Just like the OU and UU thread, post good combos you've used to success on your teams. Just to clarify, they can be more than 2 Pokemon. Here's the combo definitions if you're confused (in which case you probably shouldn't post in this thread): Combo Definitions (Move your mouse to reveal the content) Combo Definitions (open) Combo Definitions (close) Defensive Combos: 2 Pokemon that use type resistances or general defensive stats (or both) to help switch into each other's threatening pokemon's attacks. Examples for type would be Scizor and Latios, as both resist all of the other's weaknesses. Note I specifically used two offensively inclined pokemon to demonstrate this has to do with switching into attacks; offensive pokemon can be partners in defensive combinations. Examples for general defensive stats would be Skarmory and Jellicent; while they don't cover each other's type weaknesses (they actually share the Electric- type weakness), 1 covers the physical spectrum very well while the other covers the special spectrum excellently. Offensive Combos: 2 Pokemon whose attacks cover what the other cannot defeat. An example would be Choice Band Terrakion and Dragon Dance Scrafty; Terrakion lures in and weakens Physically Defensive threats with boosted Stone Edge / Close Combat so Scrafty can plow through said threats with ease, otherwise these threats would be able to take on Scrafty and prevent it from sweeping their team. Both Offensive & Defensive Combos: 2 Pokemon that both cover each other's defenses well and beat what the other has difficulty with. An example would be Nasty Plot Thunderus and Swords Dance Excadrill; Nasty Plot Thunderus is a target for Choice Scarf Garchomp who can revenge it with Stone Edge, whereas Excadrill can use this as an opportunity to set-up. Likewise, Gliscor likes to switch in on Excadrill and deliver a swift KO with Earthquake, Thunderus can use its Ground- immunity to switch in and begin to wreck havoc. The two cover type-weaknesses well (defensive synergy) as well as hit hard from both sides of the spectrum (offensive synergy). Strategic Combos: 2 Pokemon (or concepts) who work together, not necessarily through typing or offensively benefits, to accomplish some goal. Examples would be Toxic Spikes + Special Attacker, like Tentacruel and Volcarona. These 2 don't necessarily have optimal defensive typings for each other or possess attacks that cover each other well, but the Toxic Spikes that Tentacruel provides helps Volcarona against Pokemon like Blissey, Chansey, and Jellicent. I'll start off with one I've discovered to easily dominate and control my opponent. DIGNAUT Wynaut (F) @ Oran Berry Trait: Shadow Tag EVs: 76 HP / 52 Def / 212 SpD / 92 Spe Bold Nature (+Def, -Atk) - Encore - Tickle - Mirror Coat - Destiny Bond + Diglett (F) @ Life Orb Trait: Arena Trap EVs: 36 HP / 236 Atk / 236 Spe Jolly Nature (+Spe, -SpA) - Earthquake - Pursuit / Hone Claws - Sucker Punch - Rock Slide *note that the EVs on Wynaut are probably not that optimal since I haven't really done many calcs for them yet, if someone could help me with them I would greatly appreciate it How to use it: I usually have a third set up Pokemon, like Tirtouga recently, that can benefit from me removing defensive Pokemon that would otherwise stop its sweep. The way this combo works is I usually utilize a U-Turn user to lure in a defensive pokemon then U-Turn on them to Wynaut. If it is a Pokemon like Ferroseed, Lileep, Slowpoke, and etc., I would encore their move, if they had made a move, or just Tickle then encore whatever move they use next. Although Toxic seems like it could get the better of me, it's the main reason I use Oran Berry, to make it so I survive more turns of Toxic damage than Eviolite. After I calculate how many Tickles I need for Diglett to either OHKO with Earthquake or with a Hone Claws +1 Earthquake, I switch in said Diglett and destroy them. For Ferroseed I need 3 Tickles for a OHKO on average, 4 Tickles for a guaranteed OHKO, or 2 Tickles + 1 Hone Claws for a OHKO with Earthquake. For Special Defense (Sandless usually) Lileep I need 4 Tickles for a guaranteed OHKO (3 doesn't give a chance for a OHKO unless it's 25 HP, but some max it out so just to be safe..) and 3 Tickles + 1 Hone Claws for a guaranteed OHKO with Earthquake on max HP versions. For Defensive (Sand usually) Lileep I need 5 Tickles for a guaranteed OHKO and 3 Tickles + 1 Hone Claws for a guaranteed OHKO with Earthquake on max HP versions. For Slowpoke I need 4 Tickles for a guaranteed OHKO and 3 Tickles + 1 Hone Claws for a guaranteed OHKO with Earthquake. Because I outspeed the above Pokemon (10 Speed since Lileep usually has 9 speed), Encore would only last for 3 turns, meaning I can only Tickle them twice before I would have to Encore them again, but it is extremely worth it if I get to get rid of these usually undying walls, especially Slowpoke with its cunty Regenerator. While this is mainly used to trap and kill walls, it can also trap other annoying threats that you might be itching to get rid of, depending on your team, such as Staryu, Chinchou, and etc. If you desperately want to get rid of those usage rising Rapid Spin Staryu's for your Hazards team, then you can easily have Wynaut come in on Staryu, tanking a hit (timid max attack Evioltie does 10-13 with Hydro Pump) and proceed Mirror Coat it to death, or Encore its Rapid Spin / Recover, Tickle or just go to Diglett to Hone Claws twice (Encore lasts four turns if your Encore is slower than the opponent's attack). Chinchou can also be taken out in a similar manner, however, you must be a lot more careful when trying to trap and kill Chinchou as depending on the set and what you do against it, it can take out Diglett or Volt Switch out on Wynaut. Although you usually don't know what set you opponent is running on their Chinchou during your battle, should you find it midbattle or want to guess, here's what I like to do against each set. Eviolite: I usually go to Wynaut first, as they are all too eager to Hydro Pump Diglett in the face. Once I switch to Wynaut and tank a Hydro Pump I switch to Diglett to take the incoming Volt Switch then OHKO with Earthquake. If it carries Substitute over Volt Switch I would have Wynaut Encore it then take care of it with a something that can tank one of its hits, but still break its subs, as Diglett would just get Hydro Pumped in the face after it uses its last substitute, unless it was damaged prior to the Encore. If I had switched Diglett into a Substitute version on accident, I would be forced to either switch back to Wynaut and Mirror Coat to break the Substitute then Encore the next Substitute (or Mirror Coat another attack to kill it if predicted) and go through the process in the last sentence, or Destiny Bond it to force it to go down with Wynaut if low on health, or just go something that would take it on behind a Substitute. Choice Scarf: Predict an attack that's not Volt Switch or Toxic (they don't run Toxic :o), go to Wynaut. Predict an attack that is named Volt Switch or Thunderbolt, go to Diglett. It's usually Hydro Pump, since those Chinchou users think they're so smart and want to kill my Diglett. ResTalk / Defensive: Wynaut rapes its face. The reason why I run Destiny Bond over Counter is because it's a safer option. For example, should I switch into a Scraggy at full health, and I don't have a check or counter I could switch to, its useful to insure I kill Scraggy as I would Destiny Bond the first turn and whether it uses Crunch or Dragon Dance I beat it as I survive a +0 Crunch at full HP while I could just Encore next turn if it decides to Dragon Dance, or just take it down if it went for a second Crunch or a +1 Crunch. It also helps to take on Substitute Chinchou, with the process described in the Eviolite section, should I be on low health. Lacking counter usually isn't that much of a problem, except on things like Timburr, whom if I fail to win the Speed ties on and it Bulk Ups on me, it could escape the Dignaut's trap, but if I do win the speed tie I could just spam Destiny Bond or Tickle and pass to Diglett. Tickle lowers attack anyway so yeah. The reason why you would run Pursuit over Hone Claws on Diglett, if you do not have a Pokemon with Pursuit already on your team, is so you can catch stuff like Bronzor, Duskull, other Flying-type or Levitating Pokemon, trying to escape Dignaut's clutches after being tickles like hell. It also helps immensely with Diglett vs. Gastly mindgames, as you choose between Sucker Punch, Rock Slide, and Pursuit. Use this to help your Clamperl / Tirtouga / Omanyte / Barboach set up and kill shit.