA / 252 Spe
  • Naive Nature
  • - Outrage
  • - Fusion Bolt
  • - Iron Head
  • - Earth Power

Kyurem-B is one of the most outrageous threats in the 1v1 metagame, all thanks to its ability to beat a good portion of the meta. It's no wonder that Kyurem-B became the face of physically offensive archetypes. As shown by its incredible stats of 125 / 170 / 100 / 120 / 90 / 95, Kyurem-B is great defensively and offensively; mix that with its ability in Teravolt, which is solid in the 1v1 metagame, as it helps against Sturdy Pokémon, and you get a destructive force. It can also viably use a plethora of items such as Haban Berry, Choice Band, and Choice Specs, each of which leaves it with different checks and counters. However, its most popular set revolves around Choice Scarf. The fusion of Zekrom and Kyurem is blessed with one of the best attacking stats, but it lacks physical offensive moves, which hinders it a bit. Outrage is used most of the time, as Kyurem-B can make good use of it and can it OHKO a lot of offensive threats such as Porygon-Z, Mega Charizard X, Mega Charizard Y, and Dragonite. Second, we have Fusion Bolt, which allows Kyurem-B to deal damage against prominent Water- and Flying-types, specifically Mega Gyarados and Suicune. Iron Head allows the Dragon / Ice Pokémon to go face-to-face against Fairy-types, notably Mega Gardevoir, Mega Diancie, and Sylveon. Last but not least, Earth Power stops Steel-types such as Aggron from walling Kyurem-B.


As we were told, everything has weaknesses:

But these sets have to wary of different Kyurem-B sets such as Choice Band (which can take on bulky builds), Choice Specs (checking Mega Mawile easily), and even tailored Kyurem-B EVs to go against its checks. Its unpredictability and the usage of defensive sets to check Kyurem-B proves that it is a premium physical offensive Pokémon and leads physically offensive archetypes.


Kyurem-B enjoys having these Pokémon by its side:


Mega Charizard X

Mega Charizard X
  • Charizard @ Charizardite X
  • Ability: Blaze
  • EVs: 4 HP / 252 Atk / 252 Spe
  • Jolly Nature
  • - Dragon Dance
  • - Outrage
  • - Flare Blitz
  • - Will-O-Wisp / Substitute

Mega Charizard X has proven to be one of the best physically offensive Pokémon in the metagame. It not only has a surprise factor whether it's Mega Charizard X or Y but it also brings a lot of offensive capabilities on the table in the form of Tough Claws STAB-boosted contact moves coming from a unique typing of Fire / Dragon in 1v1. Mega Charizard X's raw power allows it to take on common defensive and offensive threats in the metagame such as Mega Mawile, Mega Charizard Y, and Chansey. It makes use of Dragon Dance to boost up its already high Attack and Speed, which transforms it into a rampaging beast, as it can make use of Outrage, a move that has limited use normally because it has big drawbacks, and Flare Blitz. The last move is somewhat tricky and depends on your team. Will-O-Wisp makes use of Mega Charizard X's bulk and allows it to beat slower yet bulkier offensive threats or to cripple defensive Pokémon, allowing it to set up more easily. Substitute is, for many people, the better move, as it allows Mega Charizard X to defeat more defensive builds because it blocks status moves and they usually cannot break the Substitute in one attack. This move is also cherished due to its ability to block recharge moves such as Hyper Beam from Meloetta and Sylveon or Rock Wrecker from Rhyperior, allowing Mega Charizard X to take advantage of the free turns it gives.


Mega Charizard X isn't flawless and suffers in front of some Pokémon:


Mega Charizard X likes having by its side:


Mega Mawile

Mega Mawile
  • Mawile @ Mawilite
  • Ability: Intimidate / Hyper Cutter
  • EVs: 252 HP / 252 Atk / 4 Def
  • Adamant Nature
  • - Play Rough
  • - Iron Head / Fire Fang
  • - Sucker Punch
  • - Swords Dance

One of the most dangerous threats in 1v1, Mega Mawile is feared for both its bulk and its offensive capabilities. Its great typing in Steel / Fairy gives it both offensive and defensive advantages thanks to the resistances and immunities it provides. Additionally, it is able to hit various threats in the metagame super effectively due to its great typing and moves, such as Kyurem-B, Mega Gyarados with Play Rough, and Meloetta with Sucker Punch. Mega Mawile is also threatening due to its pre-Mega abilities in Intimidate and the occasionally useful Hyper Cutter to check other Intimidate users, both of which become Huge Power after it Mega Evolves, turning it into a fairy monster. Due to its already low Speed and its inability to outspeed any relevant Pokémon if invested, Mega Mawile likes having HP investment to boost its bulk. This also allows it to run an Adamant nature, maximizing its attacking capabilities. Its offensive typing of Steel / Fairy combined with its STAB moves allows Mega Mawile to take on prominent threats that have Dragon-, Dark-, Fighting-, Rock-, and Fairy-typing such as Garchomp, Mega Gyarados, Mega Lopunny, Togekiss, and even Whimsicott. However, Fire Fang can be used to not get walled by Steel-types such as Ferrothorn, Magnezone, and opposing Mega Mawile. Sucker Punch is a great priority move that finishes off Pokémon that have the bulk to survive a hit from Mega Mawile. Swords Dance allows Mega Mawile to power through more defensive Pokémon that can sponge its hits.


Even though Mega Mawile has a combination of bulk and offense, it still struggles against:


Great companions for Mega Mawile are:


Mega Gyarados

Mega Gyarados
  • Gyarados @ Gyaradosite
  • Ability: Intimidate
  • EVs: 252 Atk / 4 SpD / 252 Spe
  • Jolly Nature
  • - Taunt / Crunch / Earthquake
  • - Dragon Dance
  • - Waterfall / Crunch
  • - Outrage

Another versatile Pokémon splashes its way in the metagame! Mega Gyarados's typing and moveset are behind the success of this sea creature. Its typing allows it to power through important Pokémon in the metagame such as Meloetta and Mega Charizard, while its ability in Mold Breaker breaks through Sturdy and Dragonite's Multiscale. Mega Gyarados is versatile due to its wide movepool that contains Dragon Dance, Taunt, Waterfall, Earthquake, Outrage, and Crunch, which are all great choices. Taunt is a great move on Mega Gyarados, allowing it to defeat most defensive Pokémon such as Chansey, Deoxys-D, and Mega Sableye thanks to Mold Breaker. Waterfall is a STAB move that allows Mega Gyarados to go against Rock- and Ground-types, notably Rhyperior and Diancie, while Earthquake gives it a better chance against Mega Mawile. Dragon Dance, Crunch, and Outrage are usually present on Mega Gyarados's moveset, as they allow the sea monster to beat Psychic- and Ghost-types with Crunch and threatening Dragon-types (such as Kyurem-B and Mega Charizard X) with Outrage.


Even a terrorizing leviathan has some weaknesses:


Mega Gyarados picks its partners depending on its set, but here are some of its useful teammates no matter what it's running:


Dragonite

Dragonite
  • Dragonite @ Choice Band
  • Ability: Multiscale
  • EVs: 252 HP / 252 Atk / 4 SpD
  • Adamant Nature
  • - Outrage
  • - Earthquake
  • - Fire Punch / Superpower
  • - Iron Head

More Dragons? Yes! Dragonite is another Dragon that poses an offensive threat in the metagame. It has some positive traits that distinguish it from others such as its ability in Multiscale, which allows it to run Choice Band, as it does not fear being outsped and attacked first. Dragonite's high base Attack stat of 134 allows it to spam Outrage freely, dealing huge damage against foes that don't resist the move. Don't worry, though, the coverage moves that it gets allow it to power through the foes that resists its primary move. Moves such as Superpower, Fire Punch, Earthquake, and Iron Head are a great way to deal with Steel- and Fairy-types that resist Outrage. Dragonite uses max HP to maximize it bulk, since it doesn't really care if it outspeeds a Pokémon or not.


Dragonite isn't unbeatable, though—it is hindered by numerous threats such as:


Due to the numerous threats that scare Dragonite, it likes having support from:


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April 21st, 2016

"Finally done with physically offensive Pokémon!" you say in ecstasy. You didn't know that this would take so much time, but you can't take a break! You have to finish this report. You take a deep breath, hold the pen, and start writing: "Special offense is all about nuking your opponent; most specially offensive Pokémon you see are either bulky or fast, allowing them to make use of Choice Specs. They often have access to strong recharging moves to accompany their strength, and some Pokémon are also blessed with Trick, which allows them to cripple specially defensive walls and actually beat them."


Archetype: Special Offense

Mega Charizard Y

Mega Charizard Y
  • Charizard @ Charizardite Y
  • Ability: Blaze
  • EVs: 252 SpA / 4 SpD / 252 Spe
  • Timid Nature
  • - Solar Beam
  • - Blast Burn
  • - Air Slash / Substitute / Counter
  • - Ancient Power

One of the hardest-hitting Pokémon of all, Mega Charizard Y is by far the most prominent specially offensive Pokémon in 1v1. Mega Charizard Y sports little variety in its ensemble of possible moves, but it hardly needs all that many to begin with, since Blast Burn is usually an automatic win in many situations. Mega Charizard Y has raw stat power backing it up, with a monstrous base 159 Special Attack stat as well as a relatively high base 100 Speed. That being said, this Pokémon isn't all offense, either; with a very solid base 115 Special Defense, it can stand up to many of the other opposing specially offensive Pokémon. Sporting the ability Drought, Mega Charizard Y gains an instant Solar Beam, allowing it to take on Water- and Rock-types, two of many Fire-type Pokémon's most prominent weaknesses, as well as a much more powerful array of Fire-type attacks. Drought also weakens Water-type attacks, giving Mega Charizard Y a chance to withstand hits that otherwise would knock it out like Gyarados's Waterfall and Greninja's Hydro Cannon, given a little bulk investment. Mega Charizard Y's most notable moves are Blast Burn, Solar Beam, Will-O-Wisp, Flamethrower, Overheat, Counter, and Substitute. Blast Burn is Charizard's go-to move for knocking out just about everything in 1v1, other than Pokémon that resist it and specially defensive Pokémon; when boosted by Drought, there is very little that can wall this. Solar Beam is an amazing coverage move that allows Mega Charizard Y to either knock out or at least majorly damage Rock-, Water-, and Ground-types, all of which generally give Charizard a lot of problems. Will-O-Wisp is a viable move on just about every Fire-type, as it allows them to break Sturdy and/or cut an opposing attacker's Attack stat in half. Flamethrower is a convenient attack that Mega Charizard Y can use whenever Blast Burn just doesn't do the job, such as when the foe tries to use Substitute or Endure to counteract Blast Burn. Overheat does a similar job to Blast Burn, though it's slightly less powerful, and instead of having to recharge, the user's Special Attack is instead reduced by 2 stages. Counter is a move Mega Charizard Y can use whenever its moveset just doesn't let it defeat the foe, such as when it's up against Mega Charizard X. Substitute allows Mega Charizard Y to escape being damaged by a powerful attack or statused; if used in the right situations, this move will always net Mega Charizard Y a free turn.


Prominent Pokémon that threaten Mega Charizard Y are:


Ideal partners for Mega Charizard Y are:


Porygon-Z

Porygon-Z
  • Porygon-Z @ Choice Scarf / Choice Specs
  • Ability: Adaptability
  • EVs: 252 SpA / 4 SpD / 252 Spe
  • Timid Nature
  • - Hyper Beam
  • - Trick
  • - Dark Pulse / Shadow Ball / Psyshock
  • - Ice Beam

One of the most versatile S-ranks in 1v1, Porygon-Z is a hyper offensive Pokémon that either gets the OHKO or faints trying. This Pokémon's stats other than Special Attack are relatively lacking when compared to those of the other powerful and burly S-ranks, but with fantastic boosting abilities and an incredibly varied movepool, Porygon-Z shows remarkable 1v1 prowess. Despite having seemingly low defensive stats, this Pokémon can indeed stand up to attacks, although it requires proper investment to do so, and it sometimes prefers outspeeding foes in place of tanking their attacks. Porygon-Z uses one of two good abilities, Adaptability or Download, both of which boost Porygon-Z's power to make it the hardest-hitting special attacker in all of 1v1, even strong enough to be able to take on Pokémon that resist its attacks. Adaptability boosts Porygon-Z's Normal-type attacks by altering the STAB from 1.5x to 2x, which when calculated out, is very slightly more effective than a Life Orb bonus; this boost to Porygon-Z's Normal-type power is the main reason why Hyper Beam is so prominent. Download, on the other hand, boosts either Porygon-Z's Special Attack or Attack, depending on which of the foe's defensive stats is the lower of the two. Since a lot of Pokémon in 1v1 prefer being physically defensive over specially, Download helps Porygon-Z more often than it hinders it, especially when dealing with certain Pokémon that threaten it, such as Mega Metagross, Rhyperior, and Mawile. Porygon-Z's viable moves include Hyper Beam, Trick, Uproar, Dark Pulse/Shadow Ball, and Psyshock. Hyper Beam will pretty much knock out everything that doesn't have some level of preparation against it in a single hit, other than Mega Gyarados. Trick in combination with a Choice item allows Porygon-Z to smack most stall-oriented Pokémon in the face. Uproar is essentially all the coverage Porygon-Z needs, since with Adaptability, it's the same power as a super effective Thunderbolt, while also granting Porygon-Z the ability to negate sleep-inducing moves. Dark Pulse and Shadow Ball provide nearly the exact same coverage; the main reason they're listed together is because they both serve the purpose of damaging Ghost-types. Psyshock serves Porygon-Z little purpose, but it is an option for possibly OHKOing Gengar, as well as damaging Chansey.


Threats to Porygon-Z are:


Pokémon that pair up well with Porygon-Z are:


Mega Gardevoir

Mega Gardevoir
  • Gardevoir @ Gardevoirite
  • Ability: Trace
  • EVs: 252 SpA / 4 SpD / 252 Spe
  • Timid Nature
  • - Hyper Voice
  • - Psyshock
  • - Hyper Beam
  • - Focus Blast

The closest rival to Mega Charizard Y for Mega-Evolved nukes, Mega Gardevoir is a decently fast, incredibly powerful special tank. While having less-than-amazing physical stats, Mega Gardevoir more than makes up for it with its raw special stats, a staggering base 165 Special Attack and a very good Special Defense of 135, while not even being slow with a base Speed of 100. Gardevoir is a Pokémon full of tricks; its ability becomes the fantastic Pixilate upon Mega Evolution, boosting the power of its Hyper Voice and Hyper Beam considerably, but that's not all. Gardevoir has the ability Trace before Mega Evolving, making it capable of taking on Pokémon it otherwise would have lost to, such as Tracing Sturdy from Aggron in order to survive an attack before Mega Evolving. As most Psychic types do, Mega Gardevoir has a relatively wide movepool of viable options, including Hyper Beam, Hyper Voice, Psyshock/Psychic, Focus Blast, Encore, Disable, and Protect. Hyper Beam acts similarly to Mega Charizard Y's Blast Burn in that it's just a raw power nuke that lands a lot of OHKOs and finishes off weakened Pokémon, since Mega Gardevoir actually has the bulk to stand up to some attacks. Hyper Voice is a standard damaging move on Mega Gardevoir, especially as it bypasses Substitute. Psyshock and Psychic are both damaging Psychic-type attacks that are relatively standard for Mega Gardevoir. The main reason they're listed together is because Mega Gardevoir only ever needs one of them at a time and that they serve different purposes; Psyshock hits Chansey relatively hard, while Psychic deals considerably more damage to several non-specially defensive Pokémon than a Psyshock would normally. Focus Blast provides Mega Gardevoir with the Fighting-type coverage it needs to stop most Steel-types from walling it. Disable allows Gardevoir to prevent foes from using a move, which does an excellent job at handling slower Choice users and providing strategical advantages in a few other situations. Encore works in tandem with Disable, forcing Pokémon to be locked into using Struggle. Protect grants Mega Gardevoir a safe turn to get to its maximum Speed while also scouting out for the foe's move, giving it a chance to use Disable on the next turn.


Threats to Mega Gardevoir are:


Favorable partners for Mega Gardevoir are:


Greninja

Greninja
  • Greninja @ Choice Specs
  • Ability: Protean
  • EVs: 252 SpA / 4 SpD / 252 Spe
  • Timid Nature
  • - Ice Beam
  • - Hydro Cannon
  • - Dark Pulse
  • - Grass Knot

Greninja is the most effective counterteaming device that has ever existed in 1v1. Sporting high Speed and pretty low everything else, you'd wonder why this thing made A rank in the first place, but with its hidden ability Protean, it gains STAB on all of its attacks! With as wide of a range of attacks as Greninja has, and the fact that it gets STAB on all of them, Greninja's offensive stats are essentially 1.5x of what they would have been without Protean, other than moves of its original type. Greninja's viable movepool is pretty much always changing, since 1v1 changes around so often, and as such, Greninja finds itself constantly changing between these moves to handle the meta: Hydro Cannon, Ice Beam, Grass Knot, Hyper Beam, Shadow Sneak, and Hidden Power Rock. Hydro Cannon is the one standard move on Greninja, since it's speedy enough to safely run Choice Specs, so the power of this move is high enough to take on a lot of Pokémon. Ice Beam is nice to have because having Ice-type coverage is a safe option, as it gives Greninja a chance to take on Dragon-types and any Flying-type that would have otherwise survived Hydro Cannon. Grass Knot is a strategic move that deals a lot of damage to heavier opponents, Mega Gyarados in particular. Hyper Beam is essentially the same thing as Hydro Cannon on Greninja, other than just providing different coverage. Shadow Sneak is not as much of a damaging move for Greninja as it is a strategic one; Shadow Sneak + Protean causes Greninja to transform into a Ghost-type, which causes it to automatically win against Choice users that are using a Normal or Fighting-type attack. Hidden Power Rock seems like an odd move to have, but it provides Greninja with a borderline guaranteed method of beating every Charizard. All other Greninja moves are mainly used for the sake of countering a specific Pokémon and/or player.


Greninja is afraid of facing:


Helpful allies to Greninja are:


Meloetta

Meloetta
  • Meloetta @ Choice Specs
  • Ability: Serene Grace
  • EVs: 252 HP / 252 SpA / 4 SpD
  • Modest Nature
  • - Hyper Beam
  • - Trick
  • - Shadow Ball
  • - Dazzling Gleam / Energy Ball

The other Hyper Beam-happy Pokémon, Meloetta serves a similar purpose to Porygon-Z in that it likes to spam Hyper Beam to win—the main difference is that Meloetta prefers being bulky instead of speedy. Meloetta sports higher stats than Porygon-Z across the board except for its Special Attack, which is slightly lower, and Speed, which it ties for. On top of that, it also lacks the offensive abilities that Porygon-Z uses, making it that much weaker in terms of damage, which is why you won't be seeing a Choice Scarf Meloetta anytime soon. What Meloetta does have is Serene Grace, an ability that doubles the likelihood of secondary effects from attacks, meaning Shadow Ball has a 40% Special Defense drop rate and Thunder has a 60% paralysis rate. Moves that Meloetta likes to use include: Hyper Beam, Hyper Voice/Uproar, Trick, Psychic/Psyshock, Dazzling Gleam, Shadow Ball, and Energy Ball. Hyper Beam is used for the purpose of OHKOing many foes or at least damaging them enough for a second one to finish it off, since Meloetta is bulky enough to last that long, sometimes. Hyper Voice and Uproar are the exact same move in terms of power alone; the differences would be how Uproar locks the user into using it two more times after successfully using it the first time and how it prevents the sleep status. The only reason you'd ever want to use Hyper Voice over Uproar is if you don't have Trick or don't plan on using it. Trick + Choice items is just as prominent of a strategy on this Pokémon as it is on Porygon-Z for crippling stall-oriented Pokémon. Psychic and Psyshock both serve similar roles for dealing Psychic-type damage; the only time you'd ever want to use Psyshock over Psychic is if there are a lot of either Chansey or physically frail Pokémon going around 1v1 at the time. Dazzling Gleam is one of Meloetta's coverage moves, and it likes to have this around whenever a Mega Sableye stands in its way. Shadow Ball is a damaging move that has a semi-reliable 40% Special Defense drop rate, and while the type coverage isn't particularly good against anything in the upper rankings of 1v1 viability, it's mainly used to prevent Meloetta from being OHKOed by Mirror Coat or Metal Burst. Energy Ball is another coverage move for Meloetta that mainly deals with Rhyperior and Slowbro.


Threats to Meloetta are:


Good Pokémon to back up Meloetta are:


Magnezone

Magnezone
  • Magnezone @ Choice Specs
  • Ability: Sturdy
  • EVs: 252 HP / 252 SpA / 4 SpD
  • Modest Nature
  • - Flash Cannon
  • - Thunderbolt
  • - Hidden Power Ice
  • - Hyper Beam

One of the strangest yet most effective special attackers in 1v1, Magnezone is quite varied. Sporting high Special Attack, solid defensive stats, and a great defensive typing, Magnezone threatens many Pokémon in 1v1, but not quite to the extent that just seeing a Magnezone will mean that you've lost with whatever Pokémon you're using. The primary ability Magnezone uses is Sturdy, which grants it the capability to withstand any attack with 1 HP left if it is at full health when it takes the hit, meaning that this Pokémon cannot be OHKOed unless the opponent has Mold Breaker or any of its clones. Alternatively, Magnezone can use Analytic, which essentially gives the user a Life Orb boost if it moves after the foe; Magnezone can use this ability against Pokémon it doesn't expect to need Sturdy against, but it is very risky to do so. Moves that Magnezone wants to have are: Flash Cannon, Thunderbolt/Thunder/Discharge, Hidden Power Ice, Hyper Beam, Mirror Coat, and Endure. Flash Cannon is a standard damaging move on Magnezone, as it deals very good damage to Fairy- and Rock-types. Thunderbolt, Thunder, and Discharge are grouped together because Magnezone only needs one damaging Electric attack at a time, and these all serve different purposes. Thunderbolt is the standard damaging attack, while Discharge is slightly weaker but has a very high chance of paralysis, and Thunder is the raw nuke Magnezone needs to get some of the OHKOs that the other two cannot. Hidden Power Ice grants Magnezone an attack to hit Dragonite and Garchomp with. Hyper Beam gives Magnezone something to OHKO Mega Charizard X (other than Substitute variants) with, making Magnezone a possible Charizard counter. Mirror Coat allows Magnezone to reflect damage taken from special attacks at the foe. Endure is mainly used in tandem with the Custap Berry so that way it can guarantee that it will activate to grant Magnezone an additional turn to attack.


Threats to Magnezone are:


Good allies for Magnezone are:


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May 13th, 2016

PART II: Defense

"Ugh." you say. "Do I really have to go outside to write this report on such unlucky day? Oh well, Prof. Oak said so." You observe the battles and write: "Using defensive Pokémon is such a smart idea in an offensive metagame, as with some right predictions these defensive Pokémon can take on offensive Pokémon." You pass to another paragraph: "Physically defensive Pokémon are common in the metagame, as most of them can also tank special hits but opt to focus on physical bulk due to the prominence of physical threats. I will explain that for each Pokémon."


Archetype: Physical Defense

Deoxys-D

  • Deoxys-Defense @ Sitrus Berry
  • Ability: Pressure
  • EVs: 252 HP / 252 Def / 4 SpD
  • Bold Nature
  • - Counter
  • - Mirror Coat
  • - Taunt
  • - Protect / Recover

One of the best defensive Pokémon that can use Counter and Mirror Coat effectively, Deoxys-D is more often seen as a physically defensive Pokémon due to its capability of stopping physical attackers even if they use setup moves thanks to Taunt and Counter. It's a pretty standard set that allows Deoxys-D to sponge hits and counterattack with Counter or Mirror Coat. Taunt is used on the set to prevent the foe from using any status move that can cripple it or setting up against it. Protect is used to scout the next move, as some Pokémon are able to run mixed sets without taking any damage, while Recover is used to scout moves as well as ensure the longevity of Deoxys-D against bulkier threats.


Deoxys-D fears some Pokémon, notably:


Due to Deoxys-D's weakness to Trick users and Dark-type Pokémon, good teammates for it would be:


Mega Slowbro

Mega Slowbro
  • Slowbro @ Slowbronite
  • Ability: Oblivious
  • EVs: 252 HP / 144 Def / 112 SpD
  • Bold Nature
  • - Iron Defense
  • - Scald
  • - Rest / Slack Off
  • - Amnesia

Mega Slowbro is the definition of physical walling thanks to its astounding physical bulk alongside its special bulk. It is also blessed with Shell Armor, which stops critical hits, making it a hard wall to break. Its movepool is wide enough to enable it to run different sets, but its most famous set consists of Iron Defense, Scald, Slack Off, and Amnesia; moves such as Counter and Calm Mind can also be used. Iron Defense and Amnesia boost Mega Slowbro's Defense and Special Defense, stopping the foe's setup tactics, and Counter can be used to catch physical attackers by surprise. Rest is utilized to remove status if Mega Slowbro is poisoned or burned, but it wastes two turns, while Slack Off allows Mega Slowbro to restore its HP more easily but keeps the status condition.


Mega Slowbro's low Special Defense can easily be exploited, and its common checks are:


Mega Slowbro likes having bulky offensive Pokémon or specially defensive Pokémon as teammates, such as:


Whimsicott

Whimsicott
  • Whimsicott @ Babiri Berry
  • Ability: Prankster
  • EVs: 248 HP / 176 Def / 84 SpD
  • Bold Nature
  • - Leech Seed
  • - Substitute
  • - Protect
  • - Taunt

If you were to imagine the face of annoyance, please think of Whimsicott in 1v1. Thanks to its ability in Prankster and great status movepool, this Pokémon can outstall various threats in the metagame. Leech Seed is what makes Whimsicott a great Pokémon, as it can sap the foe's health while healing Whimsicott, and with the help of Substitute and Protect, it can help Whimsicott outstall a lot of Pokémon. Taunt is used to stop the opposing Pokémon from Taunting Whimsicott or healing itself. Babiri Berry ensures that Whimsicott survives any Steel-type move from Pokémon such as Mega Mawile and Magnezone.


Whimsicott detests facing these Pokémon:

For these reasons, Whimsicott likes having the following Pokémon as partners:


Mega Aggron

Mega Aggron
  • Aggron @ Aggronite
  • Ability: Sturdy
  • EVs: 252 HP / 252 Def / 4 SpD
  • Brave Nature
  • IVs: 0 Spe
  • - Toxic
  • - Heavy Slam
  • - Head Smash
  • - Metal Burst

Mega Aggron might seem like a mediocre Pokémon to use due to its weakness to prominent threats and because there's other Pokémon that can stall better, but don't judge a book by its cover, as Mega Aggron has the bulk, movepool, and stats to overpower a lot of threats in the metagame. Toxic helps Mega Aggron against setup sweepers and stall Pokémon. Heavy Slam does a lot to most Fairy-types such as Mega Mawile and Whimsicott, while Head Smash targets Fire-types, notably Mega Charizard X and Y. However, Mega Aggron won't use its attacking moves often, but rather use Metal Burst against its foes, as thanks to its Mega Evolution it can tank the attacks of a lot of threats in the metagame, notably Kyurem-B and Mega Charizard X, while thanks to Sturdy, Aggron pre-Mega Evolution can endure a lot of attacks, especially those coming from Choice-locked Pokémon such as Greninja and Porygon-Z, and can OHKO back with Metal Burst.


Mega Aggron has some weaknesses, including:

Good partners for Mega Aggron are:


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May 25th, 2016

"I'm nearly done," you say while taking a deep breath. "I just need to write this." You take your pen and write your last report: "Due to the raise of Choice Specs users recently, other trainers are countering them with specially defensive Pokémon. These Pokémon also have the ability to stop physically defensive Pokémon, which gives them an advantage."


Archetype: Special Defense

Chansey

Chansey
  • Chansey (F) @ Eviolite
  • Ability: Natural Cure
  • EVs: 252 HP / 252 Def / 4 SpD
  • Bold Nature
  • - Soft-Boiled
  • - Seismic Toss
  • - Counter
  • - Toxic

The true face of Death and Despair, Chansey is 1v1's unbreakable wall of stall. Sporting some of the best bulk in all of Pokémon, Chansey is a thing to fear; despite only having a maximum of 119 Defense, Chansey's massive HP stat combined with the Eviolite boost makes it durable enough to actually be usable, especially in tandem with some of the defensive moves it gets. Chansey's abilities are pretty lackluster; it rarely prefers to use moves with secondary effects, and as such, Serene Grace does little to nothing for Chansey, and Natural Cure at least prevents Trace users from having an edge. Moves that Chansey likes to use are Soft-Boiled, Seismic Toss, Counter, Toxic, Protect, Substitute, Sweet Kiss, and Mud Slap. Soft-Boiled is Chansey's primary form of healing, as all defensive Pokémon need. Seismic Toss allows Chansey to damage foes for a fair amount of damage. Counter allows Chansey to reflect any damage taken from physical attacks, which, when combined with the fact that it's only really bulky physically because of its HP, lets it almost certainly deal a lot of damage back in return. Toxic is part of Chansey's secondary set that it uses to counter opposing stall-oriented opponents. Protect works in tandem with Toxic to make the progressively increasing damage stack up. Substitute also works well with Chansey's Toxic strategy to make it so that Chansey gains a free turn of protection or protects itself from what would have been more damage if it didn't have a Substitute in place. Sweet Kiss works in tandem with Thunder Wave to force the opponent into a state of parafusion, the combination of paralysis and confusion. Mud Slap is another troll move that drops the opponent's accuracy by one level every time it hits.


Threats to Chansey are:


Good partners for Chansey are:


Mega Blastoise

Mega Blastoise
  • Blastoise @ Blastoisinite
  • Ability: Torrent
  • EVs: 252 HP / 252 SpA / 4 SpD
  • Modest Nature
  • - Aura Sphere
  • - Dark Pulse
  • - Hydro Cannon
  • - Dragon Pulse

The underappreciated tank of 1v1, Mega Blastoise has a variety of ways it can tackle the 1v1 meta. Mega Blastoise has solid stats all around, making it great for both taking and dealing damage, especially when backed up by the fantastic offensive ability Mega Launcher. Mega Launcher provides a boost equivalent to STAB to all Aura and Pulse moves, making Mega Blastoise's Aura Sphere, Dark Pulse, and Dragon Pulse much more powerful, while Water Pulse becomes an equivalent to Surf in terms of power. Mega Blastoise is listed as a defensive Pokémon mainly because it prefers withstanding damage and dealing it back in place of being purely offensive. Moves that Mega Blastoise likes to use include Aura Sphere, Dark Pulse, Dragon Pulse, Hydro Cannon, Fake Out, Counter, and Mirror Coat. Aura Sphere, being boosted by Mega Launcher, gives Mega Blastoise the combination of power and coverage that it needs to handle lots of Steel- and/or Dark-types. Dark Pulse provides a solid means of damaging foes neutrally while also hurting Psychic- and/or Ghost-types really badly. Dragon Pulse is the reason why Ice Beam isn't in this list; it does enough damage to handle every Dragon type Mega Blastoise is likely to encounter. Hydro Cannon is Mega Blastoise's means of finishing off a weakened target, and it is ideally used in tandem with Fake Out on an offensively biased Mega Blastoise so that it can pick up a 2HKO on most things that would have otherwise depended on a damage roll, such as Mega Mawile. Fake Out serves the purpose of dealing a little bit of chip damage before going in for the KO; it is also tremendously helpful for breaking Sturdy users, scouting which Charizard Mega Evolution your opponent has, and breaking Dragonite's Multiscale. Counter is a move for a more defensively biased Mega Blastoise that it uses to reflect physical damage at the foe (NOTE: Counter is a Generation III- move, and as such, it is unusable when Aura Sphere or Fake Out is in Blastoise's moveset). Mirror Coat serves a similar purpose to Counter, but instead it reflects special damage.


Threats to Mega Blastoise are:


Good partners for Mega Blastoise are:


Togekiss

Togekiss
  • Togekiss @ Leftovers
  • Ability: Serene Grace
  • EVs: 252 HP / 4 SpA / 252 SpD
  • Calm Nature
  • - Air Slash
  • - Dazzling Gleam
  • - Roost
  • - Thunder Wave

The most frustrating kiss you will ever receive, Togekiss loves to stall down the opponent with hax. Togekiss sports solid stats all around; its lowest stat that it cares about is base 85 HP, and despite having great Special Attack, it definitely prefers being defensive; if invested right, it can even stand up to nukes like Mega Charizard Y's Blast Burn! Togekiss's ability is Serene Grace, which doubles the likelihood of secondary effects on its attack to occur, meaning Air Slash has a 60% chance to cause foes to flinch! Because of this raw flinch chance, some people just dismiss the possibility of going defensive and make Togekiss into an offensive Pokémon, giving it a Choice Scarf or Choice Specs, but these sets have a narrower range of viability, since 60% isn't all that frequent, and Air Slash isn't all that strong, meaning it would need to hit a lot. This is why Togekiss prefers more stall-oriented sets. Moves that Togekiss likes to use are Air Slash, Thunder Wave, Roost, Charm, Dazzling Gleam, Counter, Sweet Kiss, Trick, and Mud Slap. Air Slash is Togekiss's primary form of hax, as well as damage output, only being slightly weaker than Dazzling Gleam, and it really wouldn't be a Togekiss without it. Thunder Wave cuts the opponent's Speed down to 1/4 of what it originally was and also has a 1/4 chance of immobilizing the victim each turn, which stacks up nicely with Air Slash's 60% chance of flinching. Roost is Togekiss's preferred method of healing; it also gets Soft-Boiled, but this doesn't remove Togekiss's Flying weaknesses the turn it uses it like Roost does. Charm cuts the opponent's Attack stat down by two levels, which goes nicely with how Togekiss prefers to be specially defensive. Dazzling Gleam is a secondary form of damage output if Air Slash just does too little damage to the enemy, but it has no secondary effect to be boosted by Serene Grace. Counter is a unique move that allows Togekiss to reflect physical damage dealt to it, which can be helpful under the right circumstances. Sweet Kiss is a confusion move that can be used if you really want to keep people from being able to do anything, since it also stacks up with Thunder Wave and Air Slash's flinch chance. Trick is a move to be used exclusively on Choice variants, if you're really persistent on using them; just as on any other Choice + Trick user, it takes care of most stall-oriented Pokémon quite nicely. Mud Slap is a weak move that is guaranteed to lower the target's accuracy; it's mainly used for trolling tactics, but you never know, it could save Togekiss's life.


Threats to Togekiss are:


Good partners for Togekiss are:


Mega Ampharos

Mega Ampharos
  • Ampharos @ Ampharosite
  • Ability: Static
  • EVs: 252 HP / 252 SpA / 4 SpD
  • Modest Nature
  • - Dragon Pulse
  • - Thunderbolt
  • - Thunder Wave
  • - Focus Blast / Counter
I have the power to make you beautiful, even breathtaking. I am the science; L'Oréal.

This fabulous Dragon is an incredibly tanky special attacker with raw power and a fantastic ability helping it out in Mold Breaker. Because non-Mega Ampharos is only weak to Ground with surprisingly solid defensive stats, Ampharos is capable of standing up to just about every nuke, although it would prefer not having to do so, since it would like having the offensive power to land the OHKOs it needs to. Mold Breaker is a fantastic ability that allows this Pokémon to negate many abilities that would otherwise threaten it, such as Sturdy, Filter, and Solid Rock, not to mention it has Static as its non-Mega ability, meaning Fake Out users better think twice before going for the minimal chip damage. Being a slower Pokémon, Ampharos likes to deal with enemies by being able to tank an attack and then knocking them out in either one or two attacks, or simply just stalling them to death. Moves that Mega Ampharos likes to use include: Thunderbolt, Dragon Pulse, Thunder, Thunder Wave, Focus Blast, Counter, Confuse Ray, and Cotton Guard. Thunderbolt and Dragon Pulse both serve the simple purpose of being Mega Ampharos's standard damaging attacks. Thunder is a heavy-duty alternative meant for taking on bulkier foes that a Thunderbolt simply won't do the job for, such as slightly bulky Gyarados and Meloetta. Thunder Wave reduces the target's Speed so Mega Ampharos can safely OHKO without needing to worry about making chanced predictions over using the right move. Focus Blast is Mega Ampharos's greatest coverage attack; it pretty much always OHKOes the things it's meant to Mega Tyranitar. Counter is a damage-reflecting move Mega Ampharos can use when it doesn't feel certain about being able to OHKO something or not. Confuse Ray used in tandem with Thunder Wave makes for a frustrating combination. Cotton Guard allows Mega Ampharos to stall down many physical attackers.


Threats to Mega Ampharos are:


Good partners to Mega Ampharos are:


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Conclusion

Even though 1v1 is not six Pokémon fighting against each other, archetypes still exist in this metagame. Yes, there's other Pokémon that fit in these archetypes, but those are the most important and prominent users. Have fun experimenting with Pokémon that aren't listed here, and maybe your set will be famous!


Art by FellFromtheSky

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