Malley
Dominachu
This team is based around a core of Foongus, Slowpoke, and Porygon, who work fantastically together defensively while also being surprisingly potent in attack. With Foongus and Slowpoke having Regenerator, and Porygon having Recover and also often being able to trace Regenerator, they are incredibly hard to break down, and when the opponent sends out his or her strongest attackers they can tank the hits, spread paralysis like a disease, and recover up. Offensive teams can often be brought to the end-game just by these three, leaving Sash Abra and Scarf Pawniard to clear up unthreatened. The final slot goes to Eviolite DD Scraggy, who performs admirably in a utility role, providing an invaluable pivot around threats such as opposing Abras, Pawniards, and Gastlies.
What I really love about this team is that it just eats up entry hazards and isn't completely shut down with status, meaning it can't be stalled. The opponent is forced to put his or herself at the mercy of T-Waves just to have a hope of getting a kill, leaving Abra and Pawniard free to do their thing, or make unusually risky plays which more often than not work out to my advantage.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Recover
- Thunder Wave
- Ice Beam
Porygon may seem like something of an intruder into the standard Foongus-Slowpoke defensive core, but I cannot overemphasise how perfectly it fits, transforming an annoying but offensively blunt partnership into a trio that can leave serious holes in an opponent's team. With quite obscene 26/24/24 defences after Eviolite, and very respectable 26/16/16 even before, there is almost nothing that can OHKO it. As an example, Bulky Attacker Mienfoo does 69.2 - 92.3% with High Jump Kick, and 46.1 - 53.8% with Drain Punch; one of Porygon's most common roles is as an anti-lead to just this 'mon, hitting it with a T-Wave (most often after a Knock Off) then switching out to Foongus or Slowpoke to tank the fighting move, and gaining back 30% health from the traced Regenerator as it does so. This is not just situational - if the opponent's lead is not ground/Chinchou and does not switch out, it is getting paralysed; if it is ground, it is getting Ice Beamed; and if it is Chinchou, it is taking 48 - 60% from a Tri Attack. At the other end of its remit, seen in the Chinchou example, is its offensive presence. Tri Attack 3HKOs at the least most switch-ins, and Ice Beam 2HKOs Onix and Diglett leads and OHKOs Fletchling with a little prior damage.
Porygon is perhaps not a full member of this team's defensive core; it often depends on the opponent's team. It works very well as a utility 'mon, with Trace in particular being especially frustrating to Volt Absorb Chinchou and Flash Fire Ponyta. Its ability to tank hits even without Eviolite means that it can be used to soak up Knock Offs aimed at Foongus and Slowpoke, preserving their pure defensive qualities.
Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Stun Spore
Slowpoke @ Eviolite
Ability: Regenerator
Level: 5
EVs: 236 Def / 76 SpA / 196 SpD
Bold Nature
- Scald
- Thunder Wave
- Slack Off
- Fire Blast
The Foongus-Slowpoke core, when Porygon is out of the picture, is fairly standard. Dual-regenerator means that they can play around with opponents to get back to health, forcing the opponent to predict and thereby creating opportunities to Spore, T-Wave, or attack. Foongus reaches 25/21/21 defences with Eviolite, 25/14/14 without, while Slowpoke runs at 25/25/19 and 25/17/13; this slight frailty after Knock Off means that if Porygon is unable to draw off the hit they can be in trouble, but only slightly, as their typings complement each other perfectly, allowing them to take advantage of that dual-regenerator partnership. Foongus walls Chinchou, otherwise a massive threat, getting either a kill or a Spore in, while Slowpoke takes only 37 - 48.1% from a Fletchling Acrobatics before Eviolite; this makes it the perfect pivot for Pawniard to get in and kill it, since it can also soak up any Overheat and leave the Fletchling at -2 SpAtk. Stun Spore on Foongus is not often used, with Spore generally being preferred, but it makes sure that Foongus is not a sitting duck against things like Pawniard when a Pokémon is already asleep. Fire Blast on Slowpoke is also not often used, but it can come in very handy again grass types such as Bellsprout, Bulbasaur, or Foongus, which think they can switch in to Slowpoke and take the momentum.
The end goal of this trio is to get in enough damage that either Abra, Pawniard, or to a lesser extent Scraggy can sweep late game. For example, Fletchling - one of the biggest threats in the tier - only takes 56.5 - 69.5% from a Scarfed Iron Head, meaning that Pawniard requires some help to be a sure counter; both Porygon and Slowpoke can get off this damage while taking an Acrobatics with ease.
Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 36 HP / 156 Atk / 36 Def / 36 SpD / 212 Spe
Jolly Nature
- Knock Off
- Drain Punch
- Dragon Dance
- Ice Punch
In theory, Scraggy is a bulky set-up sweeper capable of outspeeding and OHKOing pretty much every unboosted threat after one DD. In practice, its poor defensive typing and the ubiquity of Fletchling, sash Abra, and various scarfers mean that its sweeping potential is very limited. Its main use is actually in its bulk (22/21/21 with Eviolite, 22/14/14 without), typing (6.25% damage from rocks, resistance to Knock Off and immunity to Abra's psychic), and ability (allowing it to absorb status and set up on Will-O, which generally gets it at least one kill), all of which make it a fantastic pivot around the awkward 4 attack offensive 'mons such as Abra and Gastly which are so common. Ice Punch gives useful coverage against ground and flying types, which otherwise threaten. The other option would be Poison Jab for Spritzee, but Foongus and Pawniard are adequate for that.
With full defensive investment Scraggy could reach 22/16/16 - approaching Porygon levels of bulk. I am considering changing to this and replacing Dragon Dance with Fake Out; what do people think?
Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Jolly Nature
- Pursuit
- Knock Off
- Brick Break
- Iron Head
Probably this team's MVP. This is a completely standard set: coming in on a free switch or resisted hit, Pawniard can most often just spam Knock Off, 2HKOing most switch-ins and at least knocking off their item if not. Pursuit is also invaluable, destroying non- or broken-sash Gastly and Abra and making the battle far safer for the rest of the team. Brick Break is not often used - it is most often for opposing Pawniards, either non-Scarfed variants or just as a last resort in a speed tie. Iron Head coverage is important, allowing Pawniard to revenge kill most things that resist Knock Off, such as fighting or fairy types. T-wave support is greatly appreciated against other scarfers, as they are Pawniard's only firm check.
Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 68 SpD / 200 Spe
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
Finally, the end-game win condition. Focus Sash means that Abra can almost always force a one-for-one with the biggest threats in the metagame, such as Fletchling, Gastly, Pawniard, Mienfoo, and other Abras. Very often this will free up Pawniard to clean up with Knock Off or Iron Head, or alternatively allow the Porygon-Foongus-Slowpoke to whittle the rest of the team down without fear. These four attacks give perfect coverage, and allow Abra to put an immense amount of pressure on switches with just a little prediction. When using Abra it is vital to not allow its Sash to be broken until it comes to the kill, so do not bring it in to revenge kill unless you are sure that the target is not Scarfed or you are revenge killing its designated target. Like Pawniard, Abra loves T-Wave support, with which it can OHKO much of the metagame while keeping its Sash intact.
I have not found a threat yet that this team cannot handle, as long as it is properly identified at the beginning of the battle and the right provisions made. Any advice would be very welcome, especially with regard to Scraggy.
What I really love about this team is that it just eats up entry hazards and isn't completely shut down with status, meaning it can't be stalled. The opponent is forced to put his or herself at the mercy of T-Waves just to have a hope of getting a kill, leaving Abra and Pawniard free to do their thing, or make unusually risky plays which more often than not work out to my advantage.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Recover
- Thunder Wave
- Ice Beam
Porygon may seem like something of an intruder into the standard Foongus-Slowpoke defensive core, but I cannot overemphasise how perfectly it fits, transforming an annoying but offensively blunt partnership into a trio that can leave serious holes in an opponent's team. With quite obscene 26/24/24 defences after Eviolite, and very respectable 26/16/16 even before, there is almost nothing that can OHKO it. As an example, Bulky Attacker Mienfoo does 69.2 - 92.3% with High Jump Kick, and 46.1 - 53.8% with Drain Punch; one of Porygon's most common roles is as an anti-lead to just this 'mon, hitting it with a T-Wave (most often after a Knock Off) then switching out to Foongus or Slowpoke to tank the fighting move, and gaining back 30% health from the traced Regenerator as it does so. This is not just situational - if the opponent's lead is not ground/Chinchou and does not switch out, it is getting paralysed; if it is ground, it is getting Ice Beamed; and if it is Chinchou, it is taking 48 - 60% from a Tri Attack. At the other end of its remit, seen in the Chinchou example, is its offensive presence. Tri Attack 3HKOs at the least most switch-ins, and Ice Beam 2HKOs Onix and Diglett leads and OHKOs Fletchling with a little prior damage.
Porygon is perhaps not a full member of this team's defensive core; it often depends on the opponent's team. It works very well as a utility 'mon, with Trace in particular being especially frustrating to Volt Absorb Chinchou and Flash Fire Ponyta. Its ability to tank hits even without Eviolite means that it can be used to soak up Knock Offs aimed at Foongus and Slowpoke, preserving their pure defensive qualities.
Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Stun Spore
Slowpoke @ Eviolite
Ability: Regenerator
Level: 5
EVs: 236 Def / 76 SpA / 196 SpD
Bold Nature
- Scald
- Thunder Wave
- Slack Off
- Fire Blast
The Foongus-Slowpoke core, when Porygon is out of the picture, is fairly standard. Dual-regenerator means that they can play around with opponents to get back to health, forcing the opponent to predict and thereby creating opportunities to Spore, T-Wave, or attack. Foongus reaches 25/21/21 defences with Eviolite, 25/14/14 without, while Slowpoke runs at 25/25/19 and 25/17/13; this slight frailty after Knock Off means that if Porygon is unable to draw off the hit they can be in trouble, but only slightly, as their typings complement each other perfectly, allowing them to take advantage of that dual-regenerator partnership. Foongus walls Chinchou, otherwise a massive threat, getting either a kill or a Spore in, while Slowpoke takes only 37 - 48.1% from a Fletchling Acrobatics before Eviolite; this makes it the perfect pivot for Pawniard to get in and kill it, since it can also soak up any Overheat and leave the Fletchling at -2 SpAtk. Stun Spore on Foongus is not often used, with Spore generally being preferred, but it makes sure that Foongus is not a sitting duck against things like Pawniard when a Pokémon is already asleep. Fire Blast on Slowpoke is also not often used, but it can come in very handy again grass types such as Bellsprout, Bulbasaur, or Foongus, which think they can switch in to Slowpoke and take the momentum.
The end goal of this trio is to get in enough damage that either Abra, Pawniard, or to a lesser extent Scraggy can sweep late game. For example, Fletchling - one of the biggest threats in the tier - only takes 56.5 - 69.5% from a Scarfed Iron Head, meaning that Pawniard requires some help to be a sure counter; both Porygon and Slowpoke can get off this damage while taking an Acrobatics with ease.
Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 36 HP / 156 Atk / 36 Def / 36 SpD / 212 Spe
Jolly Nature
- Knock Off
- Drain Punch
- Dragon Dance
- Ice Punch
In theory, Scraggy is a bulky set-up sweeper capable of outspeeding and OHKOing pretty much every unboosted threat after one DD. In practice, its poor defensive typing and the ubiquity of Fletchling, sash Abra, and various scarfers mean that its sweeping potential is very limited. Its main use is actually in its bulk (22/21/21 with Eviolite, 22/14/14 without), typing (6.25% damage from rocks, resistance to Knock Off and immunity to Abra's psychic), and ability (allowing it to absorb status and set up on Will-O, which generally gets it at least one kill), all of which make it a fantastic pivot around the awkward 4 attack offensive 'mons such as Abra and Gastly which are so common. Ice Punch gives useful coverage against ground and flying types, which otherwise threaten. The other option would be Poison Jab for Spritzee, but Foongus and Pawniard are adequate for that.
With full defensive investment Scraggy could reach 22/16/16 - approaching Porygon levels of bulk. I am considering changing to this and replacing Dragon Dance with Fake Out; what do people think?
Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Jolly Nature
- Pursuit
- Knock Off
- Brick Break
- Iron Head
Probably this team's MVP. This is a completely standard set: coming in on a free switch or resisted hit, Pawniard can most often just spam Knock Off, 2HKOing most switch-ins and at least knocking off their item if not. Pursuit is also invaluable, destroying non- or broken-sash Gastly and Abra and making the battle far safer for the rest of the team. Brick Break is not often used - it is most often for opposing Pawniards, either non-Scarfed variants or just as a last resort in a speed tie. Iron Head coverage is important, allowing Pawniard to revenge kill most things that resist Knock Off, such as fighting or fairy types. T-wave support is greatly appreciated against other scarfers, as they are Pawniard's only firm check.
Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 68 SpD / 200 Spe
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
Finally, the end-game win condition. Focus Sash means that Abra can almost always force a one-for-one with the biggest threats in the metagame, such as Fletchling, Gastly, Pawniard, Mienfoo, and other Abras. Very often this will free up Pawniard to clean up with Knock Off or Iron Head, or alternatively allow the Porygon-Foongus-Slowpoke to whittle the rest of the team down without fear. These four attacks give perfect coverage, and allow Abra to put an immense amount of pressure on switches with just a little prediction. When using Abra it is vital to not allow its Sash to be broken until it comes to the kill, so do not bring it in to revenge kill unless you are sure that the target is not Scarfed or you are revenge killing its designated target. Like Pawniard, Abra loves T-Wave support, with which it can OHKO much of the metagame while keeping its Sash intact.
I have not found a threat yet that this team cannot handle, as long as it is properly identified at the beginning of the battle and the right provisions made. Any advice would be very welcome, especially with regard to Scraggy.