I've been playing Kanto Classic quite a bit, and I've reached a pretty good rating. I always switch things a lot. My first attempt included Chansey, but too many common Pokes are unkind to her, and she does little damage. Other things I've tried include Primeape, Hitmonlee, Nidoking, Nidoqueen, and Tentacruel, but I've decided against each of them(well, not so much Tenta. As you'll see that was NOVED's idea, but I happen to agree.) This is what I have right now.
Golem
Ability: Sturdy
EVs: 116 HP / 252 Atk/ 140 Spe
Adamant Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Explosion
The newest addition to my team. Golem is the obligatory Rock setter. Speed is for 12 Spe Clefable. I decided on Rock Blast for breaking subs and also Multiscake in Dragonite. It's also more accurate with spdouble the PP(not sure that matters.) I chose Explosion because Sucker Punch is just really predictable on most stuff that gets it, and there'll be times when Golem is gonna be set up folder or something and I'll want to sacrifice it to blast the foe and bring in something for free. Golem also deals fairly well with the common Jolteon, OHKOing with EQ(I don't like Jolteon. Despite my team not having any electric weak Pokes it can be a problem for me with moves like Shadow Ball and Yawn. Especially Yawn, and I don't appreciate getting hot by a fairly strong Volt Switch, while not being able to damage Jolteon unless Snorlax is out and Pursuits, either.)
Gengar
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Clear Smog
- Taunt
- Will-O-Wisp
Gengar is really good in this meta, particularly for Clear Smog to reset Clefable, though it's also helpful for Snorlax. Really not much you can do with EVs on this guy. I could cut back on Spe, but then I lose the Spe tie with other max Spe base 110s like Tauros, and going Modest means I'm slower than Zapdos and stuff. I'm not sure if I should be running Shadow Ball or Hex. WoW is really nice for most any physical attacker, especially Machamp, Snorlax, and DNite that isn't boosted. Taunt stops set up, as lots of DNites and Gyaras will DD the first turn instead of going for an OHKO. Also stops Clefable and stuff. Gengar has been especially useful vs Slowbro, which Nidoqueen doesn't like, and Snorlax, for which I don't really have a good answer since I'm not running a fighting type.
Clefable (F)
Ability: Unaware
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Thunder Wave
- Moonlight
Clefable is the most common Pokemon in this meta. It's kinda like what Garchomp is for regular BSS, but better. They always go max physical bulk for DNite(mainly,) but one point lessDef to speed creep other Clef seems like a good idea. I decided against Minimize since Snorlax is a thing, and it can be hard to set up besides. Calm Mind can also be hard to set up, but it's hard to resist it on a physically bulky Clef. Moonblast is also really good mono coverage, since Heatran doesn't exist. Moonlight has to be your healing since Softboiled is only available in games before there were HAs. Thunder Wave is a good move in general, and gives more set up opportunities cause the foe is slower and can no longer flinch, and may fail to move altogether. Clefable is just really great in this meta, so there's little else to say.
Zapdos
Ability: Pressure
EVs: 252 HP / 68 Def / 188 SpD
Calm Nature
- Discharge
- Roost
- Heat Wave
- Roar
I chose Zapdos since I was having trouble with electric types like enemy Zapdos and Jolteon, despite not having anything weak to electric. EVs are focused on SpD since my main problem Pokes are special, but the Def survives +1 DNite's Outrage, and is just helpful in general while not really compromising anything. Discharge is because I really like paralysis and the lower power matters less with no SpA, but I still want an electric STAB. It hits lots of stuff like Slowbro, Starmie, Lapras, and Gyara really hard. Heat Wave seems like the best secondary attack for the power. Any HP I run leaves me walled by something anyways, so why not? Roar is to rack up hazard damage, and is just generally unexpected. Only big problem there is Electrode because of Soundproof. Zapdos has helped me a lot, especially with stuff that tries to boost or is weak to electric, though anything not immune to election has to at least be wary of paralysis.
Alakazam (F)
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Psyshock
- Energy Ball
- Encore
Zam is another big player on this meta. It completely destroys two common threats in Gengar and Machamp, and is unkind to Starmie, Slowbro, and many others as well. Psyshock does a fair amount to Clef, Chansey, and Snorlax, and the former can be messed up with Encore. Lots of moves are viable on Zam, so I don't think there's a definite best set. That said it should be max Spe and SpA and Timid since its bulk is meager and it needs speed. Substitute is really nice for predicted Sucker Punches and status moves, and you can Encore the latter to mess up the opponent. Psyshock is favored over Psychic despite the lower power because Chansey is still a thing, and Snorlax takes a lot more too. I chose Energy Ball since it hits much of the stuff weak to Shadow Ball like Slowbro while also getting lots of other coverage like Lapras, Golem, Sandslash, Rhydon, Blastoise, and Cloyster. Disable just didn't give me enough coverage. One problem with no Shadow Ball is Exeggutor, but it's rare.
Snorlax
Ability: Thick Fat
EVs: 148 HP / 252 Atk / 108 Def
Adamant Nature
- Rest
- Pursuit
- Body Slam
- Fissure
Snorlax is probably the single best Poke from the first generation, with huge special bulk and Atk, and a way to boost its Def and Atk in Curse, though I'm not using that mainly because I need Sleep Talk to deal with Venomoth. EVs survive Primeape's CC(or at least have a very good chance of doing so.) I don't see Primeape very much, but in theory the EVs also improve physical bulk a lot more than just max HP. Pursuit is a strange move I don't normally like, but here it is perfect for trapping Zam, or anything you expect to switch. It's unfortunately not that great vs Gengar since many have WoW, but it is at least a way to hit it. Body Slam is way better than Return, particularly on a set without Curse, and means I haven't lost just because the foe has set up a ton with Minimize. It also gives another way to paralyze the foe, which non Curse Snorlax can take advantage of. Snorlax has been really great all around, and I think its weaknesses are covered well by the rest of my team. Fissure is better than Sleep a Talk for the last slot, since, as people have pointed out, my team does okay with Venomoth, and Fissure helps with opposing Snorlax and other things like non Minimize Clef.
So there you have it. One problem I have is Snorlax, since I lack a fighting type. That said, Golem takes little from its main moves bar crazy Atk boosts, and Gengar can burn it and then prevent Rest with Taunt. Zapdos has also helped me a bit with Snorlax. Despite dealing very little damage, it can phaze Snorlax, resetting its boosts.
I also seem to have a problem with Golem. Zapdos is 2HKOd at best, deals little with Heat Wave, and Golem doesn't mind being phased and having to take another round of SR damage when it switches in next cause it resists rock. Snorlax can't hit it hard, and in some ways paralyzingly it is bad because Gengar can burn it. Plus a Sturdy renders Fissure useless. Clef fears the high powered moves it has, and Golem likes to run Spe to creep Clef so I need several boosts and it's Sturdy broken to win that match up. Gengar can burn it, but if I Taunt expecting ST and eat an attack from it unburied I lose. Zam should beat it with Energy Ball, but it depends. And many times my Zam dies early on and I have nothing(thank you Pursuit Snorlax. This is why some Zam run Focus Blast, though it's so unreliable and worse coverage for the most part.) A Golem of my own is also not an answer for it. For these reasons I'm thinking of dropping Golem for Machamp and replacing CM on Clef with Stealth Rock. I could then maybe replace Fissure with Whirlwind. Thoughts?
Golem
Ability: Sturdy
EVs: 116 HP / 252 Atk/ 140 Spe
Adamant Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Explosion
The newest addition to my team. Golem is the obligatory Rock setter. Speed is for 12 Spe Clefable. I decided on Rock Blast for breaking subs and also Multiscake in Dragonite. It's also more accurate with spdouble the PP(not sure that matters.) I chose Explosion because Sucker Punch is just really predictable on most stuff that gets it, and there'll be times when Golem is gonna be set up folder or something and I'll want to sacrifice it to blast the foe and bring in something for free. Golem also deals fairly well with the common Jolteon, OHKOing with EQ(I don't like Jolteon. Despite my team not having any electric weak Pokes it can be a problem for me with moves like Shadow Ball and Yawn. Especially Yawn, and I don't appreciate getting hot by a fairly strong Volt Switch, while not being able to damage Jolteon unless Snorlax is out and Pursuits, either.)
Gengar
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Clear Smog
- Taunt
- Will-O-Wisp
Gengar is really good in this meta, particularly for Clear Smog to reset Clefable, though it's also helpful for Snorlax. Really not much you can do with EVs on this guy. I could cut back on Spe, but then I lose the Spe tie with other max Spe base 110s like Tauros, and going Modest means I'm slower than Zapdos and stuff. I'm not sure if I should be running Shadow Ball or Hex. WoW is really nice for most any physical attacker, especially Machamp, Snorlax, and DNite that isn't boosted. Taunt stops set up, as lots of DNites and Gyaras will DD the first turn instead of going for an OHKO. Also stops Clefable and stuff. Gengar has been especially useful vs Slowbro, which Nidoqueen doesn't like, and Snorlax, for which I don't really have a good answer since I'm not running a fighting type.
Clefable (F)
Ability: Unaware
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Thunder Wave
- Moonlight
Clefable is the most common Pokemon in this meta. It's kinda like what Garchomp is for regular BSS, but better. They always go max physical bulk for DNite(mainly,) but one point lessDef to speed creep other Clef seems like a good idea. I decided against Minimize since Snorlax is a thing, and it can be hard to set up besides. Calm Mind can also be hard to set up, but it's hard to resist it on a physically bulky Clef. Moonblast is also really good mono coverage, since Heatran doesn't exist. Moonlight has to be your healing since Softboiled is only available in games before there were HAs. Thunder Wave is a good move in general, and gives more set up opportunities cause the foe is slower and can no longer flinch, and may fail to move altogether. Clefable is just really great in this meta, so there's little else to say.
Zapdos
Ability: Pressure
EVs: 252 HP / 68 Def / 188 SpD
Calm Nature
- Discharge
- Roost
- Heat Wave
- Roar
I chose Zapdos since I was having trouble with electric types like enemy Zapdos and Jolteon, despite not having anything weak to electric. EVs are focused on SpD since my main problem Pokes are special, but the Def survives +1 DNite's Outrage, and is just helpful in general while not really compromising anything. Discharge is because I really like paralysis and the lower power matters less with no SpA, but I still want an electric STAB. It hits lots of stuff like Slowbro, Starmie, Lapras, and Gyara really hard. Heat Wave seems like the best secondary attack for the power. Any HP I run leaves me walled by something anyways, so why not? Roar is to rack up hazard damage, and is just generally unexpected. Only big problem there is Electrode because of Soundproof. Zapdos has helped me a lot, especially with stuff that tries to boost or is weak to electric, though anything not immune to election has to at least be wary of paralysis.
Alakazam (F)
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Psyshock
- Energy Ball
- Encore
Zam is another big player on this meta. It completely destroys two common threats in Gengar and Machamp, and is unkind to Starmie, Slowbro, and many others as well. Psyshock does a fair amount to Clef, Chansey, and Snorlax, and the former can be messed up with Encore. Lots of moves are viable on Zam, so I don't think there's a definite best set. That said it should be max Spe and SpA and Timid since its bulk is meager and it needs speed. Substitute is really nice for predicted Sucker Punches and status moves, and you can Encore the latter to mess up the opponent. Psyshock is favored over Psychic despite the lower power because Chansey is still a thing, and Snorlax takes a lot more too. I chose Energy Ball since it hits much of the stuff weak to Shadow Ball like Slowbro while also getting lots of other coverage like Lapras, Golem, Sandslash, Rhydon, Blastoise, and Cloyster. Disable just didn't give me enough coverage. One problem with no Shadow Ball is Exeggutor, but it's rare.
Snorlax
Ability: Thick Fat
EVs: 148 HP / 252 Atk / 108 Def
Adamant Nature
- Rest
- Pursuit
- Body Slam
- Fissure
Snorlax is probably the single best Poke from the first generation, with huge special bulk and Atk, and a way to boost its Def and Atk in Curse, though I'm not using that mainly because I need Sleep Talk to deal with Venomoth. EVs survive Primeape's CC(or at least have a very good chance of doing so.) I don't see Primeape very much, but in theory the EVs also improve physical bulk a lot more than just max HP. Pursuit is a strange move I don't normally like, but here it is perfect for trapping Zam, or anything you expect to switch. It's unfortunately not that great vs Gengar since many have WoW, but it is at least a way to hit it. Body Slam is way better than Return, particularly on a set without Curse, and means I haven't lost just because the foe has set up a ton with Minimize. It also gives another way to paralyze the foe, which non Curse Snorlax can take advantage of. Snorlax has been really great all around, and I think its weaknesses are covered well by the rest of my team. Fissure is better than Sleep a Talk for the last slot, since, as people have pointed out, my team does okay with Venomoth, and Fissure helps with opposing Snorlax and other things like non Minimize Clef.
So there you have it. One problem I have is Snorlax, since I lack a fighting type. That said, Golem takes little from its main moves bar crazy Atk boosts, and Gengar can burn it and then prevent Rest with Taunt. Zapdos has also helped me a bit with Snorlax. Despite dealing very little damage, it can phaze Snorlax, resetting its boosts.
I also seem to have a problem with Golem. Zapdos is 2HKOd at best, deals little with Heat Wave, and Golem doesn't mind being phased and having to take another round of SR damage when it switches in next cause it resists rock. Snorlax can't hit it hard, and in some ways paralyzingly it is bad because Gengar can burn it. Plus a Sturdy renders Fissure useless. Clef fears the high powered moves it has, and Golem likes to run Spe to creep Clef so I need several boosts and it's Sturdy broken to win that match up. Gengar can burn it, but if I Taunt expecting ST and eat an attack from it unburied I lose. Zam should beat it with Energy Ball, but it depends. And many times my Zam dies early on and I have nothing(thank you Pursuit Snorlax. This is why some Zam run Focus Blast, though it's so unreliable and worse coverage for the most part.) A Golem of my own is also not an answer for it. For these reasons I'm thinking of dropping Golem for Machamp and replacing CM on Clef with Stealth Rock. I could then maybe replace Fissure with Whirlwind. Thoughts?
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