Sinnoh Classic: Diamonds (and Pearls) Are Forever!

By Theorymon, Psynergy, Demantoid, and Nelson Tangela. Art by SailorCosmos.
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Art by SailorCosmos

Introduction

Pokémon has been having one heck of a 20th birthday bash this year so far. We've had two tournaments based off of Pokémon's past with Kanto and Johto Classic. Pokémon Go has captured the hearts of millions, creating a new Pokémon craze beyond the scale of anything we've seen before. And of course, we're all getting prepared for the next generation, Pokémon Sun and Moon!

With all of these festivities, its easy to forget another upcoming Pokémon birthday: on September 28th, Pokémon Diamond and Pearl turn 10 years old! Thankfully, Game Freak and Nintendo sure haven't forgotten the games that officially brought Pokémon to the online world, since they have a new tournament coming up to celebrate this, called Sinnoh Classic!

Rules

Metagame Trends



Cresselia Cresselia Cresselia

Roles: Calm Mind sweeper, Trick Room setter

Calm Mind

Cresselia @ Kee Berry / Chesto Berry / Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Calm Mind
- Psychic / Psyshock
- Moonlight / Rest
- Moonblast / Hidden Power Fire / Icy Wind

Trick Room

Cresselia @ Mental Herb / Lum Berry / Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Psychic
- Helping Hand
- Moonblast / Hidden Power Fire

What's the big deal?

No other Pokémon in Sinnoh Classic offers the incredible mixed bulk Cresselia has. Cresselia has a good movepool to take advantage of its bulk too, being both the best Calm Mind user and one of the best Trick Room setters in the metagame!

What should I expect to see?

Moves

Items

Other Details

A Bold nature with maximum investment in HP and Defense fits Calm Mind the best, making Cresselia extremely difficult to KO. If you're using Trick Room, consider a Relaxed nature and 0 Speed IVs instead.

What partners should I consider?

What are its flaws?

For all of Cresselia's bulk, its offensive power is rather mediocre, especially since it takes a while for the Calm Mind set to seriously sweep teams. This also makes Cresselia rather vulnerable to Taunt if it isn't carrying a Mental Herb.

Azumarill Azumarill Azumarill

Roles: Belly Drum sweeper, priority attacker

Belly Drum

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 244 HP / 252 Atk / 4 Def / 4 SpD / 4 Spe
Adamant / Brave Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Protect

All-out Attacker

Azumarill @ Life Orb / Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant / Brave Nature
- Aqua Jet
- Play Rough
- Waterfall
- Protect / Knock Off

What's the big deal?

Azumarill is the best choice for an offensive Fairy-type, having a great deal of Attack (thanks to Huge Power), an excellent priority attack, and a dangerous setup move in Belly Drum.

What should I expect to see?

Moves

Items

Other Details

An Adamant Nature with maximum Attack investment is needed for Azumarill to deal some serious damage. You'll want 248 HP EVs to have an even HP stat for Sitrus Berry, but otherwise just max the HP stat. If you're using Azumarill on a Trick Room team, it's reasonable to use a Brave nature and 0 Speed IVs as well.

What partners should I consider?

What are its flaws?

Azumarill is rather slow for a sweeper, making it reliant on Aqua Jet to clean up. This often just misses out on a KO against bulkier threats, leaving Azumarill open to getting its sweep stopped. It also has a bit of a hard time setting up against certain threats.

Scizor Scizor Scizor

Roles: Priority attacker, physical sweeper

Physical Attacker

Scizor @ Lum Berry / Life Orb / Occa Berry
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bullet Punch
- Bug Bite / Knock Off
- Protect
- Swords Dance / Feint / Superpower / Tailwind

What's the big deal?

Scizor is one of the best users of priority attacks in Sinnoh Classic, with an excellent typing, a powerful priority attack, and the ability to defeat Cresselia. It is also one of the few physical setup sweepers seen.

What should I expect to see?

Moves

Items

Other Details

Technician should always be used, as it boosts the power of Bullet Punch and Bug Bite. An Adamant nature with maximum HP EVs is great for good bulk and power, but if you plan on using Scizor on Trick Room, a Brave nature with 0 Speed IVs is also acceptable.

What partners should I consider?

What are its flaws?

Scizor is almost everywhere, but its 4x weakness to Fire-type attacks and so-so coverage tend to be its main downfall.

Weavile Weavile Weavile

Roles: Fake Out user, Feint user

Offensive Fake Out

Weavile @ Focus Sash / Life Orb
Ability: Pressure / Pickpocket
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Icicle Crash
- Low Kick / Feint / Ice Shard / Protect

What's the big deal?

Weavile comes out of the shadows to become one of the most important Pokémon of Sinnoh Classic! With its excellent Speed stat and access to Fake Out, Weavile is one of the most important users of Fake Out in the format. It's Ice-type STAB also makes it one of the best Garchomp checks around.

What should I expect to see?

Moves

Items

Other Details

Weavile should always run a Jolly nature, since getting to use Fake Out first is very important. Pickpocket allows Weavile to steal an item if its Focus Sash is used up. This can be useful in a few situations against Pokémon that resist Dark, but this also weakens Knock Off, which is a bit risky. Otherwise, use Pressure, which has no drawbacks.

What partners should I consider?

What are its flaws?

Weavile is a very frail Pokémon, so it's pretty easy to KO it after it loses its Focus Sash, and it's especially vulnerable to priority. Weavile is weak to a large number of prominent priority attacks such as Bullet Punch and Mach Punch as well. Since Weavile doesn't always carry Protect, it's also especially vulnerable to double targeting.

Garchomp Garchomp Garchomp

Roles: Spread attacker, Choice Scarf user

Physical Attacker

Garchomp @ Yache Berry / Focus Sash / Life Orb / Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Protect
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Poison Jab / Fire Fang

What's the big deal?

Garchomp is the major physical spread attacker of Sinnoh Classic, having the Speed and power to set it apart from its contemporaries!

What should I expect to see?

Moves

Items

Other Details

Garchomp should always run a Jolly nature, since outspeeding Zapdos, Arcanine, and Entei is very important. Rough Skin is usually the best ability choice, punishing foes for using contact moves against Garchomp. This can be especially useful for breaking Focus Sashes by switching Garchomp into Fake Out. If you're using Choice Scarf Garchomp, an Adamant nature gives it a nice power boost if you aren't worried about Speed ties; just note that you will no longer be able to outspeed Choice Scarf users such as Staraptor and Salamence.

What partners should I consider?

What are its flaws?

Garchomp may have good bulk, but its 4x weakness to Ice-type attacks, 2x weakness to Fairy-type attacks, and vulnerability to Intimidate tend to be a big problem.

Arcanine Arcanine Arcanine

Roles: Priority attacker, Intimidate support

Choice Band

Arcanine @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Flare Blitz
- Extreme Speed
- Close Combat
- Wild Charge

Physical Attacker

Arcanine @ Life Orb / Sitrus Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Flare Blitz
- Extreme Speed
- Close Combat / Wild Charge / Will-O-Wisp
- Protect

What's the big deal?

In a metagame full of physical attackers, Scizor, and Abomasnow, Arcanine stands tall as one of the best options as an offensive Fire-type, having a strong STAB move, access to priority, and the incredible Intimidate!

What should I expect to see?

Moves

Items

Other Details

An Adamant nature is usually the best, since it lets Arcanine pick off more foes with Extreme Speed. However, if you're worried about opposing Arcanine, a Jolly nature is still a reasonable choice. Flash Fire's offensive boost may seem appealing, but Intimidate's power cut is just far too useful to get rid of!

What partners should I consider?

What are its flaws?

Latios Latios Latios

Roles: Tailwind support

Life Orb Attacker

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock / Psychic
- Tailwind / Dragon Pulse / Thunderbolt
- Protect

Choice Specs

Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock / Psychic
- Thunderbolt / Trick
- Dragon Pulse / Trick

What's the big deal?

Latios is a very powerful special attacker in Sinnoh Classic, threatening most Pokémon thanks to its high Speed and strong STAB moves. It can also offer utility in the form of Tailwind as well as useful resistances and a Ground immunity.

What should I expect to see?

Moves

Items

Other Details

Latios can opt for Hidden Power Fire in order to hit Scizor and Abomasnow without suffering Draco Meteor's Special Attack drops. Note that this requires moving 4 EVs out of both Special Attack and Speed in order to avoid wasting EVs. Typically, losing the Speed tie against other base 110 Speed Pokémon is not worth it, though.

What partners should I consider?

What are its flaws?

Latios relies on its great Speed, so it's very vulnerable to speed control such as Trick Room or a foe's Tailwind. Steel-types and Fairy-types in general give it a difficult time, since it has no way to hit them effectively and baiting Latios into using Draco Meteor at a bad time can quickly turn it into a liability, which can easily be taken advantage of. It's also not very bulky, particularly physically, so with Life Orb recoil it can quickly find itself worn down.

Zapdos Zapdos Zapdos

Roles: Tailwind setter, spread attacker, Choice Scarf user

Tailwind Support

Zapdos @ Sitrus Berry / Expert Belt / Yache Berry
Ability: Static / Pressure
EVs: 252 HP / 116 Def / 140 Spe
Bold / Modest / Timid Nature
- Tailwind
- Thunderbolt / Discharge
- Heat Wave
- Protect

Choice Attacker

Zapdos @ Choice Scarf / Choice Specs
Ability: Static / Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
- Discharge
- Thunderbolt / Volt Switch
- Heat Wave
- Hidden Power Ice

What's the big deal?

Zapdos is one of the best users of Tailwind in Sinnoh Classic, making it an excellent member for most offensive teams. Zapdos's good all-around stats that make it effective defensively and offensively make it rather versatile as well.

What should I expect to see?

Moves

Items

Other Details

Static is usually better than Pressure for the paralysis chance, but since it's difficult to get, Zapdos is still worth using with Pressure. Zapdos's nature is fairly customizable. A Bold nature with the given EV spread allows Zapdos to survive a +6 Azumarill Aqua Jet in neutral weather and outspeed Smeargle and Breloom. If you want more power instead of bulk, transfer the HP EVs to Special Attack, the Defense EVs to HP, and use a Modest nature. A Timid nature with maximum Speed and Special Attack is also fine for the Tailwind set. Finally, a Modest nature makes lots of sense on for the Choice Scarf set for more power, but if you're worried about Final Gambit Staraptor, a Timid nature is usable as well.

What partners should I consider?

What are its flaws?

Zapdos's biggest flaw is that it has to choose between bulk and power. Zapdos may have good stats, but it must make sacrifices for the sake of specialization. Zapdos is also rather weak to Rock Slide and Blizzard, which are common spread attacks.

Politoed

Roles: Rain setter, Perish Song user, Choice Scarf user

Bulky Rain Support

Politoed @ Sitrus Berry / Damp Rock / Wacan Berry
Ability: Drizzle
EVs: 252 HP / 252 SpD / 4 Spe
Calm / Sassy Nature
- Scald
- Icy Wind / Ice Beam
- Helping Hand / Perish Song / Encore / Rain Dance
- Protect

Choice Scarf

Politoed @ Choice Scarf
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Surf
- Hydro Pump / Scald
- Ice Beam
- Encore / Hidden Power Grass / Focus Blast

Choice Specs

Politoed @ Choice Specs
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Surf
- Hydro Pump
- Ice Beam
- Focus Blast / Hidden Power Grass

What's the big deal?

Unlike in Diamond and Pearl, Politoed has the incredible Drizzle ability, making it the cornerstone of deadly rain teams. It's even capable of going on the offensive itself thanks to rain boosting the power of Water-type moves.

What should I expect to see?

Moves

Items

Other Details

For the bulky Politoed set, you'll usually want to focus on its superior Special Defense, since its common checks such as Zapdos and Ludicolo are specially based. Calm is usually the best nature, but if you have trouble with Trick Room, consider a Sassy nature with 0 Speed IVs to underspeed Cresselia and therefore leaveit vulnerable to Encore after it uses Trick Room.

For Choice Scarf Politoed, a Timid nature is preferred, since it allows Politoed to outspeed Weavile and Crobat. For Choice Specs, you'll want a Modest nature for maximum power. Maximum HP gives Politoed reasonable bulk, but if you have Tailwind, consider 208 Speed EVs to outspeed Weavile and Crobat after set up.

What partners should I consider?

What are its flaws?

Weavile is a very frail Pokémon, so it's pretty easy to KO it after it loses its Focus Sash, and it's especially vulnerable to priority. Weavile is weak to a large number of prominent priority attacks such as Bullet Punch and Mach Punch as well. Since Weavile doesn't always carry Protect, it's also especially vulnerable to double targeting.

Ludicolo

Roles: Rain sweeper, Fake Out support

Rain Sweeper

Ludicolo @ Life Orb / Assault Vest
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Fake Out
- Scald / Hydro Pump / Surf
- Giga Drain / Energy Ball
- Ice Beam

Choice Specs

Ludicolo @ Choice Specs
Ability: Swift Swim
4 HP / 252 SpA / 252 Spe
Modest Nature
- Surf
- Scald / Hydro Pump
- Giga Drain / Energy Ball
- Ice Beam

What's the big deal?

Ludicolo is the most dangerous rain sweeper in Sinnoh Classic thanks to Swift Swim! Its unique typing and movepool place it above the usual rain sweeper.

What should I expect to see?

Moves

Items

Other Details

Swift Swim is the whole point of Ludicolo, since it makes much better use of rain's limited turns than Rain Dish. A Timid nature may seem appealing for a faster Fake Out against opposing Ludicolo, but unless your team desperately needs it, you're better off using a Modest nature for the extra firepower.

What partners should I consider?

What are its flaws?

Ludicolo heavily relies on rain to be dangerous. If the rain goes out for any reason, Ludicolo loses a lot of its effectiveness. It also has a somewhat low Defense stat, making it very vulnerable to physical attackers that are bulky enough to survive its amphibious assaults.

Abomasnow

Roles: Hail setter, spread attacker, priority attacker, Choice Scarf user

Special Attacker

Abomasnow @ Life Orb / Focus Sash
Ability: Snow Warning
EVs: 252 HP / 4 Atk / 252 SpA
Quiet / Modest Nature
- Blizzard
- Giga Drain / Energy Ball / Wood Hammer
- Protect
- Ice Shard / Hidden Power Fire

Choice Scarf

Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Naive Nature
- Blizzard
- Energy Ball
- Hidden Power Fire
- Frost Breath / Rock Slide

What's the big deal?

Abomasnow finds itself in a very unique position as the only Pokémon that summons hail on its entry. It happens to be one of the best checks to rain teams in Sinnoh Classic, but its utility goes beyond that: it's a powerful spread attacker, an excellent choice on Trick Room teams, and even a surprise Choice Scarf user!

What should I expect to see?

Moves

Items

Ability

Abomasnow should never leave its igloo without Snow Warning, since it's the entire reason it works so well.

Other Details

The special attacking set will usually want to go with maximum HP and Special Attack, giving it reasonable bulk and power. Abomasnow works especially well on Trick Room teams, so consider giving it 0 Speed IVs to go alongside the Quiet nature. If you don't use it on Trick Room and are using Hidden Power Fire over Ice Shard, a Modest nature works fine as well. The Choice Scarf set, on the other hand, wants a Timid or Naive nature so it can outspeed Garchomp, Zapdos, and Latios.

What partners should I consider?

What are its flaws?

Abomasnow's typing may be great for dealing with rain teams, but it also gives it a ton of exploitable weaknesses, most notably a 4x weakness to Fire-type attacks. Because of this, KOing Abomasnow isn't terribly difficult if you have the right Pokémon. Abomasnow also struggles against Fire-types and Steel-types because they tend to wall it.

Metagross

Roles: Priority Attacker, Psych Up sweeper

Offensive Tank

Metagross @ Shuca Berry / Occa Berry / Life Orb
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Meteor Mash / Iron Head
- Bullet Punch / Ice Punch / Zen Headbutt
- Earthquake / Ice Punch / Psych Up
- Protect

Assault Vest

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Meteor Mash / Iron Head
- Bullet Punch
- Ice Punch / Zen Headbutt
- Earthquake

Choice Band

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Meteor Mash / Iron Head
- Bullet Punch / Trick
- Ice Punch / Zen Headbutt
- Explosion / Earthquake

What's the big deal?

Metagross is a very durable physical attacker with a great defensive typing to go with it that allows it to fit very well on many teams. Clear Body also prevents Intimidate from lowering its damage output, and it also boasts a great movepool that lets it cover a wide range of threats despite its mediocre STAB combination.

What should I expect to see?

Moves

Items

Other Details

Metagross should run a Brave nature if being used on a Trick Room team. Alternatively, Metagross can run 208 Speed EVs in order to outspeed Weavile and Crobat under Tailwind, though this comes at the cost of Metagross's incredible bulk.

What partners should I consider?

What are its flaws?

Metagross is powerful and durable, but its Speed brings it down, since it's generally faster than most Trick Room attackers but relatively slow outside of it. While its typing grants it many useful resistances, it's also weak to very common and dangerous types. Offensively, its STAB combination is also mediocre, so it often relies on coverage moves to hit specific targets, meaning it can't cover everything at once.

Snorlax

Roles: Trick Room attacker, Setup sweeper

Curse Sweeper

Snorlax @ Chesto Berry
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Return
- Curse
- Rest
- Fire Punch / Crunch

Belly Drum Sweeper

Snorlax @ Sitrus Berry
Ability: Thick Fat
EVs: 244 HP / 252 Atk / 4 Def / 4 SpD
Brave Nature
- Return
- Belly Drum
- Protect
- Fire Punch / Crunch

All-out Attacker

Snorlax @ Choice Band / Assault Vest
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Brave / Adamant Nature
- Return / Double-Edge
- Fire Punch
- Superpower / Crunch
- Self-Destruct / Crunch

What's the big deal?

Snorlax may be one of the most dangerous Trick Room attackers in Sinnoh Classic, having access to excellent setup moves, plenty of power and bulk, and an extremely low Speed stat to become lightning fast under Trick Room!

What should I expect to see?

Moves

Items

Other Details

A Brave nature is usually the best option, since Snorlax is best on Trick Room teams. However, if you want to get an edge against opposing Trick Room teams, Adamant can be useful for outspeeding opposing Snorlax.

What partners should I consider?

What are its flaws?

Snorlax's biggest issue is its soft Defense stat. While it doesn't take physical hits poorly, there are certain attackers that can take advantage of it, especially if they have a Fighting-type STAB move. When Trick Room runs out, Snorlax's low Speed makes it vulnerable to getting ganged up on as well.

Hitmontop

Roles: Intimidate support, Fake Out support, Priority attacker

Offensive Support

Hitmontop @ Lum Berry / Sitrus Berry / Eject Button
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Fake Out
- Close Combat
- Feint / Mach Punch
- Wide Guard / Feint / Sucker Punch / Detect

What's the big deal?

Few Pokémon offer so much support in one package. Hitmontop is an excellent Intimidater, has access to priority, and is one of the best Wide Guard users in Sinnoh Classic.

What should I expect to see?

Moves

Items

Other Details

An Adamant nature with maximum investment in HP and Attack gives Hitmontop good power while making it difficult to KO. Technician may seem appealing with Mach Punch, but Intimidate's utility is far too great to give up. If you are ok with giving up some bulk, Hitmontop can run 140 Speed EVs to outspeed minimum Speed Rotom-W, which can be useful for slamming it with Close Combat before it burns Hitmontop.

What partners should I consider?

What are its flaws?

While Intimidate makes Hitmontop rather bulky, Close Combat makes it far easier to KO than you'd expect. Also, Hitmontop's poor coverage makes it very vulnerable to Ghost-, Psychic-, and Fairy-types.

Gengar

Roles: Taunt user, burn support, speed control

Special Attacker

Gengar @ Focus Sash / Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Taunt / Icy Wind / Will-O-Wisp
- Protect

What's the big deal?

Gengar offers great offensive pressure on any team, handling many top threats such as Cresselia and Azumarill while boasting many support options to help its team. Its high Speed as well as its excellent typing and ability makes it a nuisance for many teams.

What should I expect to see?

Moves

Items

Other Details

While Gengar typically has no room for it, Trick Room can be a surprise for reversing an opponent's Trick Room. Gengar normally hates Trick Room, so this can be useful for the offensive teams it's usually on.

What partners should I consider?

What are its flaws?

Gengar is very frail and often forced to run a Focus Sash, so it usually won't last long. This also means it struggles to break through teams on its own despite its great Special Attack, so it usually won't be able to OHKO bulkies foes such as Cresselia. If Gengar's Focus Sash is broken, it also struggles to take unresisted hits, so it usually can't switch in directly without risking losing its Focus Sash.

Infernape

Roles: Fake Out user, Quick Guard user, Feint user

Fake Out Support

Infernape @ Focus Sash / Lum Berry / Life Orb
Ability: Blaze / Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Naive / Jolly Nature
- Fake Out
- Close Combat
- Overheat / Flare Blitz
- Quick Guard / Mach Punch / Feint / Encore

What's the big deal?

Infernape is one of the premier Fake Out users as well as one of the few good Fire-types in Sinnoh Classic! Thanks to its excellent Speed tier, the only prominent Pokémon that outspeeds Infernape and can use Fake Out is Weavile, and Infernape's good STAB combination and support moves set it apart from other users of Fake Out.

What should I expect to see?

Moves

Items

Other Details

A Naive nature works best for the mixed attacking nature of Infernape, but Jolly works fine if you go for Flare Blitz. Blaze is usually the best ability choice, as it allows Infernape to deal out strong Fire-type attacks when low on health. However, if using Mach Punch, consider using Iron Fist for a boost in power.

What partners should I consider?

What are its flaws?

Infernape's slightly above average offenses leaves it very vulnerable to getting set up on by bulky Pokémon. Its poor defenses aren't doing it any favors either, making it very weak to priority attacks.

Rotom-W

Roles: Burn support, Choice Scarf user

Offensive Support

Rotom-W @ Sitrus Berry / Rindo Berry
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Will-O-Wisp / Thunder Wave
- Hydro Pump
- Thunderbolt
- Protect

Choice Specs

Rotom-W @ Choice Specs
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Hydro Pump
- Thunderbolt
- Trick
- Hidden Power Ice / Will-O-Wisp / Volt Switch / Discharge

Choice Scarf

Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Thunderbolt
- Trick
- Volt Switch / Will-O-Wisp / Hidden Power Ice

What's the big deal?

Rotom-W's unique typing and movepool give it a reasonable niche in Sinnoh Classic as a bulky special attacker with rather disruptive moves.

What should I expect to see?

Moves

Items

Other Details

Rotom-W will usually want to maximize its HP stat so that it isn't 2HKOed by a huge number of attacks. However, Choice Scarf Rotom-W usually wants a Timid nature and maximum Speed so that it can outspeed Weavile. While Modest with maximum Special Attack is best for taking advantage of Hydro Pump, Bold and Calm natures are reasonable options as well if you desire bulk.

What partners should I consider?

What are its flaws?

Rotom-W's average stats force it to make a difficult choice between bulk and power. While Rotom-W certainly isn't frail, it isn't as bulky as you'd expect. It also has severe problems against Grass-types, and its middling Speed means that it faces heavy competition for a slot on rain teams.

Raikou

Roles: Calm Mind user, Snarl support

Calm Mind

Raikou @ Sitrus Berry / Life Orb
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
-Calm Mind
-Thunderbolt
-Hidden Power Ice
-Protect

Support

Raikou @ Sitrus Berry / Light Clay
Ability: Pressure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
-Thunderbolt
-Reflect
-Snarl / Light Screen
-Protect

What's the big deal?

Raikou is an incredibly fast special attacker by Sinnoh Classic standards. It also has the movepool to set itself apart from other Electric-types thanks to moves like Calm Mind and Snarl.

What should I expect to see?

Moves

Items

Other Details

Raikou should always run a Timid nature, so it can outspeed important threats such as Garchomp and Latios. Maximum Special Attack investment is recommended for the Calm Mind set for sweeping, but if you plan on using the support set, maximum HP investment makes more sense for giving Raikou a better chance to set up its support moves.

What partners should I consider?

What are its flaws?

Raikou's Defense stat leaves something to be desired, making it very vulnerable to the powerful physical attackers of Sinnoh Classic. Outside of its Electric-type attacks, its forced to run Hidden Power Ice for coverage, making it very weak to Lightning Rod.

Heracross

Roles: Status absorber, Choice Scarf user

Guts Attacker

Heracross @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- Close Combat
- Megahorn
- Facade / Bullet Seed / Knock Off / Feint

Assault Vest

Heracross @ Assault Vest
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Feint
- Bullet Seed

Choice Scarf

Heracross @ Choice Scarf
Ability: Guts / Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Bullet Seed
- Rock Slide

What's the big deal?

Heracross isn't your typical Sinnoh Classic Fighting-type. With its STAB Megahorn, its a Fighting-type that deals massive damage to the dreaded Cresselia.

What should I expect to see?

Moves

Items

Other Details

Guts is an incredible ability that makes Heracross an effective status absorber, so it should almost always be run. The only exception is the Choice Scarf set, which has the Speed to make use of the Moxie boost. Usually, you'll want an Adamant nature and max Speed and Attack for plenty of power while outspeeding Modest Gardevoir. However, if you want to ensure you outspeed any Gardevoir or are using the Choice Scarf set, consider a Jolly Nature.

What partners should I consider?

What are its flaws?

Heracross's biggest problem is its mediocre Speed. Heracross is difficult to switch into but fairly easy to revenge kill due to its numerous weaknesses. Fairy-types also wall its STAB attacks, which is especially problematic because several of them learn Follow Me.

Hariyama

Roles: Status absorber, Fake Out user

Guts Attacker

Hariyama @ Flame Orb
Ability: Guts
4 HP / 252 Atk / 124 Def / 124 SpD
Brave Nature
IVs: 0 Spe
-Fake Out
-Close Combat
-Poison Jab / Bullet Punch / Wide Guard / Protect
-Knock Off / Bullet Punch / Wide Guard / Protect

What's the big deal?

Hariyama might not provide as much support as Hitmontop, but in exchange, it is an extremely powerful physical attacker under Trick Room. With a Flame Orb in hand, Close Combat smashes through most Pokémon that don't resist it. As a bonus, Hariyama also boasts an immunity to sleep while it's burned.

What should I expect to see?

Moves

Items

Other Details

Thick Fat's Ice and Fire-type resistance can be useful, but Guts is so good that most of the time, Hariyama should not be leaving home without it. Since Hariyama works best with Trick Room support, you'll want a Brave nature with 0 Speed IVs. If you aren't using it on Trick Room, however, an Adamant nature is also usable. The EV spread equalizes Hariyama's defenses and gives it better bulk than maximizing HP would.

What partners should I consider?

What are its flaws?

Despite Hariyama's decent bulk, it tends to go down rather quickly because of burn damage and Close Combat's defense drops. It also struggles to make an impact if Trick Room isn't set up due to its poor Speed.

Salamence

Roles: Intimidate support, Choice Scarf user, Tailwind support

Choice Scarf

Salamence @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dragon Pulse
- Flamethrower / Fire Blast
- Hydro Pump

Offensive

Salamence @ Yache Berry / Life Orb
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Naive Nature
- Draco Meteor
- Protect
- Tailwind / Dragon Claw / Hydro Pump
- Flamethrower / Fire Blast / Hydro Pump

What's the big deal?

Looking at its stats, you'd think that Salamence would just be an inferior Garchomp, but instead, it's a special attacker. It may not be as powerful or fast as Latios, but Intimidate and better coverage make it a very good alternative.

What should I expect to see?

Moves

Items

Other Details

Salamence will usually want maximum Speed investment and a Timid nature, since the Salamence that wins the Speed tie will OHKO the other. A Naive nature is preferable if you are using Dragon Claw with Life Orb. Intimidate should always be chosen as Salamence's ability, since it's one of the big selling points of using it over Latios.

What partners should I consider?

What are its flaws?

Salamence is completely walled by Fairy-types, with the best it can do is using sun-boosted Fire-type attacks or rain-boosted Hydro Pump. Salamence's weakness to Ice-type attacks can also get the best of it, getting easily OHKOed by them without a Yache Berry. Salamence is also fairly vulnerable to special attacks, being 2HKOed by most Water-type Pokémon in the rain despite its resistance.

Yanmega

Roles: Speed Boost Attacker

Speed Boost Attacker

Yanmega @ Life Orb / Expert Belt
Ability: Speed Boost
252 SpA / 4 SpD / 252 Spe
Modest Nature
-Bug Buzz
-Air Slash
-Giga Drain / Hidden Power Fire / Hidden Power Ice
-Detect

What's the big deal?

Unlike in most formats, Yanmega offers a very useful offensive typing in Sinnoh Classic that allows it to deal with many huge threats. After a few Speed Boosts it quickly becomes very dangerous for unprepared teams.

What should I expect to see?

Moves

Items

Other Details

Yanmega needs a Modest nature in order to secure KOs, and with Speed Boost there's no reason to run Timid. An alternative spread of 108 HP / 252 SpA / 148 Spe can be used for slightly more bulk and lets it outspeed everything up to Base 130 Speed after a Speed Boost.

What partners should I consider?

What are its flaws?

Yanmega is very dependent on its Speed Boosts to outspeed and KO threats, making it very vulnerable to speed control such as Tailwind and Trick Room. Yanmega's use of Protect can also become predictable, making it risky if the opponent decides to double target Yanmega's partner in anticipation of it Protecting for that turn. While Rock Slide is significantly less common than it is in other Doubles formats, Yanmega has a hard time taking the hit. Yanmega's poor Special Defense also means that even resisted special hits will do a lot of damage.

Smeargle

Roles: Supporter, Sleep Inducer, Wallbreaker, Transform Sweeper

Moody Supporter

Smeargle @ Focus Sash / Mental Herb
Ability: Moody
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
- Dark Void
- Fake Out / Sheer Cold / Transform
- Follow Me / Entrainment / Transform
- Spiky Shield

Trick Room Wallbreaker

Smeargle @ Focus Sash
Ability: Own Tempo / Moody
Level: 1
Brave / Relaxed / Quiet / Sassy Nature
- Dark Void
- Fake Out
- Endeavor
- Spiky Shield

What's the big deal?

Smeargle has the largest movepool of all Pokémon, including dangerous moves like Dark Void, Sheer Cold, Transform, and all the support moves a team could ever need. It is one of the few Pokémon with access to the, though luck-based, potentially broken ability Moody. These qualities make Smeargle a highly threatening and unpredictable Pokémon in Sinnoh Classic, and it has to be dealt with immediately when encountered.

What should I expect to see?

Moves

Items

Other Details

Transform Smeargle should move the EVs from Defense to HP, as HP is the only stat that isn't copied after transforming. However, it is advisable to maximize Defense for Smeargle without Transform, since this allows it to take common priority moves like Fake Out, Feint, Mach Punch, Aqua Jet, and Bullet Punch much better.

Level 1 Smeargle needs a Speed-reducing nature to be as slow as possible, which is essential in a mirror match. The Trick Room variant benefits less from Moody, since it has no use for Defense or Speed modifiers, so Own Tempo is a viable alternative. This also ensures that Smeargle doesn't get screwed by an unlucky accuracy drop, but it comes at the cost of potential evasion and accuracy increases.

What partners should I consider?

What are its flaws?

Due to its horrible base stats, Smeargle suffers from very limited bulk and has to rely on Sheer Cold to get any direct KOs or Endeavor to offer some offensive presence for its team. It is very weak to Taunt and double targetting, which basically forces the Smeargle user to support a supporter. Smeargle will often have a hard time actually winning a game on its own if it is the last Pokémon standing.

Togekiss

Roles: Follow Me Support

Follow Me Support

Togekiss @ Sitrus Berry / Lum Berry / Babiri Berry
Ability: Serene Grace / Super Luck
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
- Follow Me
- Air Slash / Dazzling Gleam
- Tailwind / Thunder Wave / Helping Hand / Roost / Magic Coat
- Protect

What's the big deal?

Togekiss has an excellent typing for a redirection user, granting it immunities to both Dragon- and Ground-type moves. It also offers very useful support in the form of speed control and status protection.

What should I expect to see?

Moves

Items

Other Details

The EV spread maximizes physical bulk while allowing Togekiss to outspeed uninvested Rotom-A and attempt to make it flinch with Air Slash. A specially defensive spread with a Calm nature is also viable for teams that need Togekiss to redirect special attacks, while Relaxed or Sassy is preferred if using Togekiss on a Trick Room team. Serene Grace is useless if you're not using Air Slash, so Super Luck is the ideal ability if you're running Dazzling Gleam instead. Similarly to Babiri Berry, Wacan Berry or Yache Berry are also viable alternatives if Sitrus Berry is already used, while Leftovers can be used if the extra recovery is desired. An offensive set is viable, but an offensive role is better left to Gardevoir or other more offensive Pokémon.

What partners should I consider?

What are its flaws?

Despite its great typing, Togekiss suffers from weaknesses to Ice-, Steel-, and Electric-type moves, all of which are very dangerous in Sinnoh Classic. Togekiss is also relatively passive and struggles to do much damage itself, and if it can't make the foe flinch, Togekiss has a difficult time winning if it's the last Pokémon remaining. It's also very vulnerable to Taunt unless it runs Mental Herb.

Clefable

Roles: Follow Me Support

Follow Me Support

Clefable @ Sitrus Berry / Babiri Berry / Lum Berry
Ability: Unaware / Magic Guard
252 HP / 252 Def / 4 Spe
Bold Nature
-Follow Me
-Moonblast / Icy Wind
-Helping Hand / Thunder Wave / Heal Pulse / Magic Coat
-Protect

What's the big deal?

Clefable isn't as bulky as Togekiss, but it has plenty of tools that set it apart as a redirector, such as Unaware and access to Moonblast and Heal Pulse.

What should I expect to see?

Moves

Items

Other Details

Clefable wants to be as physically bulky as possible, since the attacks that Clefable is usually redirecting are physical. A Relaxed nature should be used if Clefable is being used on a Trick Room team. Magic Guard can be useful on Abomasnow teams to avoid taking damage from hail each turn and allows it to safely redirect a burn without taking damage each turn, though Unaware is usually a better option. Reliable recovery options such as Moonlight and Soft-Boiled are also viable, though Clefable doesn't usually have many opportunities to make use of recovery moves. Soft-Boiled also requires a generation 3 tutor and is thus illegal with Unaware, which is one of the primary reasons to use Clefable over Togekiss.

What partners should I consider?

What are its flaws?

Clefable's defensive stats are actually not very impressive, especially when compared to Togekiss's, so it's often relying completely on its typing and defensive investment to take hits. This means that Clefable has trouble taking strong special attacks, since it's often run with physically defensive sets, and it usually doesn't have the time to make use of recovery moves, so it will be worn down quickly. It's also very vulnerable to Taunt and not very powerful, so it's often a passive Pokémon that can't do much on its own.

Dusclops and Dusknoir Dusknoir DPP Dusknoir XY

Roles: Trick Room user, burn support, Helping Hand support

Trick Room (Dusclops)

Dusclops @ Eviolite
Ability: Pressure / Frisk
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Night Shade
- Helping Hand / Pain Split / Skill Swap

Trick Room (Dusknoir)

Dusknoir @ Mental Herb / Lum Berry
Ability: Frisk / Pressure
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Night Shade / Fire Punch
- Fire Punch / Pain Split / Helping Hand / Skill Swap

What's the big deal?

Dusclops might have gotten an evolution in Diamond and Pearl, but that doesn't mean you need to send it on a trip with a Reaper Cloth, because Eviolite makes Dusclops one of the bulkiest, most reliable Trick Room users in Sinnoh Classic! Unlike in most metagames, however, Dusknoir is still a viable alternative to Dusclops, since its higher Attack stat is useful for Fire Punch, and it can run an alternative item.

What should I expect to see?

Moves

Items

Other Details

A Relaxed nature with 0 Speed IVs and maximum HP and Defense investment is best for taking advantage of Trick Room and allows Dusclops to tank Weavile's Knock Off. Frisk is a great ability for scouting your opponent's items and potentially revealing any surprises. However, if you're using Helping Hand, Frisk becomes illegal on Dusclops and Dusknoir, forcing you to use Pressure.

What partners should I consider?

What are their flaws?

Dusclops and Dusknoir may be great at setting up Trick Room and supporting set teammates, but they can't do much on their own. Dusclops and Dusknoir usually lose last Pokémon situations when facing a special attacker or Fire-type. Dusclops's reliance on Eviolite also makes it very vulnerable to Knock Off, while Weavile deals massive damage to Dusknoir. Additionally, Dusclops is extremely vulnerable to Taunt, since it can't afford to run a Mental Herb.

Toxicroak

Roles: Fake Out support, priority attacker

Rain Attacker

Toxicroak @ Focus Sash / Life Orb
Ability: Dry Skin
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Fake Out
- Gunk Shot
- Low Kick
- Sucker Punch

What's the big deal?

Toxicroak's stats may not be too impressive, but thanks to its unique ability and typing, it can be a terror against rain teams, and it is also one of the few Fighting-types that severely threaten Fairy-types.

What should I expect to see?

Moves

Items

Other Details

No Toxicroak should leave home without Dry Skin, since it allows Toxicroak to be a big threat to Pokémon such as Ludicolo and Politoed. An Adamant nature with maximum investment in Attack and Speed is usually the best way to take advantage of Toxicroak's limited lifespan, but a Jolly nature also works for outspeeding Adamant Arcanine.

What partners should I consider?

What are its flaws?

Dry Skin may give Toxicroak a lot of recovery options, but fact is, Toxicroak is rather frail and slow for Fighting-type. Toxicroak isn't very powerful either and also has a 4x weakness to Psychic-type attacks.

Staraptor

Roles: Physical attacker, Choice Scarf user

Physical Attacker

Staraptor @ Choice Band / Choice Scarf
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn / Quick Attack

Final Gambit Assassin

Staraptor @ Choice Scarf
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Final Gambit
- Brave Bird
- Close Combat
- U-turn / Return

What's the big deal?

Staraptor is one of the few Pokémon of Sinnoh Classic that can take advantage of the powerful Flying STAB type. With access to strong moves like Brave Bird and Close Combat and excellent abilities in Reckless and Intimidate, you have a great offensive Flying-type!

It has two distinct sets as well: an offensive set that focuses on breaking through Pokémon with Reckless, and one that focuses on getting an important OHKO with Final Gambit and weakens foes with Intimidate.

What should I expect to see?

Moves

Items

Other Details

As tempting as more power may seem, Staraptor is a Pokémon that is not built to last, so a Jolly nature is preferred. For the usual offensive Staraptor, Reckless is an excellent ability, making Brave Bird and Double-Edge even more powerful! However, Intimidate is such a useful ability that if the potential KOs you miss aren't too much of a problem, it's still a very usable ability. For the Final Gambit set, Intimidate should always be used, since it gives Staraptor some extra utility before it sacrifices itself.

What partners should I consider?

What are its flaws?

Staraptor practically encapsulates the saying "the flame that burns twice as fast burns half as long", since its reliance on Brave Bird and Double-Edge will quickly get it into KO range for a wide number of Pokémon.

Rhyperior

Roles: Spread attacker, Weakness Policy user

Trick Room Attacker

Rhyperior @ Weakness Policy / Life Orb
Ability: Solid Rock
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Rock Slide
- Earthquake / Drill Run
- Protect
- Megahorn / Fire Punch / Drill Run / Ice Punch

What's the big deal?

Rhyperior's typing leaves it rife with weaknesses. Unlike most Pokémon, Rhyperior can turn this into an advantage with Weakness Policy, because thanks to Solid Rock, physical super effective attacks rarely KO Rhyperior. Combine this with Rhyperior's low Speed, and you have a fearsome Trick Room attacker!

What should I expect to see?

Moves

Items

Other Details

A Brave nature with maximum HP and Attack investment is needed for Rhyperior to take hits and sweep under Trick Room. Solid Rock further boosts its chance to sweep thanks to lowering the amount of damage super effective attacks deal. However, if you want to support Pokémon that are weak to Electric-type attacks, such as Azumarill, Lightning Rod is a reasonable choice.

What partners should I consider?

What are its flaws?

The big hole in Rhyperior's armor is its poor Special Defense stat and its large array of weaknesses. This makes Rhyperior very easy to OHKO for Water- and Grass-types. Also, Rhyperior needs Trick Room to make a big impact due to its low Speed stat.

Entei

Roles: Burn support, Psych Up sweeper, priority attacker

Physical Attacker

Entei @ Life Orb / Leftovers
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed / Stone Edge
- Psych Up / Stone Edge
- Protect

What's the big deal?

Entei sets itself apart from Arcanine by having the incredible Sacred Fire. With this attack, Entei doesn't have to worry about recoil while being able to spread burns. To make the deal even sweeter, Entei can copy the boosts of other sweepers to go on a rampage!

What should I expect to see?

Moves

Items

Other Details

Entei has decent bulk, but since it's often based around a partner sweeper, you'll want as much speed and power as possible. An Adamant nature is required for Extreme Speed, since the event Entei only has that nature. However, if you can't get this Entei, a Jolly nature is fine if you need to outspeed Arcanine 100% of the time.

What partners should I consider?

What are its flaws?

Entei has severe problems getting past most Water-types without a Psych Up boost due to its rather iffy coverage. Also, Entei tends to be a bit reliant on Psych Up boosts and Sacred Fire burns to differentiate itself from Arcanine, which is often a better pick for teams without setup because of Intimidate.

Breloom

Roles: Sleep inducer, priority attacker

Spore Attacker

Breloom @ Focus Sash / Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Spore
- Bullet Seed
- Mach Punch
- Protect / Rock Tomb / Superpower

What's the big deal?

Spore makes Breloom a massive offensive threat, especially against slower teams or when paired with Tailwind!

What should I expect to see?

Moves

Items

Other Details

Breloom may be slow, but it's so frail that there's no point in not investing in maximum Speed. An Adamant nature is best for giving Mach Punch its maximum power as well.

What partners should I consider?

What are its flaws?

Breloom is rather slow and frail, making it very weak to double targeting compared to most offensive Pokémon. Its reliance on putting foes to sleep also makes it very vulnerable to wasting turns on Pokémon with Lum or Chesto Berry.

Kingdra

Roles: Swift Swim sweeper

Rain Sweeper

Kingdra @ Life Orb / Choice Specs
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Muddy Water
- Draco Meteor
- Hydro Pump / Dragon Pulse / Hidden Power Grass
- Protect / Hidden Power Grass

What's the big deal?

Kingdra is a a good alternative to Ludicolo. While it doesn't have the useful Grass-type STAB to use against opposing Water-types, it does have a much better spread attack than other Water-type Pokémon.

What should I expect to see?

Moves

Items

Other Details

Kingdra usually wants a Modest nature to increase its sweeping power. There are rare instances where Timid Kingdra is useful, such as when facing other Kingdra, but otherwise, Modest is usually the best option.

What partners should I consider?

What are its flaws?

Kingdra is extremely reliant on the rain to become a threat, so without stormy skies, Kingdra becomes a weak, mediocre Dragon-type. Kingdra is also far weaker to Fairy-types than Ludicolo is, which is problematic considering the sheer number of them in Sinnoh Classic.

Ninetales

Roles: Sun setter

Sun Setter

Ninetales @ Heat Rock / Focus Sash / Iron Ball
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Quiet Nature
- Heat Wave / Flamethrower
- Protect
- Will-O-Wisp / Disable / Sunny Day
- Energy Ball / Disable / Sunny Day

Drought Attacker

Ninetales @ Choice Specs
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Heat Wave
- Hidden Power Ice
- Energy Ball
- Flamethrower / Fire Blast

What's the big deal?

Ninetales is the black sheep of the weather Pokémon, since it's a bit frail and isn't particularly powerful. However, Drought is devastating to Politoed and Abomasnow, making Ninetales a good counterpick to most weather teams.

What should I expect to see?

Moves

Items

Other Details

Ninetales should almost always be running Timid with maximum Speed and Special Attack, because while Ninetales isn't very powerful, bulk won't do it much good either. The exception is if you're running Iron Ball. Iron Ball Ninetales should run maximum HP and Special Attack with a Quiet nature, since it's trying to be as slow as possible.

What partners should I consider?

What are its flaws?

Ninetales is very reliant on the sun to deal any serious damage. Once the sun goes out or it has to rely on attacks that aren't Fire-type, you'll soon realize that Ninetales is very weak for a special attacker. Ninetales is also very frail for a weather inducer, so unlike Abomasnow and Politoed, it's difficult to base a team around sunny skies.

Bronzong

Roles: Trick Room setter

Trick Room Setter

Bronzong @ Sitrus Berry / Mental Herb / Occa Berry
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Trick Room
- Gyro Ball
- Light Screen / Reflect / Imprison / Safeguard
- Protect / Explosion

What's the big deal?

Bronzong faces huge competition from Cresselia on Trick Room teams, as the latter has superior bulk and more support options. However, Bronzong's Steel typing provides useful resistances that some teams might prefer.

What should I expect to see?

Moves

Items

Other Details

Colbur Berry and Kasib Berry are alternative items that function similarly to Occa Berry, allowing Bronzong to survive a hit from Weavile or Gengar better. However, Bronzong can usually take one hit from Weavile and Gengar depending on its EV spread, so this isn't necessary unless taking less damage from them is very important. Bronzong typically wants a specially defensive spread as opposed to a physically defensive spread, though, since its resistances are more useful against special attackers and Gengar tends to give Trick Room teams a tougher time than Weavile. As mentioned previously, Bronzong can give up defensive investment and run a Brave nature with maximum Attack investment, though Bronzong usually doesn't want to compromise its bulk because its primary role is setting Trick Room. Iron Head can also be used over Gyro Ball if Bronzong is being used to check Fairy-type redirectors, which don't take much damage from Gyro Ball.

What partners should I consider?

What are its flaws?

Despite numerous resistances by virtue of its Steel / Psychic typing, Bronzong's typing gives it another weakness to Fire-type moves, which are commonly used to deal with Scizor regardless. Bronzong's low base HP also makes it less durable as a Trick Room setter than Cresselia, which can offer much more support than Bronzong. While its typing means it's no longer weak to Scizor's Bug Bite, it does make Bronzong less effective against Fighting-types such as Hitmontop and Hariyama that otherwise don't have the ability to threaten Cresselia much.

Porygon2

Roles: Trick Room setter

Trick Room Setter

Porygon2 @ Eviolite
Ability: Trace / Download
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Trick Room
- Ice Beam / Tri Attack
- Recover
- Tri Attack / Magic Coat / Protect

What's the big deal?

Porygon2 wasn't very threatening in Gen 4, but access to Eviolite now makes it a very resilient Trick Room setter that can be very difficult to take down without a Fighting-type.

What should I expect to see?

Moves

Other Details

Porygon2 wants to be as physically bulky as possible to take Fighting-type attacks better, since any Fighting-type attacks aimed at it will be physical attacks. Trace is generally the superior ability to copy useful abilities such as Intimidate and Levitate, though Download can potentially give Porygon2 more of an offensive presence so that it isn't literally a sitting duck after setting Trick Room. Porygon2 has Icy Wind and Thunder Wave for speed control if you want to use it on non-Trick Room teams, though Cresselia is usually a better option for that. An offensive Trick Room setter with a Quiet nature and maximum Special Attack investment is viable, though this makes Porygon2 significantly less bulky.

What partners should I consider?

What are its flaws?

Porygon2 is very dependent on its Eviolite, so if it gets removed for any reason, then Porygon2 will have a difficult time taking hits. Porygon2 is also usually a very passive threat, which makes it very easy to ignore if the opposing team isn't bothered by Trick Room. Porygon2 doesn't do much damage even against teams that hate Trick Room, so it generally relies a lot on its teammates to threaten foes.

Gardevoir Gardevoir Gardevoir

Roles: Choice Scarf user

Choice Attacker

Gardevoir @ Choice Scarf / Choice Specs
Ability: Trace / Telepathy
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psyshock
- Moonblast
- Dazzling Gleam
- Thunderbolt / Hidden Power Fire / Trick

Offensive Support

Gardevoir @ Life Orb / Focus Sash
Ability: Trace / Telepathy
4 HP / 252 SpA / 252 Spe
Modest / Quiet Nature
- Psyshock
- Moonblast / Dazzling Gleam
- Protect
- Taunt / Trick Room

What's the big deal?

Gardevoir is a good option for an offensive Fairy-type, having a good movepool and unique abilities that set it apart from the pack.

What should I expect to see?

Moves

Items

Other Details

Trace is usually the best ability for gaining helpful abilities such as Swift Swim and Intimidate. However, if you are using a spread attacker such as Garchomp, Telepathy can be a good alternative. While Gardevoir is slow, it'll still usually want maximum Speed to outspeed slower threats such as Breloom. A Modest nature is usually best for maximum power, but a Timid nature allows Choice Scarf Gardevoir to outspeed Crobat, and regular Gardevoir to outspeed Adamant Heracross. If you're using Trick Room, you can use maximum HP and a Quiet nature as well.

What partners should I consider?

What are its flaws?

Gardevoir is physically frail, with many physical Pokémon outright OHKOing it. Gardevoir is also fairly slow, making it vulnerable to getting revenge killed unless Tailwind is up. Even if Gardevoir does set up Trick Room, it is often too fast to underspeed slower physical threats.

Suicune Suicune Suicune

Roles: Calm Mind user, Snarl support, Tailwind support

Calm Mind

Suicune @ Chesto Berry
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Scald
- Rest
- Icy Wind / Ice Beam

Support

Suicune @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Snarl
- Tailwind / Protect
- Reflect / Protect

What's the big deal?

Sinnoh Classic isn't as kind to Suicune as Battle Spot metagames normally are, but its bulk and good support movepool still make it a good choice for many teams.

What should I expect to see?

Moves

Items

Other Details

Suicune will usually want a Bold nature with maximum HP and Defense to take on physical attackers. However, if you want to roll the dice and use Sheer Cold, you'll have to use a Relaxed nature.

What partners should I consider?

What are its flaws?

Unless Suicune gets a lot of Calm Minds in, it tends to lack a heavy offensive presence. This means that Suicune often relies on Scald to avoid getting set up on, and even then, some setup Pokémon have a Lum or Chesto Berry to get around that. Suicune also struggles against Grass- and Electric-types, since they can usually beat Suicune before it can set up.

Gyarados

Roles: Dragon Dance user, Taunt user, speed control

Dragon Dance

Gyarados @ Lum Berry / Wacan Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Stone Edge / Ice Fang
- Protect

Bulky Support

Gyarados @ Sitrus Berry / Wacan Berry
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Waterfall
- Taunt
- Thunder Wave
- Protect

What's the big deal?

Gyarados is unique among Intimidate Pokémon, being one of the only holders of the ability that can handle rain teams. Gyarados also has a unique movepool that sets it apart from other users of Intimidate.

What can I expect to see?

Moves

Items

Other Details

For the Dragon Dance set, Adamant is usually the best nature for increasing power, and after one Dragon Dance Gyarados will only miss out on outspeeding Crobat. For the bulky set, you'll want an Impish nature to more effectively check physical attackers.

What partners should I consider?

What are its flaws?

Gyarados has a crippling weakness to Electric-type attacks, making it easy to OHKO with them as long as it isn't running Wacan Berry. While Intimidate patches up its mediocre physical bulk, this won't save it from getting hit hard by physical attackers. It also has rather poor Speed for an offensive Pokémon, making it easy to revenge kill if it can't set up a Dragon Dance.

Gastrodon

Roles: Special attacker

Bulky Attacker

Gastrodon @ Sitrus Berry / Expert Belt / Rindo Berry
Ability: Storm Drain
EVs: 252 HP / 252 SpA / 4 Spe
Modest / Quiet Nature
- Scald / Muddy Water
- Earth Power
- Ice Beam
- Protect / Recover

What's the big deal?

Gastrodon didn't have much going for it in Generation 4, but now with a buffed Storm Drain it makes for an effective bulky attacker that helps teammates that struggle against Water-types. With only a weakness to Grass, it can also prove difficult to take down for teams that lack Grass-type moves.

What should I expect to see?

Moves

Items

Other Details

Gastrodon should run a Quiet nature if being used on a Trick Room team or if it is relied on to beat opposing Rhyperior when Trick Room is active. Gastrodon can easily opt for a bulkier spread, though that depends solely on what moves you want Gastrodon to survive. Gastrodon gets Icy Wind if a bulkier spread is being used and speed control is desired, though it is too slow to make use of the Speed drops itself. Clear Smog is an unexpected move that lets Gastrodon check common users of setup moves like Calm Mind Cresselia and Belly Drum Azumarill, though Scizor is immune to it and Gastrodon has difficulty making room for this.

What partners should I consider?

What are its flaws?

Gastrodon is very slow and not particularly powerful, so it will often be taking a lot of damage before it attacks and won't always be able to do a lot of damage in return. Exploiting weak points is Gastrodon's main draw, so if it can't hit foes for super effective damage its damage output will be underwhelming unless it gets a Special Attack boost from Storm Drain. The Grass-type weakness is also huge and makes it trickier for Gastrodon to check rain teams due to the prominence of Ludicolo, and without recovery, Gastrodon has a hard time taking too many hits before it goes down.

Sableye

Roles: Prankster, Taunt user, burn support

Prankster Support

Sableye @ Focus Sash / Sitrus Berry
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold / Impish Nature
- Taunt
- Will-O-Wisp
- Foul Play / Quash
- Quash / Fake Out / Sunny Day / Feint / Detect / Swagger

What's the big deal?

Sableye isn't very bulky, but it more than makes up for that by being one of the best Prankster users in Sinnoh Classic!

What should I expect to see?

Moves

Items

What partners should I consider?

What are its flaws?

Even with maximum investment in HP and Defense, Sableye is still very frail, especially against special attackers, since Sableye usually isn't fast enough to effectively hit them with Snarl. Fairy-type Pokémon in particular are big issues, usually being able to OHKO Sableye.

Blaziken

Roles: Life Orb attacker

Life Orb Attacker

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 52 Atk / 244 SpA / 212 Spe
Naive Nature
- Overheat / Fire Blast / Heat Wave
- Superpower
- Hidden Power Ice / Heat Wave
- Protect

What's the big deal?

Blaziken was nothing special in generation 4, but now with access to Speed Boost, it finds itself functioning as a very capable late-game cleaner thanks to its fantastic STAB combination and great offensive stats.

What should I expect to see?

Moves

Items

Other Details

The EV spread makes sure that Blaziken has the best chance it can get to OHKO Garchomp with Hidden Power Ice, and this chance does not improve with full Special Attack investment. 52 Attack EVs ensure that Superpower will almost always 2HKO physically defensive Porygon2 and also OHKO Snorlax. The remaning EVs are placed in Speed to make Blaziken as fast as possible, outspeeding all unboosted threats up to Crobat at +1. Stone Edge can be used over Hidden Power Ice to hit Zapdos and Togekiss harder, but the accuracy is risky for such a hyper offensive Pokémon, and hitting Garchomp is usually more important. Poison Jab can surprise Fairy-types such as Clefable, Togekiss, Gardevoir, and Azumarill, but it doesn't OHKO any of them aside from Gardevoir, and Blaziken still loses to Azumarill unless it has redirection support.

What partners should I consider?

What are its flaws?

Blaziken usually only fits on hyper offense teams, and with Speed Boost this means that Blaziken has a terrible time against Trick Room and other forms of speed control. Blaziken also lives and dies as a nuke; if it can't KO a foe, then it runs a huge risk of being KOed in return. Despite a fantastic offensive typing, it suffers from weaknesses to Ground-, Water-, and Psychic-type moves, all of which are commonly used by top-tier threats in Sinnoh Classic. Blaziken is also relatively slow before it gains any Speed boosts, which can make Protect somewhat predictable. Furthermore, its best STAB moves have significant drawbacks, so it requires proper prediction in order to use effectively or else its blaze of glory won't last be lasting very long.

Typhlosion

Roles: Spread attacker, Choice Scarf user

Choice Attacker

Typhlosion @ Choice Scarf / Choice Specs
Ability: Flash Fire / Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Eruption
- Heat Wave
- Hidden Power Ice / Hidden Power Electric / Hidden Power Grass
- Extrasensory / Focus Blast

What's the big deal?

Typhlosion is more niche compared to Infernape and Arcanine, but Eruption lets it stand out as one of the few viable Fire-type spread attackers of Sinnoh Classic!

What should I expect to see?

Moves

Items

Other Details

You'll want a Timid nature to ensure outspeeding as many Pokémon as possible. Flash Fire makes Typhlosion a great switch-in to Fire-type attacks, making it much more powerful. It also puts pressure on Zapdos to not use Heat Wave, which can be useful for your partner. However, Blaze can be more useful later in the game, giving a boost to Typhlosion's Fire-type attacks if it goes below 25% of its health.

What partners should I consider?

What are its flaws?

Typhlosion's threat level goes down dramatically once its Eruption has been weakened. Also, it has a very poor matchup against rain teams.

Clefairy

Roles: Friend Guard support, Redirection support

Friend Guard Support

Clefairy @ Eviolite
Ability: Friend Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Follow Me
- Icy Wind / Moonblast
- Helping Hand / Thunder Wave / Heal Pulse / Magic Coat
- Protect

What's the big deal?

Normally, Clefable would be a better option, but Clefairy has access to the incredible Friend Guard ability, which boosts its teammate's Defense and Special Defense by 33%. This makes Clefairy a very dangerous partner for setup sweepers!

What should I expect to see?

Moves

Items

Other Details

Maximum HP and Defense with a Bold nature lets Clefairy become effective at redirecting Fighting- and Dark-type attacks with Follow Me. If you are fearless against Taunt, you can replace Moonblast or Icy Wind with another support move as well.

What partners should I consider?

What are its flaws?

Clefairy's biggest problem is that it has a complete lack of offensive presence. This makes it extremely vulnerable to Taunt and getting set up on. This also means that Clefairy usually loses when it's the last Pokémon on your team.

Illumise

Roles: Support, speed control

Prankster Support

Illumise @ Sitrus Berry
Ability: Prankster
Level: 50
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
IVs: 0 Atk
- Encore
- Thunder Wave / Tailwind
- Struggle Bug / Light Screen
- Swagger / Sunny Day / Fake Tears

What's the big deal?

A wide supportive movepool and the ability Prankster, which very few other available have, give Illumise a niche in the Sinnoh Classic.

What should I expect to see?

Moves

Items

Other Details

A more physically invested EV spread is better for Illumise because it makes it have better overall bulk due to a low base Defense.

What partners should I consider?

What are its flaws?

Illumise's biggest flaw is that it has almost no offensive presence by itself.

Raichu

Roles: Fake Out Support

Fake Out Support

Raichu @ Focus Sash / Air Balloon / King's Rock
Ability: Lightning Rod
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fake Out
- Thunderbolt
- Encore
- Protect / Hidden Power Ice / Feint / Fling

What's the big deal?

Raichu is a very unique redirection user thanks to its ability to threaten Azumarill. It also offers many support options such as a fast Fake Out, Lightning Rod, Encore, and Feint.

What should I expect to see?

Moves

Items

Other Details

Raichu has a huge support movepool, so the last move can be very flexible in order to meet the team's needs. Charm can soften up physical attacks, while Thunder Wave and Nuzzle can provide speed control, with the latter not being blocked by Taunt and having the ability to break Focus Sashes. Endeavor can also take advantage of Focus Sash to bring down a dangerous threat to 1 HP, making it much easier for its teammates to take down. However, Endeavor requires an event, so it's not easy to obtain. Volt Switch can also be used on rain teams that want a Fake Out user that can maintain momentum and have a Swift Swim user other than Ludicolo, such as Kingdra.

What partners should I consider?

What are its flaws?

Raichu offers very little offensive presence itself unless the foe is weak to Electric-type moves, so it's very dependent on its teammate to take advantage of the support it provides. Ground-types often wall Raichu completely, since it usually only has Thunderbolt as an attacking move, so unless it has a teammate that can immediately threaten Garchomp or Rhyperior, Raichu has a difficult time accomplishing much. Raichu also has a difficult time taking a hit, so if it loses its Focus Sash, then it is likely not going to survive the next strong hit.

Moltres

Roles: Tailwind setter, spread attacker

Special Attacker

Moltres @ Life Orb / Choice Specs
Ability: Flame Body / Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
- Heat Wave
- Hurricane
- Tailwind / Hidden Power Electric / Hidden Power Grass
- Protect / Fire Blast / Ancient Power

What's the big deal?

Moltres is one of the less common Fire-types, but don't be fooled: it's one of the most powerful spread attackers in the sun. Unlike most Fire-types, Moltres has a great secondary STAB attack in Hurricane to use if the rain comes up as well.

What can I expect to see?

Moves

Items

Other Details

Flame Body is a great ability that can potentially burn Pokémon that rely on contact moves, but since it requires an obscure event to obtain, Pressure Moltres is still reasonable to use. A Modest nature is usually best, since it allows Moltres to 2HKO Pokémon such as Snorlax, but a Timid nature is reasonable if you want to guarantee outspeeding Heracross and Adamant Arcanine.

What partners should I consider?

What are its flaws?

Moltres may have plenty of power, but its typing makes it extremely vulnerable to common attacking types such as Rock, Electric, and Water. Moltres is also rather slow, so if it doesn't set up Tailwind, outspeeding it isn't difficult.

Crobat

Roles: Tailwind setter, Taunt user

Support

Crobat @ Focus Sash / Yache Berry / Wacan Berry / Mental Herb
Ability: Inner Focus
EVs: 252 HP / 4 Def / 252 Spe
Timid / Jolly Nature
- Tailwind
- Taunt
- Super Fang
- Quick Guard / Brave Bird / Haze / Protect

What's the big deal?

Crobat is an incredibly fast support Pokémon. With Inner Focus, Crobat is nearly guaranteed to set up Tailwind or fire off a Taunt without worrying about Fake Out. It isn't toothless either thanks to Super Fang!

What should I expect to see?

Moves

Items

Other Details

Crobat will usually want maximum HP and Speed to ensure it always sets up Tailwind and for the potential to use Super Fang against a foe before going down. A Timid nature is great for minimizing damage from confusion and Foul Play, but if you plan on using Brave Bird, a Jolly nature is preferred.

What partners should I consider?

What are its flaws?

Crobat's only big offensive move is Super Fang, meaning that if it's the last Pokémon on the field, it almost always loses. Even with defensive investment, Crobat isn't that bulky either, with most strong neutral attacks being able to 2HKO it.

Tangela

Roles: Redirection user, sleep inducer

Redirector

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 124 Def / 4 SpA / 124 SpD / 4 Spe
Calm / Sassy Nature
- Rage Powder
- Sleep Powder
- Giga Drain
- Protect

What's the big deal?

Tangrowth may exist, but Tangela is a more interesting option in Sinnoh Classic. With Eviolite, it can act much like Amoonguss does in other metagames, being a bulky redirection Pokémon that can threaten to put others to sleep!

What should I expect to see?

Moves

Items

Other Details

The given EV spread and nature allow Tangela to survive a Life Orb Draco Meteor from Latios and a Reckless Brave Bird from Choice Scarf Staraptor. Regenerator is the best choice for the ability slot, letting Tangela restore health every time it switches out. If you are using Tangela under Trick Room, consider a Sassy nature and 0 Speed IVs to outspeed many threats.

What partners should I consider?

What are its flaws?

Tangela may be great at support, but its offensive power is rather poor. Unlike with other redirection Pokémon, since Tangela uses Rage Powder, Grass-types won't be affected by Tangela's attacks.


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Conclusion

Pokémon has been on one heck of a journey for the past 20 years. For most people, their nostalgia lies with Pokémon Red, Blue, Green, and Yellow, or with Pokémon Gold, Silver, and Crystal. However, when it comes to Smogon culture, Pokémon Diamond, Pearl, and Platinum may have had the biggest impact of any of the generations. They brought online battling to the forefront, not just on Pokémon simulators. Generation 4 also brought a power creep so great that it led to the Smogon suspect system people either love or hate today! In many ways, the 4th generation of Pokémon was what made Smogon explode into the authority on competitive Pokémon it is today. So to us, Sinnoh Classic isn't just a celebration of Pokémon; it's a celebration of Smogon too!

For those of you who want more information or want to see the history of this metagame's development, check out this thread!

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