Hey there. I've been playing Kanto Classic, under the account Dux_Knight and Kanto Fanto, which, at the time of posting, are tied for first place in Elo (1552 at the moment). I'm not overly interested in keeping first place indefinitely, but this metagame has been a ton of fun to play, so I thought I would share my team to spread information. I don't visit these forums often, so my apologies if this is slightly informal. Anyway, onto the team!
Clefable
Ability: Unaware
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Stealth Rock
- Moonlight
When I began making this team before the Kanto Classic format was even implemented on Showdown, I knew Clefable would be necessary to compete in Kanto Classic. The threat of DD Dragonite is too big to go without it. I've forgone Moonblast in favor of Ice Beam, since it has much more valuable coverage, I find, and OHKO's Dragonite after Stealth Rock. Thunderbolt creates BoltBeam coverage, while Moonlight keeps it alive and Stealth Rock is Stealth Rock.
Depending on the opposing team, I will sometimes lead with this, if I believe it is safe to do so. If they're lacking Dragonite or other obvious problematic setup sweepers, this can be sacrificed at some point to keep other key Pokemon alive, but in general, Clefable is a good team player, able to hit many Pokemon Super-Effectively, and it has surprise value in that coverage most of the time.
Snorlax
Ability: Thick Fat
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Body Slam
- Pursuit
- Whirlwind
- Self-Destruct
Snorlax, in my opinion, is the single best Pokemon in this metagame. The amount of roles he can fill is astounding, and the immediate threat he brings when he hits the field is unlike most other Pokemon in the game. Body Slam provides a great STAB with a 30% chance of Paralysis, and this chance can be so huge in dealing with would-be counters on the switch. Pursuit puts many top threats in a 50/50 situation, such as Alakazam, Starmie, and Gengar. Whirlwind provides phazing for the team, should it need it in an emergency to stop full BP teams, and Self-Destruct is, well, destructive when Snorlax's use is nearing expiration.
Snorlax serves as a stop to Shell Smash Cloyster through sheer power alone after it has smashed, with Thick Fat reducing damage from Icicle Spear, and taking negligible damage from Rock Blast. Snorlax can switch in on most special attackers and force a switch, giving you a chance to spread Paralysis around the opposing team. The only real problems I've run into with this is Will-o-Wisp Gengar, and even then, you can keep Pursuiting it to put on pressure with its paper-thin defenses. I had Crunch over Whirlwind at first, but you really need some phazing in this metagame to stop full BP.
Gengar
Ability: Levitate
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Substitute
- Sucker Punch
Gengar's immunity to Normal, Fighting, and Ground makes him a very valuable Pokemon to have around. Sludge Bomb provides Gengar with a method of dealing heavy damage to Clefable, which you'll see on almost every top level player. Shadow Ball allows you to deal damage to the plethora of Psychic types this metagame has to offer, and allows you a secondary STAB to hit things like Nidoking on the switch. Substitute provides you a status buffer and allows you to scout if that Snorlax is trying to Pursuit you. It can also be helpful in blocking damage while Poison from Sludge Bomb racks up if necessary.
The last slot is odd... Sucker Punch on Gengar's paltry Attack stat seems backwards, but it allows Gengar to do a few neat things. Firstly, it deals around 50-63% to standard Alakazam if you need a desperation finisher for them, and since it's unexpected, most Zam will just attempt to attack you, lest they take a Shadow Ball to the face. Second, it allows you to mess with Sucker Punch Nidoking, especially if they switch in as you Substitute, and creates a mind-game situation that puts you in the advantage because you're faster and have more options for a win condition than Nidoking does.
I've opted to stay Timid because you really don't want a 10% loss of bulk on either side, and Sucker Punch is so situational that if you need it, you need to be playing with it in mind (not sure how to explain this better, but for example, if they have a full health Zam you need to weaken to get your own full health Zam in safely, you can use Sucker Punch to bring them down to about ~50%, then bring your Zam in safely since you don't die to a Shadow Ball at full health unless they crit).
Machamp
Ability: No Guard
Level: 50
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Dynamic Punch
- Poison Jab
- Stone Edge
- Bullet Punch
As I said, Snorlax is the best Pokemon in the metagame, and if you don't have an immediate answer for it, you're probably going to lose. Machamp serves to add pressure that Snorlax just can't handle. DynamicPunch is your STAB move, used to eliminate Snorlax as fast as possible, and how quickly it brings him down is dependent on their spread and how many times, if any, they've Cursed. You generally win the exchange unless you can't get Machamp in fast enough. DynamicPunch lso adds confusion, and this alone makes switching into Machamp a nightmare that can cause games to be lost on a coin toss. Poison Jab applies pressure to common switch-ins, such as Clefable and Slowbro (assuming the 30% triggers). Stone Edge has great power and coverage, and it's relieving to use it in a setting where it cannot miss. Bullet Punch provides you a priority move, and it's so useful. It deals around 35-40% to Alakazam, and allows you to pick off faster Pokemon that have been weakened. Also helps if you've been wearing down a Clefable that has used Thunder Wave on you.
The EVs are set to outspeed 0 Speed Clefable, but you could even go as high as 56 if you want to ensure you outspeed most Clefable (few run higher than 8 Speed from what I've observed), but then it gets into Speed creep and you lose overall bulk on both sides.
Alakazam
Ability: Magic Guard
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Encore
- Substitute
Alakazam is fast, and it has tools to really mess with other Pokemon. Psyshock is the STAB of choice here, as it does the most to most of the things that would give Zam trouble, such as Snorlax, Chansey, and CM Clefable. Speaking of CM Clefable, Encore forces it out. In combination with Substitute, Encore can put a stop to many Pokemon, forcing switches. Good examples are Curse Snorlax, Stealth Rock mostly anything, anything attempting Thunder Wave that is slower than you, etc. Shadow Ball is for dealing with other Psychic types. Pretty basic stuff on this one, but it's quite effective. Also makes a decent lead against most Nidoking/Queen if they lead with Stealth Rock or Sucker Punch.
Slowbro
Ability: Regenerator
Level: 50
EVs: 244 HP / 252 Def / 12 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Thunder Wave
This Pokemon slot, man... it started as Shell Smash Cloyster, went to Jolteon, Magneton, Dugtrio, and now it's Slowbro. Slowbro serves many functions, serving as a good switch-in for Machamp, Cloyster, and Dragonite. Scald and Psyshock provide STAB options that both have benefits. Slack Off keeps you healthy, and Thunder Wave cripples many opposing Pokemon. The EVs sacrifice 1 HP for 2 extra Sp. Attack at level 50.
So there's my team. It's certainly not unbeatable or perfect, but I've found great success with it, and figured I'd share. Feel free to leave constructive feedback and such!
At a glance
Clefable
Ability: Unaware
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Stealth Rock
- Moonlight
When I began making this team before the Kanto Classic format was even implemented on Showdown, I knew Clefable would be necessary to compete in Kanto Classic. The threat of DD Dragonite is too big to go without it. I've forgone Moonblast in favor of Ice Beam, since it has much more valuable coverage, I find, and OHKO's Dragonite after Stealth Rock. Thunderbolt creates BoltBeam coverage, while Moonlight keeps it alive and Stealth Rock is Stealth Rock.
Depending on the opposing team, I will sometimes lead with this, if I believe it is safe to do so. If they're lacking Dragonite or other obvious problematic setup sweepers, this can be sacrificed at some point to keep other key Pokemon alive, but in general, Clefable is a good team player, able to hit many Pokemon Super-Effectively, and it has surprise value in that coverage most of the time.
Snorlax
Ability: Thick Fat
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Body Slam
- Pursuit
- Whirlwind
- Self-Destruct
Snorlax, in my opinion, is the single best Pokemon in this metagame. The amount of roles he can fill is astounding, and the immediate threat he brings when he hits the field is unlike most other Pokemon in the game. Body Slam provides a great STAB with a 30% chance of Paralysis, and this chance can be so huge in dealing with would-be counters on the switch. Pursuit puts many top threats in a 50/50 situation, such as Alakazam, Starmie, and Gengar. Whirlwind provides phazing for the team, should it need it in an emergency to stop full BP teams, and Self-Destruct is, well, destructive when Snorlax's use is nearing expiration.
Snorlax serves as a stop to Shell Smash Cloyster through sheer power alone after it has smashed, with Thick Fat reducing damage from Icicle Spear, and taking negligible damage from Rock Blast. Snorlax can switch in on most special attackers and force a switch, giving you a chance to spread Paralysis around the opposing team. The only real problems I've run into with this is Will-o-Wisp Gengar, and even then, you can keep Pursuiting it to put on pressure with its paper-thin defenses. I had Crunch over Whirlwind at first, but you really need some phazing in this metagame to stop full BP.
Gengar
Ability: Levitate
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Substitute
- Sucker Punch
Gengar's immunity to Normal, Fighting, and Ground makes him a very valuable Pokemon to have around. Sludge Bomb provides Gengar with a method of dealing heavy damage to Clefable, which you'll see on almost every top level player. Shadow Ball allows you to deal damage to the plethora of Psychic types this metagame has to offer, and allows you a secondary STAB to hit things like Nidoking on the switch. Substitute provides you a status buffer and allows you to scout if that Snorlax is trying to Pursuit you. It can also be helpful in blocking damage while Poison from Sludge Bomb racks up if necessary.
The last slot is odd... Sucker Punch on Gengar's paltry Attack stat seems backwards, but it allows Gengar to do a few neat things. Firstly, it deals around 50-63% to standard Alakazam if you need a desperation finisher for them, and since it's unexpected, most Zam will just attempt to attack you, lest they take a Shadow Ball to the face. Second, it allows you to mess with Sucker Punch Nidoking, especially if they switch in as you Substitute, and creates a mind-game situation that puts you in the advantage because you're faster and have more options for a win condition than Nidoking does.
I've opted to stay Timid because you really don't want a 10% loss of bulk on either side, and Sucker Punch is so situational that if you need it, you need to be playing with it in mind (not sure how to explain this better, but for example, if they have a full health Zam you need to weaken to get your own full health Zam in safely, you can use Sucker Punch to bring them down to about ~50%, then bring your Zam in safely since you don't die to a Shadow Ball at full health unless they crit).
Machamp
Ability: No Guard
Level: 50
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Dynamic Punch
- Poison Jab
- Stone Edge
- Bullet Punch
As I said, Snorlax is the best Pokemon in the metagame, and if you don't have an immediate answer for it, you're probably going to lose. Machamp serves to add pressure that Snorlax just can't handle. DynamicPunch is your STAB move, used to eliminate Snorlax as fast as possible, and how quickly it brings him down is dependent on their spread and how many times, if any, they've Cursed. You generally win the exchange unless you can't get Machamp in fast enough. DynamicPunch lso adds confusion, and this alone makes switching into Machamp a nightmare that can cause games to be lost on a coin toss. Poison Jab applies pressure to common switch-ins, such as Clefable and Slowbro (assuming the 30% triggers). Stone Edge has great power and coverage, and it's relieving to use it in a setting where it cannot miss. Bullet Punch provides you a priority move, and it's so useful. It deals around 35-40% to Alakazam, and allows you to pick off faster Pokemon that have been weakened. Also helps if you've been wearing down a Clefable that has used Thunder Wave on you.
The EVs are set to outspeed 0 Speed Clefable, but you could even go as high as 56 if you want to ensure you outspeed most Clefable (few run higher than 8 Speed from what I've observed), but then it gets into Speed creep and you lose overall bulk on both sides.
Alakazam
Ability: Magic Guard
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Encore
- Substitute
Alakazam is fast, and it has tools to really mess with other Pokemon. Psyshock is the STAB of choice here, as it does the most to most of the things that would give Zam trouble, such as Snorlax, Chansey, and CM Clefable. Speaking of CM Clefable, Encore forces it out. In combination with Substitute, Encore can put a stop to many Pokemon, forcing switches. Good examples are Curse Snorlax, Stealth Rock mostly anything, anything attempting Thunder Wave that is slower than you, etc. Shadow Ball is for dealing with other Psychic types. Pretty basic stuff on this one, but it's quite effective. Also makes a decent lead against most Nidoking/Queen if they lead with Stealth Rock or Sucker Punch.
Slowbro
Ability: Regenerator
Level: 50
EVs: 244 HP / 252 Def / 12 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Thunder Wave
This Pokemon slot, man... it started as Shell Smash Cloyster, went to Jolteon, Magneton, Dugtrio, and now it's Slowbro. Slowbro serves many functions, serving as a good switch-in for Machamp, Cloyster, and Dragonite. Scald and Psyshock provide STAB options that both have benefits. Slack Off keeps you healthy, and Thunder Wave cripples many opposing Pokemon. The EVs sacrifice 1 HP for 2 extra Sp. Attack at level 50.
So there's my team. It's certainly not unbeatable or perfect, but I've found great success with it, and figured I'd share. Feel free to leave constructive feedback and such!
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