[SET]
Name: Entry hazard support
Move 1: Stealth Rock
Move 2: Spikes / Toxic Spikes
Move 3: Encore
Move 4: Earth Power
Item: Leftovers
ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>The first of many support options in Fidgit's movepool is the group of all three entry hazard moves. Encore is amazingly helpful in buying turns for setting up, which is why it's most effective on this set where you want to set as many layers of Spikes as possible. It works like this: Firstly, switch Fidgit in on any non-threatening move against a slower opponent. This can be anything from a healing move, a boosting move, a setup move that only works once (like Stealth Rock), a move that will deal insignificant damage, or a status that Fidgit is immune to (which Vital Spirit helps with). Afterwards, predict your opponent's move; if you think they will try to attack, use Encore, and your opponent will be forced into using their ineffective move again for the next 4-8 turns, which earns you one free turn to set up as they switch out. If you predict a switch, just use Stealth Rock or your Spikes move of choice. The great thing about this set compared to other entry hazard users is how many things it can set up against; thanks to Encore, almost any non-offensive move becomes an opportunity to thrown down a layer of Spikes. Even opponents that would normally OHKO, like Garchomp, can be turned into setup bait as long as you're faster and you switch into the right attack. </p>
[SET]
Name: Field support
Move 1: Trick Room / Gravity / Tailwind
Move 2: U-turn
Move 3: Wish
Move 4: Earth Power
Item: Leftovers
ability: Persistent
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>Fidgit has several qualities that make it an excellent candidate for setting up the field-affecting moves it has access to. Its unique ability, Persistent, is one; another is its solid defensive typing and stats, which allow it to switch into several common Pokémon without much fear, including Heracross, Lucario, and Revenankh. Wish provides further team support, while U-turn provides a way to scout the enemy's switch and deal some damage in the bargain. Earth Power is a solid attacking move, and helps against Swords Dance Lucario. It also has slightly higher power than Earthquake overall with Fidgit's stats factored in.</p>
<p>Maximum Speed investment might seem counter-productive with Trick Room considering that the effects of Speed are going to be reversed after a single turn, but it actually has several benefits; it allows Fidgit to use any of its other moves before an opponent acts, and since Fidgit can usually survive one attack from many of its slower counters, as well, you can use U-turn after Trick Room to bring in whatever Pokémon is taking advantage of Trick Room completely unscarred. Increasing either of Fidgit's defenses instead is still a viable option, however.</p>
[SET]
Name: Spinner
Move 1: Rapid Spin
Move 2: Stealth Rock
Move 3: Wish
Move 4: Shadow Ball / Earthquake
Item: Leftovers
ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid / Jolly
[SET COMMENTS]
<p>Rapid Spin is the only way to clear your side of the field of Stealth Rock, which heavily cripples any Pokémon weak to it. The number of Rapid Spin users is quite limited, however, so it's a very useful option whenever it's available, and Fidgit has the added bonus of a Rock resistance, causing it to take less damage than most other candidates for the job would. Stealth Rock and Wish give Fidgit something to do when there isn't anything to spin away, though most other support moves can fit effectively into either slot as well. The attacking move in the last slot depends on what Ghost-type you're most worried about; Earthquake is best against Spiritomb, who is neutral to Ghost and usually invests in Special Defense, but Shadow Ball works better against everything else.</p>
[SET]
Name: Encore Supporter
Move 1: Encore
Move 2: Wish
Move 3: Earth Power
Move 4: U-turn / Sludge Bomb / Hidden Power Ice
Item: Leftovers
Ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>This set plays very similarly to Togekiss's Encore Supporter set. Simply switch into a support or set up move and Encore it. Just don't try to Encore Dragon Dance, since all Dragon Dancers save Adamant Tyranitar will outspeed you after one Dance and can switch to a different move. Once you use Encore, Wish on the switch. Then, U-turn out to a counter. If you feel you don't need U-turn, use Sludge Bomb instead for STAB, or Hidden Power Ice for coverage.</p>
[SET]
name: Double Screen
Move 1: Reflect
Move 2: Light Screen
Move 3: Taunt
Move 4: Stealth Rock
Item: Light Clay
Ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>This takes the place of the dual screen Deoxys-S. This set works great at any point in the game. As a lead, Taunt shuts down many common Stealth Rock layers, and after that, you're free to do what you want. Reflect and Light Screen effectively double your defenses, which ensures that as long as you get the first screen up before taking an attack, almost nothing will be able to OHKO Fidgit. This gives great support to Baton Passers, or stat-up pokemon. Stealth Rock is there if you have time to set it up. Do beware of faster Taunt-using Pokémon such as Azelf, Aerodactyl, and Deoxys-S, however.</p>
[SET]
Name: Finicky Fidgit
Move 1: Earth Power
Move 2: Sludge Bomb
Move 3: Shadow Ball
Move 4: Hidden Power Ice / Hidden Power Electric
Item: Choice Specs
Ability: Vital Spirit
Evs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>What Fidgit lacks in firepower, it makes up with its solid defenses and good Speed. This is one of the sturdier Choice users you will find. Earth Power and Sludge Bomb are for STAB, while Shadow Ball is for Ghosts you may encounter, and Hidden Power Ice is for the Dragons who would normally wall you. If you want to suprise enemy Gyarados who think they can set up on you, use Hidden Power Electric, but if it doesn't KO, get out of there fast. </p>
<p>There aren't many other options for this set, but the most notable is Energy Ball, who would hit Swampert hard. Using a support move in one slot is also a workable option; it can lull the opponent into thinking that this is a regular Fidgit, and gives Fidgit something useful to do in the event that the opponent has something that walls this set entirely, like Blissey. Likewise, U-turn can be used in order to find out what the opponent's Fidgit counter is, so you can get Fidgit away safely and hit the counter hard next time it switches in. Its also possible to go Modest and equip a Choice Scarf to outspeed most of the metagame, up to but not including Modest ScarfGar.</p>
[Other Options]
<p>Fidgit has several support moves that aren't listed on any of the main sets. Knock Off is a useful support move that doesn't really have a place on any specific set. Whirlwind works if you're looking for a phazer, though many stat-boosting opponents will be able to hit Fidgit Super Effectively. Protect can be combined with Wish to essentially form a reliable healing move, stall for Leftovers recovery, and scout an opponent's move, though a smart enemy can take advantage of the extra turn by switching or using a non-offensive move. Block stops an opponent from switching, which can work if you're trying to stall.</p>
<p>Attacking is far from Fidgit's strong suit, but it does have a few other offensive options that can help against specific threats. Sludge Bomb is useful against Grass-types and (assuming Vital Spirit) makes Fidgit into one of the best Breloom switch-ins available. Stone Edge/Rock Slide and Energy Ball are useful against Flying and Water-types, who can usually switch in without much fear. Pursuit and Sucker Punch can surprise opponents, but Fidgit's Attack is too low to use them very effectively.</p>
<p>None of the options for the above movesets are set in stone; they're merely a sampling of what combinations of moves might prove effective. Fidgit's support movepool is so huge that at least five different moves could be viable options on a support slot in any given set. Feel free to mix and match Fidgit's movepool to suit your team's needs best, as that's the way it'll be the most helpful to your strategy as a whole.</p>
[EVs]
<p>Maximum Speed and HP investment with a Speed-boosting nature give Fidgit the best chance to use its support moves and come out alive. Tying against opposing Fidgit is useful, but if it's not important to you, 232 Speed EVs will put Fidgit one point above Jolly Garchomp, which is the lowest you should consider going if Fidgit is going to be investing heavily in Speed. If defenses are more important, 252 HP / 216 SpD / 40 Spe with a Speed-boosting nature provides near-equal defensive stats and 281 Speed, just enough to beat Adamant Lucario, Timid/Hasty Heatran, and any Pokémon sitting just above.</p>
[Opinion]
<p>Pure Utility. That's the idea behind Fidgit, and that's exactly what it brings to the table; no other Pokémon can learn Stealth Rock, both types of Spikes, both screens, Gravity, Tailwind, Trick Room, Encore, and a plethora of other support moves, and very few can use the support moves they've been given as effectively. At the same time, it doesn't have much in the way of offense and lacks a regular healing move (though Wish + Protect can fill that void to an extent), but those flaws are very easily overlooked once the amount of support Fidgit can provide becomes apparent.</p>
[Counters]
<p>There's no way to dispel Trick Room (aside from using Trick Room again), Tailwind, or Gravity once they're active, and Fidgit will be switching out most of the time to let a different Pokémon take advantage of the field effects, so countering the field support set is more a matter of countering whatever the opponent switches to rather than Fidgit itself. As for the other sets, there are several Pokémon who can come in without much direct risk and pose a threat. It's important to note that in Fidgit's case, "pose a threat" is far more of a quality to look for in a counter than "switch in without risk", since most of what Fidgit is doing won't involve attacking directly. Gengar is faster than Fidgit, resistant or immune to both STAB attacks, and while it does learn Taunt, it can easily 2HKO with Hidden Power Ice, or simply put non-Vital Spirit variants to Sleep with Hypnosis. Neither Azelf nor Syclant resist Poison, but both of them can switch in on a Ground attack and OHKO with STAB Psychic and Ice Beam, respectively. Dugtrio can't switch in completely safely, but can come in on any setup attack and OHKO with Earthquake. Bronzong inflicts solid damage with Earthquake and laughs off anything Fidgit might try to do in return (and has the additional advantage of moving before nearly anything else in Trick Room), though it loses its invulnerability to Ground if Fidgit uses Gravity.</p>
<p>Bulky Water-types can generally switch into Fidgit without much fear. Starmie is probably the best choice; it's faster than Fidgit, hits Super Effective with both STAB attacks, and can use Rapid Spin to clear any Spikes or Toxic Spikes. Gyarados is also a good option since it's immune to Ground, neutral to Poison, and can Taunt any setup attacks (though it has to watch out for Fidgit's Taunt) or use Waterfall for heavy damage. Other solid choices include Suicune, Milotic, and Swampert.</p>
Name: Entry hazard support
Move 1: Stealth Rock
Move 2: Spikes / Toxic Spikes
Move 3: Encore
Move 4: Earth Power
Item: Leftovers
ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>The first of many support options in Fidgit's movepool is the group of all three entry hazard moves. Encore is amazingly helpful in buying turns for setting up, which is why it's most effective on this set where you want to set as many layers of Spikes as possible. It works like this: Firstly, switch Fidgit in on any non-threatening move against a slower opponent. This can be anything from a healing move, a boosting move, a setup move that only works once (like Stealth Rock), a move that will deal insignificant damage, or a status that Fidgit is immune to (which Vital Spirit helps with). Afterwards, predict your opponent's move; if you think they will try to attack, use Encore, and your opponent will be forced into using their ineffective move again for the next 4-8 turns, which earns you one free turn to set up as they switch out. If you predict a switch, just use Stealth Rock or your Spikes move of choice. The great thing about this set compared to other entry hazard users is how many things it can set up against; thanks to Encore, almost any non-offensive move becomes an opportunity to thrown down a layer of Spikes. Even opponents that would normally OHKO, like Garchomp, can be turned into setup bait as long as you're faster and you switch into the right attack. </p>
[SET]
Name: Field support
Move 1: Trick Room / Gravity / Tailwind
Move 2: U-turn
Move 3: Wish
Move 4: Earth Power
Item: Leftovers
ability: Persistent
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>Fidgit has several qualities that make it an excellent candidate for setting up the field-affecting moves it has access to. Its unique ability, Persistent, is one; another is its solid defensive typing and stats, which allow it to switch into several common Pokémon without much fear, including Heracross, Lucario, and Revenankh. Wish provides further team support, while U-turn provides a way to scout the enemy's switch and deal some damage in the bargain. Earth Power is a solid attacking move, and helps against Swords Dance Lucario. It also has slightly higher power than Earthquake overall with Fidgit's stats factored in.</p>
<p>Maximum Speed investment might seem counter-productive with Trick Room considering that the effects of Speed are going to be reversed after a single turn, but it actually has several benefits; it allows Fidgit to use any of its other moves before an opponent acts, and since Fidgit can usually survive one attack from many of its slower counters, as well, you can use U-turn after Trick Room to bring in whatever Pokémon is taking advantage of Trick Room completely unscarred. Increasing either of Fidgit's defenses instead is still a viable option, however.</p>
[SET]
Name: Spinner
Move 1: Rapid Spin
Move 2: Stealth Rock
Move 3: Wish
Move 4: Shadow Ball / Earthquake
Item: Leftovers
ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid / Jolly
[SET COMMENTS]
<p>Rapid Spin is the only way to clear your side of the field of Stealth Rock, which heavily cripples any Pokémon weak to it. The number of Rapid Spin users is quite limited, however, so it's a very useful option whenever it's available, and Fidgit has the added bonus of a Rock resistance, causing it to take less damage than most other candidates for the job would. Stealth Rock and Wish give Fidgit something to do when there isn't anything to spin away, though most other support moves can fit effectively into either slot as well. The attacking move in the last slot depends on what Ghost-type you're most worried about; Earthquake is best against Spiritomb, who is neutral to Ghost and usually invests in Special Defense, but Shadow Ball works better against everything else.</p>
[SET]
Name: Encore Supporter
Move 1: Encore
Move 2: Wish
Move 3: Earth Power
Move 4: U-turn / Sludge Bomb / Hidden Power Ice
Item: Leftovers
Ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>This set plays very similarly to Togekiss's Encore Supporter set. Simply switch into a support or set up move and Encore it. Just don't try to Encore Dragon Dance, since all Dragon Dancers save Adamant Tyranitar will outspeed you after one Dance and can switch to a different move. Once you use Encore, Wish on the switch. Then, U-turn out to a counter. If you feel you don't need U-turn, use Sludge Bomb instead for STAB, or Hidden Power Ice for coverage.</p>
[SET]
name: Double Screen
Move 1: Reflect
Move 2: Light Screen
Move 3: Taunt
Move 4: Stealth Rock
Item: Light Clay
Ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>This takes the place of the dual screen Deoxys-S. This set works great at any point in the game. As a lead, Taunt shuts down many common Stealth Rock layers, and after that, you're free to do what you want. Reflect and Light Screen effectively double your defenses, which ensures that as long as you get the first screen up before taking an attack, almost nothing will be able to OHKO Fidgit. This gives great support to Baton Passers, or stat-up pokemon. Stealth Rock is there if you have time to set it up. Do beware of faster Taunt-using Pokémon such as Azelf, Aerodactyl, and Deoxys-S, however.</p>
[SET]
Name: Finicky Fidgit
Move 1: Earth Power
Move 2: Sludge Bomb
Move 3: Shadow Ball
Move 4: Hidden Power Ice / Hidden Power Electric
Item: Choice Specs
Ability: Vital Spirit
Evs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
[SET COMMENTS]
<p>What Fidgit lacks in firepower, it makes up with its solid defenses and good Speed. This is one of the sturdier Choice users you will find. Earth Power and Sludge Bomb are for STAB, while Shadow Ball is for Ghosts you may encounter, and Hidden Power Ice is for the Dragons who would normally wall you. If you want to suprise enemy Gyarados who think they can set up on you, use Hidden Power Electric, but if it doesn't KO, get out of there fast. </p>
<p>There aren't many other options for this set, but the most notable is Energy Ball, who would hit Swampert hard. Using a support move in one slot is also a workable option; it can lull the opponent into thinking that this is a regular Fidgit, and gives Fidgit something useful to do in the event that the opponent has something that walls this set entirely, like Blissey. Likewise, U-turn can be used in order to find out what the opponent's Fidgit counter is, so you can get Fidgit away safely and hit the counter hard next time it switches in. Its also possible to go Modest and equip a Choice Scarf to outspeed most of the metagame, up to but not including Modest ScarfGar.</p>
[Other Options]
<p>Fidgit has several support moves that aren't listed on any of the main sets. Knock Off is a useful support move that doesn't really have a place on any specific set. Whirlwind works if you're looking for a phazer, though many stat-boosting opponents will be able to hit Fidgit Super Effectively. Protect can be combined with Wish to essentially form a reliable healing move, stall for Leftovers recovery, and scout an opponent's move, though a smart enemy can take advantage of the extra turn by switching or using a non-offensive move. Block stops an opponent from switching, which can work if you're trying to stall.</p>
<p>Attacking is far from Fidgit's strong suit, but it does have a few other offensive options that can help against specific threats. Sludge Bomb is useful against Grass-types and (assuming Vital Spirit) makes Fidgit into one of the best Breloom switch-ins available. Stone Edge/Rock Slide and Energy Ball are useful against Flying and Water-types, who can usually switch in without much fear. Pursuit and Sucker Punch can surprise opponents, but Fidgit's Attack is too low to use them very effectively.</p>
<p>None of the options for the above movesets are set in stone; they're merely a sampling of what combinations of moves might prove effective. Fidgit's support movepool is so huge that at least five different moves could be viable options on a support slot in any given set. Feel free to mix and match Fidgit's movepool to suit your team's needs best, as that's the way it'll be the most helpful to your strategy as a whole.</p>
[EVs]
<p>Maximum Speed and HP investment with a Speed-boosting nature give Fidgit the best chance to use its support moves and come out alive. Tying against opposing Fidgit is useful, but if it's not important to you, 232 Speed EVs will put Fidgit one point above Jolly Garchomp, which is the lowest you should consider going if Fidgit is going to be investing heavily in Speed. If defenses are more important, 252 HP / 216 SpD / 40 Spe with a Speed-boosting nature provides near-equal defensive stats and 281 Speed, just enough to beat Adamant Lucario, Timid/Hasty Heatran, and any Pokémon sitting just above.</p>
[Opinion]
<p>Pure Utility. That's the idea behind Fidgit, and that's exactly what it brings to the table; no other Pokémon can learn Stealth Rock, both types of Spikes, both screens, Gravity, Tailwind, Trick Room, Encore, and a plethora of other support moves, and very few can use the support moves they've been given as effectively. At the same time, it doesn't have much in the way of offense and lacks a regular healing move (though Wish + Protect can fill that void to an extent), but those flaws are very easily overlooked once the amount of support Fidgit can provide becomes apparent.</p>
[Counters]
<p>There's no way to dispel Trick Room (aside from using Trick Room again), Tailwind, or Gravity once they're active, and Fidgit will be switching out most of the time to let a different Pokémon take advantage of the field effects, so countering the field support set is more a matter of countering whatever the opponent switches to rather than Fidgit itself. As for the other sets, there are several Pokémon who can come in without much direct risk and pose a threat. It's important to note that in Fidgit's case, "pose a threat" is far more of a quality to look for in a counter than "switch in without risk", since most of what Fidgit is doing won't involve attacking directly. Gengar is faster than Fidgit, resistant or immune to both STAB attacks, and while it does learn Taunt, it can easily 2HKO with Hidden Power Ice, or simply put non-Vital Spirit variants to Sleep with Hypnosis. Neither Azelf nor Syclant resist Poison, but both of them can switch in on a Ground attack and OHKO with STAB Psychic and Ice Beam, respectively. Dugtrio can't switch in completely safely, but can come in on any setup attack and OHKO with Earthquake. Bronzong inflicts solid damage with Earthquake and laughs off anything Fidgit might try to do in return (and has the additional advantage of moving before nearly anything else in Trick Room), though it loses its invulnerability to Ground if Fidgit uses Gravity.</p>
<p>Bulky Water-types can generally switch into Fidgit without much fear. Starmie is probably the best choice; it's faster than Fidgit, hits Super Effective with both STAB attacks, and can use Rapid Spin to clear any Spikes or Toxic Spikes. Gyarados is also a good option since it's immune to Ground, neutral to Poison, and can Taunt any setup attacks (though it has to watch out for Fidgit's Taunt) or use Waterfall for heavy damage. Other solid choices include Suicune, Milotic, and Swampert.</p>