Johto Classic: Go for the Gold!

By Theorymon, CoolStoryBrobat, Demantoid, Psynergy, and TheMantyke. Art by HeaLnDeaL.
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Art by HeaLnDeaL

Introduction

With Pokémon turning 20 last February, it's easy to fondly reflect on our childhood adventures in Kanto. However, an equally nostalgic memory for many of us was Pokémon Gold and Silver, which many regard as an incredible sequel that was far more polished, bigger, and epic. Who else remembers the shocking moment when you returned to Kanto and had to fight eight more Gym Leaders and face off with Red himself at Mt. Silver?

It appears that Game Freak agrees with many of us that, since Pokémon has turned 20 years old, Gen 1 isn't the only group of games worth celebrating, as they have unleashed the sequel to Kanto Classic, Johto Classic! Don't be fooled, though: with the different ruleset Johto Classic has, this metagame is dramatically different from Kanto Classic!

Rules

Metagame Trends



Azumarill Azumarill Azumarill

Belly Drum

Azumarill @ Sitrus Berry
Ability: Huge Power
Level: 50
EVs: 244 HP / 252 Atk / 4 Def / 4 SpD / 4 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall / Ice Punch
- Belly Drum

Choice Band

Azumarill @ Choice Band
Ability: Huge Power
Level: 50
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Ice Punch

What's the big deal?

Azumarill's amazing typing, huge Attack, and perfect movepool make it near unambiguously the best Pokémon in the format. Azumarill is usually seen sporting a Belly Drum set, singlehandedly sweeping teams. Even the few Pokémon that can stand up to Azumarill's wrath can be 2HKOed by its alternate Choice Band set, which trades huge damage potential after setup for immediate firepower and a free moveslot.

What should I expect to see?

Azumarill's almost always carrying Aqua Jet, Play Rough, and Waterfall. Each move is devastatingly powerful with Azumarill's monstrous Attack, hitting even harder than Groudon. The last slot is often either the more common Belly Drum or an extra coverage move used on a Choice Band set. Azumarill is devastating once it gets a Belly Drum in, so make sure you don't give it a free turn to set up. Avoid Choice locking yourself into Outrage or any attacks it resist when the threat of Azumarill's still looming. Even then, Azumarill still seems to find ample opportunities to switch in between all its excellent resistances, so be cautious not to accidentally roll out the welcome mat for it.

Of course, a top-of-the-meta Pokémon like Azumarill has the luxury of picking and choosing its counters. If punishing Venusaur, Clefable, and Quagsire for attempting to answer Azumarill is more your style, a Choice Band set rips them apart. Ice Punch OHKOes all but the fattest Venusaur while Quagsire and Clefable are outsped and 2HKOed by Waterfall. Everything else in the format cries in anguish from the right hit, making Azumarill a super scary threat.

What are its flaws?

Venusaur can comfortably switch in on any Azumarill lacking Ice Punch. From there, it can either nail it with its Poison or Grass STAB attacks or try putting Azumarill or a switch-in to sleep. Belly Drum sets are also answered very well by Unaware Clefable and Quagsire, with the two only fearing some untimely Waterfall flinches. An Azumarill that has yet to boost can also be revenge killed fairly easily by any of the metagame's powerful Electric-types, namely Raikou, Zapdos, and Magneton.

Dragonite Dragonite Dragonite

Dragon Dance

Dragonite @ Weakness Policy / Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake / Fire Punch / Iron Head
- Extreme Speed

Choice Band

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Earthquake / Fire Punch
- Thunder Punch / Iron Head
- Extreme Speed

Choice Specs

Dragonite @ Choice Specs
Ability: Multiscale
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hurricane
- Draco Meteor
- Thunderbolt
- Fire Blast

What's the big deal

Dragonite is among Johto Cup's most powerful Pokémon. Just one idle turn or one wrong guess, and it can tear a massive hole in your team. Its brutal Outrage can OHKO most of the metagame at +1, and its wide movepool allows it to pick and choose its checks. Be sure to pack a few checks to the beast.

What should I expect to see?

Dragonite's most popular set is its Dragon Dance set. Multiscale makes it very easy to get a boost and start sweeping. It's a better idea to break Multiscale first before striking Dragonite with a super effective attack if you can; otherwise, you run the risk of activating a Weakness Policy and crumbling before the unstoppable fury of a +3 Dragonite. A timely burn or Thunder Wave helps, but beware the less common Lum Berry turning your attempt to cripple Dragonite into a free turn.

A few very solid answers exist to the Dragon Dance set, namely Unaware Pokémon like Clefable and Quagsire as well as Pokémon such as Piloswine. Want to know what all of those fall to? Dragonite's brutal Choice item-boosted attacks. Dragonite can trade its deadly setup for immediate firepower with Choice Band or Choice Specs. Choice Band-boosted Outrage will 2HKO everything short of Skarmory and Fairy-types. The rest of Dragonite's set covers those pesky problems. Dragonite's often forgotten but very usable 100 base Special Attack can also be put to work. Draco Meteor and Hurricane are insanely powerful when boosted by Choice Specs, 2HKOing basically everything in the tier when they land. This variant is commonly run alongside Politoed for perfectly accurate Hurricanes, so get ready once you see both in Team Preview.

What are its flaws?

For how powerful Dragonite is, it still has quite a broad range of checks and counters. Clefable and Quagsire stop Dragon Dance variants. Piloswine can switch in on Dragon Dance variants on a Dragon Dance, tank a +1 Outrage, and OHKO them through Multiscale with Avalanche or Icicle Spear. Skarmory sponges everything but Dragonite's Fire- and Electric-type attacks very well. If Dragonite lacks Fire Punch, Scizor can fence it off in a pinch. The same goes for Magneton if Dragonite lacks Earthquake. Azumarill punishes Outrage hard, either KOing a chipped Dragonite with Play Rough or setting up a potentially game-winning Belly Drum.

Venusaur Venusaur Venusaur

Defensive

Venusaur @ Black Sludge
Ability: Overgrow
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed / Hidden Power Fire
- Sludge Bomb / Substitute
- Sleep Powder / Synthesis

Offensive

Venusaur @ Life Orb
Ability: Overgrow / Chlorophyll
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Leaf Storm / Giga Drain
- Sludge Bomb
- Sleep Powder
- Hidden Power Ice

What's the big deal?

Venusaur's Grass / Poison typing allows it to possibly be the best check to Azumarill available in this competition. This typing and its fairly good bulk also allow Venusaur to check other threats such as Suicune, Machamp, Politoed, and Clefable.

What should I expect to see?

Venusaur often switches into foes that do not threaten it much and puts them to sleep with Sleep Powder or sets up Leech Seed. It can then recover more health and stall with Giga Drain and Substitute. Giga Drain is used on almost all Venusaur as a reliable Grass STAB move that also heals some HP. Leech Seed helps Venusaur recover more HP and stall out many potential checks, especially alongside Sleep Powder and Substitute. Hidden Power Fire can be used to prevent Scizor from using Venusaur as setup bait. Sludge Bomb offers neutral coverage against Flying-, Fire-, and Dragon-types but can be dropped for Substitute when used with Leech Seed and Sleep Powder to help Venusaur stall for more turns of Leech Seed recovery. Dropping Giga Drain instead of Sludge Bomb is also an option if the extra power is preferred. Sleep Powder gives Venusaur free turns to set up Leech Seed or Substitute or can be used to immobilize switch-ins. Synthesis can be used over Sleep Powder as a more reliable recovery move.

Offensive Venusaur is great for catching people off guard with unexpected speed and power. Timid with max Speed allows Venusaur to outspeed Adamant Dragonite and Timid Magneton and put them to sleep with Sleep Powder. Leaf Storm is a very hard-hitting move when boosted by Life Orb; it can even knock out some Suicune variants in one hit. Giga Drain can be used if perfect accuracy and a move that does not lower Special Attack are preferred. Offensive Venusaur is fairly frail, so caution should be used when switching it in to attacks. Chlorophyll should be used with Ninetales to take advantage of the sun.

The EVs and item on the defensive set can be changed to fit the needs of the team. For example, 140 EVs can be moved to Special Attack with a Modest nature to almost always knock out Azumarill after a Belly Drum and Sitrus Berry recovery. Venusaur could also choose to run a more specially defensive build to check some Electric- and Water-types better. Another viable item is Expert Belt, but this is more effective when used with Hidden Power Fire and Sludge Bomb.

What are its flaws?

While Venusaur's typing is good defensively, it has very poor coverage offensively. To mitigate this, some sets utilize more attacking coverage, like Hidden Power Fire, to lure in foes that would usually wall Venusaur, such as Scizor, and hit them hard. Other threats that take Venusaur's STAB moves well are Magneton, Gengar, Dragonite, and Skarmory. Fairly mediocre bulk also makes Venusaur unable to wall offensive Zapdos, Kingdra, and Gyarados. Psychic- and Fire-types also deal high amounts of damage with their STAB moves, sometimes taking out Venusaur in one hit. Espeon deserves a special mention because Magic Bounce makes it immune to Sleep Powder and Leech Seed. However, most checks to Venusaur besides Espeon do not appreciate switching in on Sleep Powder.

Piloswine Piloswine Piloswine

Tank

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Avalanche / Icicle Spear
- Fissure / Stealth Rock / Freeze Dry / Toxic

What's the big deal?

In a metagame filled to the brim with dangerous Pokémon like Dragonite and Raikou, Piloswine stands out as one of the best tanks in Johto Classic, thanks to the incredible defensive boost Eviolite gives and its excellent offensive typing!

What should I expect to see?

All Piloswine will run Earthquake, which is its main STAB move. Ice Shard fits perfectly with this, allowing Piloswine to pick off weakened Dragonite. Avalanche is a great choice for a secondary STAB move, OHKOing Dragonite through Multiscale. Icicle Spear has a small chance of failing to OHKO Dragonite if it lands only two hits, but it does more damage to other switch-ins and has a small chance of KOing Smeargle through its Focus Sash. Fissure is used to fish for OHKOs on more defensive Pokémon such as Clefable and opposing Piloswine, and it is a great way to punish Machamp switch-ins. Toxic is a more reliable way to cripple Unaware Clefable and Quagsire. Piloswine stands out as one of the best users of Stealth Rock around as well. Freeze-Dry might seem weird on a Pokémon with such low Special Attack, but its ability to 2HKO Quagsire and Gyarados is very valuable.

What are its flaws?

Water-types are the bane of Piloswine's existence. Suicune stands out among them, since Piloswine has nothing it can use to touch it. Azumarill and Gyarados are also big problems, but note that they are 2HKOed by Earthquake and Freeze-Dry, respectively. Despite the Ice-type weakness, Venusaur can deal massive damage with Giga Drain or Leaf Storm. While it'd be foolish for Magneton to switch into Earthquake, it's notable for being able to OHKO Piloswine with a Choice Specs-boosted Flash Cannon. Skarmory can simply Toxic stall Piloswine, while other bulky Pokémon such as Clefable and Porygon2 will usually come out on top as long as Piloswine isn't carrying Fissure or Toxic.

Raikou Raikou Raikou

Calm Mind

Raikou @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power Grass / Hidden Power Ice / Extrasensory
- Substitute / Roar

Offensive

Raikou @ Choice Specs / Life Orb
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Rash Nature
- Volt Switch
- Thunderbolt
- Hidden Power Ice / Hidden Power Grass
- Extrasensory / Aura Sphere

Dual Screen

Raikou @ Light Clay
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Reflect
- Light Screen
- Volt Switch
- Hidden Power Ice / Hidden Power Grass / Extrasensory

Toxic Stall

Raikou @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Toxic
- Substitute
- Thunderbolt
- Hidden Power Ice / Hidden Power Grass / Extrasensory

What's the big deal?

Raikou stands out among its Electric-type brethren, offering unmatched sweeping capabilities, an excellent offensive movepool, and a superb Speed stat!

What should I expect to see?

Raikou's big claim to fame as one of Johto Classic's prominent Electric-types is Calm Mind. With Calm Mind, Raikou can effectively set up on Suicune, threatening to sweep unprepared teams. Thanks to Substitute and Pressure, not even Sheer Cold is much of a problem for Raikou! However, if you hate facing other Raikou, Roar is an effective way to win Calm Mind wars. The last moveslot can be a bit tricky to choose. Hidden Power Grass lets Raikou defeat Quagsire and deal damage to Piloswine and Donphan, while Hidden Power Ice lets Raikou slam weakened Dragonite. If you're especially worried about Venusaur, Nidoqueen, and Nidoking, Extrasensory is a good option to consider.

For a more immediately offensive approach, Raikou can act as an effective all-out attacker, trading Zapdos's impressive Special Attack for the ability to outspeed important fast threats such as Gengar. Here, Volt Switch is an incredible move that allows you to scout your opponent's Pokémon choices. Also, if you're willing to give up outspeeding Gengar, you can use the event Raikou with Aura Sphere. While the Speed and Special Defense drop is a bummer, this allows Raikou to slam Tyranitar and Piloswine, both of which are common switch-ins.

If you're looking for a more exotic set, Raikou is one of the best users of Reflect and Light Screen around. This set is particulary fearsome when paired with Baton Passers such as Moody Smeargle or sweepers such as Dragonite, as the screens make it very easy for them to set up! Raikou's Speed and access to Pressure also makes it a very competent Toxic staller with Substitute.

What are its flaws?

Raikou's biggest flaw is its mediocre Defense stat, which makes it very vulnerable to Earthquake. While Raikou can heavily damage Ground-types, it won't OHKO them, while they OHKO back with Earthquake or Earth Power. Additionally, Raikou can't cover all opposing Pokémon at once. Dragonite is also a serious problem when it has Multiscale or Raikou lacks Hidden Power Ice, as it crushes Raikou with Outrage or can even snipe weakened ones with Extreme Speed. In fact, Raikou's Defense stat is so mediocre that it actually risks being 2HKOed by Choice Band Crobat's Brave Bird! As a frail special attacker, Raikou also has no chance of defeating Snorlax.

Suicune Suicune Suicune

Sheer Cold

Suicune @ Sitrus Berry / Chesto Berry
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Relaxed Nature
- Scald
- Rest
- Sheer Cold
- Sleep Talk / Ice Beam

Assault Vest

Suicune @ Assault Vest
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Relaxed Nature
- Scald
- Ice Beam
- Sheer Cold
- Mirror Coat

Calm Mind

Suicune @ Chesto Berry / Sitrus Berry
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Bold / Relaxed Nature
- Calm Mind
- Scald
- Rest
- Ice Beam / Sleep Talk

Toxic Stall

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Substitute
- Toxic
- Ice Beam
- Scald

Substitute + Calm Mind

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Bold / Relaxed Nature
- Calm Mind
- Scald
- Ice Beam
- Substitute

What's the big deal?

Anyone who has ever played Battle Spot Singles in Pokémon X and Y can tell you: Sheer Cold Suicune is an absolute terror to face and must be prepared for!

What should I expect to see?

You'll notice a large number of shiny Suicune coming out of Cherish Balls. Watch out: this means they're probably running Sheer Cold! With Rest and Sleep Talk, Suicune has plenty of energy in the tank to spam Sheer Cold. Of course, if you'd rather fit in Ice Beam to help against Dragonite, you can run a Chesto Berry to get a one-time instant wake from Rest. Sheer Cold is an incredibly scary prospect for defensive Pokémon such as Clefable and Chansey, since Suicune is likely to land a Sheer Cold sometime before it gets KOed. This also makes Suicune extremely risky to switch into, even for its checks (besides Magneton)! Even against Electric-types, Suicune can run an Assault Vest set to threaten a KO via a surprise Mirror Coat!

While Sheer Cold is the biggest reason people are scared of Suicune, this isn't all it can do. Suicune's great bulk makes it an excellent Calm Mind user. You can use a Chesto Berry to fit in Ice Beam, or the old school "CroCune" set of Scald, Rest, Sleep Talk, and Calm Mind. Suicune can also use Substitute + Calm Mind, which allows it to outstall opposing Sheer Cold Suicune and use those Suicune as setup bait! Finally, since it has Pressure, Suicune makes a pretty good Toxic staller as well.

What are its flaws?

Suicune's biggest flaw is that it's so common that teams will often go out of there way to have multiple checks for it. Electric-types such as Raikou and Zapdos are very common in this metagame, and unless Suicune is carry Assault Vest, they can fry it with boosted Electric-type moves. The best of all, however, is Magneton with Sturdy, which makes it immune to Sheer Cold! Venusaur also makes a pretty decent check, since it can take anything but Ice Beams and lucky Sheer Colds and whittle Suicune with Giga Drain or smash it with Leaf Storm while denying Rest recovery with Sleep Powder.

Zapdos Zapdos Zapdos

Offensive

Zapdos @ Choice Specs / Life Orb
Ability: Static
Level: 50
EVs: 156 HP / 252 SpA / 100 Spe
Modest / Timid Nature
- Thunderbolt
- Hidden Power Ice / Hidden Power Grass
- Heat Wave
- Volt Switch / Roost

Defensive

Zapdos @ Leftovers / Rocky Helmet
Ability: Pressure / Static
Level: 50
EVs: 252 HP / 156 Def / 100 Spe
Bold Nature
- Thunderbolt
- Hidden Power Ice / Heat Wave
- Toxic / Heat Wave
- Roost

What's the big deal?

Zapdos and its big electric buddies like Raikou are a terror in a metagame severely lacking in Ground-types with competent Special Defense. Couple this with most of its answers being reasonably easy to check, and you've got a very scary spiky yellow bird to deal with.

What's should I expect to see?

Zapdos has grown into an unpredictable Pokémon over its 20 years of action, and in Johto Classic it is no different. All that you'll know for certain is that some sort of Electric attack is going to hammer your team. Thunderbolt is Zapdos's primary STAB move, with Hidden Power and Heat Wave addressing its blind spots. Volt Switch can take out a big chunk of the opposing Pokémon, while Roost lets Zapdos keep up the pressure for longer. The EVs listed in this set allow Zapdos to outspeed max Speed Adamant Dragonite, though you can bump the investment to 204 if you want to outspeed Jolly variants as well. Another benchmark to consider is 156 Speed EVs with a Timid nature, which allows Zapdos to outspeed neutral-natured max Speed base 100 Pokémon, namely Entei and opposing Zapdos. More can be invested, but this isn't too highly advised, as base 100 isn't a hotly contested Speed tier in the Johto Classic.

Of course, with its only two weaknesses and excellent resistances, a defensive set is a great alternative as well. Zapdos becomes a very formidable tank with some heavy defensive investment. Pressure and Roost means several Pokémon depending on Stone Edge to smack it are soon out of PP. However, Static can also be used to allow you to fish for brutal punishments versus Pokémon that make contact.

What are its flaws?

Foes that can sponge a Thunderbolt and aren't demolished by its coverage are trouble for Zapdos. Zapdos lacking Hidden Power Grass are hard countered by Piloswine. Those lacking Hidden Power Ice make for Dragonite setup bait, as it takes a Thunderbolt with Multiscale while it Dragon Dances. Zapdos's fellow Electric-type Raikou can sponge attacks and eventually beat Zapdos with its STAB Thunderbolt thanks to Zapdos's crippling neutrality to the move.

Entei Entei Entei

Physical Attacker

Entei @ Life Orb / Choice Band
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed / Flame Charge / Bulldoze
- Stone Edge
- Iron Head

What's the big deal?

With good stats and Sacred Fire, Entei stands out as one of the best Fire-types in the format, checking threats such as Venusaur and Scizor!

What should I expect to see?

Sacred Fire is the big reason why Entei is such a big threat, having a 50% chance to ruin physical switch-ins, such as Azumarill and Tyranitar, with burns. You might notice a lot of Entei are shiny and coming out of Cherish Balls: this is because they're probably running Extreme Speed, which is exclusive to a Generation IV event that was used to promote Pokémon Black and White. Extreme Speed is excellent, allowing Entei to pick off fast threats such as Raikou. However, if you can't get access to this special Entei, Flame Charge is a reasonable option to outspeed a large number of threats, while Bulldoze at least slows down foes. Stone Edge gives Entei some much-needed coverage, allowing it to hit opposing Fire-types, crush Gyarados, and OHKO offensive Zapdos. Iron Head rounds out the set, giving Entei a way to 2HKO Tyranitar and Golem.

Life Orb is the preferred item, since it's perfect for picking off weakened switch-ins with Extreme Speed, but Choice Band's power boost makes it a good alternative if you can deal with the move restrictions.

What are its flaws?

Like the stereotypical Fire-type, Entei has problems against Water-types. Suicune is by far the biggest problem, since it can shrug off burns and slam Entei with Scald. Azumarill and Quagsire are also issues, but note that neither of them like risking burns. While they can be 2HKOed by Iron Head, Piloswine and Tyranitar can handle Sacred Fire as long as they avoid a burn and smack Entei with their STAB attacks.

Magneton Magneton Magneton

Choice Specs

Magneton @ Choice Specs
Ability: Sturdy
EVs: 252 HP / 252 SpA / 4 Spe
Modest / Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power Grass / Hidden Power Ice / Hidden Power Ground

Bulky Attacker

Magneton @ Eviolite
Ability: Sturdy
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Thunderbolt
- Volt Switch / Magnet Rise
- Flash Cannon
- Magnet Rise / Hidden Power Ice / Hidden Power Grass / Toxic

What's the big deal?

Magneton is fairly slow for an Electric-type, but its Steel typing affords it many resistances to make up for its mediocre defenses. Best of all, though, Magneton has access to the incredible ability, Sturdy, which saves it from OHKO moves and acts as a Focus Sash!

What should I expect to see?

Magneton might be an NFE, but expect to see Choice Specs around often. With that great base 120 Special Attack, Choice Specs Magneton is fully capable of OHKOing non-Assault Vest Suicune with Thunderbolt, and thanks to Sturdy, it doesn't have to worry about OHKO moves such as Sheer Cold! Volt Switch is Magneton's way of scouting switch-ins, and Flash Cannon allows Magneton to smash through Clefable and Piloswine. Choosing a Hidden Power type can be a difficult decision. Hidden Power Grass gives Magneton the edge against Quagsire and the ability to hit Lanturn. Hidden Power Ice hits Dragonite the hardest and allows Magneton to potentially revenge kill it after Multiscale is broken. Hidden Power Ground allows Magneton to defeat opposing Magneton and gives it something to do against Raikou switch-ins. Finally, while a Modest nature and maximum HP might seem obvious due to Magneton's mediocre Speed, a Timid nature is fully viable for its ability to let Magneton outspeed Adamant Dragonite and Modest Nidoqueen, potentially giving Magneton a surprise revenge kill!

Choice Specs Magneton might be powerful, but Eviolite is still a reasonable option if you want Magneton to take hits. In particular, unlike the Choice Specs set, Eviolite Magneton avoids a 2HKO from +1 Dragonite's Outrage! Along with extra bulk comes the option to run support moves. Magnet Rise is one of the best options here, removing many Pokémon's main way of OHKOing Magneton. Meanwhile, Toxic is useful for nailing Raikou switch-ins, while Thunder Wave could stop a sweep in a pinch if you still have Sturdy intact.

What are its flaws?

We have to address the elephant in the room here: Magneton's 4x Ground-type weakness causes nothing but problems, especially considering how many physical attackers love to run Earthquake. However, note that Ground-types such as Quagsire and Piloswine must watch out for certain special attacks that can OHKO them or for surprise Magnet Rises. Still, since Earthquake coverage is so common, Pokémon such as Dragonite, Tyranitar, and even Gyarados can potentially smash Magneton once Sturdy is gone. Another big problem is that for a Steel-type, Magneton really isn't that bulky, with even Dragonite's boosted Outrages threatening to 2HKO it without Eviolite!

Clefable Clefable Clefable

Unaware Wall

Clefable @ Leftovers
Ability: Unaware
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Thunder Wave
- Moonlight

Evasion Abuse

Clefable @ Leftovers
Ability: Magic Guard / Unaware
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stored Power / Moonblast
- Minimize
- Calm Mind / Cosmic Power
- Moonlight / Softboiled

What's the big deal?

Aside from gaining both new Pokémon it is capable of checking and vice-versa, Clefable remains largely unchanged from the roles it played in Kanto Classic. It is capable of functioning as a decent wall with Unaware to effectively keep Pokémon such as Tyranitar, Dragonite, Heracross, Espeon, and Gyarados in check while also functioning as a sweeper with access to moves such as Calm Mind, Minimize, Cosmic Power, and Stored Power. Fortunately, with new additions such as Choice Specs Raikou, Choice Band Azumarill, Entei, and Scizor, Clefable is much easier to deal with overall this time around.

What can I expect to see?

While boosting variants are arguably less common this time around due to the increased number of threats Clefable has to deal with, defensive sets with Unaware are much more prevalent for their ability to spread status with Thunder Wave while checking a large range of physical sweepers. Be cautious of switching Steel-types such as Magneton, Scizor, and Steelix directly into Clefable, as they can be nailed by Flamethrower on the switch. Sets that run Minimize, Cosmic Power, and/or Calm Mind are still capable of catching the opponent unprepared and are generally able to set up on most of the same Pokémon the Unaware set is able to shut down, using Stored Power and Moonblast to sweep. Softboiled is legal on Magic Guard sets, meaning boosting variants of Clefable aren't hindered by sand from Tyranitar.

What are its flaws?

As mentioned, Clefable has a lot of new threats to deal with this time around, many of which are wallbreakers that can 2HKO Clefable with ease, such as the aforementioned Choice Band Scizor, Entei, Azumarill, and Choice Specs Raikou. Pokémon such as Venusaur, Heavy Slam Machamp, Snorlax, and Gengar are also big probelms for Clefable to deal with, as they carry moves that can readily dispose of Clefable. Snorlax is especially a problem, as Body Slam deals extra damage to Clefable if it has used Minimize.

Machamp Machamp Machamp

Lead

Machamp @ Focus Sash
Ability: No Guard
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dynamic Punch
- Stone Edge
- Poison Jab / Knock Off / Ice Punch
- Bullet Punch

Tank

Machamp @ Choice Band / Assault Vest
Ability: No Guard / Guts
Level: 50
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Dynamic Punch / Close Combat
- Stone Edge
- Poison Jab
- Knock Off / Bullet Punch / Ice Punch

What's the big deal?

Lead Machamp rises from the remains of DPP to infuriate opponents once again! Machamp's Dynamic Punch is an incredibly difficult to answer bomb of an attack with its snazzy 100% confusion rate. This thing tears holes in teams and usually nets itself at least one KO per game.

What can I expect to see?

Machamp's superpowered Fighting-type attacks hit brutally hard, especially when coupled with the chance of confusion damage. Dynamic Punch is the most common STAB attack you'll see Machamp throwing around, but a few brave Guts variants will be out there to take advantage of a handful of Pokémon that try to utilize status to neuter it. Machamp also has a huge array of coverage options between very high-powered Rock-, Dark-, Steel-, and Poison-type moves. Stone Edge is near guaranteed for the amazing Fighting / Rock coverage only Nidoking and Nidoqueen resist, especially given its 100% accuracy thanks to No Guard. Poison Jab is the most preferred move after that to help Machamp deal with the ruleset's more prominent Fairy-types. It's used over Heavy Slam as it does identical damage to Clefable while hitting Azumarill for super effective damage. Bullet Punch isn't insanely useful for the sake of coverage, but allows Machamp to do a little one-two (Bullet) Punch to finish off frail threats that tanked Machamp's attacks through a Focus Sash. Other coverage options to consider are Knock Off for its ability to strike Ghost- and Psychic-types hard (though Machamp hits most hard for neutral damage as-is) and Ice Punch for a strong hit versus Venusaur, Nidoking, and Nidoqueen as well as a coverage option Zapdos can't comfortably Pressure stall out.

Even with dedicated answers, use caution! Some answers that can normally overwhelm slower Machamp can get smashed by faster lead variants. Other answers that rely on chipping its Focus Sash away, then blasting a frailer lead set can get blown back by a tankier variant's might. Try and make your Machamp answer as reliable as possible or risk leaving your fate to Dynamic Punch's confusion rolls!

What are its flaws?

For how much Machamp loves using No Guard for Dynamic Punch, it can cause Machamp equal trouble. Faster Pokémon with Sleep Powder, particularly Venusaur, can shut Machamp down and hammer away at it until it falls. Pokémon with OHKO moves like Suicune and Gligar can outspeed and either bring Machamp down to its sash or KO it outright. Clefable can sponge Machamp's most damaging attack in Poison Jab, so long as Machamp's not using a Choice Band. If you despise Dynamic Punch's confusion enough, you can even run dedicated anti-leads like Lum Berry Azumarill.

Gengar Gengar Gengar

Special Attacker

Gengar @ Focus Sash / Life Orb
Ability: Leviate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Destiny Bond / Focus Blast
- Icy Wind

Substitute Attacker

Gengar @ Black Sludge
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Icy Wind / Focus Blast / Disable
- Substitute

What's the big deal?

Gengar has always been a prominent threat, and Johto Classic is no different. Those familiar with Battle Spot Singles will find that Gengar functions similarly to how it does there. Its unique Ghost / Poison typing and large movepool make it a dangerous threat that can handle powerhouses such as Azumarill and Dragonite, and its high Speed makes it a very dependable special attacker.

What can I expect to see?

Gengar is very diverse, so it isn't always easy to predict its moveset, though Focus Sash should be the first item to expect on it. Shadow Ball and Sludge Bomb are also staple STAB moves, granting Gengar fantastic neutral coverage while letting it beat the dangerous Fairy-types in the format. Gengar is capable of effectively checking many threats with a Focus Sash and its high Speed, so it will often run Destiny Bond to bring down a dangerous foe with it after its Focus Sash has been broken. Alternatively, Gengar can opt for Focus Blast over Destiny Bond to threaten Tyranitar, which can switch into Gengar otherwise. Icy Wind also lets Gengar revenge kill boosted Dragonite if its Focus Sash is intact, since it's immune to Extreme Speed, while also letting Gengar beat Crobat, as Crobat outspeeds Gengar otherwise. If the ability to safely revenge kill threats isn't necessary, Life Orb can give Gengar an extra boost to its damage output, but considering Gengar is very frail it is generally inferior to Focus Sash.

Gengar can also utilize a Substitute set to let it avoid status and check Venusaur, which is a nasty Sleep Powder user in a format without Sleep Clause. Black Sludge pairs well on this set to allow Gengar to get multiple chances to set up Substitute throughout the game. Gengar can also utilize Disable while behind a Substitute to disrupt a foe and possibly leave said foe unable to beat Gengar, especially Choice-locked foes. Offensive alternatives work just as well on this set though, as Icy Wind and Focus Blast are particularly dangerous when Gengar is hiding behind a Substitute.

What are its flaws?

Despite being a fast and dangerous special attacker, Gengar is very frail. While it often has a Focus Sash or runs Substitute to survive as long as possible, Gengar has trouble taking strong hits. If Gengar loses its Focus Sash for any reason, it has a difficult time surviving for very long, and one misplay with Substitute and Disable can end Gengar's fun immediately. Gengar is also huge Pursuit bait for Tyranitar thanks to Sand Stream breaking its Focus Sash; this is especially true if Gengar lacks Focus Blast. Gengar also struggles against priority users that can actually damage it such as Scizor and Azumarill, as it needs Focus Sash to check either of them if they get a chance to boost. The Substitute set also loses to Choice Band Crobat due to its higher Speed and Infiltrator to attack through Substitute. By extension, anything that can outspeed Gengar such as Raikou and Choice Scarf users can give Gengar a difficult time.

Snorlax Snorlax Snorlax

Tank

Snorlax @ Chesto Berry
Ability: Immunity
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Body Slam
- Curse / Crunch
- Rest
- Sleep Talk / Crunch

What's the big deal?

Good bulk allows Snorlax to tank many hits from prominent Pokémon and either hit back hard with Body Slam or set up with Curse.

What can I expect to see?

Snorlax will often come in on special attackers to sponge their attacks with its high Special Defense and proceed to set up with Curse or take them out with Body Slam. Body Slam hits quite hard after a few boosts and can also paralyze foes to let Snorlax outspeed them. Rest provides good recovery along with Chesto Berry to allow Snorlax to sponge many hits. Sleep Talk works well with Rest so that Snorlax is not dead weight when sleeping. Crunch can be used if Gengar is a problem, since it is immune to Body Slam.

What are its flaws?

Snorlax's Defense is not very good without boosts, so most physical attackers can 2HKO it. Snorlax is also vulnerable to critical hits that ignore its defense buffs. Snorlax is also quite slow, which makes it vulnerable to revenge killers. Fighting-types such as Machamp and Heracross are also quite common and deal major damage even after a Curse or two. Snorlax is also completely walled by Gengar if it does not run Crunch.

Quagsire Quagsire Quagsire

Unaware Wall

Quagsire @ Rocky Helmet / Leftovers
Ability: Unaware
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Scald
- Recover
- Yawn / Toxic

What's the big deal?

Unaware and good physical bulk allow Quagsire to counter powerful setup sweepers such as Dragon Dance Dragonite and Belly Drum Azumarill, as well as weaker physical attackers. Ground typing also makes Quagsire a good check to Electric-types lacking Hidden Power Grass.

What can I expect to see?

Earthquake and Scald are used as STAB moves, and the latter can also be used to burn opponents. Recover helps Quagsire regain health and can also be used to stall out moves such as Dragonite's Outrage. Yawn can put opponents to sleep, which can help teammates set up for free, while Toxic is used to whittle down opposing defensive Pokémon. Rocky Helmet can be used to provide chip damage on Pokémon using contact moves, and Leftovers provides passive recovery.

What are its flaws?

While Quagsire is bulky, it cannot stand up to the likes of Choice Band Azumarill and Dragonite, making it risky to switch directly into them. Quagsire is also very passive and relies mostly on Toxic or burn damage to take out opponents. Quagsire also has very poor special bulk, making even resisted hits such as Gengar's Sludge Bomb do large chunks of damage.

Scizor Scizor Scizor

Physical Attacker

Scizor @ Choice Band / Assault Vest
Ability: Technician
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Superpower / Bug Bite

Swords Dance Sweeper

Scizor @ Lum Berry / Life Orb
Ability: Technician
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
- Adamant Nature
- Bullet Punch
- Swords Dance
- Roost
- Knock Off / Superpower

What's the big deal?

Scizor is one of the best physical Steel-types available, with access to STAB Technician-boosted Bullet Punch along with many other solid moves such as Swords Dance and Knock Off.

What can I expect to see?

Bullet Punch hits quite hard when boosted by Choice Band and allows Scizor to hit faster Pokémon such as Gengar and Alakazam before they move. U-turn helps gain switch initiative and Knock Off is highly spammable and gets rid of foes' items. Superpower hits opposing Steel-types hard, while Bug Bite provides a Bug-type STAB move that does not force Scizor to switch out. Assault Vest can be used to give Scizor increased special bulk. Swords Dance and Roost can allow Scizor to set up many boosts to try and sweep with Bullet Punch. Knock Off or Superpower threaten Pokémon that resist Bullet Punch. Lum Berry allows Scizor to absorb a status condition while Life Orb can be used for more power.

What are its flaws?

Steel-type moves do not have good coverage, being resisted by common Pokémon such as Suicune, Raikou, Zapdos, Entei, Magneton, and Quagsire. Entei, Zapdos, and Dragonite survive a boosted Bullet Punch and OHKO Scizor with a Fire-type attack. Quagsire ignores Swords Dance boosts and can burn Scizor with Scald. Scizor does not have the best bulk, leaving it 2HKOed by neutral attacks such as Azumarill's Waterfall and Raikou's Thunderbolt.

Jolteon Jolteon Jolteon

Offensive

Jolteon @ Choice Specs / Life Orb
Ability: Volt Absorb
4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Grass / Hidden Power Ice / Hidden Power Ground
- Shadow Ball / Yawn

Substitute + Baton Pass

Jolteon @ Leftovers / Life Orb
Ability: Volt Absorb
4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Baton Pass
- Thunderbolt
- Hidden Power Grass / Hidden Power Ice / Hidden Power Ground

What's the big deal?

Jolteon is one of the fastest Pokémon in Johto Classic, only being outsped by the rare Electrode! This makes Jolteon stand out among Electric-types, since it can outspeed important threats such as Gengar and Alakazam, and even Adamant Dragonite, Gyarados, and Feraligatr after a Dragon Dance boost!

What should I expect to see?

Most Jolteon will focus on offense. Jolteon's Choice Specs-boosted Thunderbolts might not be as powerful as Raikou's or Zapdos's, but they still pack plenty of power, being able to 2HKO threats such as Zapdos and Scizor. Volt Switch makes Jolteon a pretty great scout while also dealing damage. Hidden Power Grass lets Jolteon nab an OHKO on Quagsire and at least deal decent damage to Piloswine, while Hidden Power Ice deals damage to Dragonite (though be warned: after Weakness Policy activates, Extreme Speed OHKOes Jolteon) and still 2HKOes Donphan. If you're more worried about opposing Electric-types, Hidden Power Ground smashes Magneton and 2HKOes Raikou before it sets up a Calm Mind. Shadow Ball guarantees an OHKO on Gengar, and has a 93.8% chance to OHKO Alakazam. While Choice Specs gives Jolteon more power, Life Orb is an acceptable alternative if you value switching moves more than spamming Volt Switch. In this case, Yawn becomes a valuable asset to punish Jolteon counters such as Piloswine and Snorlax.

If you're up for a more exotic Jolteon, you can use Substitute + Baton Pass, which can punish Jolteon's checks by powering up other Pokémon! Leftovers makes the most sense for this set, but considering the fast-paced nature of Johto Classic, Life Orb is still an acceptable option.

What are its flaws?

If you thought Raikou was frail, wait till you see Jolteon, which is actually 2HKOed by Dragonite's Extreme Speed without any boosting items! This means Jolteon is very difficult to switch in, as it is 2HKOed by almost any Pokémon. In particular, Piloswine is a very troublesome Pokémon, as Hidden Power Grass rarely 2HKOes it, while Piloswine easily OHKOes Jolteon with Earthquake. Quagsire is in a similar boat, but it must watch out for Hidden Power Grass. Like most special attackers, Jolteon also has no chance at beating Snorlax and Chansey, even if neither of them like switching into Yawn.

Gyarados Gyarados Gyarados

Dragon Dancer

Gyarados @ Life Orb / Leftovers
Ability: Intimidate
4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Dragon Dance
- Waterfall
- Ice Fang / Substitute
- Earthquake / Bounce / Substitute

What's the big deal?

Gyarados does have some trouble competing with Azumarill and Dragonite, but its unique abilities and typing give it a viable role between the two.

What should I expect to see?

Gyarados is all about taking advantage of the rare Dragon Dance. After a boost, Jolly Life Orb Waterfall deals a great amount of damage, usually OHKOing frailer threats such as Raikou and Jolteon and 2HKOing bulkier threats such as Scizor and Snorlax. Ice Fang provides Gyarados with some extra coverage, dealing massive damage to Dragonite after a boost, and having an 87.5% chance of OHKOing offensive Zapdos. Earthquake allows Gyarados to seriously damage Magneton switch-ins and works especially well against it with Stealth Rock support. Bounce is a secondary STAB move that allows Gyarados to OHKO Venusaur, and it is the best Gyarados can do against Azumarill.

To maximize Gyarados's effectiveness as a sweeper, seriously consider Stealth Rock users such as Piloswine or Nidoqueen, as Gyarados has a bad habit of just missing out on certain KOs. Otherwise, try to set up with Gyarados late in the game. If you especially hate Suicune, you can use Substitute and Leftovers to boost on it! The only problem is that you will lose out on coverage and power, so you'll have to choose which threats you're comfortable with losing to. Adamant is also an option for more power, allowing a boosted Life Orb Gyarados to OHKO Multiscale Dragonite 81.3% of the time, and OHKO Azumarill 93.8% of the time with Bounce after Stealth Rock damage.

What are its flaws?

The most obvious flaw is that Gyarados is 4x weak to Electric-type attacks in a metagame where Electric-types dominate. While most Electric-types can't stomach Gyarados's assaults, they can easily revenge kill Gyarados if it hasn't set up. Magneton in particular is a big problem if Stealth Rock isn't set up due to Sturdy. Gyarados's more hidden problem is that it has trouble OHKOing threats without support, meaning that Pokémon such as Choice Band Azumarill can just barely survive and KO Gyarados if it is forced to set up too early in the game.

Crobat Crobat Crobat

Choice Band

Crobat @ Choice Band
Ability: Inflitrator
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Cross Poison
- Sleep Talk

Mixed Attacker

Crobat @ Life Orb / Safety Goggles
Ability: Infiltrator
EVs: 244 Atk / 12 SpA / 252 Spe
Naive / Jolly Nature
- Brave Bird
- U-turn
- Heat Wave / Roost
- Cross Poison / Roost

What's the big deal?

Crobat may seem rather underwhelming on the surface, but for those of you who play Battle Spot Singles and OU, fun fact: Crobat actually has higher Attack than Talonflame! Because of that and Crobat's excellent Speed, its Brave Birds actually pack a wallop!

What should I expect to see?

Crobat's deadliest set is probably the Choice Band set. Even with just base 90 Attack, Brave Bird is extremely powerful, even having a small chance of 2HKOing Raikou! U-turn is Crobat's other big selling point. While not particuarly powerful, it allows Crobat to be useful early in the game, giving it time to whittle down foes while getting away, only coming back when it can sweep a weakened team. Cross Poison isn't a particularly great move, but it gurantees a 2HKO on Raikou and has a good chance of 2HKOing offensive Zapdos, while also giving Crobat a way to 2HKO Clefable without taking recoil. Sleep Talk is filler, but with Infiltrator, it makes Crobat a great check to Venusaur!

Crobat can go beyond the realms of Choice Band if you wish. With a Life Orb, a Naive nature, and 12 Special Attack EVs, Heat Wave is a guaranteed OHKO on Scizor, which otherwise can 2HKO Crobat with Bullet Punch. Heat Wave also 2HKOes non-Eviolite Magneton, making this Crobat a decent lure. If you're willing to give up a serious amount of power and despise Venusaur, you can use Safety Goggles and Roost over Heat Wave or Cross Poison.

What are its flaws?

Crobat's biggest flaw is that while Brave Bird deals some serious damage, it doesn't actually OHKO that many threats beyond Pokémon that are weak to it such as Venusaur and Machamp. Because of this, Crobat has a very difficult time winning the game if its teammates failed to soften up the opponent's team for a sweep due to its frailness and reliance on Brave Bird. Additionally, while Crobat can weaken them, it still does a poor job against Electric-types, especially Eviolite Magneton and defensive Zapdos.

Nidoqueen Nidoqueen Nidoqueen

Special Attacker

Nidoqueen @ Life Orb
Ability: Sheer Force
252 HP / 252 SpA / 4 Spe
Modest / Quiet Nature
- Earth Power
- Sludge Wave
- Ice Beam
- Thunderbolt / Stealth Rock / Earthquake

What's the big deal?

Nidoqueen stands out as the only somewhat-bulky Ground-type special attacker around. While its Special Attack stat is actually fairly low, Sheer Force and Life Orb more than make up for it. Nidoqueen is also one of the only Ground-types that aren't weak to Hidden Power Grass, which can screw up the plans of many Electric-types!

What should I expect to see?

You'll almost never see Nidoqueen without Life Orb or its STAB moves. Earth Power is Nidoqueen's main tool for Electric-type slaying, and it also happens to 2HKO Piloswine 89.8% of the time and 2HKO physically defensive Quagsire. Sludge Wave is Nidoqueen's strongest attack, 2HKOing Flying-type threats such as Zapdos and Gyarados and obliterating Fairy-types such as Azumarill and Clefable. Ice Beam allows Nidoqueen to almost OHKO Dragonite with Multiscale intact and to OHKO offensive Zapdos after Stealth Rock damage. Thunderbolt 2HKOes Suicune that lack Assualt Vest (and Nidoqueen conveniently outspeeds Relaxed Suicune) and OHKOes Gyarados switch-ins, while Stealth Rock works well with Nidoqueen's ability to force switches. Finally, if you really dislike Calm Mind Raikou and are paranoid about it having Hidden Power Ice, a Quiet nature and Earthquake allow you to OHKO it even when it has a Calm Mind up.

What are its flaws?

Nidoqueen's bulk is rather mediocre compared to other Ground-types such as Piloswine and Donphan, as it's often 2HKOed by powerful Pokémon such as Dragonite. Its Speed isn't helping either, leaving it vulnerable to getting revenge killed by faster Water-types such as Gyarados, Kingdra, Starmie, and Feraligatr. In a similar manner, faster Psychic-types such as Alakazam and Espeon can smash through it. Also, as a special attacker, Nidoqueen has no hope of defeating Snorlax one-on-one.

Heracross Heracross Heracross

Choiced Attacker

Heracross @ Choice Band / Choice Scarf
Ability: Guts / Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Close Combat
- Megahorn
- Bullet Seed / Knock Off
- Stone Edge

What's the big deal?

Heracross's high Attack stat along with STAB moves that have high Base Power make it hit very hard. Heracross also has just enough coverage options to work around Pokémon that wall Bug + Fighting coverage.

What should I expect to see?

Choice Band Close Combat and Megahorn hit extremely hard, often taking out neutral targets in one hit. Close Combat is even capable of 2HKOing Suicune and Skarmory all the time with an Adamant nature. Jolly can also be used to outspeed Dragonite, Venusaur, and Gyarados that have a Speed-boosting nature. Bullet Seed hits Azumarill, which does not mind Heracross's other attacks. Knock Off can be used as a more spammable move that also hits Gengar. Stone Edge hits Flying-types such as Dragonite, Zapdos, and Crobat for super effective damage. Choice Band is often used to break through defensive cores such as Chansey and Skarmory or Slowbro early-game. Guts is preferred on Choice Band sets, as it lets Heracross function throughout a match without fearing burns. Moxie lets Heracross function better as a fast late-game cleaner when used with Choice Scarf.

What are its flaws?

Unfortunately, Choice Band Heracross is outsped by threats like Zapdos, Alakazam, and Espeon. On the other hand, Choice Scarf sets lacks the power to muscle through bulky Pokémon such as Skarmory, Suicune, Azumarill, and Clefable. Focus Sash Alakazam troubles all Heracross sets, as it either outspeeds Heracross or takes a hit and knocks Heracross out with a STAB Psychic-type move.

Donphan Donphan Donphan

Offensive

Donphan @ Expert Belt / Choice Band
Ability: Sturdy
164 HP / 252 Atk / 92 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Gunk Shot
- Rock Tomb / Seed Bomb / Knock Off / Stone Edge

Custap Abuse

Donphan @ Custap Berry
Ability: Sturdy
84 HP / 252 Atk / 172 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Endeavor
- Counter / Knock Off / Seed Bomb / Gunk Shot

What's the big deal?

Defensively, Piloswine and Quagsire may be the best Ground-types around, but thanks to an excellent ability in Sturdy and a good offensive movepool, Donphan stands out as a good option for an offensive Ground-type!

What should I expect to see?

When seeing Donphan, you'll always come across Earthquake and Ice Shard. Earthquake is the STAB that justifies Donphan, while Ice Shard is nice for picking off weakened Dragonite and Zapdos. Where things start to differ depends on Donphan's item. With an Expert Belt, Donphan is actually capable of OHKOing Azumarill 87.5% of the time with Gunk Shot, removing its ability to easily check Donphan! Rock Tomb is your usual 3v3 Rock-type move, 2HKOing offensive Zapdos while giving other Pokémon a Speed drop. Seed Bomb lets Expert Belt Donphan OHKO Quagsire 56.3% of the time, while Knock Off smashes Gengar switch-ins and removes Eviolites from incoming Piloswine, Porygon2, and Gligar. 92 Speed EVs allow Donphan to outspeed Clefable and a large amount of Azumarill, but if you want to go further, 172 Speed EVs outspeed minimum Speed Magneton, and maximum Speed outspeeds 4 Speed Venusaur. If you want a serious power boost, Choice Band can be used if you're okay with reducing Donphan's versatility. As a bonus, this allows Donphan to OHKO offensive Zapdos with Stone Edge.

The other Donphan set fully takes advantage of Sturdy and the awesome Custap Berry, which lets Donphan move first in its priority bracket when hitting 25% of its health. The idea is that Donphan often gets at low enough health to activate Custap Berry, partly thanks to Sturdy. This way, it can surprise opponents with Endeavor, and either KO the next turn thanks to Custap, or at least go out with a strong Endeavor. To take further advantage of Sturdy, Donphan is actually an excellent user of Counter, which allows a Donphan with full health to annihilate threats it usually wouldn't, such as Azumarill, Gyarados, Kingdra, and Dragonite. If you need Donphan to handle other threats, its usual offensive coverage is also acceptable.

What are its flaws?

Donphan's biggest problem is its Special Defense. While Sturdy means that OHKOing Donphan will be difficult, threats such as Suicune, Venusaur, Porygon2, and Hidden Power Grass Zapdos can do a serious number to Donphan. On the physical side, Gyarados stands out as an excellent Donphan check, thanks to Intimidate and its Water STAB. Azumarill can also work, but note that it Speed ties with Donphan, and can get maimed by Gunk Shot.

Golem Golem Golem

Sturdy Attacker

Golem @ Weakness Policy
Ability: Sturdy
4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Earthquake
- Sucker Punch
- Rock Slide / Stone Edge / Rock Tomb
- Rock Polish / Stealth Rock / Counter

What's the big deal?

Golem has a ton of weaknesses, which is usually a huge bummer for most Pokémon. However, thanks to Sturdy, Weakness Policy, and good STABs, Golem is able to make its mark on Johto Classic as a unique offensive threat!

What should I expect to see?

The big idea behind Golem is that its many weaknesses and free Focus Sash in Sturdy allow it to use Weakness Policy to deal some serious damage with Earthquake. Sucker Punch is unique for a Ground-type, allowing Golem to crush Alakazam, Espeon, and Starmie. Golem has a bunch of viable Rock-type moves to choose from. Rock Slide works best with Rock Polish, giving Golem a chance to flinch. Stone Edge offers more power, allowing Golem to OHKO Gyarados that haven't Intimidated it. Rock Tomb is the weakest, but it slows down switch-ins, which can be useful for the rest of your team. Rock Polish works perfectly with Weakness Policy's Attack boost, giving Golem the potential to sweep. If you're too worried about priority though, you can use Stealth Rock to aid the rest of your team, or use Counter to defeat physical Pokémon that usually survive Golem's assaults.

What are its flaws?

Quagsire is Golem's archnemesis, as it ignores Golem's Weakness Policy boosts with Unaware, and smashes it with either Scald or Waterfall. Clefable is in a similar boat, despite not hitting Golem super effectively. Skarmory can handle whatever Golem throws at it (besides +2 Stone Edge critical hits), and use Toxic to outstall it. While Scizor and Azumarill take massive damage from Earthquake, they're notable for being able to revenge kill Golem with their priority attacks.

Kingdra Kingdra Kingdra

Dragon Dance

Kingdra @ Lum Berry / Leftovers
Ability: Sniper / Swift Swim
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Waterfall
- Dragon Dance
- Rest / Substitute

Rain Dance Sweeper

Kingdra @ Life Orb
Ability: Swift Swim
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Scald / Dragon Pulse / Ice Beam
- Rain Dance

Choice Specs

Kingdra @ Choice Specs
Ability: Sniper / Swift Swim
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Dragon Pulse / Ice Beam
- Scald / Surf

What's the big deal?

Being the only other viable Dragon-type beside Dragonite in Johto Classic, Kingdra poses a threat in its versatility, capable of using physical and special sets effectively, and excellent STAB coverage that is virtually unresisted by all Pokémon in the format barring Azumarill. Kingdra's decent bulk also allows it to survive strong hits, such as from the likes of Tyranitar and Zapdos, and reply with a strong hit back, or setting up Dragon Dance or Rain Dance to aim for a sweep.

What should I expect to see?

With Kingdra's versatility, it's hard to anticipate what set you'll be up against until you see it make a move. However, you can expect that physically-based sets will be Dragon Dance variants, geared to set up and sweep with Dragon Dance, using either Substitute or Rest to dodge status. Due to the 3v3 nature of Johto Classic, Yawn even has some viability in crippling opponents to allow Kingdra or a teammate to set up. Specially-based sets, however, will be geared toward blowing holes in teams. Choice Specs Kingdra acts as a potent wallbreaker, nailing the majority of the metagame with its STAB coverage, occasionally running Ice Beam as a safer option for disposing of Dragonite and Venusaur. Rain Dance Kingdra functions similarly, using a Life Orb instead of Choice Specs, and taking advantage of Rain Dance and Swift Swim to clean up weakened teams. Politoed may be an occasional partner for this set to offer rain support.

What are its flaws?

Despite Kingdra's power, it has a few Pokémon that will remain as solid checks regardless of the set it's running. For instance, Unaware Clefable utterly shuts down Dragon Dance Kingdra, ignoring any stat boosts it has, while punishing Kingdra with Moonblast should it lock into Outrage. Azumarill resists both of Kingdra's STAB moves, essentially functioning as a counter to either Kingdra set. Belly Drum variants are especially dangerous, as they get free turns to set up on Kingdra and sweep.

Arcanine Arcanine Arcanine

Offensive

Arcanine @ Choice Band / Life Orb
Ability: Intimidate / Flash Fire
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Close Combat
- Wild Charge

Defensive

Arcanine @ Rocky Helmet / Leftovers
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Morning Sun
- Will-O-Wisp
- Flare Blitz
- Extreme Speed

What's the big deal?

Arcanine separates itself from Entei with access to Close Combat and Wild Charge in addition to better abilities in Intimidate and Flash Fire.

What should I expect to see?

Offensive Arcanine is able to deal surprising amounts of damage when backed by Choice Band. Life Orb can also be used if more versatility is preferred. Flare Blitz is Arcanine's strongest STAB move and is used on both sets. Flamethrower can be used on the defensive set if a move that does not cause recoil is wanted. Extreme Speed is very useful for picking off weakened Pokémon before they can move. Close Combat and Wild Charge are for coverage against Rock-types and Water-types respectively. On the defensive set, Will-O-Wisp helps decrease the power of physical attackers, enabling Arcanine to wall them more effectively. It also helps whittle down Pokémon that switch into Arcanine such as Suicune and Quagsire. Morning Sun offers reliable recovery for Arcanine. Flash Fire can be used on the offensive set to check opposing Fire-types, but Intimidate is usually preferred.

What are its flaws?

The offensive set is fairly frail and can be left vulnerable when Choice-locked into a not very effective move. It is also walled by Quagsire. The defensive set is fairly slow which leaves it easily revenge killed. The defensive set also struggles to take on opposing Fire-types and Water-types.

Alakazam Alakazam Alakazam

Offensive

Alakazam @ Focus Sash / Life Orb
Ability: Magic Guard
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Psyshock
- Shadow Ball
- Focus Blast
- Energy Ball / Thunder Wave

Disruption

Alakazam @ Focus Sash / Leftovers
Ability: Magic Guard
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Encore
- Disable
- Protect / Substitute

What's the big deal?

Alakazam's high Speed and Special Attack stats allow it to be one of the best special sweepers in the metagame. A large supportive movepool also lets it viably run a more disruptive set.

What should I expect to see?

Offensive Alakazam can either run Focus Sash to ensure it survives at least one hit, or Life Orb to boost the power of its moves. Magic Guard also makes Alakazam ignore Life Orb damage. Psyshock can be used over Psychic if it is important that Alakazam can hit Chansey for good damage. However, due to the fact that Psyshock still does less than half to Chansey, Psychic is preferred for its higher Base Power. Shadow Ball hits opposing Psychic-types, and Focus Blast hits Dark-types super effectively. Energy Ball hits Water-types and offers a 100% accurate move against Tyranitar, but Thunder Wave can be used to cripple opposing Alakazam or Dragonite. The supportive set will use either Protect or Substitute first and will then proceed to use Encore or Disable depending on what the opponent did. Leftovers should be used with Substitute to slowly heal back the HP Substitute takes.

What are its flaws?

Alakazam's incredibly low physical bulk leaves it very vulnerable to priority attacks. For example, a Choice Band Dragonite's Extreme Speed OHKOes Alakazam without Focus Sash. Cloyster can also OHKO Alakazam through its Focus Sash due to Icicle Spear being a multi-hit move. Alakazam also doesn't hit quite hard enough to break through some of the metagame's common Pokémon, such as Snorlax.

Politoed Politoed Politoed

Rain Setter

Politoed @ Eject Button / Damp Rock
Ability: Drizzle
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Encore
- Perish Song
- Ice Beam / Hidden Power Electric

What's the big deal?

Politoed sets itself apart from the other popular Water-types with its access to the ability Drizzle. Politoed also has passable bulk that allows it to check most offensive Water- and Fire-types.

What should I expect to see?

Politoed is often paired with Swift Swim users for them to take advantage of Politoed's rain. Eject Button allows Politoed to switch in and out as quickly as possible to let its partners get the most rain turns possible. Damp Rock increases the overall length of the rain. Scald is the chosen STAB move for its ability to burn the target. Encore can lock Pokémon such as Dragon Dance Dragonite and Belly Drum Azumarill into their respective setup moves. Perish Song can act as a check to annoying Pokémon such as Minimize Clefable by forcing them to switch out and lose their boosts. Ice Beam hits Grass-types and Dragonite for good damage, but Hidden Power Electric can be used to more reliably check Cloyster and Gyarados.

What are its flaws?

Running Politoed with a Swift Swim user often causes poor type synergy due to the use of multiple Water-types. Politoed is also a rather underwhelming Pokémon due to its mediocre bulk and low Special Attack.

Tyranitar Tyranitar Tyranitar

Bulky TTar

Tyranitar @ Lum Berry / Chople Berry
Ability: Sand Stream
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rock Slide / Rock Tomb
- Crunch
- Thunder Wave
- Stealth Rock / Pursuit

Tank

Tyranitar @ Assault Vest
Ability: Sand Stream
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide / Rock Tomb
- Pursuit
- Crunch
- Earthquake / Low Kick / Iron Head

What's the big deal?

Tyranitar's amazing bulk and Attack enable it to be a threatening Pokémon despite its bad defensive typing. However, this typing does give it useful resistances to Fire and Psychic.

What should I expect to see?

Rock Slide is used as a Rock-type STAB move that provides good synergy with Thunder Wave. Rock Tomb can be used instead as a less powerful alternative that decreases the target's Speed. Crunch is used as a reliable Dark-type move and Pursuit can be used to help eliminate foes such as Alakazam, Gengar, and Espeon. Earthquake allows Tyranitar to more reliably check Electric-types, Low Kick takes out opposing Tyranitar, and Iron Head 2HKOes Clefable. Lum Berry allows Tyranitar to avoid status from Pokémon such as Gengar and Smeargle while Chople Berry allows it to survive most special Fighting-type moves. When using Chople Berry, more EVs can be moved to Attack, since Tyranitar no longer needs to invest to survive Focus Blasts. Assault Vest and sand cause Tyranitar to become almost impenetrable to special attackers, with weaker super effective STAB moves often doing less than 25%.

What are its flaws?

Tyranitar's main flaw is how many weaknesses its typing gives it. Fighting-, Water-, and Ground-type attacks are all very common. Additionally, many special attackers prepare specifically for Tyranitar by running Focus Blast. Many of the Pokémon Tyranitar is used to check such as Crobat, Zapdos, and Raikou carry moves that allow them to switch out against Tyranitar. Tyranitar also can't safely switch into Entei because it has to fear burns from Sacred Fire.

Kangaskhan Kangaskhan Kangaskhan

Pseudo-Mega Kangaskhan

Kangaskhan (F) @ Silk Scarf
Ability: Scrappy
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Earthquake / Fire Punch / Ice Punch / Power-Up Punch

What's the big deal?

Despite not being allowed to Mega Evolve in Johto Classic, Kangaskhan still manages to carve itself a niche as a physical attacker that can break through Sturdy and Focus Sash users with Fake Out.

What should I expect to see?

When boosted by Silk Scarf, a combination of Fake Out and Double-Edge can take out most offensive Pokémon. There are very few Pokémon that can switch into Kangaskhan's attacks without being 2HKOed. Sucker Punch gives Kangaskhan another priority move to take out weakened Pokémon. The last moveslot allows Kangaskhan to take out specific threats in the format. Earthquake KOes Magneton and hits other Steel- and Rock-types super effectively. Fire Punch KOes Scizor while Ice Punch takes out Dragonite after a Fake Out. Power-Up Punch can be used to boost Kangaskhan's Attack if more coverage is not needed.

What are its flaws?

Kangaskhan's main problem is that it lacks the firepower to break through very bulky Pokémon like Skarmory and Suicune. It is also outsped by Raikou, Zapdos, Entei, and Crobat, which survive a Sucker Punch and deal major damage with their STAB moves.

Nidoking Nidoking Nidoking

Special Attacker

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Rash Nature
- Sludge Wave
- Earth Power
- Ice Beam
- Flamethrower / Superpower

What's the big deal?

Nidoking is a special powerhouse with Sheer Force, with a huge movepool that lets it threaten almost every major threat in the format, making it difficult to switch into it safely. It can also check the dangerous Electric-types by virtue of its Poison / Ground typing.

What should I expect to see?

Nidoking will often try to overwhelm the foe with its excellent coverage, hitting incredibly hard with Sheer Force and Life Orb boosts. Sludge Wave is Nidoking's strongest STAB move, doing huge damage against anything that doesn't resist it and allowing it to check Clefable and Azumarill. However, Azumarill wins against Nidoking if it sets up with Belly Drum or locks into Aqua Jet on a Choice Band set. Earth Power allows Nidoking to beat Electric- and Steel-types and offers better neutral coverage than Sludge Wave. Ice Beam lets Nidoking beat Zapdos and prevents Dragonite from trying to set up against it, but it can't OHKO Dragonite through Multiscale. Flamethrower is used primarily for Skarmory and Scizor, since they aren't weak to Earth Power, though Superpower is an alternative for hitting Chansey harder since it has no trouble switching into Nidoking otherwise. Modest is used to maximize Nidoking's damage output since Timid doesn't outspeed much of note, and Modest still outspeeds Adamant Dragonite. However, a Rash nature is preferred with Superpower so that Nidoking's Attack isn't affected.

What are its flaws?

Nidoking's bulk is somewhat lacking, and while its typing grants it a useful Fairy resistance and Electric immunity, it suffers from crippling weaknesses to Ground and Water, which makes Azumarill difficult to check effectively. Its Speed tier is also in an awkward place that is enough to outspeed anything that it needs to hit with its coverage moves, but leaves it outsped by all fast threats such as Gengar, Alakazam, and Crobat, which makes it easier to revenge kill due to its average bulk.

Cloyster Cloyster Cloyster

Shell Smash

Cloyster @ Focus Sash / King's Rock
Ability: Skill Link
EVs: 252 Att / 4 Def / 252 Spe
Adamant / Jolly Nature
- Shell Smash
- Icicle Spear
- Razor Shell / Ice Shard
- Rock Blast

What's the big deal?

Cloyster is a devastating Shell Smash sweeper capable of cleaning up entire teams by itself, just like it does in Battle Spot Singles. Skill Link makes it even more dangerous, allowing it to beat through a foe behind a Substitute and OHKO Dragonite through Multiscale without even needing to set up.

What should I expect to see?

Cloyster will often run a Shell Smash set due to its incredible power and Speed after setting up. Icicle Spear becomes very dangerous with Skill Link and prevents Cloyster from being revenge killed by Focus Sash and Sturdy Pokémon such as Alakazam and Donphan. Razor Shell gives Cloyster a secondary STAB move that hits Steel-types such as Skarmory and Scizor harder as well as Fire-types that resist Icicle Spear. However, Ice Shard can be used over Razor Shell to give Cloyster a form of priority to let it pick off threats even at low health, which can make Cloyster more dangerous to deal with late-game if the foe is planning to take down a weakened Cloyster with a priority move. Rock Blast allows Cloyster to break through Fire-types if it chooses to run Ice Shard, and it's Cloyster's strongest move against Water-types such as Suicune and Azumarill. Focus Sash is often used so that Cloyster has an easy time setting up, allowing it to take any single hit even after the defensive drops from Shell Smash. However, those more willing to press their luck might find King's Rock more appealing, as Cloyster has a good chance to flinch a foe that survives Icicle Crash or Rock Blast and possibly break bulkier foes such as Suicune with some of luck. An Adamant nature allows Cloyster to hit as hard as possible and still outspeeds all relevant threats, though at level 50, a Jolly nature allows Cloyster to outspeed any Choice Scarf users up to base 110 Speed if you're worried about the possibility of a Choice Scarf Gengar.

What are its flaws?

Cloyster is very dependent on setting up to do its job. If it can't set up then it has a difficult time accomplishing much, so foes that can prevent it from setting up are difficult to deal with. Being weak to Electric and Fighting doesn't help Cloyster's case since both are very dangerous offensive types in this format, especially in the case of Magneton which resists both Icicle Spear and Rock Blast to avoid being KOed through its Sturdy. It also falls to priority after being brought down to its Focus Sash, which is difficult to overcome in a format with dangerous priority users such as Dragonite, Scizor, Azumarill and Arcanine, which can all easily pick it off regardless of whether or not Cloyster has Ice Shard.

Espeon Espeon Espeon

Baton Pass Recipient

Espeon @ White Herb / Leftovers
Ability: Magic Bounce
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stored Power
- Morning Sun
- Calm Mind
- Dazzling Gleam / Substitute / Baton Pass

What's the big deal?

Espeon is the ideal receiver of boosts from Smeargle, as it has Magic Bounce to protect it from threatening status moves and Stored Power which increases in power with each boost.

What should I expect to see?

Smeargle often Baton Passes boosts from Quiver Dance or Geomancy in addition to Moody's stat changes. White Herb gets rid of any stat drops that Moody might have caused while Leftovers can be used with Substitute as passive recovery. Stored Power's Base Power increases by 20 for each positive boost Espeon has. This causes Stored Power to hit very hard after just a couple boosts, especially Special Attack boosts. Calm Mind allows Espeon to further boost its own stats and Morning Sun provides immediate recovery. Dazzling Gleam can be used to prevent the Dark-types, Tyranitar and Umbreon, from completely walling Espeon. Baton Pass can be used to pass boosts to a more suitable sweeper if Espeon has a poor matchup.

What are its flaws?

Even if it has Defense buffs passed to it, Espeon still takes physical hits rather poorly. This leaves it vulnerable to priority attacks from Azumarill, Dragonite, and Scizor. If Espeon does not run Dazzling Gleam, it is also completely walled by Dark-types.

Skarmory Skarmory Skarmory

Physical Wall

Skarmory @ Rocky Helmet / Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish / Bold Nature
- Stealth Rock
- Roost
- Whirlwind
- Brave Bird / Toxic

What's the big deal?

In the fast-paced world of Johto Classic, Skarmory stands out as one of the few physically defensive Pokémon capable of slowing games down, thanks to its excellent typing and movepool!

What should I expect to see?

Skarmory is all about phazing threats out with Whirlwind. Stealth Rock complements this terrifically, since it punishes the switches Skarmory usually forces, while Roost keeps it healthy. For the last moveslot, Brave Bird allows Skarmory to OHKO Heracross and deal decent damage in general, while Toxic gives Skarmory the edge against some physical attackers such as Dragonite and Piloswine. If you're using Toxic, Bold is a slightly better nature than Impish for taking less damage from Foul Play. Sturdy is great for surviving random powerful Fire- and Electric-type attacks, and it is also nice for dodging Sheer Cold from Suicune. Rocky Helmet allows Skarmory to punish physical attackers such as Dragonite and Scizor, while Leftovers gives it a longer lifespan by granting more recovery.

For a more exotic variant of Skarmory, you could use Taunt over Stealth Rock and give Skarmory 44 Speed EVs, which allow it to outspeed Relaxed Suicune. Since Suicune doesn't 2HKO Skarmory, you can defeat Sheer Cold Suicune with Taunt and Toxic!

What are its flaws?

Skarmory may be a great physical wall, but special attacks are just bad news for it most of the time, especially with all the Electric-types running around. Almost any competent special attacker will 2HKO Skarmory, considering all the Flamethrowers Pokémon are carrying to hit Scizor. Entei stands out as one of the few physical attackers that can smash Skarmory to bits due to its STAB Sacred Fire; for similar reasons, Arcanine is a big threat to Skarmory with Flare Blitz. Surprise Choice Specs Dragonite can also lure and 2HKO Skarmory.

Chansey Chansey Chansey

Physical Wall

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Seismic Toss
- Soft-Boiled
- Toxic / Thunder Wave
- Heal Bell / Counter / Stealth Rock / Minimize

What's the big deal?

Blissey may be one of Gen 2's most notorious Pokémon, but with the existence of Eviolite, it's been trumped by Chansey as the best special wall around!

What should I expect to see?

Seismic Toss is a given, since it allows Chansey to actually hurt its foes and break Substitutes from the likes of Raikou. Soft-Boiled gives Chansey the ability to wall stuff as well. While Johto Classic may be fast-paced, Toxic makes a lot of sense on Chansey, since a large number of special attackers are Electric-types. Still, Thunder Wave is a good option for some of Chansey's physical switch-ins such as Dragonite. The last move is usually another support move. Heal Bell makes Chansey a great cleric, while Counter can let it get surprise KOs on the weaker physical attackers. Stealth Rock is always handy if you can't set it up with another Pokémon. Minimize allows Chansey to take advantage of evasion, which can be deadly, but note that it doesn't protect Chansey against OHKO moves!

What are its flaws?

As you'd expect, even with Eviolite, Chansey isn't safe from powerful physical attackers. Machamp and Heracross in particular OHKO it, while Scizor has no problems setting up on it with Swords Dance. Dragonite can also easily set up on it as long as Chansey isn't carrying Thunder Wave. In an unusual twist, Calm Mind Suicune stands out as among the few special attackers that can deal with Chansey, since Rest + Sleep Talk allow it to outlast Chansey. Gengar's Ghost typing makes it impossible for Chansey to touch it, and it is especially a problem if Gengar has Substitute to avoid Thunder Wave.

Wobbuffet Wobbuffet Wobbuffet

Setup Support

Wobbuffet @ Custap Berry / Sitrus Berry
Ability: Shadow Tag
EVs: 252 Def / 252 SpD / 4 Spe
Bold Nature
- Encore
- Counter
- Mirror Coat
- Destiny Bond

What's the big deal?

Once among the most pathetic of Gen 2 Pokémon, Shadow Tag's trapping ability and a movepool with a purpose let Wobbuffet have revenge on Gold and Silver with its ability to set up sweepers!

What should I expect to see?

Encore is what makes Wobbuffet so dangerous, locking the foe into a move and allowing Wobbuffet to either clinch a KO with Counter or Mirror Coat or set up a sweeper such as Dragonite or Azumarill. Wobbuffet can also straight up use Counter or Mirror Coat if you suspect that the foe is Choiced. Wobbuffet may be slow, but Destiny Bond can be helpful if you're unsure if your the opposing Pokémon will attack or set up. Destiny Bond is especially deadly in conjunction with Custap Berry; if Wobbuffet is at 25% of its health, it can move first, potentially nabbing two KOs in a match! Otherwise, Sitrus Berry is fine for letting Wobbuffet last longer. You can even use Safety Goggles if you're especially worried about Venusaur and Smeargle.

What are its flaws?

Gengar is a huge pest for Wobbuffet, since it can escape Wobbuffet's Shadow Tag or slam it with Shadow Ball when it's weakened. Volt Switches to Tyranitar are also a big problem, since Tyranitar is immune to Mirror Coat. Wobbuffet's biggest problem isn't a singular Pokémon, but its playstyle. Since Wobbuffet is so focused on supporting offensive Pokémon, this means that if Wobbuffet is the last Pokémon standing, it almost always loses, so it must be used early in the match to be effective.

Lapras Lapras Lapras

Assault Vest

Lapras @ Assault Vest
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 Spe
Quiet Nature
- Sheer Cold
- Ice Shard
- Surf / Hydro Pump
- Freeze-Dry / Ice Beam

What's the big deal?

Lapras may seem like an inferior Suicune at first glance, but thanks to some unique movepool quirks such as Ice Shard and Freeze-Dry and its much greater accessibility in-game, Lapras is still one of the premier OHKO spammers in Johto Classic!

What should I expect to see?

Lapras is all about spamming OHKO moves, since this paired with Assault Vest makes it a decent stall breaker. This is especially true with Water Absorb, which allows Lapras to wall Calm Mind Suicune. Ice Shard ruins Focus Sash users that trouble OHKO moves and allows Lapras to pick off weakened Dragonite. Since Lapras sadly doesn't learn Scald, Surf is the most reliable Water-type attack it can use, while Hydro Pump trades accuracy for power. Freeze-Dry is usually the best choice as an Ice STAB move, since it allows Lapras to deal massive damage to Quagsire and Gyarados. However, if you want to KO a Multiscale Dragonite, you'll need Ice Beam's greater power.

What are its flaws?

Compared to Suicune, Lapras has much more weaknesses, meaning that Fighting-types such as Machamp and Heracross are a much bigger problem than usual, and it also has an exploitable Rock-type weakness for Tyranitar to take advantage of. Also, Lapras tends to rely on OHKO moves to be at its deadliest, which rely a lot on luck to work.

Feraligatr Feraligatr Feraligatr

Dragon Dancer

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Earthquake / Crunch / Aqua Jet / Substitute

What's the big deal?

Feraligatr is perhaps Gyarados's biggest rival. While it's slower and doesn't have Intimidate, Sheer Force often lets Feraligatr deal more damage than Gyarados, giving it a very viable niche!

What should I expect to see?

Feraligatr is all about setting up Dragon Dance to sweep. After one Dragon Dance, Waterfall has a lot of power - OHKOing Raikou and even 2HKOing Skarmory - while Ice Punch smashes through Zapdos, Venusaur, and even OHKOes Dragonite through Multiscale! Earthquake is the only move that will 2HKO Azumarill after a boost, while Crunch gives Feraligatr extra power against Suicune and Lapras. Aqua Jet isn't particularly useful with Dragon Dance, but it allows Feraligatr to snipe weakened Pokémon such as Raikou to avoid getting KOed when unboosted. Substitute may seem strange with Life Orb, but this allows Feraligatr to safely set up on Sheer Cold Suicune, potentially turning the tables on your opponent's plans.

A Jolly nature is preferred so Feraligatr can outspeed Jolteon after one Dragon Dance, but if you desire more power or want to use Aqua Jet, Adamant is still a reasonable choice.

What are its flaws?

Feraligatr's biggest problems are Clefable and Quagsire, as their Unaware ability removes Feraligatr's power to 2HKO them with a boosted Waterfall. Azumarill is another big issue since Feraligatr's only hope of 2HKOing it is with a boosted Earthquake. While Magneton can't take Earthquake, it can easily revenge kill Feraligatr if it has Sturdy intact. In general, Electric-types will easily revenge kill Feraligatr if it hasn't used Dragon Dance since Feraligatr is rather slow.

Slowbro Slowbro Slowbro

Physical Wall

Slowbro @ Rocky Helmet / Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Slack Off
- Scald
- Ice Beam
- Psyshock / Flamethrower / Thunder Wave / Calm Mind

Assault Vest Attacker

Slowbro @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Psyshock
- Scald
- Ice Beam
- Flamethrower

What's the big deal?

Unlike in Kanto Classic, Slowbro does have to compete with Suicune in the bulky water department, but it still has a two big selling points over it: immediate recovery in Slack Off, and the incredible ability Regenerator!

What should I expect to see?

Slack Off is a given on Slowbro, since it grants it a huge selling point over Suicune. Scald is the usual burn-happy Water-type move to use, and it works farily well on Slowbro, since Scizor is a common switch-in. Ice Beam is Slowbro's way to attack Dragonite, though be sure to watch out for Weakness Policy. Psyshock allows Slowbro to slam Gengar and Venusaur switch-ins, while Flamethrower allows Slowbro to fry Scizor on the switch. On the more supportive side, Thunder Wave cripples Pokémon that attempt to switch in such as Gengar, while Calm Mind allows Slowbro to take on special attackers better and set up. If you want an edge over other defensive Pokémon, you can use Toxic to come out on top. Rocky Helmet fits Slowbro's role as a physical attacker and works especially well against Dragonite, but Leftovers is a fine choice as well if you want to tank more hits.

Slowbro has an unusual second set to consider: Assault Vest. This patches up Slowbro's decent Special Defense into something that can surprise its usual checks such as Gengar and Venusaur, and it also takes advantage of Slowbro's good Special Attack stat for a more offensive twist.

What are its flaws?

Slowbro's biggest flaw is its softer Special Defense, which means that pretty much any Electric-type will be a huge problem. Venusaur can also bust through it as long as it watches out for Psyshock. Gengar has a tough time switching in, but otherwise it can slam Slowbro with STAB Shadow Ball.

porygon2 Porygon2 porygon2

Offensive

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Recover
- Tri Attack
- Ice Beam
- Thunderbolt / Hidden Power Fire / Shadow Ball

Defensive

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpD
Bold / Calm Nature
- Recover
- Ice Beam
- Foul Play / Toxic
- Toxic / Thunderbolt / Thunder Wave

What's the big deal?

Porygon2 might not stand out as much as Piloswine or Chansey when it comes to Eviolite use, but unlike these two, it has the advantage of versatility on its side, being able to run both offensive and defensive sets!

What should I expect to see?

Offensive Porygon2 tends to be the most common set. While an offensive Pokémon, Porygon2 still has a great deal of bulk, so it almost always runs Recover. Tri Attack is its main STAB move, which deals a good amount of damage with a Download boost. Ice Beam allows Porygon2 to hit Dragonite hard and slam Zapdos and Venusaur. Thunderbolt allows Porygon2 to hit Azumarill and OHKO Gyarados, while Hidden Power Fire gives it an edge over Scizor. If you especially detest Gengar and Espeon, Shadow Ball is a reasonable option. Finally, Porygon2 is one of the most reliable users of Trick Room in Johto Classic, so if you need that kind of support, Porygon2 is your best bet!

As for the defensive set, Porygon2 can choose to go either physically defensive to take on Dragonite and Azumarill better or specially defensive to have a better shot at defeating Electric-types. Here, Foul Play can be especially useful against Belly Drum Azumarill and Swords Dance Scizor. Toxic is nice for defeating other bulky Pokémon, while Thunder Wave is great for supporting offensive teammates. Trace works especially well on this set, allowing Porygon2 to copy useful abilities such as Multiscale and Regenerator.

What are its flaws?

Porygon2's biggest flaw is Knock Off, which dramatically reduces its utility, also because Normal isn't a great defensive typing to begin with. The most common user of Knock Off is Scizor, it which must watch out for Hidden Power Fire, though. Calm Mind users such as Suicune and Raikou are difficult for Porygon2 to break, making it setup bait for them. Porygon2 also has an extremely difficult time dealing with Fighting-types such as Machamp and Heracross due to its weakness to their STAB attacks.

smeargle Smeargle smeargle

Baton Pass

Smeargle @ Focus Sash / Power Herb
Ability: Moody
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore / Dark Void
- Quiver Dance / Geomancy
- Baton Pass
- King's Shield / Spiky Shield / Substitute / Stored Power

What's the big deal?

With Moody allowed and the lack of Sleep Clause in Johto Classic, Smeargle becomes an extremely deadly Baton Pass user, especially when used with Espeon!

What should I expect to see?

Smeargle can net many boosts with Quiver Dance, Geomancy, and Moody that it can Baton Pass to threatening teammates, most notably Espeon. Spore or Dark Void is used to out Pokémon to sleep to allow Smeargle to get more boosts; Dark Void allows Smeargle to put Grass-types to sleep but has lower accuracy. Geomancy should only be used with Power Herb, as it allows Smeargle to get +2 Special Attack, Special Defense, and Speed in one turn. King's Shield allows Smeargle to stall for more Moody boosts and also lowers the Attack of Pokémon using priority moves that threaten Smeargle, while Spiky Shield also protects Smeargle from status moves. If you want a move that can be used in succession, Substitute can also be used and is especially deadly when passed along with the boosts. Stored Power can be used if Smeargle wants an offensive move to take advantage of Moody with, though this comes at the cost of easily getting Moody boosts against faster foes.

What are its flaws?

Smeargle may be the best at its job, but because this job only consists of setting up and using Baton Pass, if Smeargle is the last Pokémon standing, it usually loses the battle. Smeargle also hates priority moves, especially if opponents predict the King's Shield. Smeargle's Speed can also be a problem, because without a lucky Moody boost, more offensive Pokémon will outspeed it. Random Hazes from the likes of Quagsire and Crobat will rid Smeargle of its boosts, usually ruining its utility. Roar and Whirlwind can also be problematic, but note that Smeargle usually passes its boosts to Espeon, which will bounce these moves back. In an ironic twist, Smeargle actually has trouble taking sleep moves from faster Pokémon such as offensive Venusaur. Finally, Moody can just be unreliable at times, giving you the wrong drop at the worst time.

Ninetales Ninetales Ninetales

Sun Attacker

Ninetales @ Choice Specs / Heat Rock
Ability: Drought
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Solar Beam
- Overheat / Will-O-Wisp / Sunny Day
- Hidden Power Ice

What's the big deal?

Access to Drought gives Ninetales a niche over other Fire-types. The sun Drought gives can support Chlorophyll Pokémon such as Venusaur, Exeggutor, Jumpluff, and Victreebell. Choice Specs makes Ninetales hit quite hard, but Heat Rock can be used to increase the duration of sun. Overheat is used as a powerful nuke on the Choice Specs set while the Heat Rock set can utilize Will-O-Wisp to cripple Pokémon such as Azumarill and Dragonite or Sunny Day to keep sun up against opposing weather setters. A more defensive set might seem appealing, but Ninetales does not have enough natural bulk to take many hits.

Venomoth Venomoth venomoth

Quiver Dance

Venomoth @ Focus Sash
Ability: Tinted Lens
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Sleep Powder
- Quiver Dance
- Bug Buzz / Sludge Bomb
- Baton Pass / Sludge Bomb

What's the big deal?

Access to Sleep Powder and Quiver Dance makes Venomoth a fearsome setup sweeper. Lack of Sleep Clause also means Venomoth can put multiple Pokémon to sleep at the same time. Access to Baton Pass also means Venomoth can give boosts to threatening teammates such as Alakazam, Zapdos, or Espeon. Tinted Lens allows Venomoth to only run one STAB move. No Pokémon are immune to Bug Buzz, but Sludge Bomb can be used to immediately threaten Clefable and Azumarill. Both STAB moves can be used if there are not any suitable partners for Baton Pass on the team.

dugtrio Dugtrio dugtrio

Trapper

Dugtrio @ Focus Sash
Ability: Arena Trap
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Hone Claws / Fissure

What's the big deal?

Dugtrio stands out as one of the best checks to grounded Electric-types due to its ability to trap them with Arena Trap. Dugtrio should be used to KO Electric-types such as Raikou and Magneton to make it easier for teammates to sweep. If Dugtrio is able to trap an Electric-type locked into their STAB move, Dugtrio can freely set up Hone Claws. Fissure can be used in desperate situations and also checks No Guard Machamp.

Moltres Moltres moltres

All-Out Attacker

Moltres @ Choice Specs / Life Orb
Ability: Pressure
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Flamethrower / Fire Blast
- Hurricane
- Overheat
- Hidden Power Ice / U-turn

What's the big deal?

Moltres can be used on rain teams as a wallbreaker with its powerful 100% accurate Hurricane. It is also able to check Scizor and Venusaur for the Water-types found on rain teams. Hidden Power Ice prevents Dragonite from freely setting up when not in rain, but U-turn can be used to keep momentum against Pokémon that wall Moltres like Chansey and Tyranitar.

vaporeon Vaporeon vaporeon

Defensive

Vaporeon @ Leftovers
Ability: Water Absorb
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Toxic / Ice Beam / Roar

What's the big deal?

Vaporeon possesses relatively good bulk in addition to a good defensive typing. Wish helps heal Vaporeon alongside Protect and can also help support the team. Toxic breaks down defensive pokemon and pairs well with Protect to rack up more poison damage. Ice Beam can be used to hit Grass-types that otherwise wall Vaporeon, such as Venusaur, super effectively. Roar can remove boosts from setup Pokémon like Belly Drum Azumarill.

blissey Blissey blissey

Chansey Substitute

Blissey (F) @ Leftovers
Ability: Natural Cure
Level: 50
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Soft-Boiled
- Thunder Wave / Toxic
- Aromatherapy / Stealth Rock / Counter

What's the big deal?

Blissey is mostly used as a substitute for Chansey on teams that already have an Eviolite, because Blissey has overall worse bulk than Chansey that carry Eviolite. Thunder Wave helps slow down opposing Pokémon and Toxic breaks down bulkier ones. Aromatherapy and Stealth Rock both support the team, but Counter can be used to take out physical attackers that cannot OHKO Blissey such as Azumarill and Scizor lacking Superpower.

sneasel Sneasel sneasel

Physical Attacker

Sneasel @ Focus Sash / Life Orb
Ability: Keen Eye
EVs: 252 Att / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Counter / Low Kick / Swords Dance

Assist

Sneasel @ Leftovers
Ability: Keen Eye
EVs: 252 Att / 4 Def / 252 Spe
Jolly Nature
- Assist
- Substitute
- Icicle Crash
- Knock Off / Swords Dance

What's the big deal?

Sneasel is a bit of a dark horse in Johto Classic. It's very frail and not incredibly powerful, but a fantastic Speed tier and great offensive typing turn it into a bit of an anti-meta pick. While it's not one of the first threats you should be trying to prepare for, Sneasel thrives off of unsuspecting teams that aren't prepared for its tricks. Dark / Ice is difficult to switch into, Knock Off is trickier to deal with in a format where nearly every Pokémon dislikes losing its item, and its high Speed lets it ravage unsuspecting opponents with Assist Spore shenanigans.

Sneasel has two drastically different sets that are very easy to distinguish at Team Preview, but on a typical team, Sneasel will usually run a standard offensive set. Icicle Crash breaks though the likes of Dragonite, Zapdos, and Venusaur, while Knock Off pressures most switch-ins, since most Pokémon dislike losing their item . Icicle Crash can even OHKO Dragonite through Multiscale, though Sneasel needs a Life Orb in order to achieve this. Ice Shard gives Sneasel valuable priority to pick off weakened foes, which is notably useful for beating weakened Crobat, which otherwise outspeeds Sneasel and OHKOes it with Brave Bird. Sneasel has a few options for its last move, with Counter fitting nicely on Focus Sash variants to nab a surprise KO against bulkier physical attackers it can't otherwise beat, such as Entei and Azumarill. Low Kick gives Sneasel a way to hit Tyranitar and Snorlax harder, though this needs the power from Life Orb to be particularly effective. Swords Dance is risky with all the priority running around, but a well-timed setup can let Sneasel sweep through teams by itself with its dangerous STAB combination. While useless in standard Smogon formats, Keen Eye is also useful for ignoring evasion to reliably beat Minimize users like Chansey.

The other set is a lot more telegraphed, since it only works with specific teammates, namely Smeargle, Ditto, and a Focus Punch user. For those familiar with Battle Spot Singles, the Assist set works similarly to Assist Liepard but without Prankster. Assist can't call certain moves like Transform, Protect, Counter, and Focus Punch, so in a 3v3 format it's easier to set things up so that Sneasel can only call Spore when using Assist. Sneasel is fast enough to use Spore on a large portion of the metagame and then proceed to hide behind a Substitute and set up Swords Dance. Without priority or a faster Pokémon like Crobat, this set can be very difficult to break. Even a Grass-type to absorb Spore isn't enough, since Sneasel can just smash any Grass-type with Icicle Crash regardless. Leftovers also helps Sneasel stay healthy so that it can continue setting Substitutes after putting the foe to sleep again.


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Conclusion

Pokémon Sun and Pokémon Moon may be rocking our worlds later this year, but if Johto Classic is any indication, Game Freak and Nintendo aren't done with Pokémon birthday festivities yet! Since they are going beyond the nostalgia of Pokémon Red, Green, Blue, and Yellow, who knows what other events are in store in the lead up to the next generation of Pokémon!

For more information about the development of this metagame, check out the thread about it on Smogon's Battle Spot Forums.

Since this tournament was announced on such short notice, we weren't able to cover as many niche Pokémon as in the Kanto Classic article. Thankfully, Antar collected Pokémon usage stats up to May 20th for Johto Classic, so check them out if there are any other Pokémon you are curious about!

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