The Invisible Lead
Alright, I've been leading my teams with Kecleon for a while now, and more often than not it provides a helpful early game. Main problem it has is that it's too fragile to last, and lacks power to do more than support. D:
Nonetheless, I'd like to see opinions on this leading Kecleon.
Kecleon @ Focus Sash/Leftovers
Trait: Colour Change
Nature: Sassy/Careful
Evs: 252 HP, 176 Def, 80 Sp.Def
~ Magic Coat
~ Counter
~ Stealth Rock/
Attack
~ Thunder Wave/Trick Room/
Attack
Moveset:
Let me just clarify what this set can do against rival leads.
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Bronzong: Reflects Hypnosis, takes practically no damage from Gyro Ball and EQ can be countered for heavy damage.
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Gengar: Thunder Wave paralyzes the thing, Trick Room renders its speed a Liability, and best of all, Coat can reflect Hypnosis, sending Gengar to bed early on.
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Tyranitar: Kecleon's defense is actually pretty good. CB'd Stone Edge/Crunch can be taken and sent back with Counter, and no Tyranitar enjoys paralysis.
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Gyara: Uuuh, taunt. =( Still, let the guy DD up then countersash it for luls. Wave helps also
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Salamence: Specs Draco Meteor gives Kecleon Nightmares (60-80% damage), but Thunder Wave is always a boon.
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Hippowdon: A little trickier this one. Counter hurts it, but it can Slack Off. You can set up in its face, too.
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Azelf: Azelf isn't dealing too much damage, here. Thunder Wave = Liability Azelf. Trick Room = Scared Azelf, at least.
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Yanmega: This one boils down to Hypno vs Protect. Either way, Kecleon wins. Hypnosis gets reflected, and if he protects, just T-Wave him next turn.
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Ninjask: Uuh, uhm... Trick Room? Seriously, you don't need to counter jask. Just pack a roarer. >_>
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Swampert: Counter and Coating SR.
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Ape: Countersash ;3
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Jolty: Okay, you win. Only think I can think of is TR, and that's asking for a Sub. If you have Boah on your team, though...
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Weavile: Counter. You don't even need a sash for this one, lol.
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Magic Coat:
Reason #1 to use Kecleon. Magic Coat doesn't just reflect status, but ANYTHING wierd that targets your team. Might even work on stuff like Tickle Wobbuffet, or Charm/Metal Sound users, though I need to test that. This makes a great antistarter, though, because Stealth Rock and Hypnosis are popular leading moves.
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Thunder Wave:
Reason #2 to use Kecleon. If they don't try to harm your side, they're probably setting up on theirs. Because Kecleon has a massive movepool AND he's rarely seen, they're unlikely to see T-Wave coming along. WHAM. Paralyzed sweeper on turn one. ;3
This is one of Kecleon's best assets, IMO.
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Stealth Rock/Trick Room:
This is more filler than anything. Adds to Kecleon's utility here, but there are more long term users if you want someone more reliable.
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Attack
Here's the deal. Kecleon has so many viable moves here, it's not funny. Here's just a few possibilities...
Body Slam paralyzes ground types occasionally, and provides a decent STAB of his passable attack.
Sucker Punch/Shadow Sneak can finish off other sashers, but it's not exactly great off his attack/without stab.
Aerial Ace eases prediction against Breloom/Paralyzed Hera, but that's it.
Elemental Punches are fun. Intimidate from mence/gyara mean damage is a little disappointing, but it's there if you've waved them. They also all hurt Ninjask Greatly, but he'll be subbing most likely.
Swagger, Rest and Weather Moves, whilst not Attacks, are all fantastic options for the spare moveslot(s).
EVs:
Are a little random :(
252 HP is a must. His HP stat is lowest, and both of his defenses get used well.
the 176 Def, whilst being an EV number I like, allows him to take Random Brick Breaks (Jolly CB Weavile's (max 97%) and Jolly CB Mence's (Max 99%), for example) and counter back for ridiculous damage. Or just T-Wave them. <_< Either way, <3 how Brick Break has bad BP.
The rest is in Sp.Def for the bolster, but you can put them in Def if you fear adamant DDmence Brick Break.
Item:
Lol. Really the best choices around, since this set can't use Trick. If you wanted, you could make a trickbander, but this is a moveset competition, not an analysis competition. >_>
You could pump his speed and forego counter for Trick and toss on a Scarf, though.
Either way, Sash helps against monkeys and bugs with muscles.
Counters:
Taunt, combined with Special Attacks.
Recovery moves.
Dusknoir.
CM Slowbro.
Blissey.
Others.
Really, it's walls that don't lead, and Sub/CM Jira/Kou. Packing a dugtrio can help if they really worry you.
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If you'd like to see more calculations, I'd happily do so.